WO2013180105A1 - Game control device, game control method, program, recording medium, and game system - Google Patents

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

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Publication number
WO2013180105A1
WO2013180105A1 PCT/JP2013/064724 JP2013064724W WO2013180105A1 WO 2013180105 A1 WO2013180105 A1 WO 2013180105A1 JP 2013064724 W JP2013064724 W JP 2013064724W WO 2013180105 A1 WO2013180105 A1 WO 2013180105A1
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WO
WIPO (PCT)
Prior art keywords
information
user
game
card
communication terminal
Prior art date
Application number
PCT/JP2013/064724
Other languages
French (fr)
Japanese (ja)
Inventor
友香 赤間
勝也 鳴海
正平 多田
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 WO2013180105A1 publication Critical patent/WO2013180105A1/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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/54Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • 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
    • 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
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/575Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for trading virtual items

Definitions

  • the present invention relates to a technique for controlling the progress of a game by each user according to each operation of a plurality of users.
  • Non-Patent Document 1 a digital card game (Dragon Collection (registered trademark)) described in Non-Patent Document 1 below is known.
  • a character image displayed on a card which is an object on the game, is given to the user.
  • the same image is displayed on the card regardless of the given user. Is displayed. That is, the presenting mode of the card to the user possessing the same card is the same regardless of the user. In such a situation, the user who presents the card cannot feel fun and the game itself may get bored. This is especially true when there is a large circulation of cards with the same image.
  • 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 in which presentation modes to a user for the same object on a game are different for each user.
  • the purpose is to provide.
  • a first aspect of the present invention is a game control device, Storage means for storing, in a storage device, an object on the game associated with a plurality of pieces of first information each including at least one of image information and audio information, in association with each user; Selection means for selecting one of the objects associated with the user based on information about the user's operation input; Specification means for specifying any first information among the plurality of first information associated with the object selected by the selection means based on user information which is information on the game of the user When, Presenting means for presenting the object selected by the selecting means to the user in an aspect based on the first information specified by the specifying means; 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.
  • user information is information managed on the game for each user. For example, user ID, user attributes (gender, age, etc.), various points on the game, score, game It may be at least one of the value of the parameter of the object used by the user above, the amount of virtual currency that the user can use on the game, and information about their past history.
  • an object on the game is associated with a plurality of first information each including at least one of image information and audio information, and the aspect in which the object is presented to the user is as follows: Based on user information on the user's game. Therefore, even if it is the same object, if user information differs, the aspect shown to a user will become different and the interest property of a game can be improved.
  • the user information may be information related to a degree of progress of the user on the game.
  • the mode of the object presented to the user changes, so that the user can enjoy the change in the mode of the object as the game progresses, and the fun of the game can be further enhanced.
  • the “degree of progress on the game” is information indicating the degree of progress of the game by the user, for example, and is information that changes as the user executes or progresses the game.
  • “Progression level in game” refers to, for example, the level that fluctuates depending on the experience value acquired in the game, the number of executions of a predetermined process such as a quest or battle, or the number of times that a predetermined condition on the game is satisfied (the number of times a battle has been won Etc.).
  • the user information may be information on the degree of progress of the user on the game using the object selected by the selection means.
  • the aspect presented to the user about the object changes, so that the user can enjoy the change of the object aspect as the game progresses. It can be further increased.
  • the user is motivated to actively use the object on the game in anticipation of a change in the presentation mode of the object.
  • the user information may be information regarding acquisition or use of the object of the user on the game. Accordingly, the aspect of the object presented to the user can be appropriately changed according to the user's acquisition status and usage status for the object.
  • the “information about acquisition” may be an acquisition method for an object (for example, purchase by paying a consideration, acquisition by trade with another user, etc.).
  • the “information regarding use” may be, for example, a use period of the object on the game, the number of uses, and the like.
  • the plurality of pieces of first information have different amounts of information of at least one of image information and audio information
  • the specifying unit includes the plurality of pieces of first information.
  • a plurality of visual and / or auditory presentation modes of an object can be set, so that it becomes easier for the user to understand changes in the presentation mode of an object according to his / her user information.
  • the difference in the amount of information includes not only the difference in the amount of change in the image, but also the case in which the content of the change in the image is the same but the image quality (gradation) is different.
  • the user information is information on the number of times the object associated with the user is used on the game, the frequency of use, or the time elapsed since the previous use of the object
  • the specifying unit may specify the first information having a large information amount among the plurality of first information as the number of times of use or the use frequency is larger or as the elapsed time is shorter.
  • the more frequently an object is used on the game the more image information and / or audio information is displayed when the object is presented. Therefore, the user is motivated to use the object frequently in the hope that the visual and / or auditory changes when the object is presented will be increased. Users can enjoy more.
  • the user information is information related to an elapsed time from the acquisition time of the user of the object associated with the user, and the specifying means increases the plurality of times as the elapsed time is longer.
  • the first information having a large information amount may be specified. In such a configuration, the longer the object is held on the game, the more the image information and / or audio information when the object is presented. Therefore, the user is motivated to hold the object for a long time in the hope that the visual and / or auditory change when the object is presented will be increased. Users can enjoy more.
  • a second aspect of the present invention is a game control method, Storing a game object associated with a plurality of pieces of first information each including at least one of image information and audio information in a storage device in association with each user; Selecting one of the objects associated with the user based on information about the user's operation input; and Identifying any first information among the plurality of first information associated with the object selected by the selecting step based on user information which is information on the game of the user When, Presenting the object selected by the selecting step to the user in a manner based on the first information identified by the identifying step; Is provided.
  • a third aspect of the present invention relates to a computer.
  • 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 Storage means for storing a game object associated with a plurality of pieces of first information each including at least one of image information and audio information in a storage device in association with each user;
  • a selection means for selecting one of the objects associated with the user based on the information related to the user's operation input;
  • Specification means for specifying any first information among the plurality of first information associated with the object selected by the selection means based on user information which is information on the game of the user ,as well as, Presenting means for presenting the object selected by the selecting means to the user in an aspect based on the first information specified by the specifying means; Any one of the communication terminal and the server is provided with each means.
  • the figure which shows the basic composition of the game system of embodiment The figure which shows an example of the external appearance of the communication terminal of embodiment.
  • the figure which shows the other example of the external appearance of the communication terminal of embodiment The block diagram which shows the structure of the communication terminal of embodiment.
  • the block diagram which shows the structure of the game server of embodiment The block diagram which shows the structure of the database server of embodiment.
  • 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 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 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.
  • the present invention relates to a patent application of Japanese Patent Application No. 2012-124113 filed with the Japan Patent Office on May 31, 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. An example of such a plug-in is a flash player by Adobe Systems (USA).
  • the HTML data in this embodiment may be in the HTML5 format having a moving image and audio playback function.
  • 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 and may be any game as long as it uses an object, but in the following, for convenience of explanation of the embodiment, the game server 20 As an example of the game realized by the above, a digital card game using a card on which an image of a game character is displayed as an object is taken up.
  • FIG. 6 shows an example of a user database 31 applied in the digital card game of the present embodiment (hereinafter simply referred to as “game” or “game of the present embodiment” as appropriate).
  • the user database 31 has, for each user ID (user identification information), a user name, a progress level, physical fitness points, experience points, possessed coins, and possessed cards (card and card level of the card). 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 the data for each user name that identifies the user is generically referred to as user data.
  • the data of each item constituting the user data is as follows.
  • -User name It is a user name displayed in order to identify the user of the communication terminal 10 at the time of execution of a game.
  • the user name is text having a predetermined length or less designated in advance by the user.
  • the user name is a name that identifies the user on the network environment (or game community) provided by the game server 20.
  • Progress level Data indicating the degree of progress of the user's game, and an example of information relating to the degree of progress 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.
  • -Experience value In the game of this embodiment, it is a value which increases when performing the quest mentioned later.
  • the experience value reaches a predetermined value (for example, 100), the progress level is increased by 1, and the experience value is reset (ie, becomes zero).
  • -Owned coin The amount of virtual currency that the user has in the game.
  • a certain amount of coins may be required when purchasing a card or drawing a lottery for acquiring a card by lottery.
  • the owned card is data of cards (C3, C10, etc.) held by the user.
  • the user (a) given in advance when registering the game, (b) purchased with virtual currency, (c) acquired by a lottery in the game, or (d) present from other users in the game Get a card by getting as, or by trading. All the cards or some of the cards have one of a plurality of card levels M1 to M4 described later.
  • Each card may be associated with, for example, a parameter referred to in a game battle (that is, an ability value such as an attack power and a defense power).
  • 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.
  • the information related to the progress of the game may include various information depending on the nature of the game, but includes, for example, information about a quest result to be described later.
  • the game database 32 includes a card database.
  • FIG. 7 shows a configuration example of the card database.
  • the card database is associated with a card level and information including at least one of image information and audio information (hereinafter referred to as “playback information”) for each card.
  • An example of reproduction information is a SWF format file embedded in HTML data.
  • the level that is, the degree of change in motion
  • the reproduction information corresponding to the card level M1 may be a still image.
  • the card level may not be set for all cards that can be used on the game of the present embodiment. For example, when the game character on the card is always a still image when displayed on the web browser of the communication terminal 10, the card level may not be set.
  • FIG. 8 is an example showing a series of web pages when the user acquires a card in the game of the present embodiment.
  • FIG. 9 is an example showing a series of web pages when the user selects a card to be used on the game in the game of the present embodiment.
  • FIG. 10 is an example showing a series of web pages when the user performs a quest in the game of the present embodiment.
  • FIG. 11 is an example showing a series of web pages when the user confirms (displays) a card on hand in the game of the present embodiment.
  • FIG. 12 is a diagram illustrating a change example of the display mode of the character image on the card according to the card level.
  • 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 P1 in FIG. 8 is an example of the top page of the game of the present embodiment, and is configured according to individual user IDs. 8 includes a character image display area 101, a user data display area 102, and a menu display area 103.
  • the character image display area 101 is an area in which a character image designated in advance by the user is displayed among character images displayed on a plurality of cards included in the user data of the target user ID.
  • the user data display area 102 is an area in which data (see FIG. 6) of items of progress level, physical strength points, cards, and possessed coins included in the user data of the target user ID is displayed.
  • the “card” in the user data display area 102 is the number of cards owned by the user.
  • the menu display area 103 is an area for displaying menus corresponding to a plurality of functions provided in the game of the present embodiment.
  • a case where each menu m1 to m3 in which the texts “card acquisition”, “used card setting”, and “quest” are displayed is shown.
  • the menu display area 103 shows the menus m1 to m3 as an example.
  • the menu display area 103 is not limited to this, and menus for executing other processes may be appropriately displayed.
  • a “battle” menu for executing a battle using a card with another user may be displayed.
  • the menu m1 (“card acquisition”) is a card for playing a game character video (hereinafter referred to as a "video playback card”) among cards prepared for the game of the present embodiment. It is a menu to get by.
  • the menu m1 is selected and operated on the web page P1 in FIG. 8, the web page is updated as shown in P10.
  • a video playback card can be acquired in a certain amount of virtual currency (for example, 300 coins here) on the game, and a menu m10 for prompting the user to make a final purchase intention display.
  • Acquire is displayed.
  • the menu m10 is selected and operated on the web page P10, the web page is updated as shown in P11.
  • one of the video playback cards here, for example, card C3 is selected by lottery from a plurality of video playback cards prepared on the game and displayed.
  • the menu m2 (“used card setting”) is a menu for setting a card used for executing various functions in the game (for example, battles with other users, etc.) among the cards owned by the user. .
  • the menu m2 is selected and operated on the web page P1 in FIG. 9, the web page is updated as shown in P20.
  • a list of the cards currently used by the user (for example, C3, C15,...) Is displayed.
  • a menu m11 (“change”) is displayed in association with each card in the list.
  • a list of held cards is displayed in order to select another card in the held cards instead of the card (not shown). .
  • the user's physical strength point is consumed by a predetermined amount (8 in the example of FIG. 10), and the user's experience value is by a predetermined amount (8 in the example of FIG. 10).
  • a predetermined amount 8 in the example of FIG. 10
  • the user's experience value is by a predetermined amount (8 in the example of FIG. 10).
  • a plurality of search target areas may be provided.
  • the user can obtain various cards and items prepared on the game with a predetermined or random probability. Also good.
  • the quest process cannot be executed when the health point is less than the predetermined amount. In that case, the user needs to wait until the physical strength point is recovered.
  • FIG. 12 illustrates a playback mode of the card C3, for example.
  • FIG. 12 shows an example of display contents along the passage of time in the image display area 201 for each card level. Examples of display contents corresponding to the card level may be as follows, and are illustrated in FIG. 12 only for the card levels M1 and M2. The lines 1 to 4 may be different from each other.
