WO2013180105A1 - Dispositif et procédé de commande de jeu, programme, support d'enregistrement et système de jeu - Google Patents

Dispositif et procédé de commande de jeu, programme, support d'enregistrement et système de jeu 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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WIPO (PCT)
Prior art keywords
information
user
game
card
communication terminal
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Application number
PCT/JP2013/064724
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English (en)
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/fr

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling 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

La présente invention concerne un dispositif de commande de jeu qui comporte : des moyens de stockage, qui stockent un objet de jeu corrélé avec une pluralité de premiers ensembles de données contenant chacun des données d'image et/ou des données audio, dans un dispositif de stockage associé à chaque utilisateur ; des moyens de sélection, qui sélectionnent un objet parmi les objets associés à l'utilisateur sur la base de données relatives à une commande introduite par l'utilisateur ; des moyens de spécification, qui spécifient des premières données dans la pluralité des premiers ensembles de données, corrélés avec l'objet sélectionné par les moyens de sélection sur la base de données d'utilisateur, lesdites premières données constituent des données d'utilisateur de jeu ; et des moyens de présentation, qui présentent à l'utilisateur l'objet sélectionné par les moyens de sélection, selon un mode basé sur les premières données spécifiées par les moyens de spécification.
PCT/JP2013/064724 2012-05-31 2013-05-28 Dispositif et procédé de commande de jeu, programme, support d'enregistrement et système de jeu WO2013180105A1 (fr)

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