WO2014054653A1 - Server device, game program, and game progress processing method - Google Patents

Server device, game program, and game progress processing method Download PDF

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Publication number
WO2014054653A1
WO2014054653A1 PCT/JP2013/076733 JP2013076733W WO2014054653A1 WO 2014054653 A1 WO2014054653 A1 WO 2014054653A1 JP 2013076733 W JP2013076733 W JP 2013076733W WO 2014054653 A1 WO2014054653 A1 WO 2014054653A1
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WIPO (PCT)
Prior art keywords
game
player
privilege
game progress
item
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PCT/JP2013/076733
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French (fr)
Japanese (ja)
Inventor
英丈 松岡
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株式会社セガ
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Publication of WO2014054653A1 publication Critical patent/WO2014054653A1/en

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    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/558Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6027Methods for processing data by generating or executing the game program using adaptive systems learning from user actions, e.g. for skill level adjustment

Definitions

  • the present invention relates to a server device, a game program, and a game progress processing method.
  • a role playing game in which a game program (application) is downloaded to a mobile terminal (client terminal) such as a smartphone, the game progress processing is performed on the server side, and the processing result is reflected on each mobile terminal.
  • SRPG is often used as a service for providing online games, also called social games (see, for example, Patent Document 1). *
  • a battle simulation game in which a plurality of players share an area in a virtual common game area has been provided as such a game.
  • the game such as the camp simulation game and the town building simulation game is combined with an action game (action part) in which the player's virtual character fights against the enemy character, and both strategy / tactical elements and action elements are combined.
  • An online game that incorporates the best of the world is also offered and is gaining popularity.
  • the present invention participates in a battle simulation game in which a plurality of players share an area in a virtual common game area for players who have low game skills or who do not like to compete with other players. It is an object of the present invention to provide a server device, a game program, and a game progress processing method that provide motivation to perform.
  • some of the participants in the front-end simulation game where multiple players share the territory may not include players who do not like aggressive fights with other players. If it is difficult to enjoy the game enough if you are not a competitive player who is willing to fight with other players even though it is an online game that you can play, it is a color that some advanced players and mania like games Will become far from being enjoyed by many people. *
  • the present invention is based on such knowledge, and is a server device that provides a client terminal with a game progress process result of a battle simulation game in which a plurality of players share an area within a common game area.
  • a receiving means for receiving a game progress processing request, a game progress processing means for executing game progress processing corresponding to the game progress processing request received by the receiving means and generating game progress processing information, and the game progress processing means.
  • a transmission means for transmitting the generated game progress processing information to the client terminal and a privilege item shown only on the client terminal used by the player are set, and the player grants the privilege granting condition provided in the privilege item.
  • a, and benefits item setting control means for imparting to the players Dian. *
  • This server device sets a privilege item shown only on the client terminal used by the player, other players cannot recognize the privilege item that the player can recognize. Therefore, the player can obtain the privilege item at his / her own pace without worrying about being deprived by another player. If it does so, it will become possible to give one target of clearing the privilege grant conditions provided in the privilege item, and obtaining a privilege to the player concerned including the beginner's class player.
  • the privilege granting condition is, for example, that the player progresses from the virtual location to the item setting position where the privilege item is set, and completes the capture using the virtual character.
  • the receiving means receives from the client terminal an attribute change request for a neutral area that does not belong to any player in the common game area or another person belonging area that belongs to another player, and game progress processing means Determines whether or not the attribute change condition is satisfied, and when it is determined that the attribute change condition is satisfied, changes the attribute of the area and sets it as a self-attributed area belonging to the player It is preferable that the privilege item setting control means is for setting the privilege item in a neutral region. *
  • the area attribute control means changes the attribute of the area based on the attribute change request based on the input operation of each player and reflects it in the game content in the battle simulation game. Further, when the server device sets the privilege item in the neutral area, the player can advance to the area where the privilege item is set without stepping into the other person attribution area and obtain the privilege.
  • the server device may set a privilege item according to the position level by the privilege item setting control means when the position level indicating the level according to the position in the common game area is set. Good. *
  • the server device sets the privilege item within the common game area and within a predetermined range from the virtual location of the player by the privilege item setting control means.
  • the player can obtain a privilege in an area within a predetermined range from the virtual location (the location of the character operated by the player in the common game area).
  • the privilege granting condition may be that the player operates the client terminal to expand the self-affiliation area from the virtual location to the item setting position where the privilege item is set, and complete the capture.
  • a privilege item setting control means it is good also as resetting a privilege item at a predetermined timing by a privilege item setting control means.
  • the privilege item setting control means resets the privilege item at a predetermined time for a logged-in player, and resets the privilege item at the time of login for a player who is logged out. According to this, concentration of privilege item resetting processing can be avoided, and the load on the server device can be distributed.
  • the transmission means of the server device described above transmits only the setting position information of the clue that informs the existence or whereabouts of the privilege item to the client terminal used by the player in which the privilege item is set.
  • the game program according to the present invention provides a computer of a server device that provides a client terminal with a result of a game progress process of a battle simulation game in which a plurality of players share an area in a common game area.
  • the privilege item shown only in the client terminal used by the player is set and the player clears the privilege granting condition provided in the privilege item, the privilege according to the privilege item is granted to the player. And execute the step It is said that.
  • a game progress processing method is a game progress processing method by a server device that provides a client terminal with a result of a game progress process of a camp simulation game in which a plurality of players share an area in a common game area.
  • Receiving a predetermined game progress process request from the client terminal executing a game progress process corresponding to the received game progress process request, generating game progress process information, and generating the generated game progress process information
  • the step of transmitting to the client terminal and the privilege item shown only in the client terminal used by the player are set, and when the player clears the privilege granting condition provided in the privilege item, Give the player a bonus Including the step, the, is that.
  • the player participates in a game for a player with low game skills or a player who does not like to fight with other players. It becomes possible to give motivation to do.
  • the server device 50 in combination with the game device 10 which is an example of a client terminal, constructs an online type battle simulation game system in which a plurality of players can play in a common game area.
  • the server device 50 and the game device 10 can communicate using a communication method such as 3G (3rd Generation), GSM (registered trademark) (Global System for Mobile Communications), and LTE (Long Term Evolution). it can.
  • 3G 3rd Generation
  • GSM registered trademark
  • LTE Long Term Evolution
  • FIG. 1 is a diagram illustrating an example of an external shape of a game device 10 according to the present embodiment.
  • a typical example of the game apparatus 10 is a mobile phone such as a smartphone, but in addition, a game-dedicated terminal or a general-purpose terminal, a mobile terminal that can be wirelessly connected to a network, or an electronic device equipped with a touch panel such as a tablet terminal
  • a general-purpose device capable of playing a game while communicating using a network can also correspond to the game apparatus 10 in the present embodiment. *
  • the game apparatus 10 includes a rectangular thin housing 11, and the touch panel 12 occupies many portions on one surface of the housing 11 (see FIG. 1). On the surface (front surface) on which the touch panel 12 is mounted, a receiver 13, a microphone 14, and a hard button 15 are provided. In addition, external interfaces such as a hard key 16, a speaker 18 (see FIG. 2), and an audio output terminal 17 (see FIG. 2) are provided on the side and bottom surfaces of the game apparatus 10. Further, a camera 30 (see FIG. 2) is provided on the back of the game apparatus 10. *
  • FIG. 2 is a block diagram schematically showing the configuration of the game apparatus 10 in the present embodiment.
  • the game apparatus 10 includes at least a mobile communication antenna 21, a mobile communication unit 22, a wireless LAN communication antenna 23, a wireless LAN communication unit 24, a storage unit 25, and a main control unit 26 in addition to the above-described components. Furthermore, it has an external interface 32 including a speaker 18, a camera 30, and an audio output terminal 17. *
  • the touch panel 12 has functions of both a display device and an input device, and includes a display (display screen) 27 that bears the display function and a touch sensor 28 that bears the input function.
  • the display 27 is configured by a general display device such as a liquid crystal display or an organic EL (Electro Luminescence) display.
  • the touch sensor 28 includes an element for detecting a contact operation disposed on the upper surface of the display 27, and a transparent operation surface stacked on the element.
  • a contact detection method of the touch sensor 28 any of known methods such as a capacitance type, a resistance film type (pressure-sensitive type), and an electromagnetic induction type can be adopted. *
  • the touch panel 12 as a display device displays a game image generated by execution of a computer game program by the main control unit 26.
  • the touch panel 12 as an input device detects an operation of a contact object (including a player's finger, a touch pen, etc., which will be described below as a representative example) in contact with the operation surface.
  • the operation input is received, and information on the contact position is given to the main control unit 26.
  • the movement of the finger is detected as coordinate information indicating the position or area of the contact point, and the coordinate information is expressed as coordinate values on two axes in the short side direction and the long side direction of the touch panel 12, for example.
  • the screen is switched as appropriate by inputting a predetermined icon or the like in the display 27 or satisfying a predetermined condition.
  • the display is appropriately switched to an enlarged map screen (see FIG. 8), a list display screen (see FIG. 9), or the like.
  • the game apparatus 10 is connected to the network (Internet) 40 through the mobile communication antenna 21 and the wireless LAN communication antenna 23, and can perform data communication with the server apparatus 50 (see FIG. 2).
  • the server device 50 collects play data (game-related data) such as games executed in the game device 10 via the network 40, and accumulates and manages the play data, and serves as a hub of the game system. Function as.
  • the server device 50 includes each player's ID (a code for identifying the system user), nickname, icon (icon selected by each player), access history, game history of various games, and games.
  • Various information such as the game situation in the game, various settings (settings common to the game), and unique indexes (levels and experience values indicating the proficiency level of the game) are accumulated and managed. *
  • an online game system is constructed that can provide various games online to the game apparatus 10.
  • the online game system by managing and providing play data corresponding to a plurality of types of game software (applications), it is possible for a player to enjoy playing various games at a game center. It is possible to provide.
  • the game software (application) may be installed in the game apparatus 10 or may be provided with a game function from the server apparatus 50 online.
  • the game content, the processing content at the time of progress, etc. are illustrated while exemplifying a team simulation game in which a plurality of players share the area in the virtual common game area. This will be described (see FIGS. 2 to 5). *
  • the server device 50 is a device that performs a game progress process of a battle simulation game in which a plurality of logged-in players share an area within a common game area and provides the result to the game apparatus 10 ( (See FIGS. 2 and 3).