  • Card level M1 Open / close eyelids ⁇ Shake head ⁇ Display line 1
  • Card level M2 Open / close eyelids ⁇ Shake head ⁇ Smile ⁇ Touch hair ⁇ Display line 2
  • Card level M3 Open / close eyelid ⁇ Head Shake ⁇ Smile ⁇ Embarrassed expression ⁇ Wink ⁇ With hair lash ⁇ Display of dialogue 3
  • Card level M4 Open / close eye lid ⁇ Shake head ⁇ Smile ⁇ Embarrassed expression ⁇ Sweet expression ⁇ Wink ⁇ With hair lash ⁇ Display of dialogue 4
  • FIG. 13 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
  • the game execution means 52 is not necessarily an essential component of the present invention.
  • the storage unit 51 has a function of storing cards (objects) on a game associated with a plurality of pieces of reproduction information (first information) in the game database 32 (storage device) in association with each user.
  • the CPU 21 of the game server 20 stores reproduction information (for example, SWF format file) corresponding to the card level for each card in the card database in the game database 32.
  • the card database may be stored in the ROM 12 of the communication terminal 10, an HDD (Hard Disk Drive) (not shown), a flash memory, or the like.
  • the game execution means 52 has a function of executing the game of this embodiment.
  • the execution of the game may be performed using any one of the cards owned by the user (objects associated with the user) (used cards).
  • the game is executed by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in accordance with 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 an HTTP response including the HTML data as the execution result. Is returned to the communication terminal 10.
  • the execution content of the process requested by the HTTP request differs depending on the request content by the HTTP request, but is as follows, for example.
  • a predetermined selection operation content for example, a selection operation result of the menu m12 or m13
  • the achievement rate and physical strength of the processing target user Processing to update points and experience points.
  • the user achievement rate, physical fitness points, and experience value data are transferred from the database server 30 to the RAM 23 at the start of execution of the quest (when the menu m3 is selected), and the update processing is performed on the data in the RAM 23 during the quest.
  • the updated data in the RAM 23 may be overwritten on the data in the database server 30 at the end of the quest.
  • the CPU 21 of the game server 20 sets values of parameters (attack power, defense power, etc.) of the user's card to be used as a battle target.
  • the battle may be determined based on the comparison result.
  • the selection means 53 has a function of selecting one of the cards (objects) among the possessed cards of the user (objects associated with the user) based on information related to the user's operation input.
  • the function of the selection means 53 is implement
  • the CPU 21 of the game server 20 receives the HTTP request including the selection operation result of the card field in the user data display area 102 on the web page P1 in FIG. 11, the item of the possessed card of the user data of the user to be processed is displayed. It reads out, generates HTML data including a list of the user's possession cards, and transmits it to the user's communication terminal 10.
  • the web page P40 is displayed on the user communication terminal 10.
  • the CPU 21 when the CPU 21 receives an HTTP request including a selection operation result of any card from the list of owned cards, the CPU 21 recognizes the user's card selection result based on the HTTP request.
  • FIG. 11 illustrates the case where a user selects a card by selecting one of the cards from the list of possessed cards, the present invention is not limited to this. That is, “selecting a card based on information related to user operation input” by the selection unit 53 is not limited to the direct selection method as illustrated in FIG.
  • a card is obtained by a quest execution operation, or when a function for drawing a lottery is provided in the game, and a card is obtained by a lottery operation by a user drawing a lottery, so to speak indirectly
  • the case of selecting a card is also included in “selecting a card based on information related to user operation input”.
  • the specifying unit 54 is one of a plurality of pieces of reproduction information (first information) associated with the card (object) selected by the selection unit 53 based on user information that is information on the user's game.
  • a function for specifying reproduction information is provided.
  • the CPU 21 of the game server 20 refers to the correspondence table in which the user information and the card level are associated with each other for the moving image reproduction card.
  • 14A and 14B are diagrams illustrating examples of correspondence tables in which user information and card levels are associated with each other.
  • FIG. 14A shows an example of a correspondence table when the user information is the progress level of the user's game
  • FIG. 14B shows an example of a correspondence table when the user information is the number of times the target card is used.
  • the card usage count may be a quest and / or battle execution count when the card is used by the user.
  • the card level increases as the progress level increases or the number of times the card is used. As shown in FIG. 7, the card level increases and the card communicates. It is preferable to set the action level of the game character when displayed on the terminal 10 to increase.
  • the card level is not limited to the case of referring to the correspondence table.
  • the card level may be calculated by applying a predetermined arithmetic expression to the user information.
  • examples of user information having values that tend to increase with the passage of time are given, but the present invention is not limited thereto. For example, when the user information is a card usage frequency, the value of the user information may decrease with time. That is, the card level may increase or decrease depending on the user information.
  • the card level setting with reference to the above correspondence table will be described with reference to the flowchart of FIG.
  • the CPU 21 sequentially reads or calculates user information in order to set the card level (step S10).
  • the CPU 21 specifies the card level by referring to the correspondence table based on the user information obtained in step S10 (step S20).
  • the CPU 21 writes the card level specified in step S20 so as to be associated with the card in the user data (step S30). For example, the CPU 21 reads the progress level value of the user data, determines a card level corresponding to the read progress level from the correspondence table, and writes the determined card level in the user data. The same applies to the case where the user information is the card usage count.
  • the usage count is stored for each of the held cards, and the count value is read out.
  • the CPU 21 recognizes the result of the user's card selection, if the selected card is a moving image playback card, the CPU 21 accesses the user data and reads the card level of the selected card. Further, the CPU 21 refers to the card database and specifies reproduction information corresponding to the card level read from the user data.
  • the presenting means 55 has a function of presenting the card (object) selected by the selecting means 53 to the user in an aspect based on the reproduction information (first information) specified by the specifying means 54.
  • the function of the presentation means 55 is realizable as follows.
  • the CPU 21 of the game server 20 recognizes the user's card selection result and specifies the playback information when the card is a video playback card, the playback information is embedded in the HTML data or from the HTML data.
  • HTML data is generated in a format in which reproduction information can be referred to and transmitted to the user's communication terminal 10.
  • the web browser of the communication terminal 10 interprets the HTML data transmitted from the game server 20 and displays the card.
  • the HTML data includes, for example, reproduction information in the SWF format
  • the card is reproduced as a moving image on the web page by the flash player incorporated in the web browser of the communication terminal 10.
  • FIG. 16 is a flowchart showing card display processing of the present embodiment by the game control apparatus of the present embodiment.
  • the CPU 21 of the game server 20 receives an HTTP request including the selection operation result of one of the cards held by the user, the CPU 21 recognizes the selection result of the user's card based on the HTTP request.
  • the CPU 21 recognizes the card selection result (step S100: YES)
  • if the selected card is a video playback card, it accesses the user data and reads the card level of the selected card (step S110). ).
  • the CPU 21 refers to the card database, reads reproduction information corresponding to the card level read from the user data (step S120), and embeds the reproduction information in the HTML data or refers to the reproduction information from the HTML data.
  • HTML data is generated and transmitted to the user's communication terminal 10 (step S130).
  • the web browser of the communication terminal 10 interprets the HTML data transmitted from the game server 20 and displays the card.
  • the HTML data includes, for example, reproduction information in the SWF format
  • the card is reproduced as a moving image on the web page by the flash player incorporated in the web browser of the communication terminal 10. If the card selection result is not recognized in step S100 (step S100: NO), the process ends.
  • the video playback card (object) on the game is associated with a plurality of pieces of playback information (first information) each including at least one of image information and audio information.
  • first information a piece of playback information
  • the manner in which the video playback card is presented to the user is based on the user information on the user's game. Therefore, even if it is the same moving image reproduction card (object), if the user information is different, the manner in which the moving image reproduction card is presented to the user will be different, and the interest of the game can be enhanced.
  • the user information may be a value of the progress level on the user's game (information on the degree of progress), but is not limited thereto.
  • the user information is a value of the progress level on the user's game
  • the mode of the card (object) presented to the user changes. Can also enjoy the change of the game, and can further enhance the fun of the game.
  • the user information may be a progress level value (information on the degree of progress) on the user's game using the card (object) selected by the selection means 53.
  • varied with the experience value acquired in a game) of this embodiment is an example of the information regarding a progress degree.
  • the information on the degree of progress is not limited to the progress level, but is information indicating the degree of progress of the game by the user, and may be any data as long as the information changes as the user executes or progresses the game.
  • the information on the degree of progress may be the number of executions of a predetermined process such as a quest or a battle, or the number of times that a predetermined condition on the game is satisfied (the number of times a battle has been won).
  • the user information may be information regarding acquisition or use of the user's card (object) on the game.
  • the mode of the card presented to the user can be appropriately changed according to the user's acquisition status and usage status with respect to the card.
  • the card level of the card may be increased when a predetermined mission on the game is cleared using a card, or whenever the number of completed predetermined missions reaches a predetermined value.
  • acquisition information is information relating to a card acquisition method (for example, a method of purchasing by paying a certain amount of virtual currency, a method of acquiring by trading with other users, etc.). Good.
  • the card level may be changed only when a certain amount of virtual currency or the like is paid and acquired.
  • the “information regarding use” may be, for example, a use period of the card on the game, the number of uses, and the like.
  • the card level of the card may increase as the usage period of the card on the game becomes longer.
  • the present invention is not limited thereto.
  • the information amounts of the plurality of pieces of reproduction information (first information) are made different from each other, and the specifying unit 54 specifies the first information of the amount of information based on the user information among the plurality of pieces of reproduction information. It is preferable to do.
  • a plurality of visual and / or auditory presentation modes of the card (object) can be set, so that the user can more easily understand the change in the card presentation mode according to his / her user information. It becomes easy.
  • a card including an image of a game character is given as an example of an object, but the present invention is not limited to this.
  • 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 case where the moving image of the game character on the card changes according to the card level is illustrated as the card presentation mode to the user, but the present invention is not limited to this. Only a plurality of audio information having different information amounts may be associated with the card level, or a plurality of image information and audio information having different information amounts may be associated with the card level.
  • the difference in the amount of information includes not only the difference in the amount of change in the image but also the case where the content of the change in the image is the same but the image quality (gradation) is different.
  • the difference in the number of measures in the song the case where the number of measures in the song is the same but the sound quality (gradation) is different is also included.
  • the user information is information regarding the number of times the card (object associated with the user) owned by the user, the usage frequency, or the elapsed time since the last use of the card.
  • the specifying unit 54 may specify the reproduction information having a larger information amount among the plurality of pieces of reproduction information (first information) as the number of uses or the use frequency is larger or the elapsed time is shorter.
  • first information the number of pieces of reproduction information
  • the more frequently the card is used in the game the more image information and / or audio information is presented when the card is presented. Therefore, the user is motivated to use the card frequently in the hope that the visual and / or auditory change when the card is presented will be increased. Users can enjoy more.
  • the CPU 21 of the game server 20 counts, for example, the number of times that the user has performed a quest and / or battle in a state where the user's card is set as a use card. Thereby, the CPU 21 calculates the number of uses and the frequency of use on the game for each card.
  • the use frequency may be, for example, the number of uses in the immediately preceding predetermined period (for example, immediately preceding one week).
  • the CPU 21 records, for example, the date and time when the user performed a quest and / or battle in a card unit in a state where the user's card is set as the use card. May be.
  • the CPU 21 In determining the card level, the CPU 21 refers to a correspondence table having the same format as that illustrated in FIGS. 14A and 14B. However, in this modification, the greater the number of use times or the use frequency, or the elapsed time described above.
  • the correspondence table is configured such that the shorter the card level, the higher the card level.
  • the user information is information related to the elapsed time from the user's acquisition of the card (object associated with the user) held by the user, and the specifying unit 54 has a long elapsed time.
  • the reproduction information having a large information amount may be specified.
  • the longer the card is held in the game the more image information and / or audio information when the card is presented. Therefore, the user is motivated to hold the card for a long time in the hope that the visual and / or auditory change when the card is presented will be increased. Users can enjoy more.
  • the CPU 21 of the game server 20 stores the acquisition date and time of the card in, for example, user data every time the card is acquired. Then, the CPU 21 calculates the elapsed time from the card acquisition date to the current date in card units, and determines the card level according to the calculated elapsed time. In determining the card level, the CPU 21 refers to the correspondence table having the same format as that illustrated in FIGS. 14A and 14B. However, in this modification, the longer the elapsed time from the card acquisition date, the higher the card level. The correspondence table is configured to rise.
  • FIG. 15 is changed (FIG. 15), and the card level in the user data is referred to at the timing when the card is displayed to the user.
  • HTML data is generated (FIG. 16), but is not limited thereto.
  • the card level may be specified based on the user information at the timing when the card is displayed to the user without changing the card level each time the user information changes.
  • FIG. 17 is a flowchart showing card display processing according to this modification. 17, the same processes as those in FIG. 16 are denoted by the same reference numerals. In FIG.
  • step S100 when the CPU 21 of the game server 20 receives an HTTP request including a selection operation result of one of the cards held by the user, the CPU 21 recognizes the selection result of the user's card based on the HTTP request. To do.
  • the CPU 21 sequentially reads or calculates the user information (step S112).
  • the CPU 21 specifies the card level by referring to a correspondence table (for example, FIG. 14A and FIG. 14B) in which the user information is associated with the card level based on the user obtained in step S112 (step S114). .
  • a correspondence table for example, FIG. 14A and FIG. 14B
  • the CPU 21 refers to the card database, reads reproduction information corresponding to the card level read from the user data (step S120), and embeds the reproduction information in the HTML data or refers to the reproduction information from the HTML data.
  • HTML data is generated and transmitted to the user's communication terminal 10 (step S130). If the card selection result is not recognized in step S100 (step S100: NO), the process ends.
  • the predetermined operation input by the user to the communication terminal is an input of a pressing operation of a predetermined operation button on 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 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 storage unit 51, the game execution unit 52, the selection unit 53, the specifying unit 54, and the presentation unit 55.
  • the configuration is not limited to this. 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 card database. However, the card database may be stored in the ROM 12 or HDD (Hard Disk Drive; not shown) in the communication terminal 10. 18A and 18B 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.
  • the embodiment described above can also be realized in a game machine that does not use a communication function. That is, data (user database or card database) stored in the database server 30 described above is stored in the HDD in the game machine, and the CPU, ROM, RAM, HDD, flash memory, or the like in the game machine is used to store the data. Each function of the game control device of the embodiment can be realized.

Abstract

The game control device of the present invention is provided with: a storage means for storing a game object correlated with a plurality of first information sets, each containing image information and/or audio information, in a storage device associated with each user; a selection means for selecting any object among the objects associated with the user on the basis of information related to operation input by the user; a specification means for specifying first information among the plurality of first information sets correlated with the object selected by the selection means on the basis of user information, which is user game information; and presentation means for presenting the object selected by the selection means to the user depending on a mode which is based on the first information specified by the specification means.

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。 In recent years, so-called social games have become widespread as applications executed in social networking services (SNS).
 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.
 従来のデジタルカードゲームでは、ゲーム上のオブジェクトであるカード上にキャラクタの画像を表示したものがユーザに付与されるが、同一のキャラクタについては、付与されるユーザとは無関係に同一の画像がカードに表示されている。つまり、同一のカードを所持しているユーザに対する、そのカードの提示態様は、ユーザによらず同一となっていた。このような状況では、カードを提示されるユーザにとっては面白みを感じることができず、ゲーム自体が飽きられる可能性がある。同一の画像のカードの流通量が多い場合には尚更である。 In a conventional digital card game, a character image displayed on a card, which is an object on the game, is given to the user. For the same character, the same image is displayed on the card regardless of the given user. Is displayed. That is, the presenting mode of the card to the user possessing the same card is the same regardless of the user. In such a situation, the user who presents the card cannot feel fun and the game itself may get bored. This is especially true when there is a large circulation of cards with the same image.
 本発明は上述した観点に鑑みてなされたもので、ゲーム上の同一のオブジェクト対するユーザへの提示態様をユーザ毎に異なる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 in which presentation modes to a user for the same object on a game are different for each user. The purpose is to provide.
 本発明の第1の観点は、ゲーム制御装置であって、
 画像情報及び音声情報のうち少なくともいずれかを各々含む複数の第1の情報と関連付けられているゲーム上のオブジェクトを、ユーザ毎に対応付けて記憶装置に記憶させる記憶手段と、
 ユーザの操作入力に関する情報に基づいて、当該ユーザに対応付けられているオブジェクトのうちいずれかのオブジェクトを選択する選択手段と、
 前記ユーザの前記ゲーム上の情報であるユーザ情報に基づいて、前記選択手段によって選択されたオブジェクトに関連付けられている前記複数の第1の情報のうちいずれかの第1の情報を特定する特定手段と、
 前記選択手段によって選択されたオブジェクトを、前記特定手段によって特定された第1の情報に基づく態様によって前記ユーザに提示する提示手段と、
 を備える。
A first aspect of the present invention is a game control device,
Storage means for storing, in a storage device, an object on the game associated with a plurality of pieces of first information each including at least one of image information and audio information, in association with each user;
Selection means for selecting one of the objects associated with the user based on information about the user's operation input;
Specification means for specifying any first information among the plurality of first information associated with the object selected by the selection means based on user information which is information on the game of the user When,
Presenting means for presenting the object selected by the selecting means to the user in an aspect based on the first information specified by the specifying means;
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「ユーザ情報」とは、ユーザ毎にゲーム上で管理される情報であり、例えば、ユーザID、ユーザの属性(性別、年令等)、ゲーム上の各種ポイント、スコア、ゲーム上でユーザが使用するオブジェクトのパラメータの値、ユーザがゲーム上で使用可能な仮想通貨の額、及びそれらの過去の履歴についての情報などのうち、少なくともいずれかであってよい。
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, “user information” is information managed on the game for each user. For example, user ID, user attributes (gender, age, etc.), various points on the game, score, game It may be at least one of the value of the parameter of the object used by the user above, the amount of virtual currency that the user can use on the game, and information about their past history.
 本実施形態のゲーム制御装置では、ゲーム上のオブジェクトが画像情報及び音声情報のうち少なくともいずれかを各々含む複数の第1の情報と関連付けられており、そのオブジェクトがユーザに提示される態様は、そのユーザのゲーム上のユーザ情報に基づいている。そのため、同じオブジェクトであってもユーザ情報が異なれば、ユーザに提示される態様が異なるようになり、ゲームの興趣性を高めることができる。 In the game control device of the present embodiment, an object on the game is associated with a plurality of first information each including at least one of image information and audio information, and the aspect in which the object is presented to the user is as follows: Based on user information on the user's game. Therefore, even if it is the same object, if user information differs, the aspect shown to a user will become different and the interest property of a game can be improved.
 上記ゲーム制御装置において、前記ユーザ情報は、前記ユーザの前記ゲーム上の進行度に関する情報であってもよい。これによって、ゲームが進行する度に、ユーザに提示されるオブジェクトの態様が変化するため、ユーザはゲームの進行とともにオブジェクトの態様の変化も楽しめることができ、ゲームの興趣性をさらに高めることができる。
 このゲーム制御装置において「ゲーム上の進行度」とは、例えば、ユーザによるゲームの進行度合いを示す情報であり、ユーザがゲームを実行又は進行させることによって変化する情報である。「ゲーム上の進行度」は例えば、ゲームで取得する経験値で変動するレベル、クエストやバトルなどの所定の処理の実行回数、あるいはゲーム上の所定の条件を満たした回数(バトルで勝利した回数等)などであってよい。
In the game control device, the user information may be information related to a degree of progress of the user on the game. As a result, each time the game progresses, the mode of the object presented to the user changes, so that the user can enjoy the change in the mode of the object as the game progresses, and the fun of the game can be further enhanced. .
In this game control apparatus, the “degree of progress on the game” is information indicating the degree of progress of the game by the user, for example, and is information that changes as the user executes or progresses the game. “Progression level in game” refers to, for example, the level that fluctuates depending on the experience value acquired in the game, the number of executions of a predetermined process such as a quest or battle, or the number of times that a predetermined condition on the game is satisfied (the number of times a battle has been won Etc.).
 上記ゲーム制御装置において、前記ユーザ情報は、前記選択手段によって選択されたオブジェクトを用いた、前記ユーザの前記ゲーム上の進行度に関する情報であってもよい。これによって、オブジェクトを用いてゲームが進行する度に、そのオブジェクトについてユーザに提示される態様が変化するため、ユーザはゲームの進行とともにオブジェクトの態様の変化も楽しめることができ、ゲームの興趣性をさらに高めることができる。また、ユーザは、オブジェクトの提示態様の変化を期待して、そのオブジェクトを積極的にゲーム上で使用することが動機付けられる。 In the game control device, the user information may be information on the degree of progress of the user on the game using the object selected by the selection means. As a result, every time a game progresses using an object, the aspect presented to the user about the object changes, so that the user can enjoy the change of the object aspect as the game progresses. It can be further increased. In addition, the user is motivated to actively use the object on the game in anticipation of a change in the presentation mode of the object.
 上記ゲーム制御装置において、前記ユーザ情報は、前記ユーザの前記オブジェクトの前記ゲーム上での取得又は使用に関する情報であってもよい。これによって、オブジェクトに対するユーザの取得状況や使用状況に応じて、ユーザに提示されるオブジェクトの態様を適切に異ならせることができるようになる。
 なお、「取得に関する情報」は、オブジェクトに対する入手方法(例えば、対価を支払うことによる購入、他のユーザとのトレードによる取得等)であってよい。「使用に関する情報」は、例えばオブジェクトのゲーム上での使用期間、使用回数等であってよい。
In the game control device, the user information may be information regarding acquisition or use of the object of the user on the game. Accordingly, the aspect of the object presented to the user can be appropriately changed according to the user's acquisition status and usage status for the object.
The “information about acquisition” may be an acquisition method for an object (for example, purchase by paying a consideration, acquisition by trade with another user, etc.). The “information regarding use” may be, for example, a use period of the object on the game, the number of uses, and the like.
 上記ゲーム制御装置において、前記複数の第1の情報は、画像情報及び音声情報のうち少なくともいずれかの情報量がそれぞれ異なっており、前記特定手段は、前記複数の第1の情報のうち、前記ユーザ情報に基づいた大きさの情報量の第1の情報を特定してもよい。かかる構成により、オブジェクトの視覚的及び/又は聴覚的な提示態様を複数設定することができるようになるため、ユーザにとって、自らのユーザ情報に応じたオブジェクトの提示態様の変化がより分かり易くなる。
 情報量の違いは、画像情報の場合、画像の変化量の違いのほか、画像の変化の内容が同一であるが画質(階調)が異なる場合も含まれ、音声情報の場合、例えば曲の小節の数の違いのほか、曲の小節の数が同一であるが音質(階調)が異なる場合も含まれる。
In the game control device, the plurality of pieces of first information have different amounts of information of at least one of image information and audio information, and the specifying unit includes the plurality of pieces of first information. You may identify the 1st information of the information amount of the magnitude | size based on user information. With this configuration, a plurality of visual and / or auditory presentation modes of an object can be set, so that it becomes easier for the user to understand changes in the presentation mode of an object according to his / her user information.
In the case of image information, the difference in the amount of information includes not only the difference in the amount of change in the image, but also the case in which the content of the change in the image is the same but the image quality (gradation) is different. In addition to the difference in the number of measures, this includes cases where the number of measures in the song is the same but the sound quality (gradation) is different.
 上記ゲーム制御装置において、前記ユーザ情報は、前記ユーザに対応付けられているオブジェクトの前記ゲーム上の使用回数、使用頻度、又は前記オブジェクトの前回の使用時からの経過時間に関する情報であって、前記特定手段は、前記使用回数若しくは前記使用頻度が大きいほど、又は前記経過時間が短いほど、前記複数の第1の情報のうち情報量が大きい第1の情報を特定してもよい。かかる構成では、ゲーム上で頻繁にオブジェクトを使用するほど、オブジェクトが提示されるときの画像情報及び/又は音声情報が増加する。そのため、ユーザは、オブジェクトが提示されるときの視覚的及び/又は聴覚的な変化を大きくなることを期待して、そのオブジェクトを頻繁に使用することが動機付けられるため、オブジェクトを使用するゲームについてユーザがより楽しむことができる。 In the game control device, the user information is information on the number of times the object associated with the user is used on the game, the frequency of use, or the time elapsed since the previous use of the object, The specifying unit may specify the first information having a large information amount among the plurality of first information as the number of times of use or the use frequency is larger or as the elapsed time is shorter. In such a configuration, the more frequently an object is used on the game, the more image information and / or audio information is displayed when the object is presented. Therefore, the user is motivated to use the object frequently in the hope that the visual and / or auditory changes when the object is presented will be increased. Users can enjoy more.
 上記ゲーム制御装置において、前記ユーザ情報は、前記ユーザに対応付けられているオブジェクトの前記ユーザの取得時からの経過時間に関する情報であって、前記特定手段は、前記経過時間が長いほど、前記複数の第1の情報のうち情報量が大きい第1の情報を特定してもよい。かかる構成では、ゲーム上でオブジェクトを長期間所持するほど、オブジェクトが提示されるときの画像情報及び/又は音声情報が増加する。そのため、ユーザは、オブジェクトが提示されるときの視覚的及び/又は聴覚的な変化を大きくなることを期待して、そのオブジェクトを長期間所持することが動機付けられるため、オブジェクトを使用するゲームについてユーザがより楽しむことができる。 In the game control device, the user information is information related to an elapsed time from the acquisition time of the user of the object associated with the user, and the specifying means increases the plurality of times as the elapsed time is longer. Of the first information, the first information having a large information amount may be specified. In such a configuration, the longer the object is held on the game, the more the image information and / or audio information when the object is presented. Therefore, the user is motivated to hold the object for a long time in the hope that the visual and / or auditory change when the object is presented will be increased. Users can enjoy more.