  • the server device 50 physically includes, for example, a computer (CPU) 51, a storage device, and an input / output interface.
  • the storage device includes, for example, a ROM and HDD that store programs and data processed by the computer 51, and a RAM that is mainly used as various work areas for control processing.
  • a database configured by a storage device or the like may be configured inside the server device 50 or may be configured outside. *
  • the computer 51 executes various programs and functions in the server device 50 by executing a program stored in the ROM and processing messages received via the input / output interface, data expanded in the RAM, and the like.
  • the computer 51 in the server device 50 of the present embodiment functions as a receiving unit, a generating unit, a transmitting unit, a privilege item setting control unit, a region attribute control unit, and the like (see FIG. 3). *
  • the receiving means receives a predetermined game progress processing request from the game apparatus 10 via the input / output interface.
  • the game progress processing request includes, for example, terminal identification information that can uniquely identify the game apparatus 10, login information at the start of the game, and the like.
  • the generating means (indicated by reference numeral 53 in FIG. 3) performs a game progress process corresponding to the game progress processing request received by the receiving means 52, and generates a game progress processing signal.
  • the transmission means (indicated by reference numeral 54 in FIG. 3) transmits the game progress processing signal generated by the generation means 53 to the game apparatus 10 via the input / output interface.
  • the privilege item setting control means (indicated by reference numeral 55 in FIG. 3) sets a privilege item shown only in the game apparatus 10 used by the player. Further, the privilege item setting control means 55 gives a privilege according to the privilege item to the player when the player clears the privilege granting condition provided in the privilege item. Specific examples of privilege items will be described later. *
  • the area attribute control means (indicated by reference numeral 56 in FIG. 3) is the game device 1 From 0, it accepts attribute change requests for neutral areas that do not belong to any player in the common game area or other person belonging areas that belong to other players, and determines whether the attribute change conditions are satisfied, If it is determined that the attribute change condition is satisfied, the attribute of the area is changed to a self-attributed area belonging to the player.
  • the game system including the server device 50 and the like provides an online battle simulation game that allows a plurality of players to play in a common game area.
  • This simulation game is a game in which a multiplayer online action RPG game (action part) in which a player's virtual character fights against an enemy character is combined with a real-time strategy game (simulation part) such as a battle simulation game or a town building simulation game.
  • action part a multiplayer online action RPG game
  • simulation part such as a battle simulation game or a town building simulation game.
  • an online action game in which up to four players can play simultaneously is provided.
  • cards, items, etc. that can be used in the simulation part can be acquired as rewards.
  • a player challenges a “dungeon” (a collective name for a monster character's nest appearing in the game, such as a cave, a tower, a fortress, an abandoned house, etc.) together with his friends,
  • dungeon a collective name for a monster character's nest appearing in the game, such as a cave, a tower, a fortress, an abandoned house, etc.
  • a game in which a player makes a city in an area (base) based in a common game area. Each player can arrange and construct necessary facilities in preparation for a battle with other players. In this city-building simulation game, there is no relationship with other players, and basically each player runs the city-building game alone.
  • a parting game to be performed with all the players in the common play area is provided.
  • a game is developed in which each player spreads out his own territory (own camp) while the final goal is to acquire a key camp set in the common game area.
  • this camp simulation game it is possible to play against the computer and other players using the benefits (cards, items, etc.) obtained in the action part.
  • Players can collaborate with other players to become friends and form alliance groups (so-called guilds) to develop operations.
  • a simulation game in which the production amount of “resources” that serve as food in its own territory is increased, further facilities are constructed, armaments are prepared, and the territory is expanded.
  • the ultimate goal in the simulation game is to acquire a key position and occupy all the “Debris Tower” in “Continental Magna” (an example of the area) to become the king.
  • the base device is set in the common play area by the server device 50.
  • the territories to be started are: “Own territory” (area belonging to the player), “Neutral territory” (neutral area), “Allied affiliation territory” (area belonging to alliance group members), “Enemy territory” It is classified as a player's territory) or a facility (tower, etc.) ⁇
  • the maximum number of “own territories” is determined, and this is called “governance power”. As the game starts, the number of territories can only be very small at the beginning of the game.
  • a gatekeeper character that protects the territory in an area that no one owns (neutral territory) ⁇
  • a player's virtual character or a subordinate character player monster card
  • the battle between the player monster card and the enemy monster card begins. It is automatically performed by the server device 50 using the parameters of each other's character.
  • the area attribute control means 56 causes the area to be changed from the "neutral territory” to the player's The territory is changed to “own territory” after that.
  • the governing power decreases by one.
  • Each territory has its own level, and the gatekeeper character according to that level. ⁇ The higher the territory, the higher the amount of items acquired such as resources that will be used as food in the territory when it is set to “own territory”. , Is a territory with high value in the game.
  • the area attribute control means 56 changes the territory from the other player's affiliation to the player's affiliation, and Decrease by 1 ⁇ If the territory attribute control means reads out the current power of control, if the power of control is 0, even if it wins a battle in “neutral territory” or “enemy territory” Will not change from “neutral territory” or “enemy territory”
  • the privilege item is an item set in the battle simulation game, and is shown only in the game apparatus 10 used by the player. Therefore, other players playing in the same common play area cannot recognize the privilege item shown in the game device 10 of a certain player.
  • the server device 50 judges the play situation of each player individually, and if the play situation of the player satisfies a predetermined play situation condition, the privilege for the player Start setting and controlling items.
  • the predetermined play situation conditions can be set as appropriate according to the game content and the like.
  • a game level that is an index value of the player's play experience and skill is set, and the predetermined game situation condition is that the game level exceeds a certain threshold.
  • the accumulated play time by the player may be considered, or whether or not a predetermined time has elapsed since the most recent play time by the player may be added to the determination.
  • the fact that a player's game level has exceeded a threshold value is indicated, for example, by a specific notification item (for example, DG in FIG. 8) on a map in the display (display screen) 27 of the game apparatus 10 used by the player. It can be informed by displaying (a building called “Doom Guild”) (see FIG. 8). *
  • a privilege item is not specifically limited, For example, in this embodiment, "remains" (refer code
  • the ruins 100 are a kind of tower (building item) given to the player, and can be discovered by the player searching on the map. However, even if the player finds the ruins 100, other players cannot see the ruins 100 (the ruins 100 are not displayed on the game devices 10 of other players). For this reason, other players can only see the land, and the ruins 100 are not captured by the other players, so no contention occurs. Therefore, the player can aim at the ruins 100 at his / her own pace without worrying that another player will take the ruins 100.
  • Whether or not the ruins 100 are likely to be taken can be easily determined based on whether or not other players are moving forward toward the ruins 100 in the wide area map (see FIG. 6 and the like). Therefore, the player can confirm that there is no such a risk while looking at the map, and can advance to the ruins 100 at his own pace without being impatient. Therefore, even if the player is an introductory player who is not yet highly skilled, it is possible to give one goal to advance to the ruins 100 by moving forward. *
  • bonus granting conditions are set.
  • the privilege granting condition may be that the player progresses while expanding the base and reaches the set position (location) of the ruins 100, or may be one to which another condition is added.
  • a character that performs a gatekeeper in advance is set in the ruins 100
  • a bonus granting condition is that a player's virtual character or a subordinate character (such as a demon beast character) battles with a gatekeeper character to capture (Refer FIG. 16, FIG. 17, etc.).
  • a player who clears the privilege granting condition can obtain a reward that cannot be obtained elsewhere as a privilege (see FIG. 19). *
  • the content of the privilege (reward) in this case may be uniform, or may vary depending on some situation or condition.
  • the common game area is divided into squares, and a position level indicating a level corresponding to the position is set in advance in each square, and the content of the privilege (for example, the amount of reward) is set to the position level.
  • the content of the privilege for example, the amount of reward
  • the appearance rate of the clue 101 of the ruins 100 is changed according to other factors (for example, the presence / absence of a facility called “Treasure Hunter Guild”, the presence / absence of a field facility serving as a search base, etc.). It may be.
  • the ruins 100 are basically randomly arranged. In this case, the setting position of the other ruins 100 is not considered. Therefore, there may occur a situation where the position of the ruins 100 that can be confirmed only by a certain player and the position of the ruins 100 that can be confirmed only by other players may eventually overlap, but this embodiment does not exclude such a situation.
  • region (area
  • the player who aims at the ruins 100 can reach the set position of the ruins 100 without stepping into the other person belonging area (area belonging to other players).
  • the position of the ruins 100 is set within a predetermined range from the virtual location of the player (a player who can check the ruins 100), that is, the location in the common play area of the character operated by the player. .
  • the server apparatus 50 (the computer 51) resets the set position (location) of the ruins 100 at a predetermined timing. By doing this, the location of the ruins 100 that grabbed the clue 101 the previous day changed when the next day, or the next day the clue 101 of the ruins 100 different from the past was grabbed. It is possible to further improve the interest of the game using the privilege item including various elements. For example, in this embodiment, for a player who is logged in, the position of the ruins 100 is reset at a predetermined time (for example, 0:00), and then the player who logs out at the predetermined time is sent to On the other hand, it is reset at login. In such a case, it is possible to avoid concentration of resetting processing of the ruins 100 and to distribute the load applied to the server device 50. *
  • the server device 50 When the server device 50 receives a predetermined game progress processing request from the game device 10 after the player activates the game software (application) of the game device 10, logs in and starts playing, the received game progress processing is received. The game progress process corresponding to the request is performed, a game progress process signal is generated, and the generated game progress process signal is transmitted to the game apparatus 10. *
  • the server device 50 judges the player's game situation individually, and when the player's game situation satisfies a predetermined game situation condition (Yes in step SP1 in FIG. 4),
  • a specific item (Doom Guild DG) is displayed on a map in the display (display screen) 27 of the game apparatus 10 (step SP2).
  • the predetermined game situation condition is determined based on the game experience or the game level that is an index value of the skill of the player.
  • the ruins (privilege item) 100 shown only to the said game device 10 of the said player is set, and also the control regarding this ruins 100 is started (step SP3).
  • the server device 50 sets the ruins 100 within a predetermined range area within the common game area and from the virtual location of the player (step SP4). In addition, the server device 50 transmits various information (setting position, name, level, damage, etc.) of the ruins 100 set in step SP4 to the game device 10. *
  • the game apparatus 10 displays a clue 101 indicating the presence and location of the ruins 100 based on the set position information of the ruins 100 received from the server device 50 on the squares (“territory squares”) in the wide area map.
  • the presence and location of the ruins 100 are displayed by displaying light in the field of the map screen (see FIGS. 7 and 10).
  • the clue (light) 101 is always seen. (See FIGS. 7 and 10). *
  • whether or not the clue (light) 101 of the ruins 100 appears may be determined by lottery for each “territory square”. At each predetermined time (for example, 24 hours), a determination is made for each “territory square” within a predetermined range from the virtual location of the player, and a clue (light) 101 of the ruins 100 is displayed only on the winning one. Etc. can be set. Further, the determination to cause the clue (light) 101 to appear may be performed only with a predetermined “territory square”. For example, in the present embodiment, the determination to make the clue (light) 101 appear is “own territory” (area belonging to the player), “neutral territory” (neutral area), “friend allied territory” (members of allied groups). The area where “enemy territory” (area belonging to the enemy player) and the facility (tower, etc.) exist are excluded from the objects to be determined. *
  • the player can confirm the land details of the “territory mass” on which the clue (light) 101 of the ruins 100 is displayed, and can find the clue (light) 101 of the ruins 100 therein.
  • the land is nothing but a land, and only when the player enters the ruins 100 inside. A clue (light) 101 is found.
  • the player taps a predetermined icon (for example, a “cue of ruins” icon in the land detail screen) (see FIG. 10), and performs a lottery.
  • a predetermined icon for example, a “cue of ruins” icon in the land detail screen
  • the ruins 100 appear in the “territory square” (step SP7).
  • another item for example, “resources” necessary for the progress of the game, “crystal” which is a virtual currency in the game, etc.
  • information on the ruins 100 is displayed as necessary.
  • a display page for information on the ruins 100 is opened by touching an information icon (an icon marked Information) on the screen, and is closed by touching a Close icon (see FIG. 13). . If the lottery result is a win, the ruins 100 are added to the ruins list (see FIG. 14). After the lottery, regardless of the result, the clue (light) 101 disappears (step SP8). The ruins 100 are listed in the ruins list (step SP9), and the coordinates and capture status are displayed (see FIGS. 20 and 21). *
  • the display number of the ruins 100 in the list is up to a predetermined number (for example, 10 for own and 10 for allied members).
  • the priority of display is, for example, (1) the ruins 100 where the capture is completed, (2) the ruins 100 that gave damage, and (3) the ruins 100 that are related to other items.
  • the state of the ruins 100 (capture completed, captured, advanced, unstarted, etc.) may be displayed by icons having different designs.
  • information regarding the ruins 100 may be expressed by text display such as “completion completed!”, “On the way”, “ ⁇ damage”, “no damage”. *
  • the server device 50 performs control corresponding to that and transmits the generated signal to the game device 10. More specifically, a lottery is performed when the player touches the clue display icon on the detailed screen of the cell with the clue (light) 101 displayed, and in the case of winning, information on the ruins 100 is obtained. Is displayed (see FIG. 11), and if it is off, an item or resource corresponding to that is given to the player (see FIG. 12). *
  • the privilege granting condition in the present embodiment is that the player completes the capture of the ruins 100. That is, when a defense character is set in the ruins 100 and defense power is set and the defense power is set to 0 by battle with the guard character, the capture is completed.
  • a player who wants to capture the ruins 100 is displayed a screen for selecting a sort method (unit sort screen) (see FIG. 15), and the character (demon beast, etc.) that he owns is displayed.
  • a strategy unit for example, a monster unit
  • the “attack on ruins” icon is selected, and the invasion of the ruins 100 is started using the unit (see FIG. 16). Thereafter, a battle between characters is developed inside the ruins 100 (see FIG. 17), and when the opponent's defense power is reduced to 0, the player side wins, and the ruins 100 are successfully captured (in step SP10). Yes).
  • the capture status on the ruins list is changed to “completion completed” (see FIG. 21 and the like). *
  • the player can obtain the privilege item through the investigation of the captured ruins 100 (step SP11).
  • the survey can be performed, for example, by inputting the survey icon on the ruins list (see FIG. 18).
  • the display of the corresponding ruins 100 is deleted from the ruins list.
  • the player is given a privilege according to the type of the ruins 100 and various conditions (step SP12). The privilege may not be available depending on other games. *
  • the present invention is preferably applied to a server device that provides a client terminal with a game progress process result of a team simulation game in which a plurality of players share an area within a common game area.

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Abstract

Provided is a territorial capture simulation game wherein a plurality of players capture territory from one another in a virtual shared play region, whereby motivation is given to players with low skills in the game, etc., to participate. A server (50) comprises: a receiving means (52) for receiving, from a client terminal, a prescribed game progress process request; a generating means (53) for carrying out a game progress process according to the game progress process request received by the receiving means (52) and generating a game progress process signal; a transmission means (54) for transmitting to the client terminal the game progress process signal generated by the generating means (53); and an award item setting control means (55) for setting an award item which is denoted only in the client terminal which the player uses, and if the player fulfills an award granting condition which is disposed for the award item, for granting to the player an award associated with the award item.

Description

サーバー装置、ゲームプログラムおよびゲーム進行処理方法Server device, game program, and game progress processing method
 本発明は、サーバー装置、ゲームプログラムおよびゲーム進行処理方法に関する。 The present invention relates to a server device, a game program, and a game progress processing method.
昨今、スマートフォンなどの携帯端末(クライアント端末)にゲームプログラム(アプリケーション)をダウンロードしておき、ゲーム進行処理はサーバー側で実施し、その処理結果を各携帯端末に反映させるという、シミュレーションロールプレイングゲーム(SRPG)といった、ソーシャルゲームとも称されるオンラインゲームの提供サービスが多く利用されるようになっている(例えば特許文献1参照)。  Recently, a role playing game (simulation role-playing game) in which a game program (application) is downloaded to a mobile terminal (client terminal) such as a smartphone, the game progress processing is performed on the server side, and the processing result is reflected on each mobile terminal. SRPG) is often used as a service for providing online games, also called social games (see, for example, Patent Document 1). *
従来、このようなゲームとして、仮想の共通遊戯領域内において複数のプレイヤーが領域を取り合うという陣取りシミュレーションゲームが提供されている。また、このような陣取りシミュレーションゲームや街作りシミュレーションゲームといったゲーム(シミュレーションパート)に、プレイヤーの仮想キャラクターが敵キャラクターと戦闘するアクションゲーム(アクションパート)を組み合わせ、戦略・戦術的要素、アクション要素といった両者の醍醐味を取り入れたオンラインゲームも提供され、人気を博している。 Conventionally, a battle simulation game in which a plurality of players share an area in a virtual common game area has been provided as such a game. In addition, the game (simulation part) such as the camp simulation game and the town building simulation game is combined with an action game (action part) in which the player's virtual character fights against the enemy character, and both strategy / tactical elements and action elements are combined. An online game that incorporates the best of the world is also offered and is gaining popularity.
特開2000-167247号公報JP 2000-167247 A
しかしながら、仮想の共通遊戯領域内において複数のプレイヤーが領域を取り合うという陣取りシミュレーションゲームにおいては、プレイヤーのスキルによって優勝劣敗が鮮明になる場合があり、そうなった場合、スキルが十分でないプレイヤーは、せっかくゲームに参加しながらもゲームを十分に楽しめなかったり、ゲームの醍醐味を十分に理解するまでに至らなかったりする。とくに、同一の共通遊戯領域内に上級プレイヤーと、初めて参加したがルールや遊び方がよくわからない初級プレイヤーとが混在することは当然に生じうるが、上級者プレイヤーばかりが陣取りを進めてしまい、初級プレイヤーがなかなかゲームに参加できない状況、ひいては初級プレイヤーがゲームを楽しめなくなるような状況は、ゲーム提供者側にとっても本意ではない。  However, in the battle simulation game where multiple players share the area in the virtual common game area, the victory or defeat may be clear depending on the player's skill, and if that is the case, While participating in the game, you may not be able to fully enjoy the game, or you may not fully understand the real thrill of the game. In particular, it is possible for an advanced player to join a beginner player who has participated for the first time in the same common play area, but who does not know the rules and how to play well. However, the situation where it is difficult to participate in the game, and the situation where the introductory player cannot enjoy the game is not intentional for the game provider. *
また、仮想の共通遊戯領域内において複数のプレイヤーが領域を取り合うという陣取りシミュレーションゲームにおいては、ゲームの性質上、ゲームが進むに連れて価値の高い領域は各プレイヤーに所有され、ゲームの終盤には価値の低い領域のみが残ることが一般的である。このようなゲームにおいて、ゲーム終盤には他人の所有する陣地を奪うことにゲームプレイのモチベーションを見出して欲しいというのがゲーム提供者の狙いの一つでもあるが、実際、他のプレイヤーとの争いを好まないプレイヤーが、初級プレイヤーのみならず上級者プレイヤーにおいても一定数存在し、このような他者との争いを好まないプレイヤーに対しては、ゲーム提供者が意図するようなゲームの楽しみが十分には提供できない状況が生じている可能性がある。  In addition, in a team simulation game in which multiple players share an area in a virtual common game area, due to the nature of the game, each player owns an area that is more valuable as the game progresses, and at the end of the game It is common for only low value areas to remain. In such a game, it is one of the aim of the game provider to find the motivation of game play by taking away the position owned by others at the end of the game, but in fact, it is a battle with other players There are a certain number of players who don't like enthusiasts, not only beginners but also advanced players, and for those who don't like fighting with others, you can enjoy the game as intended by the game provider. There may be situations where it is not possible to provide enough. *
そこで、本発明は、仮想の共通遊戯領域内において複数のプレイヤーが領域を取り合うという陣取りシミュレーションゲームにおいて、ゲームのスキルが低いプレイヤーや、他のプレイヤーとの争いを好まないプレイヤーに対してゲームに参加するモチベーションを与えるようにしたサーバー装置、ゲームプログラムおよびゲーム進行処理方法を提供することを目的とする。 Therefore, the present invention participates in a battle simulation game in which a plurality of players share an area in a virtual common game area for players who have low game skills or who do not like to compete with other players. It is an object of the present invention to provide a server device, a game program, and a game progress processing method that provide motivation to perform.