 本発明の第2の観点は、ゲーム制御方法であって、
 画像情報及び音声情報のうち少なくともいずれかを各々含む複数の第1の情報と関連付けられているゲーム上のオブジェクトを、ユーザ毎に対応付けて記憶装置に記憶させるステップと、
 ユーザの操作入力に関する情報に基づいて、当該ユーザに対応付けられているオブジェクトのうちいずれかのオブジェクトを選択するステップと、
 前記ユーザの前記ゲーム上の情報であるユーザ情報に基づいて、前記選択するステップによって選択されたオブジェクトに関連付けられている前記複数の第1の情報のうちいずれかの第1の情報を特定するステップと、
 前記選択するステップによって選択されたオブジェクトを、前記特定するステップによって特定された第1の情報に基づく態様によって前記ユーザに提示するステップと、
 を備える。
A second aspect of the present invention is a game control method,
Storing a game object associated with a plurality of pieces of first information each including at least one of image information and audio information in a storage device in association with each user;
Selecting one of the objects associated with the user based on information about the user's operation input; and
Identifying any first information among the plurality of first information associated with the object selected by the selecting step based on user information which is information on the game of the user When,
Presenting the object selected by the selecting step to the user in a manner based on the first information identified by the identifying step;
Is provided.
 本発明の第3の観点は、コンピュータに、
 画像情報及び音声情報のうち少なくともいずれかを各々含む複数の第1の情報と関連付けられているゲーム上のオブジェクトを、ユーザ毎に対応付けて記憶装置に記憶させる機能、
 ユーザの操作入力に関する情報に基づいて、当該ユーザに対応付けられているオブジェクトのうちいずれかのオブジェクトを選択する機能、
 前記ユーザの前記ゲーム上の情報であるユーザ情報に基づいて、前記選択する機能によって選択されたオブジェクトに関連付けられている前記複数の第1の情報のうちいずれかの第1の情報を特定する機能、及び、
 前記選択する機能によって選択されたオブジェクトを、前記特定する機能によって特定された第1の情報に基づく態様によって前記ユーザに提示する機能、
 を実現させるためのプログラムである。
A third aspect of the present invention relates to a computer.
A function of storing a game object associated with a plurality of pieces of first information each including at least one of image information and audio information in a storage device in association with each user;
A function for selecting one of the objects associated with the user based on information related to the user's operation input;
A function of identifying any first information among the plurality of first information associated with the object selected by the function to be selected based on user information that is information on the game of the user. ,as well as,
A function of presenting the object selected by the function to be selected to the user in an aspect based on the first information specified by the function to be specified;
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、
 画像情報及び音声情報のうち少なくともいずれかを各々含む複数の第1の情報と関連付けられているゲーム上のオブジェクトを、ユーザ毎に対応付けて記憶装置に記憶させる記憶手段、
 ユーザの操作入力に関する情報に基づいて、当該ユーザに対応付けられているオブジェクトのうちいずれかのオブジェクトを選択する選択手段、
 前記ユーザの前記ゲーム上の情報であるユーザ情報に基づいて、前記選択手段によって選択されたオブジェクトに関連付けられている前記複数の第1の情報のうちいずれかの第1の情報を特定する特定手段、及び、
 前記選択手段によって選択されたオブジェクトを、前記特定手段によって特定された第1の情報に基づく態様によって前記ユーザに提示する提示手段、
 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
Storage means for storing a game object associated with a plurality of pieces of first information each including at least one of image information and audio information in a storage device in association with each user;
A selection means for selecting one of the objects associated with the user based on the information related to the user's operation input;
Specification means for specifying any first information among the plurality of first information associated with the object selected by the selection means based on user information which is information on the game of the user ,as well as,
Presenting means for presenting the object selected by the selecting means to the user in an aspect based on the first information specified by the specifying means;
Any one of the communication terminal and the server is provided with each means.
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 embodiment. 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 embodiment. 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 embodiment. 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 embodiment. 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 embodiment. 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 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 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. カードレベルに応じたカード上のキャラクタ画像の表示態様の変化例を示す図。The figure which shows the example of a change of the display mode of the character image on the card | curd according to a card level. 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 embodiment. ユーザ情報とカードレベルとを対応付けた対応表の一例を示す図。The figure which shows an example of the correspondence table which matched user information and the card level. ユーザ情報とカードレベルとを対応付けた対応表の他の例を示す図。The figure which shows the other example of the correspondence table which matched user information and the card level. 実施形態のカードレベル設定処理の一例を示すフローチャート。The flowchart which shows an example of the card level setting process of embodiment. 実施形態のカード表示処理の一例を示すフローチャート。The flowchart which shows an example of the card display process of embodiment. 実施形態の変形例に係るカード表示処理の一例を示すフローチャート。The flowchart which shows an example of the card display process which concerns on the modification 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. 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31日に日本国特許庁に出願された特願2012-124113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 a patent application of Japanese Patent Application No. 2012-124113 filed with the Japan Patent Office on May 31, 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.
 (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。
(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。そのようなプラグインの一例は、アドビシステムズ社(米国)によるフラッシュプレイヤである。あるいは、本実施形態でのHTMLデータを、動画及び音声の再生機能を備えたHTML5形式としてもよい。
 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. An example of such a plug-in is a flash player by Adobe Systems (USA). Alternatively, the HTML data in this embodiment may be in the HTML5 format having a moving image and audio playback function.
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く、オブジェクトを使用するゲームであれば如何なるゲームでもよいが、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、オブジェクトとしてゲームキャラクタの画像が表示されるカードを使用するデジタルカードゲームを採り上げる。 The type of game realized by the game server 20 of the present embodiment is not particularly limited and may be any game as long as it uses an object, but in the following, for convenience of explanation of the embodiment, the game server 20 As an example of the game realized by the above, a digital card game using a card on which an image of a game character is displayed as an object is taken up.
 図6に、本実施形態の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、進行レベル、体力ポイント、経験値、所持コイン、保有カード(カード、及びそのカードのカードレベル)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 digital card game of the present embodiment (hereinafter simply referred to as “game” or “game of the present embodiment” as appropriate). In this example, the user database 31 has, for each user ID (user identification information), a user name, a progress level, physical fitness points, experience points, possessed coins, and possessed cards (card and card level of the card). 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
 ゲームの実行時に通信端末10のユーザを特定するために表示されるユーザ名である。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。
・進行レベル
 ユーザのゲームの進行度合いを示すデータであり、ゲーム上の進行度に関する情報の一例である。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。
・経験値
 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増加する値である。経験値が所定の値(例えば、100)に達すると、進行レベルが1増加して経験値はリセットされる(つまりゼロになる)。
・所持コイン
 ユーザがゲーム上で所持する仮想通貨の量である。本実施形態のゲームでは、カードを購入する場合、あるいはカードを抽選で取得するためのくじを引く場合に一定量のコインが必要となるようにしてもよい。
・保有カード
 保有カードは、ユーザが保有しているカード(C3,C10等)のデータである。ユーザは、(a)ゲームに登録するときに予め付与される、(b)仮想通貨により購入する、(c)ゲーム内のくじによって取得する、あるいは、(d)ゲーム内で他のユーザからプレゼントとして取得し、若しくはトレードによって取得する、ことによってカードを入手する。すべてのカード、又は一部のカードは、後述する複数のカードレベルM1~M4のうちいずれかが設定されている。各カードは、例えばゲーム内のバトル等で参照されるパラメータ(つまり、攻撃力と防御力等の能力値)が対応付けられてもよい。
In the following description, the user ID included in the user database 31 or the data for each user name that identifies the user is generically referred to as user data. The data of each item constituting the user data is as follows.
-User name It is a user name displayed in order to identify the user of the communication terminal 10 at the time of execution of a game. The user name is text having a predetermined length or less designated in advance by the user. The user name is a name that identifies the user on the network environment (or game community) provided by the game server 20.
Progress level Data indicating the degree of progress of the user's game, and an example of information relating to the degree of progress 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.
-Experience value In the game of this embodiment, it is a value which increases when performing the quest mentioned later. When the experience value reaches a predetermined value (for example, 100), the progress level is increased by 1, and the experience value is reset (ie, becomes zero).
-Owned coin The amount of virtual currency that the user has in the game. In the game of the present embodiment, a certain amount of coins may be required when purchasing a card or drawing a lottery for acquiring a card by lottery.
-Owned card The owned card is data of cards (C3, C10, etc.) held by the user. The user (a) given in advance when registering the game, (b) purchased with virtual currency, (c) acquired by a lottery in the game, or (d) present from other users in the game Get a card by getting as, or by trading. All the cards or some of the cards have one of a plurality of card levels M1 to M4 described later. Each card may be associated with, for example, a parameter referred to in a game battle (that is, an ability value such as an attack power and a defense power).
 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が、例えば、後述するクエストの結果についての情報を含む。 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. The information related to the progress of the game may include various information depending on the nature of the game, but includes, for example, information about a quest result to be described later.
 ゲームデータベース32は、カードデータベースを含む。図7にカードデータベースの構成例を示す。図7に示すように、カードデータベースには、カード毎に、カードレベルと、画像情報及び音声情報の少なくともいずれかを含む情報(以下、「再生情報」という。)が対応付けられている。再生情報の一例は、HTMLデータに埋め込まれるSWF形式のファイルである。カードレベルが上がる毎に再生情報の情報量が大きくなるように構成されており、それによってカードレベルが上がる毎に、例えばカード上のゲームキャラクタが通信端末10のウェブブラウザで再生されたときの動作レベル(つまり、動作の変化度合い)が大きくなるようになっている。ここで、カードレベルM1に対応する再生情報は、静止画であってもよい。
 なお、本実施形態のゲーム上で利用可能なすべてのカードに対してカードレベルが設定されていなくてもよい。例えば、カード上のゲームキャラクタが通信端末10のウェブブラウザで表示されたときに常時静止画である場合には、カードレベルが設定されていなくてもよい。
The game database 32 includes a card database. FIG. 7 shows a configuration example of the card database. As shown in FIG. 7, the card database is associated with a card level and information including at least one of image information and audio information (hereinafter referred to as “playback information”) for each card. An example of reproduction information is a SWF format file embedded in HTML data. Each time the card level rises, the amount of information to be played increases, and each time the card level rises, for example, the operation when the game character on the card is played by the web browser of the communication terminal 10 The level (that is, the degree of change in motion) is increased. Here, the reproduction information corresponding to the card level M1 may be a still image.
Note that the card level may not be set for all cards that can be used on the game of the present embodiment. For example, when the game character on the card is always a still image when displayed on the web browser of the communication terminal 10, the card level may not be set.
 (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8~12を参照しながら説明する。図8は、本実施形態のゲームにおいて、ユーザがカードを取得するときの一連のウェブページを示す一例である。図9は、本実施形態のゲームにおいて、ユーザがゲーム上で使用するカードを選択するときの一連のウェブページを示す一例である。図10は、本実施形態のゲームにおいて、ユーザがクエストを行うときの一連のウェブページを示す一例である。図11は、本実施形態のゲームにおいて、ユーザが手持ちのカードを確認(表示)するときの一連のウェブページを示す一例である。図12は、カードレベルに応じたカード上のキャラクタ画像の表示態様の変化例を示す図である。
 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. FIG. 8 is an example showing a series of web pages when the user acquires a card in the game of the present embodiment. FIG. 9 is an example showing a series of web pages when the user selects a card to be used on the game in the game of the present embodiment. FIG. 10 is an example showing a series of web pages when the user performs a quest in the game of the present embodiment. FIG. 11 is an example showing a series of web pages when the user confirms (displays) a card on hand in the game of the present embodiment. FIG. 12 is a diagram illustrating a change example of the display mode of the character image on the card according to the card level.