かかる課題を解決するべく本発明者は種々の検討を行った。上級プレイヤーと初級プレイヤーとが混在すると、上級プレイヤーは、自己の目標(例えば、陣取りを進めて重要エリアを奪取すること)を邪魔しない限りは、初級プレイヤーに目もくれず有利に陣取りを進める傾向にある。そうすると、目標を完遂するうえで大事な陣取りになかなか携われない初級プレイヤーは、せっかくオンラインゲームに参加しながらも、ゲーム提供者が意図するゲームの核心に触れることができず、興趣を感じ取ることができない。このことは、遊戯時間をなかなか確保することが難しく、たまにしかログインできないようなプレイヤーであれば尚更である。そうなると、ゲームスキルが向上する機会(この場合、ゲーム内容やルールを理解するための機会を含む)も失われることになるから、ゲームスキルが上達するはずもなく、きっかけを失い、いわゆるゲームにハマった状態となることができない。  In order to solve this problem, the present inventor has made various studies. When advanced players and beginners are mixed, advanced players tend to advance their positions favorably without losing eyesight to beginners unless they interfere with their goals (for example, to advance their positions and take away important areas). It is in. Then, beginner players who are not easily involved in the important camps to accomplish their goals can participate in online games, but they can not touch the core of the game intended by the game provider and can not feel the interest. . This is especially true for players who have difficulty in securing play time and can only log in occasionally. If this happens, opportunities to improve game skills (including opportunities to understand game content and rules in this case) will also be lost, so game skills will not improve, lose chances and become addicted to the so-called game. It cannot be in a state. *
また、複数のプレイヤーが領域を取り合う陣取りシミュレーションゲームの参加者のなかには、他のプレイヤーとの積極的な争いを好まないプレイヤーが含まれることがあり得ることは上述したとおりだが、いろいろなプレイヤーが参加する可能性のあるオンラインゲームでありながら、他のプレイヤーとの争いを厭わない好戦的なプレイヤーでないとゲームを十分に楽しむことが難しいとすれば、一部の上級者やマニア好みのゲームという色彩が強くなり、多くの人が気軽に楽しむことからはかけ離れてしまう。  In addition, as mentioned above, some of the participants in the front-end simulation game where multiple players share the territory may not include players who do not like aggressive fights with other players. If it is difficult to enjoy the game enough if you are not a competitive player who is willing to fight with other players even though it is an online game that you can play, it is a color that some advanced players and mania like games Will become far from being enjoyed by many people. *
このような状況を鑑みた本発明者らは、初級プレイヤーがすぐにゲームの核心に触れることが難しいとしても、それなりにゲームを楽しむことができる仕組みを構築することが大切であると考えるに至った。このような着眼点の下、初級プレイヤーや、他のプレイヤーとの争いを好まないプレイヤーがゲームの楽しさを享受できるようにするための手段としては、宝探しゲームにおける宝物のような、ワクワク感を与えることができるアイテムを設定すれば、当該アイテムを得ようとする過程で陣取りのスキルも得られるなど、初級プレイヤー等にいいきっかけを与えられることが期待できる。ところが、複数のプレイヤーが共通遊戯領域内において領域を取り合う陣取りシミュレーションゲームにおいては、アイテムも共通であることから、ゲームスキルに勝る上級プレイヤーや、他のプレイヤーとの争いを厭わない好戦的なプレイヤーばかりが宝物アイテムを奪ってしまうようでは意味をなさない。スキルが様々な複数のプレイヤーが参加できるオンラインゲームであるという前提の下、上述の着眼点と種々の問題とを照らし合わせながら種々の検討を重ねた本発明者は、かかる課題の解決に結び付く新たな知見を得るに至った。  In view of this situation, the present inventors have come to consider that it is important to construct a mechanism that allows a beginner player to enjoy the game as it is, even if it is difficult to immediately touch the core of the game. It was. As a means to enable beginner players and players who do not like fighting with other players to enjoy the fun of the game under such a viewpoint, there is an excitement like a treasure in a treasure hunt game. If an item that can be given is set, it will be possible to get a chance to beginners, such as gaining skills in the process of getting the item. However, in the camp simulation game where multiple players share the area in the common game area, since the items are also common, only advanced players who excel in game skills and fighting players who do not mind fighting with other players It doesn't make sense to take away treasure items. Under the premise that the game is an online game where a plurality of players with various skills can participate, the present inventor who has made various studies while comparing the above-mentioned viewpoints and various problems, It came to obtain a new knowledge. *
本発明はこのような知見に基づくもので、複数のプレイヤーが共通遊戯領域内において領域を取り合う陣取りシミュレーションゲームのゲーム進行処理の結果をクライアント端末に提供するサーバー装置であって、 クライアント端末から所定のゲーム進行処理要求を受信する受信手段と、 該受信手段によって受信したゲーム進行処理要求に対応したゲーム進行処理を実行し、ゲーム進行処理情報を生成するゲーム進行処理手段と、 該ゲーム進行処理手段によって生成した該ゲーム進行処理情報をクライアント端末に送信する送信手段と、 当該プレイヤーが使用するクライアント端末のみに示される特典アイテムを設定し、当該プレイヤーが該特典アイテムに設けられている特典付与条件をクリアした場合に、該特典アイテムに応じた特典を該プレイヤーに付与する特典アイテム設定制御手段と、を備えている。  The present invention is based on such knowledge, and is a server device that provides a client terminal with a game progress process result of a battle simulation game in which a plurality of players share an area within a common game area. A receiving means for receiving a game progress processing request, a game progress processing means for executing game progress processing corresponding to the game progress processing request received by the receiving means and generating game progress processing information, and the game progress processing means. A transmission means for transmitting the generated game progress processing information to the client terminal and a privilege item shown only on the client terminal used by the player are set, and the player grants the privilege granting condition provided in the privilege item. In response to the privilege item And a, and benefits item setting control means for imparting to the players Dian. *
このサーバー装置は、当該プレイヤーが使用するクライアント端末のみに示される特典アイテムを設定するから、当該プレイヤーが認識することができる特典アイテムを、他のプレイヤーは認識することができない。したがって、当該プレイヤーは、他のプレイヤーに奪われてしまうという心配をすることなく、自己のペースでその特典アイテムを手に入れることができる。そうすれば、初級プレイヤー等が含まれる当該プレイヤーに対しては、特典アイテムに設けられている特典付与条件をクリアして特典を得るという一つの目標を与えることが可能となる。特典付与条件は、例えば、当該プレイヤーが、仮想所在位置から特典アイテムが設定されたアイテム設定位置まで進行し、仮想キャラクターを用いて攻略を完遂することである。  Since this server device sets a privilege item shown only on the client terminal used by the player, other players cannot recognize the privilege item that the player can recognize. Therefore, the player can obtain the privilege item at his / her own pace without worrying about being deprived by another player. If it does so, it will become possible to give one target of clearing the privilege grant conditions provided in the privilege item, and obtaining a privilege to the player concerned including the beginner's class player. The privilege granting condition is, for example, that the player progresses from the virtual location to the item setting position where the privilege item is set, and completes the capture using the virtual character. *
しかも、このような目標が与えられたプレイヤーにしてみれば、当該目標を達成するまでの過程において、陣取りを進める操作をしたり、操作を進めるにあたってルールを理解したりといったように、徐々にではあってもゲームスキルを向上させる機会を得ることができる。このようにゲームスキルを向上させることは、上級スキルを要求するゲームを試してみたり、他のプレイヤーとの連携ないしはバトルしたりといった、ソーシャルゲームならではの興趣性の高い遊戯を楽しむ機会が増えることにつながる。このようにして機会を増やしたプレイヤーは、ゲームを楽しみながらもっとゲームスキルを向上させ、さらに高いスキルを要求するゲームを試してみるといったようにして楽しみを増やし、ひいてはゲームの核心に徐々に近付くことが可能となる。また、個々のプレイヤーに興趣性を感じてもらうことによってゲーム参加者数が増えれば、ゲーム提供者が意図するようにゲームを広く展開させていくことが可能となる。  Moreover, for a player who is given such a goal, in the process of achieving that goal, gradually, such as performing an advance operation or understanding the rules when proceeding, Even so, you can get an opportunity to improve your game skills. Improving game skills in this way increases the opportunity to enjoy highly interesting games unique to social games, such as trying a game that requires advanced skills, or linking or fighting with other players. Leads to. Players who have increased opportunities in this way will be able to improve their game skills while enjoying the game, try out games that require higher skills, and increase their fun, and gradually get closer to the core of the game. Is possible. Moreover, if the number of game participants increases by making each player feel interesting, the game can be widely developed as intended by the game provider. *
サーバー装置において、受信手段は、クライアント端末から、共通遊戯領域内におけるいずれのプレイヤーにも帰属していない中立領域または他のプレイヤーに帰属する他者帰属領域に対する属性変更要求を受け付け、 ゲーム進行処理手段は、属性変更の条件を満たしているかどうかを判断し、属性変更の条件を満たしていると判断した場合に当該領域の属性を変更して当該プレイヤーに帰属した自己帰属領域とする領域属性制御手段をさらに備え、 特典アイテム設定制御手段は、特典アイテムを中立領域内に設定するものであることが好ましい。  In the server device, the receiving means receives from the client terminal an attribute change request for a neutral area that does not belong to any player in the common game area or another person belonging area that belongs to another player, and game progress processing means Determines whether or not the attribute change condition is satisfied, and when it is determined that the attribute change condition is satisfied, changes the attribute of the area and sets it as a self-attributed area belonging to the player It is preferable that the privilege item setting control means is for setting the privilege item in a neutral region. *
領域属性制御手段は、陣取りシミュレーションゲームにおいて、各プレイヤーの入力操作に基づく属性変更要求に基づき領域の属性を変更し、ゲーム内容に反映させる。また、サーバー装置が特典アイテムを中立領域に設定することにより、当該プレイヤーは、他者帰属領域に踏み込むことなく当該特典アイテムが設定された領域まで陣取りを進めて特典を得ることが可能となる。  The area attribute control means changes the attribute of the area based on the attribute change request based on the input operation of each player and reflects it in the game content in the battle simulation game. Further, when the server device sets the privilege item in the neutral area, the player can advance to the area where the privilege item is set without stepping into the other person attribution area and obtain the privilege. *
また、サーバー装置は、共通遊戯領域内の位置に応じたレベルを示す位置レベルが設定されている場合に、特典アイテム設定制御手段により、位置レベルに応じた特典アイテムを設定するものであってもよい。  In addition, the server device may set a privilege item according to the position level by the privilege item setting control means when the position level indicating the level according to the position in the common game area is set. Good. *
さらに、サーバー装置は、特典アイテム設定制御手段により、特典アイテムを、共通遊戯領域内であって当該プレイヤーの仮想所在位置から所定範囲の領域内に設定するものであることも好ましい。こうした場合、プレイヤーは、仮想所在位置(当該プレイヤーが操作するキャラクターの、共通遊戯領域内における所在位置)から所定範囲内の領域にて特典を得ることができる。  Furthermore, it is also preferable that the server device sets the privilege item within the common game area and within a predetermined range from the virtual location of the player by the privilege item setting control means. In such a case, the player can obtain a privilege in an area within a predetermined range from the virtual location (the location of the character operated by the player in the common game area). *
また、特典付与条件は、当該プレイヤーが、クライアント端末を操作して仮想所在位置から特典アイテムが設定されたアイテム設定位置まで自己帰属領域を拡大し、攻略を完遂することであってもよい。  Further, the privilege granting condition may be that the player operates the client terminal to expand the self-affiliation area from the virtual location to the item setting position where the privilege item is set, and complete the capture. *
また、特典アイテム設定制御手段により特典アイテムを所定のタイミングで再設定することとしてもよい。この場合、特典アイテム設定制御手段は、ログインしているプレイヤーに対しては特典アイテムを所定時間に再設定し、ログアウト中のプレイヤーに対してはログイン時に特典アイテムを再設定することが好ましい。これによれば、特典アイテムの再設定処理の集中を回避し、サーバー装置にかかる負荷を分散させることができる。  Moreover, it is good also as resetting a privilege item at a predetermined timing by a privilege item setting control means. In this case, it is preferable that the privilege item setting control means resets the privilege item at a predetermined time for a logged-in player, and resets the privilege item at the time of login for a player who is logged out. According to this, concentration of privilege item resetting processing can be avoided, and the load on the server device can be distributed. *
さらに、上述のサーバー装置の送信手段は、特典アイテムの存在ないし在処を知らしめる手掛かりの設定位置情報を、当該特典アイテムが設定された当該プレイヤーが使用するクライアント端末のみに送信することも好ましい。  Furthermore, it is also preferable that the transmission means of the server device described above transmits only the setting position information of the clue that informs the existence or whereabouts of the privilege item to the client terminal used by the player in which the privilege item is set. *
また、本発明に係るゲームプログラムは、複数のプレイヤーが共通遊戯領域内において領域を取り合う陣取りシミュレーションゲームのゲーム進行処理の結果をクライアント端末に提供するサーバー装置のコンピューターに、 クライアント端末から所定のゲーム進行処理要求を受信するステップと、 該受信したゲーム進行処理要求に対応したゲーム進行処理を実行し、ゲーム進行処理情報を生成するステップと、 該生成したゲーム進行処理情報をクライアント端末に送信するステップと、 当該プレイヤーが使用するクライアント端
末のみに示される特典アイテムを設定し、当該プレイヤーが該特典アイテムに設けられている特典付与条件をクリアした場合に、該特典アイテムに応じた特典を該プレイヤーに付与するステップと、を実行させるというものである。 
In addition, the game program according to the present invention provides a computer of a server device that provides a client terminal with a result of a game progress process of a battle simulation game in which a plurality of players share an area in a common game area. Receiving a processing request; executing game progress processing corresponding to the received game progress processing request; generating game progress processing information; transmitting the generated game progress processing information to a client terminal; When the privilege item shown only in the client terminal used by the player is set and the player clears the privilege granting condition provided in the privilege item, the privilege according to the privilege item is granted to the player. And execute the step It is said that.
また、本発明に係るゲーム進行処理方法は、複数のプレイヤーが共通遊戯領域内において領域を取り合う陣取りシミュレーションゲームのゲーム進行処理の結果をクライアント端末に提供するサーバー装置によるゲーム進行処理方法であって、 クライアント端末から所定のゲーム進行処理要求を受信するステップと、 該受信したゲーム進行処理要求に対応したゲーム進行処理を実行し、ゲーム進行処理情報を生成するステップと、 該生成したゲーム進行処理情報をクライアント端末に送信するステップと、 当該プレイヤーが使用するクライアント端末のみに示される特典アイテムを設定し、当該プレイヤーが該特典アイテムに設けられている特典付与条件をクリアした場合に、該特典アイテムに応じた特典を該プレイヤーに付与するステップと、を含む、というものである。 A game progress processing method according to the present invention is a game progress processing method by a server device that provides a client terminal with a result of a game progress process of a camp simulation game in which a plurality of players share an area in a common game area. Receiving a predetermined game progress process request from the client terminal, executing a game progress process corresponding to the received game progress process request, generating game progress process information, and generating the generated game progress process information The step of transmitting to the client terminal and the privilege item shown only in the client terminal used by the player are set, and when the player clears the privilege granting condition provided in the privilege item, Give the player a bonus Including the step, the, is that.
本発明によれば、仮想の共通遊戯領域内において複数のプレイヤーが領域を取り合うという陣取りシミュレーションゲームにおいて、ゲームのスキルが低いプレイヤーや、他のプレイヤーとの争いを好まないプレイヤーに対してゲームに参加するモチベーションを与えることが可能となる。 According to the present invention, in a battle simulation game in which a plurality of players share an area in a virtual common game area, the player participates in a game for a player with low game skills or a player who does not like to fight with other players. It becomes possible to give motivation to do.
本発明の一実施形態に係るゲーム装置の外観形状の一例を示す図である。It is a figure which shows an example of the external appearance shape of the game device which concerns on one Embodiment of this invention. ゲーム装置の構成を概略的に示すブロック図である。It is a block diagram which shows the structure of a game device roughly. 本発明の一実施形態に係るサーバー装置の構成を概略的に示すブロック図である。It is a block diagram which shows roughly the structure of the server apparatus which concerns on one Embodiment of this invention. 本発明の一実施形態に係るゲームの進行例(前段)を示すフローチャートである。It is a flowchart which shows the progress example (front stage) of the game which concerns on one Embodiment of this invention. 本発明の一実施形態に係るゲームの進行例(後段)を示すフローチャートである。It is a flowchart which shows the progress example (after stage) of the game which concerns on one Embodiment of this invention. ゲーム進行時に表示される広域マップの一例を示す図である。It is a figure which shows an example of the wide area map displayed at the time of game progress. 遺跡(特典アイテム)の手掛かり(光)が表示された広域マップの一例を示す図である。It is a figure which shows an example of the wide area map in which the clue (light) of the ruins (privilege item) was displayed. ドゥームギルドDGが表示されたマップの一例を示す図である。It is a figure which shows an example of the map on which the Doom Guild DG was displayed. 遺跡リスト(発見前)の画面例を示す図である。It is a figure which shows the example of a screen of a ruins list (before discovery). 手掛かりが表示された土地の詳細を示す画面の一例を示す図である。It is a figure which shows an example of the screen which shows the detail of the land where the clue was displayed. 遺跡に関する情報を入手した旨の表示画面の一例を示す図である。It is a figure which shows an example of the display screen to the effect that the information regarding a ruin was acquired. 遺跡は発見されず、特典アイテム以外のアイテムを入手した旨の表示画面の一例を示す図である。It is a figure which shows an example of the display screen to the effect that the ruins were not discovered and items other than privilege items were acquired. フィールド上の遺跡と該遺跡に関する情報を表示した画面の一例を示す図である。It is a figure which shows an example of the screen which displayed the ruins on a field and the information regarding this ruins. 遺跡が追加された後の遺跡リストの一例を示す図である。It is a figure which shows an example of the ruins list after a ruin is added. 遺跡を攻略する際における出撃方法を選択する画面(ユニット出撃画面)の一例を示す図である。It is a figure which shows an example of the screen (unit dispatch screen) which selects the sortie method at the time of capturing ruins. 編成したユニットを用いて遺跡へ侵攻する際の画面の一例を示す図である。It is a figure which shows an example of the screen at the time of invading a ruin using the organized unit. 遺跡の内部におけるキャラクター同士のバトル時の画面の一例を示す図である。It is a figure which shows an example of the screen at the time of the battle of the characters within the ruins. 調査可能な遺跡を含む遺跡リストの画面の一例を示す図である。It is a figure which shows an example of the screen of the ruins list | wrist including the ruins which can be investigated. 特典として報酬を獲得した旨を表す画面の一例を示す図である。It is a figure which shows an example of the screen showing that the reward was acquired as a privilege. 画面遷移の一例を説明する図で、遺跡の情報を表示した画面の一例を示す図である。It is a figure explaining an example of screen transition, and is a figure showing an example of a screen which displayed information on ruins. 画面遷移の一例を説明する図で、遺跡リストを表示した画面の一例を示す図である。It is a figure explaining an example of screen transition, and is a figure showing an example of a screen which displayed a ruins list.