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)カード取得処理(図8)
 図8のウェブページP1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、キャラクタ画像表示領域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。
 キャラクタ画像表示領域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カードに表示されるキャラクタ画像のうちユーザによって予め指定されたキャラクタ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、進行レベル、体力ポイント、カード、所持コインの各項目のデータ(図6参照)が表示される領域である。なお、ユーザデータ表示領域102内の「カード」は、ユーザの保有カードの枚数である。また、図8に例示するように、カード数が「43/50」と表記されている場合、ユーザの保有カードの枚数が43枚であり、最大で保有可能なカードの枚数が50枚であることを示す。体力ポイントが「100/100」と表記されている場合、ユーザの現在の体力ポイントが100であり、現時点でユーザの体力ポイントの最大値も100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に対応するメニューを表示する領域である。ここでは、メニューの例として、「カード取得」、「使用カード設定」、「クエスト」のテキストが表記された各メニューm1~m3が表示される場合が示されている。なお、メニュー表示領域103には一例として、メニューm1~m3を示したが、これに限定されるものではなく、他の処理を実行するメニューを適宜表示してよい。例えば、他のユーザとのカードを使用したバトルを実行するための「バトル」のメニューを表示してもよい。
(5-1) Card acquisition processing (FIG. 8)
The web page P1 in FIG. 8 is an example of the top page of the game of the present embodiment, and is configured according to individual user IDs. 8 includes a character image display area 101, a user data display area 102, and a menu display area 103.
The character image display area 101 is an area in which a character image designated in advance by the user is displayed among character images displayed on a plurality of cards included in the user data of the target user ID.
The user data display area 102 is an area in which data (see FIG. 6) of items of progress level, physical strength points, cards, and possessed coins included in the user data of the target user ID is displayed. The “card” in the user data display area 102 is the number of cards owned by the user. Further, as illustrated in FIG. 8, when the number of cards is described as “43/50”, the number of possessed cards of the user is 43, and the maximum number of cards that can be retained is 50. It shows that. When the physical strength point is described as “100/100”, it indicates that the current physical strength point of the user is 100, and the maximum value of the physical strength point of the user is 100 at the present time.
The menu display area 103 is an area for displaying menus corresponding to a plurality of functions provided in the game of the present embodiment. Here, as an example of the menu, a case where each menu m1 to m3 in which the texts “card acquisition”, “used card setting”, and “quest” are displayed is shown. The menu display area 103 shows the menus m1 to m3 as an example. However, the menu display area 103 is not limited to this, and menus for executing other processes may be appropriately displayed. For example, a “battle” menu for executing a battle using a card with another user may be displayed.
 メニューm1(「カード取得」)は、本実施形態のゲームに用意されているカードのうち、ゲームキャラクタの動画が再生されるカード(以下、「動画再生カード」という。)をユーザが一定の対価によって取得するためのメニューである。
 図8のウェブページP1上でメニューm1が選択操作されると、P10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P10では、動画再生カードがゲーム上の一定量の仮想通貨(ここでは、例えば300コイン)に取得できることが通知されるとともに、ユーザの最終的な購入の意思表示を促すためのメニューm10(「取得する」)が表示される。ウェブページP10上でメニューm10が選択操作されると、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、ゲーム上で用意されている複数の動画再生カードの中からいずれかの動画再生カード(ここでは、例えばカードC3)が抽選により選択されて表示される。
The menu m1 ("card acquisition") is a card for playing a game character video (hereinafter referred to as a "video playback card") among cards prepared for the game of the present embodiment. It is a menu to get by.
When the menu m1 is selected and operated on the web page P1 in FIG. 8, the web page is updated as shown in P10. In this web page P10, it is notified that a video playback card can be acquired in a certain amount of virtual currency (for example, 300 coins here) on the game, and a menu m10 for prompting the user to make a final purchase intention display. ("Acquire") is displayed. When the menu m10 is selected and operated on the web page P10, the web page is updated as shown in P11. On the web page P11, one of the video playback cards (here, for example, card C3) is selected by lottery from a plurality of video playback cards prepared on the game and displayed.
 (5-2)使用カード設定処理(図9)
 メニューm2(「使用カード設定」)は、ユーザの保有カードのうちゲーム内の様々な機能(例えば、他のユーザとのバトル等)を実行するために使用するカードを設定するためのメニューである。
 図9のウェブページP1上でメニューm2が選択操作されると、P20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P20では、ユーザの現在の使用カードの一覧(例えば、C3,C15,…)が表示される。一覧中の各カードにはメニューm11(「変更する」)が対応付けられて表示される。いずれかのカードに対応するメニューm11が選択操作された場合には、そのカードに代えて保有カードの中の他のカードを選択するために、保有カードの一覧が表示される(図示せず)。
(5-2) Used card setting process (FIG. 9)
The menu m2 (“used card setting”) is a menu for setting a card used for executing various functions in the game (for example, battles with other users, etc.) among the cards owned by the user. .
When the menu m2 is selected and operated on the web page P1 in FIG. 9, the web page is updated as shown in P20. On this web page P20, a list of the cards currently used by the user (for example, C3, C15,...) Is displayed. A menu m11 (“change”) is displayed in association with each card in the list. When the menu m11 corresponding to one of the cards is selected and operated, a list of held cards is displayed in order to select another card in the held cards instead of the card (not shown). .
 (5-3)クエスト処理(図10)
 図10のウェブページP1上でメニューm3(「クエスト」)が選択操作されると、P30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P30には、ユーザがエリアを探索するためのメニューm12が含まれる。メニューm12が選択操作されると、P31に示すようにウェブページが更新される。ウェブページP31には、メニューm13(「もう一度実行」)が表示され、探索が続行できるようになっている。メニューm12又はメニューm13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達成率の値が増加し、達成率が100%に達するとエリアの探索が終了する。メニューm12又はメニューm13が選択操作される度に、ユーザの体力ポイントが所定量(図10の例では、8)だけ消費され、ユーザの経験値が所定(図10の例では、8)量だけ増加する。探索対象のエリアは、複数設けられてもよい。なお、クエスト処理では、メニューm12又はメニューm13が選択操作される度に、所定の、あるいはランダムな確率で、ゲーム上で用意されている様々なカードやアイテムをユーザが入手できるように構成してもよい。
 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ユーザは待機する必要がある。
(5-3) Quest processing (Figure 10)
When the menu m3 (“quest”) is selected on the web page P1 in FIG. 10, the web page is updated as shown in P30. This web page P30 includes a menu m12 for the user to search for an area. When the menu m12 is selected, the web page is updated as shown in P31. On the web page P31, a menu m13 ("execute again") is displayed so that the search can be continued. Each time the menu m12 or the menu m13 is selected and operated, the achievement rate increases with a constant or random increase amount. When the achievement rate reaches 100%, the area search is terminated. Each time the menu m12 or the menu m13 is selected and operated, the user's physical strength point is consumed by a predetermined amount (8 in the example of FIG. 10), and the user's experience value is by a predetermined amount (8 in the example of FIG. 10). To increase. A plurality of search target areas may be provided. In the quest process, each time the menu m12 or the menu m13 is selected, the user can obtain various cards and items prepared on the game with a predetermined or random probability. Also good.
The quest process cannot be executed when the health point is less than the predetermined amount. In that case, the user needs to wait until the physical strength point is recovered.
 (5-4)カード確認処理(図11)
 図11のウェブページP1上でユーザデータ表示領域102のカードの欄が選択操作されると、P40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P40では、処理対象のユーザの保有カードの一覧が表示される。ウェブページP40のカードの一覧の中でいずれかのカード(この例では、カードC3)が選択操作されると、P41に示すようにウェブページが更新される。ウェブページP41では、ウェブページP40で選択されたカードが拡大して表示される。ウェブページP41の例では、選択されたカードのゲームキャラクタの画像が表示される画像表示領域201と、ゲームキャラクタを説明するテキストを表示するテキスト表示領域202とが含まれる。
 ウェブページP41に表示されるカードのゲームキャラクタの画像が動画再生カードである場合には、そのカードのカードレベルに応じた動画及び/又は音声が再生されて表示される。図12に、例えばカードC3の再生態様を例示する。図12では、画像表示領域201の時刻の経過に沿った表示内容を、カードレベル毎に示す例である。カードレベルに応じた表示内容の例は以下のとおりであってよく、カードレベルM1,M2の場合のみ図12に例示する。なお、台詞1~4はそれぞれ異なるものであってよい。
(5-4) Card confirmation processing (FIG. 11)
When the card field in the user data display area 102 is selected on the web page P1 in FIG. 11, the web page is updated as shown in P40. In this web page P40, a list of possessed cards of users to be processed is displayed. When any card (card C3 in this example) is selected from the list of cards on the web page P40, the web page is updated as shown in P41. In the web page P41, the card selected in the web page P40 is enlarged and displayed. The example of the web page P41 includes an image display area 201 in which an image of the game character of the selected card is displayed, and a text display area 202 in which text describing the game character is displayed.
When the image of the game character on the card displayed on the web page P41 is a moving image reproduction card, a moving image and / or sound corresponding to the card level of the card is reproduced and displayed. FIG. 12 illustrates a playback mode of the card C3, for example. FIG. 12 shows an example of display contents along the passage of time in the image display area 201 for each card level. Examples of display contents corresponding to the card level may be as follows, and are illustrated in FIG. 12 only for the card levels M1 and M2. The lines 1 to 4 may be different from each other.
 カードレベルM1:目蓋の開閉→頭の揺れ→台詞1の表示
 カードレベルM2:目蓋の開閉→頭の揺れ→笑顔→髪撫で→台詞2の表示
 カードレベルM3:目蓋の開閉→頭の揺れ→笑顔→照れた表情→ウインク→髪撫で→台詞3の表示
 カードレベルM4:目蓋の開閉→頭の揺れ→笑顔→照れた表情→甘えた表情→ウインク→髪撫で→台詞4の表示
Card level M1: Open / close eyelids → Shake head → Display line 1 Card level M2: Open / close eyelids → Shake head → Smile → Touch hair → Display line 2 Card level M3: Open / close eyelid → Head Shake → Smile → Embarrassed expression → Wink → With hair lash → Display of dialogue 3 Card level M4: Open / close eye lid → Shake head → Smile → Embarrassed expression → Sweet expression → Wink → With hair lash → Display of dialogue 4
 (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13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13に示す機能ブロック図において、ゲーム実行手段52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. Hereinafter, functions implemented by the game control device of the present embodiment will be described with reference to FIG. 13, taking as an example the case where the game of the above-described embodiment is applied. FIG. 13 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment. In the functional block diagram shown in FIG. 13, the game execution means 52 is not necessarily an essential component of the present invention.
 記憶手段51は、複数の再生情報(第1の情報)と関連付けられているゲーム上のカード(オブジェクト)を、ユーザ毎に対応付けてゲームデータベース32(記憶装置)に記憶させる機能を備える。記憶手段51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内のカードデータベースにおいて、カード毎にカードレベルに応じた再生情報(例えば、SWF形式のファイル)を記憶させる。
 なお、カードデータベースは、通信端末10のROM12や図示しないHDD(Hard Disk Drive)若しくはフラッシュメモリ等に記憶されていてもよい。
The storage unit 51 has a function of storing cards (objects) on a game associated with a plurality of pieces of reproduction information (first information) in the game database 32 (storage device) in association with each user. In order to realize the function of the storage means 51, the CPU 21 of the game server 20 stores reproduction information (for example, SWF format file) corresponding to the card level for each card in the card database in the game database 32.
The card database may be stored in the ROM 12 of the communication terminal 10, an HDD (Hard Disk Drive) (not shown), a flash memory, or the like.
 ゲーム実行手段52は、本実施形態のゲームを実行する機能を備える。ゲームの実行は、ユーザの保有カード(ユーザに対応付けられているオブジェクト)のうちいずれかのカード(使用カード)を用いて行われてもよい。
 本実施形態の場合、ゲームの実行は、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なされる。このとき、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 52 has a function of executing the game of this embodiment. The execution of the game may be performed using any one of the cards owned by the user (objects associated with the user) (used cards).
In the case of the present embodiment, the game is executed by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in accordance with a user operation on the communication terminal 10. At this time, 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 an HTTP response including the HTML data as the execution result. Is returned to the communication terminal 10.
 HTTPリクエストによって要求される処理の実行内容は、HTTPリクエストによる要求内容によって異なるが、例えば以下のとおりである。
 例えばクエストを実行する場合、ゲームサーバ20のCPU21は、ユーザによる所定の選択操作内容(例えば、メニューm12又はm13の選択操作結果)を含むHTTPリクエストを受信すると、処理対象のユーザの達成率、体力ポイント、及び経験値を更新する処理を行う。ユーザの達成率、体力ポイント、及び経験値のデータは、クエストの実行開始時(メニューm3の選択時)にデータベースサーバ30からRAM23に転送し、クエスト中はRAM23内のデータに対して更新処理を行い、クエスト終了時に、RAM23内の更新後のデータをデータベースサーバ30内のデータに上書きするようにしてよい。
 例えば他のユーザとの間でのカードを用いたバトルを実行する場合には、ゲームサーバ20のCPU21は、バトル対象となるユーザの使用カードのパラメータ(攻撃力及び防御力の値等)の値を比較し、その比較結果に基づいてバトルの勝敗を決定してもよい。
The execution content of the process requested by the HTTP request differs depending on the request content by the HTTP request, but is as follows, for example.