以下、本発明の構成を図面に示す実施の形態の一例に基づいて詳細に説明する(図1~図21参照)。  Hereinafter, the configuration of the present invention will be described in detail based on an example of an embodiment shown in the drawings (see FIGS. 1 to 21). *
本発明に係るサーバー装置50は、クライアント端末の一例であるゲーム装置10との組み合わせにより、共通遊戯領域内において複数のプレイヤーが遊戯することができるオンライン型の陣取りシミュレーションゲームシステムを構築している。このサーバー装置50とゲーム装置10とは、例えば、3G(3rd Generation)、GSM(登録商標)(Global System for Mobile Communications)、LTE(Long Term Evolution)等の通信方式を利用して通信することができる。以下、まずはゲーム装置10、次にサーバー装置50およびサーバーシステムの構成について説明し、その後、ゲーム内容について進行例を挙げながら説明する。  The server device 50 according to the present invention, in combination with the game device 10 which is an example of a client terminal, constructs an online type battle simulation game system in which a plurality of players can play in a common game area. The server device 50 and the game device 10 can communicate using a communication method such as 3G (3rd Generation), GSM (registered trademark) (Global System for Mobile Communications), and LTE (Long Term Evolution). it can. Hereinafter, first, the configuration of the game apparatus 10, and then the server apparatus 50 and the server system will be described, and then the game content will be described with examples of progress. *
<ゲーム装置(クライアント端末)の構成例> 図1は、本実施形態におけるゲーム装置10の外観形状の一例を示す図である。ゲーム装置10の典型的な一例はスマートフォンなどの携帯電話機であるが、この他、ゲーム専用端末または汎用端末、ネットワークに無線接続可能な携帯端末、あるいはタブレット型端末のようなタッチパネルを搭載した電子機器など、ネットワークを使って通信しながらのゲームが可能な汎用機器なども本実施形態におけるゲーム装置10に該当しうる。  <Configuration Example of Game Device (Client Terminal)> FIG. 1 is a diagram illustrating an example of an external shape of a game device 10 according to the present embodiment. A typical example of the game apparatus 10 is a mobile phone such as a smartphone, but in addition, a game-dedicated terminal or a general-purpose terminal, a mobile terminal that can be wirelessly connected to a network, or an electronic device equipped with a touch panel such as a tablet terminal A general-purpose device capable of playing a game while communicating using a network can also correspond to the game apparatus 10 in the present embodiment. *
本実施形態におけるゲーム装置10は、矩形の薄形筐体11を備え、その筐体11の一方の面には、タッチパネル12が多くの部分を占めるように構成されている(図1参照)。該タッチパネル12が搭載されている面(正面)には、レシーバ13、マイクロフォン14およびハードボタン15が設けられている。また、ゲーム装置10の側面や底面には、ハードキー16、スピーカ18(図2参照)および音声出力端子17(図2参照)などの外部インターフェースが設けられる。さらに、ゲーム装置10の背面には、カメラ30(図2参照)が設けられている。  The game apparatus 10 according to the present embodiment includes a rectangular thin housing 11, and the touch panel 12 occupies many portions on one surface of the housing 11 (see FIG. 1). On the surface (front surface) on which the touch panel 12 is mounted, a receiver 13, a microphone 14, and a hard button 15 are provided. In addition, external interfaces such as a hard key 16, a speaker 18 (see FIG. 2), and an audio output terminal 17 (see FIG. 2) are provided on the side and bottom surfaces of the game apparatus 10. Further, a camera 30 (see FIG. 2) is provided on the back of the game apparatus 10. *
図2は、本実施形態におけるゲーム装置10の構成を概略的に示すブロック図である。ゲーム装置10は、上記各構成要素に加えて、移動体通信用アンテナ21、移動体通信部22、無線LAN通信用アンテナ23、無線LAN通信部24、記憶部25、主制御部26を少なくとも有し、さらに、スピーカ18、カメラ30や音声出力端子17を含む外部インターフェース32などを有する。  FIG. 2 is a block diagram schematically showing the configuration of the game apparatus 10 in the present embodiment. The game apparatus 10 includes at least a mobile communication antenna 21, a mobile communication unit 22, a wireless LAN communication antenna 23, a wireless LAN communication unit 24, a storage unit 25, and a main control unit 26 in addition to the above-described components. Furthermore, it has an external interface 32 including a speaker 18, a camera 30, and an audio output terminal 17. *
タッチパネル12は、表示装置および入力装置の両方の機能を備え、表示機能を担うディスプレイ(表示画面)27と、入力機能を担うタッチセンサ28とで構成される。ディスプレイ27は、例えば、液晶ディスプレイや有機EL(Electro Luminescence)ディスプレイなどの一般的な表示デバイスにより構成される。タッチセンサ28は、ディスプレイ27の上面に配置された接触操作を検知するための素子およびその上に積層された透明な操作面を備えて構成される。タッチセンサ28の接触検知方式としては、静電容量式、抵抗膜式(感圧式)、電磁誘導式など既知の方式のうちの任意の方式を採用することができる。  The touch panel 12 has functions of both a display device and an input device, and includes a display (display screen) 27 that bears the display function and a touch sensor 28 that bears the input function. The display 27 is configured by a general display device such as a liquid crystal display or an organic EL (Electro Luminescence) display. The touch sensor 28 includes an element for detecting a contact operation disposed on the upper surface of the display 27, and a transparent operation surface stacked on the element. As a contact detection method of the touch sensor 28, any of known methods such as a capacitance type, a resistance film type (pressure-sensitive type), and an electromagnetic induction type can be adopted. *
表示装置としてのタッチパネル12は、主制御部26によるコンピューターゲームプログラムの実行により生成されるゲーム画像を表示する。入力装置としてのタッチパネル12は、操作面に対して接触する接触物(遊戯者の指やタッチペンなどを含む。以下、「指」である場合を代表例として説明する)の動作を検知することで、操作入力を受け付け、その接触位置の情報を主制御部26に与える。指の動作は、接触点の位置または領域を示す座標情報として検知され、座標情報は、例えば、タッチパネル12の短辺方向および長辺方向の二軸上の座標値として表される。  The touch panel 12 as a display device displays a game image generated by execution of a computer game program by the main control unit 26. The touch panel 12 as an input device detects an operation of a contact object (including a player's finger, a touch pen, etc., which will be described below as a representative example) in contact with the operation surface. The operation input is received, and information on the contact position is given to the main control unit 26. The movement of the finger is detected as coordinate information indicating the position or area of the contact point, and the coordinate information is expressed as coordinate values on two axes in the short side direction and the long side direction of the touch panel 12, for example. *
本実施形態のゲーム装置10においては、ディスプレイ27中の所定のアイコン等に入力したり、所定の条件を満たしたりすることによって画面が適宜切り換わるようになっている。具体的には、本実施形態のゲーム装置10においては、拡大マップ画面(図8参照)、リスト表示画面(図9参照)などへと表示が適宜切り換わる。  In the game apparatus 10 of the present embodiment, the screen is switched as appropriate by inputting a predetermined icon or the like in the display 27 or satisfying a predetermined condition. Specifically, in the game apparatus 10 of the present embodiment, the display is appropriately switched to an enlarged map screen (see FIG. 8), a list display screen (see FIG. 9), or the like. *
ゲーム装置10は、移動体通信用アンテナ21や無線LAN通信用アンテナ23を通じてネットワーク(インターネット)40に接続され、サーバー装置50との間でデータ通信をすることが可能である(図2参照)。サーバー装置50は、ゲーム装置10において実行されたゲーム等のプレイデータ(遊戯に関するデータ)をネットワーク40を介して収集し、当該プレイデータを蓄積して管理する等、当該ゲームシステムのハブとなるサーバーとして機能する。本実施形態のサーバー装置50には、各遊戯者のID(システム利用者を識別するための符号)、ニックネーム、アイコン(各遊戯者が選択したアイコン)、アクセス履歴、各種ゲームの遊戯履歴、遊戯中のゲーム状況、各種設定(ゲームに共通の設定)、さらには独自の指標(当該ゲームの習熟度を表すレベルや経験値など)等の各種情報が蓄積され、管理されている。  The game apparatus 10 is connected to the network (Internet) 40 through the mobile communication antenna 21 and the wireless LAN communication antenna 23, and can perform data communication with the server apparatus 50 (see FIG. 2). The server device 50 collects play data (game-related data) such as games executed in the game device 10 via the network 40, and accumulates and manages the play data, and serves as a hub of the game system. Function as. The server device 50 according to the present embodiment includes each player's ID (a code for identifying the system user), nickname, icon (icon selected by each player), access history, game history of various games, and games. Various information such as the game situation in the game, various settings (settings common to the game), and unique indexes (levels and experience values indicating the proficiency level of the game) are accumulated and managed. *
本実施形態では、ゲーム装置10がネットワーク40およびサーバー装置50と接続された場合に、当該ゲーム装置10に対して種々のゲームをオンラインで提供することができるオンラインゲームシステムを構築している。該オンラインゲームシステムにおいては、複数種類のゲームソフト(アプリケーション)に対応したプレイデータを管理・提供等することにより、遊戯者に対し、さながらゲームセンターの色々なゲームを遊戯しているかのような楽しみを提供することが可能となっている。ゲームソフト(アプリケーション)は、ゲーム装置10にインストールされたものであってもよいし、オンライン上でサーバー装置50からゲーム機能が提供されるものであってもよい。一例として、以下でサーバー装置50について説明した後、本実施形態では、仮想の共通遊戯領域内において複数のプレイヤーが領域を取り合うという陣取りシミュレーションゲームを例示しながらゲーム内容や進行時の処理内容等について説明する(図2~図5等参照)。  In the present embodiment, when the game apparatus 10 is connected to the network 40 and the server apparatus 50, an online game system is constructed that can provide various games online to the game apparatus 10. In the online game system, by managing and providing play data corresponding to a plurality of types of game software (applications), it is possible for a player to enjoy playing various games at a game center. It is possible to provide. The game software (application) may be installed in the game apparatus 10 or may be provided with a game function from the server apparatus 50 online. As an example, after describing the server device 50 below, in the present embodiment, the game content, the processing content at the time of progress, etc. are illustrated while exemplifying a team simulation game in which a plurality of players share the area in the virtual common game area. This will be described (see FIGS. 2 to 5). *