For example, when executing a quest, when the CPU 21 of the game server 20 receives an HTTP request including a predetermined selection operation content (for example, a selection operation result of the menu m12 or m13) by the user, the achievement rate and physical strength of the processing target user Processing to update points and experience points. The user achievement rate, physical fitness points, and experience value data are transferred from the database server 30 to the RAM 23 at the start of execution of the quest (when the menu m3 is selected), and the update processing is performed on the data in the RAM 23 during the quest. The updated data in the RAM 23 may be overwritten on the data in the database server 30 at the end of the quest.
For example, when executing a battle using a card with another user, the CPU 21 of the game server 20 sets values of parameters (attack power, defense power, etc.) of the user's card to be used as a battle target. The battle may be determined based on the comparison result.
 選択手段53は、ユーザの操作入力に関する情報に基づいて、当該ユーザの保有カード(ユーザに対応付けられているオブジェクト)のうちいずれかのカード(オブジェクト)を選択する機能を備える。
 選択手段53の機能は、例えば以下のようにして実現される。ゲームサーバ20のCPU21は、図11のウェブページP1上でユーザデータ表示領域102のカードの欄の選択操作結果を含むHTTPリクエストを受信すると、処理対象となるユーザのユーザデータの保有カードの項目を読み出して、そのユーザの保有カードの一覧を含むHTMLデータを生成してユーザの通信端末10宛に送信する。これによって、ユーザの通信端末10においてウェブページP40が表示される。また、CPU21は、保有カードの一覧の中からいずれかのカードの選択操作結果を含むHTTPリクエストを受信すると、当該HTTPリクエストに基づいてユーザのカードの選択結果を認識する。
 なお、図11では、ユーザが保有カードの一覧からいずれかのカードを選択操作することによってカードが選択される場合を例示したが、これに限られない。つまり、選択手段53の「ユーザの操作入力に関する情報に基づいてカードを選択する」とは、図11に例示したような、いわば直接的な選択方法のみに限られない。例えば、クエスト実行の操作によってカードが得られた場合、あるいは、ゲーム上でくじを引く機能が設けられており、ユーザがくじを引く操作によってカードが抽選により得られた場合など、いわば間接的にカードを選択した場合についても「ユーザの操作入力に関する情報に基づいてカードを選択する」ことに含まれる。
The selection means 53 has a function of selecting one of the cards (objects) among the possessed cards of the user (objects associated with the user) based on information related to the user's operation input.
The function of the selection means 53 is implement | achieved as follows, for example. When the CPU 21 of the game server 20 receives the HTTP request including the selection operation result of the card field in the user data display area 102 on the web page P1 in FIG. 11, the item of the possessed card of the user data of the user to be processed is displayed. It reads out, generates HTML data including a list of the user's possession cards, and transmits it to the user's communication terminal 10. Thus, the web page P40 is displayed on the user communication terminal 10. In addition, when the CPU 21 receives an HTTP request including a selection operation result of any card from the list of owned cards, the CPU 21 recognizes the user's card selection result based on the HTTP request.
Although FIG. 11 illustrates the case where a user selects a card by selecting one of the cards from the list of possessed cards, the present invention is not limited to this. That is, “selecting a card based on information related to user operation input” by the selection unit 53 is not limited to the direct selection method as illustrated in FIG. For example, when a card is obtained by a quest execution operation, or when a function for drawing a lottery is provided in the game, and a card is obtained by a lottery operation by a user drawing a lottery, so to speak indirectly The case of selecting a card is also included in “selecting a card based on information related to user operation input”.
 特定手段54は、ユーザのゲーム上の情報であるユーザ情報に基づいて、選択手段53によって選択されたカード(オブジェクト)に関連付けられている複数の再生情報(第1の情報)のうちいずれかの再生情報を特定する機能を備える。
 特定手段54の機能を実現するために、ゲームサーバ20のCPU21は、動画再生カードについて、ユーザ情報とカードレベルとを対応付けた対応表を参照する。図14Aおよび図14Bはそれぞれ、ユーザ情報とカードレベルとを対応付けた対応表の例を示す図である。図14Aは、ユーザ情報をユーザのゲームの進行レベルとした場合の対応表の一例を示し、図14Bは、ユーザ情報を対象となるカードの使用回数とした場合の対応表の一例を示す。なお、カードの使用回数は、そのカードをユーザの使用カードとしたときのクエスト及び/又はバトルの実行回数としてもよい。図14Aおよび図14Bに示すように、進行レベルが上昇するほど、又はカードの使用回数が増加するほど、カードレベルが増加し、図7に示すように、カードレベルが増加することによってカードが通信端末10上で表示されるときのゲームキャラクタの動作レベルが増加するように設定されることが好ましい。
 なお、カードレベルを決定するのに対応表を参照する場合に限られない。ユーザ情報に対して所定の演算式を適用することによってカードレベルを算出してもよい。
 また、図14Aおよび図14Bでは、概ね時間の経過とともに増加する傾向がある値のユーザ情報の例を挙げたが、これに限られない。例えば、ユーザ情報をカードの使用頻度とした場合、このユーザ情報の値は時間の経過とともに低下する可能性がある。つまり、カードレベルは、ユーザ情報に応じて増加する場合もあれば、低下する場合もある。
The specifying unit 54 is one of a plurality of pieces of reproduction information (first information) associated with the card (object) selected by the selection unit 53 based on user information that is information on the user's game. A function for specifying reproduction information is provided.
In order to realize the function of the specifying means 54, the CPU 21 of the game server 20 refers to the correspondence table in which the user information and the card level are associated with each other for the moving image reproduction card. 14A and 14B are diagrams illustrating examples of correspondence tables in which user information and card levels are associated with each other. FIG. 14A shows an example of a correspondence table when the user information is the progress level of the user's game, and FIG. 14B shows an example of a correspondence table when the user information is the number of times the target card is used. Note that the card usage count may be a quest and / or battle execution count when the card is used by the user. As shown in FIGS. 14A and 14B, the card level increases as the progress level increases or the number of times the card is used. As shown in FIG. 7, the card level increases and the card communicates. It is preferable to set the action level of the game character when displayed on the terminal 10 to increase.
The card level is not limited to the case of referring to the correspondence table. The card level may be calculated by applying a predetermined arithmetic expression to the user information.
Moreover, in FIGS. 14A and 14B, examples of user information having values that tend to increase with the passage of time are given, but the present invention is not limited thereto. For example, when the user information is a card usage frequency, the value of the user information may decrease with time. That is, the card level may increase or decrease depending on the user information.
 上記対応表を参照したカードレベルの設定について、図15のフローチャートを参照して説明すると以下のとおりである。
 CPU21は、カードレベルの設定を行うために、ユーザ情報を逐次読み出すか、あるいは算出する(ステップS10)。次いで、CPU21は、ステップS10で得られたユーザ情報に基づいて上記対応表を参照することによってカードレベルを特定する(ステップS20)。さらにCPU21は、ステップS20で特定されたカードレベルを、ユーザデータにおいてカードと関連付けるようにして書き込む(ステップS30)。
 例えば、CPU21は、ユーザデータの進行レベルの値を読み出し、読み出した進行レベルに値に応じたカードレベルを上記対応表から決定し、その決定したカードレベルをユーザデータに書き込む。ユーザ情報をカードの使用回数とした場合も同様であるが、その場合、ユーザデータにおいて、保有カードの各々について使用回数をカウントして記憶させておき、そのカウント値を読み出すようにする。
 CPU21は、ユーザのカードの選択結果を認識すると、選択されたカードが動画再生カードである場合には、ユーザデータにアクセスして、選択されたカードのカードレベルを読み出す。CPU21はさらに、カードデータベースを参照して、ユーザデータから読み出したカードレベルに応じた再生情報を特定する。
The card level setting with reference to the above correspondence table will be described with reference to the flowchart of FIG.
The CPU 21 sequentially reads or calculates user information in order to set the card level (step S10). Next, the CPU 21 specifies the card level by referring to the correspondence table based on the user information obtained in step S10 (step S20). Further, the CPU 21 writes the card level specified in step S20 so as to be associated with the card in the user data (step S30).
For example, the CPU 21 reads the progress level value of the user data, determines a card level corresponding to the read progress level from the correspondence table, and writes the determined card level in the user data. The same applies to the case where the user information is the card usage count. In this case, in the user data, the usage count is stored for each of the held cards, and the count value is read out.
When the CPU 21 recognizes the result of the user's card selection, if the selected card is a moving image playback card, the CPU 21 accesses the user data and reads the card level of the selected card. Further, the CPU 21 refers to the card database and specifies reproduction information corresponding to the card level read from the user data.
 提示手段55は、選択手段53によって選択されたカード(オブジェクト)を、特定手段54によって特定された再生情報(第1の情報)に基づく態様によってユーザに提示する機能を備える。
 提示手段55の機能は、以下のようにして実現できる。ゲームサーバ20のCPU21は、ユーザのカードの選択結果を認識し、かつそのカードが動画再生カードである場合の再生情報を特定すると、その再生情報をHTMLデータに埋め込むようにして、あるいはHTMLデータから再生情報を参照可能な形式で、HTMLデータを生成してユーザの通信端末10宛に送信する。これによって、通信端末10のウェブブラウザがゲームサーバ20から送信されたHTMLデータを解釈し、カードを表示する。HTMLデータに例えばSWF形式の再生情報が含まれている場合には、通信端末10のウェブブラウザに組み込まれるフラッシュプレイヤによってウェブページ上でカードが動画再生される。
The presenting means 55 has a function of presenting the card (object) selected by the selecting means 53 to the user in an aspect based on the reproduction information (first information) specified by the specifying means 54.
The function of the presentation means 55 is realizable as follows. When the CPU 21 of the game server 20 recognizes the user's card selection result and specifies the playback information when the card is a video playback card, the playback information is embedded in the HTML data or from the HTML data. HTML data is generated in a format in which reproduction information can be referred to and transmitted to the user's communication terminal 10. As a result, the web browser of the communication terminal 10 interprets the HTML data transmitted from the game server 20 and displays the card. When the HTML data includes, for example, reproduction information in the SWF format, the card is reproduced as a moving image on the web page by the flash player incorporated in the web browser of the communication terminal 10.
 (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16のフローチャートを参照して説明する。図16は、本実施形態のゲーム制御装置によって、本実施形態のカード表示処理を示すフローチャートである。
(7) 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. 16 is a flowchart showing card display processing of the present embodiment by the game control apparatus of the present embodiment.
 ゲームサーバ20のCPU21は、ユーザの保有カードの一覧の中からいずれかのカードの選択操作結果を含むHTTPリクエストを受信すると、当該HTTPリクエストに基づいてユーザのカードの選択結果を認識する。CPU21は、カードの選択結果を認識すると(ステップS100:YES)、選択されたカードが動画再生カードである場合には、ユーザデータにアクセスして、選択されたカードのカードレベルを読み出す(ステップS110)。CPU21はさらに、カードデータベースを参照して、ユーザデータから読み出したカードレベルに対応する再生情報を読み出し(ステップS120)、その再生情報をHTMLデータに埋め込むようにして、あるいはHTMLデータから再生情報を参照可能な形式で、HTMLデータを生成してユーザの通信端末10宛に送信する(ステップS130)。これによって、通信端末10のウェブブラウザがゲームサーバ20から送信されたHTMLデータを解釈し、カードを表示する。HTMLデータに例えばSWF形式の再生情報が含まれている場合、通信端末10のウェブブラウザに組み込まれるフラッシュプレイヤによってウェブページ上でカードが動画再生される。
 なお、ステップS100においてカードの選択結果を認識しない場合には(ステップS100:NO)、終了する。
When the CPU 21 of the game server 20 receives an HTTP request including the selection operation result of one of the cards held by the user, the CPU 21 recognizes the selection result of the user's card based on the HTTP request. When the CPU 21 recognizes the card selection result (step S100: YES), if the selected card is a video playback card, it accesses the user data and reads the card level of the selected card (step S110). ). Further, the CPU 21 refers to the card database, reads reproduction information corresponding to the card level read from the user data (step S120), and embeds the reproduction information in the HTML data or refers to the reproduction information from the HTML data. In a possible format, HTML data is generated and transmitted to the user's communication terminal 10 (step S130). As a result, the web browser of the communication terminal 10 interprets the HTML data transmitted from the game server 20 and displays the card. When the HTML data includes, for example, reproduction information in the SWF format, the card is reproduced as a moving image on the web page by the flash player incorporated in the web browser of the communication terminal 10.
If the card selection result is not recognized in step S100 (step S100: NO), the process ends.
 以上説明したように、本実施形態のゲーム制御装置では、ゲーム上の動画再生カード(オブジェクト)が画像情報及び音声情報のうち少なくともいずれかを各々含む複数の再生情報(第1の情報)と関連付けられており、その動画再生カードがユーザに提示される態様は、そのユーザのゲーム上のユーザ情報に基づいている。そのため、同じ動画再生カード(オブジェクト)であってもユーザ情報が異なれば、その動画再生カードがユーザに提示される態様が異なるようになり、ゲームの興趣性を高めることができる。 As described above, in the game control device of this embodiment, the video playback card (object) on the game is associated with a plurality of pieces of playback information (first information) each including at least one of image information and audio information. The manner in which the video playback card is presented to the user is based on the user information on the user's game. Therefore, even if it is the same moving image reproduction card (object), if the user information is different, the manner in which the moving image reproduction card is presented to the user will be different, and the interest of the game can be enhanced.
 上述した実施例の説明において、ユーザ情報は、ユーザのゲーム上の進行レベルの値(進行度に関する情報)であってもよいとしたが、これに限られない。なお、ユーザ情報をユーザのゲーム上の進行レベルの値とした場合、ゲームが進行する度に、ユーザに提示されるカード(オブジェクト)の態様が変化するため、ユーザはゲームの進行とともにカードの態様の変化も楽しめることができ、ゲームの興趣性をさらに高めることができる。
 このとき、ユーザ情報は、選択手段53によって選択されたカード(オブジェクト)を用いた、ユーザのゲーム上の進行レベルの値(進行度に関する情報)であってもよい。これによって、カードを用いてゲームが進行する度に、そのカードについてユーザに提示される態様が変化するため、ユーザはゲームの進行とともにカードの態様の変化も楽しめることができ、ゲームの興趣性をさらに高めることができる。また、ユーザは、カードの提示態様の変化を期待して、そのカードを積極的にゲーム上で使用することが動機付けられる。
 なお、本実施形態の進行レベル(ゲームで取得する経験値で変動するレベル)は、進行度に関する情報の一例である。しかし、進行度に関する情報は、進行レベルに限られず、ユーザによるゲームの進行度合いを示す情報であり、ユーザがゲームを実行又は進行させることによって変化する情報であれば如何なるデータであってもよい。例えば、進行度に関する情報は、クエストやバトルなどの所定の処理の実行回数、あるいはゲーム上の所定の条件を満たした回数(バトルで勝利した回数等)などであってよい。
In the description of the above-described embodiment, the user information may be a value of the progress level on the user's game (information on the degree of progress), but is not limited thereto. When the user information is a value of the progress level on the user's game, each time the game progresses, the mode of the card (object) presented to the user changes. Can also enjoy the change of the game, and can further enhance the fun of the game.
At this time, the user information may be a progress level value (information on the degree of progress) on the user's game using the card (object) selected by the selection means 53. As a result, each time a game progresses using a card, the mode presented to the user about the card changes, so the user can enjoy the change in the mode of the card as the game progresses. It can be further increased. In addition, the user is motivated to actively use the card on the game in anticipation of a change in the card presentation mode.
In addition, the progress level (level fluctuate | varied with the experience value acquired in a game) of this embodiment is an example of the information regarding a progress degree. However, the information on the degree of progress is not limited to the progress level, but is information indicating the degree of progress of the game by the user, and may be any data as long as the information changes as the user executes or progresses the game. For example, the information on the degree of progress may be the number of executions of a predetermined process such as a quest or a battle, or the number of times that a predetermined condition on the game is satisfied (the number of times a battle has been won).
 上述した実施形態の説明において、ユーザ情報がカードの使用回数である場合を例示したが、これに限られない。ユーザ情報は、ユーザのカード(オブジェクト)のゲーム上での取得又は使用に関する情報であってもよい。これによって、カードに対するユーザの取得状況や使用状況に応じて、ユーザに提示されるカードの態様を適切に異ならせることができるようになる。例えば、カードを使用してゲーム上の所定のミッションをクリアしたとき、あるいは所定のミッションをクリアした数が所定値に達する度に、そのカードのカードレベルが上昇するようにしてもよい。
 なお、「取得に関する情報」は、カードの入手方法(例えば、一定量の仮想通貨などの対価を支払うことによる購入する方法や、他のユーザとのトレードによって取得する方法等)に関する情報であってよい。例えば、一定量の仮想通貨などの対価を支払って取得した場合にのみ、カードレベルが変化するようにしてもよい。
 「使用に関する情報」は、例えばカードのゲーム上での使用期間、使用回数等であってよい。例えば、カードのゲーム上での使用期間が長くなるほど、そのカードのカードレベルが上昇するようにしてもよい。
In the description of the above-described embodiment, the case where the user information is the number of times the card is used is illustrated, but the present invention is not limited to this. The user information may be information regarding acquisition or use of the user's card (object) on the game. Thereby, the mode of the card presented to the user can be appropriately changed according to the user's acquisition status and usage status with respect to the card. For example, the card level of the card may be increased when a predetermined mission on the game is cleared using a card, or whenever the number of completed predetermined missions reaches a predetermined value.
Note that “acquisition information” is information relating to a card acquisition method (for example, a method of purchasing by paying a certain amount of virtual currency, a method of acquiring by trading with other users, etc.). Good. For example, the card level may be changed only when a certain amount of virtual currency or the like is paid and acquired.
The “information regarding use” may be, for example, a use period of the card on the game, the number of uses, and the like. For example, the card level of the card may increase as the usage period of the card on the game becomes longer.
 上述した実施形態では、図7に示したように、1つのカードに対して、カードレベル毎に情報量が異なる複数の再生情報が対応付けられる場合について説明したが、これに限られない。複数の再生情報のうち情報量が同一のものがあってもよい。しかしながら、複数の再生情報(第1の情報)の情報量がそれぞれ異なるようにし、特定手段54が、複数の再生情報のうち、ユーザ情報に基づいた大きさの情報量の第1の情報を特定することが好ましい。かかる構成により、カード(オブジェクト)の視覚的及び/又は聴覚的な提示態様を複数設定することができるようになるため、ユーザにとって、自らのユーザ情報に応じたカードの提示態様の変化がより分かり易くなる。 In the above-described embodiment, as illustrated in FIG. 7, a case has been described in which a plurality of pieces of reproduction information having different information amounts for each card level are associated with one card, but the present invention is not limited thereto. There may be a plurality of pieces of reproduction information having the same information amount. However, the information amounts of the plurality of pieces of reproduction information (first information) are made different from each other, and the specifying unit 54 specifies the first information of the amount of information based on the user information among the plurality of pieces of reproduction information. It is preferable to do. With this configuration, a plurality of visual and / or auditory presentation modes of the card (object) can be set, so that the user can more easily understand the change in the card presentation mode according to his / her user information. It becomes easy.
 (8)変形例
 上述した実施形態では、オブジェクトの一例としてゲームキャラクタの画像を含むカードを挙げたが、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。
 上述した実施形態では、ユーザへのカードの提示態様として、カード上のゲームキャラクタの動画像がカードレベルに応じて変化する場合について例示したが、これに限られない。情報量が異なる複数の音声情報のみがカードレベルに対応付けられてもよいし、情報量が異なる複数の画像情報及び音声情報がカードレベルに対応付けられてもよい。
 なお、情報量の違いは、画像情報の場合、画像の変化量の違いのほか、画像の変化の内容が同一であるが画質(階調)が異なる場合も含まれ、音声情報の場合、例えば曲の小節の数の違いのほか、曲の小節の数が同一であるが音質(階調)が異なる場合も含まれる。
 以下、上述した実施形態の変形例について説明する。
(8) Modification In the embodiment described above, a card including an image of a game character is given as an example of an object, but the present invention is not limited 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 the above-described embodiment, the case where the moving image of the game character on the card changes according to the card level is illustrated as the card presentation mode to the user, but the present invention is not limited to this. Only a plurality of audio information having different information amounts may be associated with the card level, or a plurality of image information and audio information having different information amounts may be associated with the card level.
In the case of image information, the difference in the amount of information includes not only the difference in the amount of change in the image but also the case where the content of the change in the image is the same but the image quality (gradation) is different. In addition to the difference in the number of measures in the song, the case where the number of measures in the song is the same but the sound quality (gradation) is different is also included.
Hereinafter, modifications of the above-described embodiment will be described.
 (8-1)変形例1
 上述した実施形態において、ユーザ情報は、ユーザが保有するカード(ユーザに対応付けられているオブジェクト)のゲーム上の使用回数、使用頻度、又はそのカードの前回の使用時からの経過時間に関する情報であって、特定手段54は、使用回数若しくは使用頻度が大きいほど、又は上記経過時間が短いほど、複数の再生情報(第1の情報)のうち情報量が大きい再生情報を特定してもよい。かかる構成では、ゲーム上で頻繁にカードを使用するほど、カードが提示されるときの画像情報及び/又は音声情報が増加する。そのため、ユーザは、カードが提示されるときの視覚的及び/又は聴覚的な変化を大きくなることを期待して、そのカードを頻繁に使用することが動機付けられるため、カードを使用するゲームについてユーザがより楽しむことができる。
(8-1) Modification 1
In the above-described embodiment, the user information is information regarding the number of times the card (object associated with the user) owned by the user, the usage frequency, or the elapsed time since the last use of the card. Thus, the specifying unit 54 may specify the reproduction information having a larger information amount among the plurality of pieces of reproduction information (first information) as the number of uses or the use frequency is larger or the elapsed time is shorter. In such a configuration, the more frequently the card is used in the game, the more image information and / or audio information is presented when the card is presented. Therefore, the user is motivated to use the card frequently in the hope that the visual and / or auditory change when the card is presented will be increased. Users can enjoy more.
 本変形例を実現するために、ゲームサーバ20のCPU21は、ユーザのカードが使用カードに設定された状態で、例えばクエスト及び/又はバトルをそのユーザが行った回数を、カード単位で計数する。それによってCPU21は、カード毎にゲーム上の使用回数や使用頻度を算出する。使用頻度は、例えば直前の所定期間(例えば直前1週間)での使用回数であってよい。CPU21は、前回の使用時からの経過時間を算出するために、ユーザのカードが使用カードに設定された状態で、例えばクエスト及び/又はバトルをそのユーザが行った日時を、カード単位で記録してもよい。
 CPU21は、カードレベルを決定するに当たって、図14Aおよび図14Bに例示したものと同様の形式の対応表を参照するが、本変形例では、使用回数若しくは使用頻度が大きいほど、又は上記経過時間が短いほど、カードレベルが上昇するように対応表が構成される。
In order to realize the present modification, the CPU 21 of the game server 20 counts, for example, the number of times that the user has performed a quest and / or battle in a state where the user's card is set as a use card. Thereby, the CPU 21 calculates the number of uses and the frequency of use on the game for each card. The use frequency may be, for example, the number of uses in the immediately preceding predetermined period (for example, immediately preceding one week). In order to calculate the elapsed time from the previous use, the CPU 21 records, for example, the date and time when the user performed a quest and / or battle in a card unit in a state where the user's card is set as the use card. May be.
In determining the card level, the CPU 21 refers to a correspondence table having the same format as that illustrated in FIGS. 14A and 14B. However, in this modification, the greater the number of use times or the use frequency, or the elapsed time described above. The correspondence table is configured such that the shorter the card level, the higher the card level.
 (8-2)変形例2
 上述した実施形態において、ユーザ情報は、ユーザが保有するカード(ユーザに対応付けられているオブジェクト)のユーザの取得時からの経過時間に関する情報であって、特定手段54は、その経過時間が長いほど、複数の再生情報(第1の情報)のうち情報量が大きい再生情報を特定してもよい。かかる構成では、ゲーム上でカードを長期間所持するほど、カードが提示されるときの画像情報及び/又は音声情報が増加する。そのため、ユーザは、カードが提示されるときの視覚的及び/又は聴覚的な変化を大きくなることを期待して、そのカードを長期間所持することが動機付けられるため、カードを使用するゲームについてユーザがより楽しむことができる。
(8-2) Modification 2
In the above-described embodiment, the user information is information related to the elapsed time from the user's acquisition of the card (object associated with the user) held by the user, and the specifying unit 54 has a long elapsed time. As the number of pieces of reproduction information (first information) increases, the reproduction information having a large information amount may be specified. In such a configuration, the longer the card is held in the game, the more image information and / or audio information when the card is presented. Therefore, the user is motivated to hold the card for a long time in the hope that the visual and / or auditory change when the card is presented will be increased. Users can enjoy more.
 本変形例を実現するために、ゲームサーバ20のCPU21は、カードを取得する度に、カードの取得日時を例えばユーザデータ内に記憶させておく。そして、CPU21は、カード単位で、カードの取得日時から現在日時までの経過時間を算出し、算出した経過時間に応じてカードレベルを決定する。CPU21は、カードレベルを決定するに当たって、図14Aおよび図14Bに例示したものと同様の形式の対応表を参照するが、本変形例では、カード取得日時からの経過時間が長いほど、カードレベルが上昇するように対応表が構成される。 In order to realize this modification, the CPU 21 of the game server 20 stores the acquisition date and time of the card in, for example, user data every time the card is acquired. Then, the CPU 21 calculates the elapsed time from the card acquisition date to the current date in card units, and determines the card level according to the calculated elapsed time. In determining the card level, the CPU 21 refers to the correspondence table having the same format as that illustrated in FIGS. 14A and 14B. However, in this modification, the longer the elapsed time from the card acquisition date, the higher the card level. The correspondence table is configured to rise.