<サーバー装置50の構成例> サーバー装置50は、ログインした複数のプレイヤーが共通遊戯領域内において領域を取り合う陣取りシミュレーションゲームのゲーム進行処理を行い、その結果をゲーム装置10に提供する装置である(図2、図3参照)。かかるサーバー装置50は、物理的には、例えば、コンピューター(CPU)51と、記憶装置と、入出力インターフェースとを含む。記憶装置は、例えば、コンピューター51で処理されるプログラムおよびデータを記憶するROMやHDD、主として制御処理のための各種作業領域として使用するRAM等を含む。記憶装置などで構成されるデータベースは、当該サーバー装置50の内部に構成されていても、外部に構成されていてもよい。  <Configuration Example of Server Device 50> The server device 50 is a device that performs a game progress process of a battle simulation game in which a plurality of logged-in players share an area within a common game area and provides the result to the game apparatus 10 ( (See FIGS. 2 and 3). The server device 50 physically includes, for example, a computer (CPU) 51, a storage device, and an input / output interface. The storage device includes, for example, a ROM and HDD that store programs and data processed by the computer 51, and a RAM that is mainly used as various work areas for control processing. A database configured by a storage device or the like may be configured inside the server device 50 or may be configured outside. *
サーバー装置50を構成するこれらの各要素は、互いにバスを介して接続されている(図3参照)。コンピューター51は、ROMに記憶されたプログラムを実行し、入出力インターフェースを介して受信されるメッセージや、RAMに展開されるデータ等を処理することで、サーバー装置50における各種手段・機能を実現する。例えば本実施形態のサーバー装置50におけるコンピューター51は、受信手段、生成手段、送信手段、特典アイテム設定制御手段、領域属性制御手段等として機能する(図3参照)。  These elements constituting the server device 50 are connected to each other via a bus (see FIG. 3). The computer 51 executes various programs and functions in the server device 50 by executing a program stored in the ROM and processing messages received via the input / output interface, data expanded in the RAM, and the like. . For example, the computer 51 in the server device 50 of the present embodiment functions as a receiving unit, a generating unit, a transmitting unit, a privilege item setting control unit, a region attribute control unit, and the like (see FIG. 3). *
受信手段(図3において符号52で示す)は、入出力インターフェースを介して、ゲーム装置10から所定のゲーム進行処理要求を受信する。ゲーム進行処理要求には、例えば、ゲーム装置10を一意に特定可能な端末識別情報や、ゲーム開始時のログイン情報などが含まれる。  The receiving means (indicated by reference numeral 52 in FIG. 3) receives a predetermined game progress processing request from the game apparatus 10 via the input / output interface. The game progress processing request includes, for example, terminal identification information that can uniquely identify the game apparatus 10, login information at the start of the game, and the like. *
生成手段(図3において符号53で示す)は、受信手段52によって受信したゲーム進行処理要求に対応したゲーム進行処理を実施し、ゲーム進行処理信号を生成する。  The generating means (indicated by reference numeral 53 in FIG. 3) performs a game progress process corresponding to the game progress processing request received by the receiving means 52, and generates a game progress processing signal. *
送信手段(図3において符号54で示す)は、生成手段53によって生成されたゲーム進行処理信号を、入出力インターフェースを介してゲーム装置10に送信する。  The transmission means (indicated by reference numeral 54 in FIG. 3) transmits the game progress processing signal generated by the generation means 53 to the game apparatus 10 via the input / output interface. *
特典アイテム設定制御手段(図3において符号55で示す)は、プレイヤーが使用するゲーム装置10のみに示される特典アイテムを設定する。また、この特典アイテム設定制御手段55は、当該プレイヤーが該特典アイテムに設けられている特典付与条件をクリアした場合に、該特典アイテムに応じた特典を該プレイヤーに付与する。特典アイテムの具体例については後述する。  The privilege item setting control means (indicated by reference numeral 55 in FIG. 3) sets a privilege item shown only in the game apparatus 10 used by the player. Further, the privilege item setting control means 55 gives a privilege according to the privilege item to the player when the player clears the privilege granting condition provided in the privilege item. Specific examples of privilege items will be described later. *
領域属性制御手段(図3において符号56で示す)は、ゲーム装置1
0から、共通遊戯領域内におけるいずれのプレイヤーにも帰属していない中立領域または他のプレイヤーに帰属する他者帰属領域に対する属性変更要求を受け付け、属性変更の条件を満たしているかどうかを判断し、属性変更の条件を満たしていると判断した場合に当該領域の属性を変更して当該プレイヤーに帰属した自己帰属領域とする。 
The area attribute control means (indicated by reference numeral 56 in FIG. 3) is the game device 1
From 0, it accepts attribute change requests for neutral areas that do not belong to any player in the common game area or other person belonging areas that belong to other players, and determines whether the attribute change conditions are satisfied, If it is determined that the attribute change condition is satisfied, the attribute of the area is changed to a self-attributed area belonging to the player.
<ゲームの内容例> 上述したように、サーバー装置50等からなるゲームシステムは、共通遊戯領域内において複数のプレイヤーが遊戯することができるオンライン型の陣取りシミュレーションゲームを提供する。このシミュレーションゲームは、陣取りシミュレーションゲームや街作りシミュレーションゲームといったリアルタイムストラテジーゲーム(シミュレーションパート)に、プレイヤーの仮想キャラクターが敵キャラクターと戦闘するマルチプレイオンラインアクションRPGゲーム(アクションパート)を組み合わせたゲームである。  <Example of Game Contents> As described above, the game system including the server device 50 and the like provides an online battle simulation game that allows a plurality of players to play in a common game area. This simulation game is a game in which a multiplayer online action RPG game (action part) in which a player's virtual character fights against an enemy character is combined with a real-time strategy game (simulation part) such as a battle simulation game or a town building simulation game. *
アクションパートにおいては、例えば最大4人のプレイヤーが同時に遊戯可能なオンラインアクションゲームが提供される。アクションゲームの結果、褒美として、シミュレーションパートで使用可能なカードやアイテム等を獲得することができる。一例として、本実施形態では、プレイヤーが仲間とともに「ダンジョン」(ゲーム途上に登場する、モンスターキャラクターの巣窟の総称であり、洞窟や塔、要塞、廃屋などが該当する)に挑み、アクションに応じて新たなカードを付与し、レベルを上げて新たなダンジョンへ挑むという展開のアクションゲームが提供されている。  In the action part, for example, an online action game in which up to four players can play simultaneously is provided. As a result of the action game, cards, items, etc. that can be used in the simulation part can be acquired as rewards. As an example, in this embodiment, a player challenges a “dungeon” (a collective name for a monster character's nest appearing in the game, such as a cave, a tower, a fortress, an abandoned house, etc.) together with his friends, An action game is being developed in which a new card is given and the level is raised to challenge a new dungeon. *
シミュレーションパートの街作りシミュレーションゲームにおいては、プレイヤーが、共通遊戯領域内において本拠とする領域(本拠地)の街づくりをするゲームが提供される。各プレイヤーは、他のプレイヤーとの対戦に備え、必要な施設の配置や建設を行うことができる。この街作りシミュレーションゲームにおいては他プレイヤーとの関わりがなく、基本的に、各プレイヤーは一人で街作りゲームを進行する。  In the simulation part city-building simulation game, a game is provided in which a player makes a city in an area (base) based in a common game area. Each player can arrange and construct necessary facilities in preparation for a battle with other players. In this city-building simulation game, there is no relationship with other players, and basically each player runs the city-building game alone. *
シミュレーションパートの陣取りシミュレーションゲームにおいては、共通遊戯領域内におけるすべてのプレイヤーと行う陣取りゲームが提供される。ここでは、共通遊戯領域内に設定されたキーとなる陣地を獲得することを最終目的としつつ、各プレイヤーが自分の領地(自陣)を広げ合うというゲームが展開される。また、この陣取りシミュレーションゲームにおいては、アクションパートで手に入れた特典(カードやアイテム等)を使ってコンピューターや他のプレイヤーと対戦することができる。プレイヤーは、他のプレイヤーと手を組んで仲間となり、同盟グループ(いわゆるギルド)を結成して作戦を展開することができる。  In the parting simulation game of the simulation part, a parting game to be performed with all the players in the common play area is provided. Here, a game is developed in which each player spreads out his own territory (own camp) while the final goal is to acquire a key camp set in the common game area. Also, in this camp simulation game, it is possible to play against the computer and other players using the benefits (cards, items, etc.) obtained in the action part. Players can collaborate with other players to become friends and form alliance groups (so-called guilds) to develop operations. *
一例として、本実施形態では、自己の領地内で糧となる「資源」の生産量を増やし、さらなる施設を建設し、軍備を整え、領地を広げるというシミュレーションゲームが提供されている。当該シミュレーションゲームにおける最終目的は、キーとなる陣地を獲得し、「大陸マグナ」(領域の一例)に存在する「デブリズタワー」をすべて占拠して覇王となることである。  As an example, in the present embodiment, a simulation game is provided in which the production amount of “resources” that serve as food in its own territory is increased, further facilities are constructed, armaments are prepared, and the territory is expanded. The ultimate goal in the simulation game is to acquire a key position and occupy all the “Debris Tower” in “Continental Magna” (an example of the area) to become the king. *
以下では、特典アイテムに関する説明を中心に、シミュレーションパートのゲーム内容について説明する。  Below, the game content of a simulation part is demonstrated centering on the description regarding a privilege item. *