 (8-3)変形例3
 上述した実施形態では、ユーザ情報が変化する度にユーザデータ内のカードレベルを変化させ(図15)、ユーザに対してカードを表示するタイミングでユーザデータ内のカードレベルを参照してそのユーザ向けのHTMLデータを生成したが(図16)、これに限られない。ユーザ情報が変化する度にカードレベルを変更せず、ユーザに対してカードを表示するタイミングでユーザ情報を基にカードレベルを特定してもよい。
 本変形例に係るカード表示処理を示すフローチャートを図17に示す。図17のフローチャートの各処理について、図16と同じ処理については同一の符号を付している。
 図17において、ゲームサーバ20のCPU21は、ユーザの保有カードの一覧の中からいずれかのカードの選択操作結果を含むHTTPリクエストを受信すると、当該HTTPリクエストに基づいてユーザのカードの選択結果を認識する。CPU21は、カードの選択結果を認識すると(ステップS100:YES)、ユーザ情報を逐次読み出すか、あるいは算出する(ステップS112)。次いで、CPU21は、ステップS112で得られたユーザに基づき、ユーザ情報とカードレベルとを対応付けた対応表(例えば、図14Aおよび図14B)を参照することによってカードレベルを特定する(ステップS114)。CPU21はさらに、カードデータベースを参照して、ユーザデータから読み出したカードレベルに対応する再生情報を読み出し(ステップS120)、その再生情報をHTMLデータに埋め込むようにして、あるいはHTMLデータから再生情報を参照可能な形式で、HTMLデータを生成してユーザの通信端末10宛に送信する(ステップS130)。
 なお、ステップS100においてカードの選択結果を認識しない場合には(ステップS100:NO)、終了する。
(8-3) Modification 3
In the embodiment described above, each time user information changes, the card level in the user data is changed (FIG. 15), and the card level in the user data is referred to at the timing when the card is displayed to the user. HTML data is generated (FIG. 16), but is not limited thereto. The card level may be specified based on the user information at the timing when the card is displayed to the user without changing the card level each time the user information changes.
FIG. 17 is a flowchart showing card display processing according to this modification. 17, the same processes as those in FIG. 16 are denoted by the same reference numerals.
In FIG. 17, when the CPU 21 of the game server 20 receives an HTTP request including a selection operation result of one of the cards held by the user, the CPU 21 recognizes the selection result of the user's card based on the HTTP request. To do. When recognizing the card selection result (step S100: YES), the CPU 21 sequentially reads or calculates the user information (step S112). Next, the CPU 21 specifies the card level by referring to a correspondence table (for example, FIG. 14A and FIG. 14B) in which the user information is associated with the card level based on the user obtained in step S112 (step S114). . Further, the CPU 21 refers to the card database, reads reproduction information corresponding to the card level read from the user data (step S120), and embeds the reproduction information in the HTML data or refers to the reproduction information from the HTML data. In a possible format, HTML data is generated and transmitted to the user's communication terminal 10 (step S130).
If the card selection result is not recognized in step S100 (step S100: NO), the process ends.
 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、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。 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 the embodiments 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.
 上述した実施形態では、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 the above-described embodiment, the predetermined operation input by the user to the communication terminal is an input of a pressing operation of a predetermined operation button on 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. Although there is, 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 the above-described embodiment, the case where the present invention is applied to a social game has been described as an example, but the present invention is not limited thereto. 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 embodiment.
 上述した実施形態では、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、記憶手段51、ゲーム実行手段52、選択手段53、特定手段54、及び提示手段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、上述した実施形態では、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、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)に記憶してもよい。図18A,図18B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 the above-described embodiment, the game server 20 and the database server 30 on the network are configured to realize the functions of the storage unit 51, the game execution unit 52, the selection unit 53, the specifying unit 54, and the presentation unit 55. The configuration is not limited to this. 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 the embodiment described above, the game database 32 stores the card database. However, the card database may be stored in the ROM 12 or HDD (Hard Disk Drive; not shown) in the communication terminal 10. 18A and 18B 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.
 上述した実施形態は、通信機能を使用しないゲーム機においても実現することができる。つまり、上述したデータベースサーバ30に記憶されるデータ(ユーザデータベースやカードデータベース)をゲーム機内のHDDに記憶しておき、ゲーム機内のCPU、ROM、RAM、及びHDD若しくはフラッシュメモリ等を用いて、本実施形態のゲーム制御装置の各機能を実現することができる。 The embodiment described above can also be realized in a game machine that does not use a communication function. That is, data (user database or card database) stored in the database server 30 described above is stored in the HDD in the game machine, and the CPU, ROM, RAM, HDD, flash memory, or the like in the game machine is used to store the data. Each function of the game control device of the embodiment can be realized.

Claims (11)

  1.  画像情報及び音声情報のうち少なくともいずれかを各々含む複数の第1の情報と関連付けられているゲーム上のオブジェクトを、ユーザ毎に対応付けて記憶装置に記憶させる記憶手段と、
     ユーザの操作入力に関する情報に基づいて、当該ユーザに対応付けられているオブジェクトのうちいずれかのオブジェクトを選択する選択手段と、
     前記ユーザの前記ゲーム上の情報であるユーザ情報に基づいて、前記選択手段によって選択されたオブジェクトに関連付けられている前記複数の第1の情報のうちいずれかの第1の情報を特定する特定手段と、
     前記選択手段によって選択されたオブジェクトを、前記特定手段によって特定された第1の情報に基づく態様によって前記ユーザに提示する提示手段と、
     を備えた、ゲーム制御装置。
    Storage means for storing, in a storage device, an object on the game associated with a plurality of pieces of first information each including at least one of image information and audio information, in association with each user;
    Selection means for selecting one of the objects associated with the user based on information about the user's operation input;
    Specification means for specifying any first information among the plurality of first information associated with the object selected by the selection means based on user information which is information on the game of the user When,
    Presenting means for presenting the object selected by the selecting means to the user in an aspect based on the first information specified by the specifying means;
    A game control device comprising:
  2.  前記ユーザ情報は、前記ユーザの前記ゲーム上の進行度に関する情報であ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 user information is information related to the degree of progress of the user on the game,
    The game control apparatus according to claim 1.
  3.  前記ユーザ情報は、前記選択手段によって選択されたオブジェクトを用いた、前記ユーザの前記ゲーム上の進行度に関する情報であ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 user information is information related to the degree of progress of the user on the game using the object selected by the selection means.
    The game control apparatus according to claim 1.
  4.  前記ユーザ情報は、前記ユーザの前記オブジェクトの前記ゲーム上での取得又は使用に関する情報であ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 user information is information related to acquisition or use of the object of the user on the game,
    The game control apparatus according to claim 1.
  5.  前記複数の第1の情報は、画像情報及び音声情報のうち少なくともいずれかの情報量がそれぞれ異なっており、
     前記特定手段は、前記複数の第1の情報のうち、前記ユーザ情報に基づいた大きさの情報量の第1の情報を特定す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 plurality of pieces of first information are different from each other in the amount of information of at least one of image information and audio information,
    The specifying means specifies first information having an amount of information based on the user information among the plurality of first information.
    The game control device according to any one of claims 1 to 4.
  6.  前記ユーザ情報は、前記ユーザに対応付けられているオブジェクトの前記ゲーム上の使用回数、使用頻度、又は前記オブジェクトの前回の使用時からの経過時間に関する情報であって、
     前記特定手段は、前記使用回数若しくは前記使用頻度が大きいほど、又は前記経過時間が短いほど、前記複数の第1の情報のうち情報量が大きい第1の情報を特定することを特徴とする、
     請求項5に記載されたゲーム制御装置。
    The user information is information on the number of times the object associated with the user is used on the game, the frequency of use, or the time elapsed since the previous use of the object,
    The specifying means specifies the first information having a large amount of information among the plurality of first information as the number of uses or the use frequency is large or as the elapsed time is short.
    The game control apparatus according to claim 5.
  7.  前記ユーザ情報は、前記ユーザに対応付けられているオブジェクトの前記ユーザの取得時からの経過時間に関する情報であって、
     前記特定手段は、前記経過時間が長いほど、前記複数の第1の情報のうち情報量が大きい第1の情報を特定することを特徴とする、
     請求項5に記載されたゲーム制御装置。
    The user information is information relating to an elapsed time from the acquisition time of the user of the object associated with the user,
    The specifying means specifies the first information having a large amount of information among the plurality of first information as the elapsed time is longer.
    The game control apparatus according to claim 5.
  8.  画像情報及び音声情報のうち少なくともいずれかを各々含む複数の第1の情報と関連付けられているゲーム上のオブジェクトを、ユーザ毎に対応付けて記憶装置に記憶させるステップと、
     ユーザの操作入力に関する情報に基づいて、当該ユーザに対応付けられているオブジェクトのうちいずれかのオブジェクトを選択するステップと、
     前記ユーザの前記ゲーム上の情報であるユーザ情報に基づいて、前記選択するステップによって選択されたオブジェクトに関連付けられている前記複数の第1の情報のうちいずれかの第1の情報を特定するステップと、
     前記選択するステップによって選択されたオブジェクトを、前記特定するステップによって特定された第1の情報に基づく態様によって前記ユーザに提示するステップと、
     を備えた、ゲーム制御方法。
    Storing a game object associated with a plurality of pieces of first information each including at least one of image information and audio information in a storage device in association with each user;
    Selecting one of the objects associated with the user based on information about the user's operation input; and
    Identifying any first information among the plurality of first information associated with the object selected by the selecting step based on user information which is information on the game of the user When,
    Presenting the object selected by the selecting step to the user in a manner based on the first information identified by the identifying step;
    A game control method comprising:
  9.  コンピュータに、
     画像情報及び音声情報のうち少なくともいずれかを各々含む複数の第1の情報と関連付けられているゲーム上のオブジェクトを、ユーザ毎に対応付けて記憶装置に記憶させる機能、
     ユーザの操作入力に関する情報に基づいて、当該ユーザに対応付けられているオブジェクトのうちいずれかのオブジェクトを選択する機能、
     前記ユーザの前記ゲーム上の情報であるユーザ情報に基づいて、前記選択する機能によって選択されたオブジェクトに関連付けられている前記複数の第1の情報のうちいずれかの第1の情報を特定する機能、及び、
     前記選択する機能によって選択されたオブジェクトを、前記特定する機能によって特定された第1の情報に基づく態様によって前記ユーザに提示する機能、
     を実現させるためのプログラム。
    On the computer,
    A function of storing a game object associated with a plurality of pieces of first information each including at least one of image information and audio information in a storage device in association with each user;
    A function for selecting one of the objects associated with the user based on information related to the user's operation input;
    A function of identifying any first information among the plurality of first information associated with the object selected by the function to be selected based on user information that is information on the game of the user. ,as well as,
    A function of presenting the object selected by the function to be selected to the user in an aspect based on the first information specified by the function to be specified;
    A program to realize
  10.  請求項9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 9 is recorded.
  11.  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、
     画像情報及び音声情報のうち少なくともいずれかを各々含む複数の第1の情報と関連付けられているゲーム上のオブジェクトを、ユーザ毎に対応付けて記憶装置に記憶させる記憶手段、
     ユーザの操作入力に関する情報に基づいて、当該ユーザに対応付けられているオブジェクトのうちいずれかのオブジェクトを選択する選択手段、
     前記ユーザの前記ゲーム上の情報であるユーザ情報に基づいて、前記選択手段によって選択されたオブジェクトに関連付けられている前記複数の第1の情報のうちいずれかの第1の情報を特定する特定手段、及び、
     前記選択手段によって選択されたオブジェクトを、前記特定手段によって特定された第1の情報に基づく態様によって前記ユーザに提示する提示手段、
     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,
    Storage means for storing a game object associated with a plurality of pieces of first information each including at least one of image information and audio information in a storage device in association with each user;
    A selection means for selecting one of the objects associated with the user based on the information related to the user's operation input;
    Specification means for specifying any first information among the plurality of first information associated with the object selected by the selection means based on user information which is information on the game of the user ,as well as,
    Presenting means for presenting the object selected by the selecting means to the user in an aspect based on the first information specified by the specifying means;
    Each of the means is provided in either the communication terminal or the server,
    Game system.
PCT/JP2013/064724 2012-05-31 2013-05-28 Game control device, game control method, program, recording medium, and game system WO2013180105A1 (en)

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