(陣取りゲームの一連の流れと概要) ・新たにゲームを始めたプレイヤーに対しては、サーバー装置50によって共通遊戯領域内に本拠地が設定される ・プレイヤーは最初に本拠地だけを所有した状態でゲーム開始となる ・領地は、「自領地」(プレイヤーに属する領域)、「中立領地」(中立の領域)、「味方同盟員領地」(同盟グループのメンバーに属する領域)、「敵領地」(敵プレイヤーに属する領域)、施設(タワーなど)に分類される ・「自領地」にできる最大数が決まっており、これを「統治力」という ・「統治力」は、ゲーム開始からの時間(現実世界での経過時間)に応じて増えていくため、ゲーム開始当初はごく少ない数しか自領地にはできない(ゲーム仕様の一例としては、実際の12時間で統治力は1増える、つまり、1日に2つ自領地を増やせる、等がある) ・誰も所有していない領域(中立領地)には、その領地を守る門番キャラクター(敵魔獣カード)が配置されている ・自領地に隣接した中立領地に対して、プレイヤーの仮想キャラクターあるいは配下のキャラクター(プレイヤー魔獣カード)を派兵すると、プレイヤー魔獣カードと敵魔獣カードとの戦闘が開始される(戦闘は、互いのキャラクターのパラメータを用いて、サーバー装置50によって自動的に行われる) ・プレイヤー魔獣カードが敵魔獣カードに勝利すると、領域属性制御手段56により、当該領域が「中立領地」からプレイヤーの所属に変更され、以降その領域は「自領地」となる ・「中立領地」が「自領地」に変更されると、統治力が1減少する ・自領地に隣接していない中立領地に対して、プレイヤーの仮想キャラクターあるいは配下のキャラクター(プレイヤー魔獣カード)を派兵した場合にも、プレイヤー魔獣カードと敵魔獣カードとの戦闘が開始されるが、プレイヤー魔獣カードが敵魔獣カードに勝利した場合であっても「自領地」とはならず、統治力も減少しない ・領地にはそれぞれレベルが設定されており、そのレベルに応じて門番キャラクターの強さが変化する ・高レベルの領地ほど、「自領地」とした際に自己の領地内で糧となる資源等のアイテムの獲得量が増える、つまり、高レベルの領地ほど攻略が難しい分、ゲーム内の価値が高い領地である ・「敵領地」にプレイヤーの仮想キャラクター等を派兵すると、他のプレイヤーの仮想キャラクター等との間で戦闘が開始される ・プレイヤーの仮想キャラクター等が他のプレイヤーの仮想キャラクター等に戦闘で勝利すると、領域属性制御手段56により、当該領地が他のプレイヤーの所属からプレイヤーの所属へと変更され、統治力が1減少する ・領域属性制御手段が現在の統治力を読み出したときに統治力が0であると、「中立領地」や「敵領地」での戦闘に勝利した場合であっても「自領地」にはならず、当該領域は「中立領地」または「敵領地」から変更されない  (Sequential flow and outline of the camp game) ・ For players who have started a new game, the base device is set in the common play area by the server device 50. The territories to be started are: “Own territory” (area belonging to the player), “Neutral territory” (neutral area), “Allied affiliation territory” (area belonging to alliance group members), “Enemy territory” It is classified as a player's territory) or a facility (tower, etc.) ・ The maximum number of “own territories” is determined, and this is called “governance power”. As the game starts, the number of territories can only be very small at the beginning of the game. In other words, there is a gatekeeper character (enemy monster card) that protects the territory in an area that no one owns (neutral territory)・ When a player's virtual character or a subordinate character (player monster card) is dispatched to a neutral territory adjacent to his territory, the battle between the player monster card and the enemy monster card begins. It is automatically performed by the server device 50 using the parameters of each other's character.) When the player monster card wins the enemy monster card, the area attribute control means 56 causes the area to be changed from the "neutral territory" to the player's The territory is changed to “own territory” after that. ・ When “neutral territory” is changed to “own territory”, the governing power decreases by one. When a player's virtual character or a subordinate character (player monster card) is dispatched to a neutral territory that is not adjacent to the ground, the battle between the player monster card and the enemy monster card will start. , Even if the player monster card wins against the enemy monster card, it will not become a “local territory”, nor will the power of control be reduced. ・ Each territory has its own level, and the gatekeeper character according to that level.・ The higher the territory, the higher the amount of items acquired such as resources that will be used as food in the territory when it is set to “own territory”. , Is a territory with high value in the game. ・ If you send a player's virtual character to the enemy territory, a battle with another player's virtual character will start.・ When a player's virtual character wins a battle against another player's virtual character, etc., the area attribute control means 56 changes the territory from the other player's affiliation to the player's affiliation, and Decrease by 1 ・ If the territory attribute control means reads out the current power of control, if the power of control is 0, even if it wins a battle in “neutral territory” or “enemy territory” Will not change from “neutral territory” or “enemy territory”
(特典アイテムの概要) 特典アイテムは、陣取りシミュレーションゲームにおいて設定されるアイテムであり、当該プレイヤーが使用するゲーム装置10においてのみ示される。したがって、あるプレイヤーのゲーム装置10において示された特典アイテムを、同じ共通遊戯領域内で遊戯している他のプレイヤーは認識することができない。後に詳述するように、サーバー装置50(のコンピューター51)は、各プレイヤーの遊戯状況を個別に判断し、当該プレイヤーの遊戯状況が所定の遊戯状況条件を満たしている場合に、当該プレイヤーに対する特典アイテムを設定および制御を開始する。  (Outline of privilege item) The privilege item is an item set in the battle simulation game, and is shown only in the game apparatus 10 used by the player. Therefore, other players playing in the same common play area cannot recognize the privilege item shown in the game device 10 of a certain player. As will be described in detail later, the server device 50 (the computer 51) judges the play situation of each player individually, and if the play situation of the player satisfies a predetermined play situation condition, the privilege for the player Start setting and controlling items. *
(特典アイテムを設定および制御するための遊戯状況条件) 所定の遊戯状況条件は、ゲーム内容等に応じて適宜設定され得る。一例として、本実施形態では、当該プレイヤーの遊戯経験やスキルの指標値となるゲームレベルを設定しておき、当該ゲームレベルがある閾値を超えていることを所定の遊戯状況条件としている。ゲームレベルを判断するのに、当該プレイヤーによる累積遊戯時間を考慮したり、当該プレイヤーによる直近の遊戯時刻から所定時間が経過したかどうかを判断に加えたりしてもよい。プレイヤーのゲームレベルが閾値を超えたことは、例えば、当該プレイヤーが使用しているゲーム装置10のディスプレイ(表示画面)27中のマップに特定の告知アイテム(一例として、図8に符号DGで示す「ドゥームギルド」と呼ばれる建物)を表示することによって知らしめることができる(図8参照)。  (Play Situation Conditions for Setting and Controlling Bonus Items) The predetermined play situation conditions can be set as appropriate according to the game content and the like. As an example, in this embodiment, a game level that is an index value of the player's play experience and skill is set, and the predetermined game situation condition is that the game level exceeds a certain threshold. In order to determine the game level, the accumulated play time by the player may be considered, or whether or not a predetermined time has elapsed since the most recent play time by the player may be added to the determination. The fact that a player's game level has exceeded a threshold value is indicated, for example, by a specific notification item (for example, DG in FIG. 8) on a map in the display (display screen) 27 of the game apparatus 10 used by the player. It can be informed by displaying (a building called “Doom Guild”) (see FIG. 8). *
(特典アイテムの具体例) 特典アイテムの具体例は特に限定されないが、例えば本実施形態では、「遺跡」(図13等の符号100を参照)をこの特典アイテムとして用いる。遺跡100は、プレイヤーに与えられるタワー(建物アイテム)の一種であり、当該プレイヤーがマップ上で捜索をすることによって発見することができる。ただし、当該プレイヤーが遺跡100を発見したとしても、その他のプレイヤーには当該遺跡100が見えない(他のプレイヤーのゲーム装置10には当該遺跡100は表示されない)。このため、その他のプレイヤーにとっては単なる土地などにしか見えず、その他のプレイヤーによってその遺跡100が攻略されることはないから、争奪が生じない。したがって、当該プレイヤーは、他のプレイヤーに遺跡100を奪取されるという心配をすることなく、自己のペースでその遺跡100を目指すことができる。このことは、例えば、陣取りゲームに出遅れたプレイヤーや、他のプレイヤーと争うのが好きではないプレイヤーでも十分に楽しむことを可能としている。換言すれば、重要エリア等の争奪戦から脱落したり、他のグループの支配下におかれたりして遊戯し続ける楽しみを見失いそうになったプレイヤーがいても、このような特典アイテムを利用して身近な目標を設けることにより、挑戦する楽しみを与え続けることが可能となる。  (Specific example of privilege item) Although the specific example of a privilege item is not specifically limited, For example, in this embodiment, "remains" (refer code | symbol 100 of FIG. 13 etc.) is used as this privilege item. The ruins 100 are a kind of tower (building item) given to the player, and can be discovered by the player searching on the map. However, even if the player finds the ruins 100, other players cannot see the ruins 100 (the ruins 100 are not displayed on the game devices 10 of other players). For this reason, other players can only see the land, and the ruins 100 are not captured by the other players, so no contention occurs. Therefore, the player can aim at the ruins 100 at his / her own pace without worrying that another player will take the ruins 100. This allows, for example, a player who is late for the camp game or a player who does not like to compete with other players to fully enjoy. In other words, even if there are players who have fallen out of contention in important areas or are under control of other groups and are likely to lose sight of the fun they continue to play, they can use these special items. It is possible to continue to give fun to challenge by setting a familiar goal. *
なお、遺跡100が奪取されるおそれがないかどうかは、広域マップ(図6等参照)において、他のプレイヤーがその遺跡100に向けて陣取りを進めているかどうかによって簡単に判別することができる。したがって、当該プレイヤーは、マップを見ながらそのようなおそれがないことを確認し、焦ることなく自己のペースでその遺跡100に向けて陣取りを進めることができる。したがって、当該プレイヤーがまだスキルが高くない初級プレイヤーだとしても、陣取りを進めて遺跡100までたどり着くという一つの目標を与えることができる。  Whether or not the ruins 100 are likely to be taken can be easily determined based on whether or not other players are moving forward toward the ruins 100 in the wide area map (see FIG. 6 and the like). Therefore, the player can confirm that there is no such a risk while looking at the map, and can advance to the ruins 100 at his own pace without being impatient. Therefore, even if the player is an introductory player who is not yet highly skilled, it is possible to give one goal to advance to the ruins 100 by moving forward. *
(特典付与条件) 遺跡100には、特典付与条件が設定されている。特典付与条件は、プレイヤーが陣地を広げながら進行して遺跡100の設定位置(ロケーション)にたどり着くことでもよいし、さらに別の条件を付加したものであってもよい。本実施形態では、遺跡100に予め門番をするキャラクターを設定しておき、プレイヤーの仮想キャラクターあるいは配下のキャラクター(魔獣キャラクターなど)が門番キャラクターとバトルして攻略することを特典付与条件としている(図16、図17等参照)。かかる特典付与条件をクリアしたプレイヤーは、他では手に入らない報酬を特典として得ることができる(図19参照)。  (Benefit Granting Conditions) In the ruins 100, bonus granting conditions are set. The privilege granting condition may be that the player progresses while expanding the base and reaches the set position (location) of the ruins 100, or may be one to which another condition is added. In the present embodiment, a character that performs a gatekeeper in advance is set in the ruins 100, and a bonus granting condition is that a player's virtual character or a subordinate character (such as a demon beast character) battles with a gatekeeper character to capture ( (Refer FIG. 16, FIG. 17, etc.). A player who clears the privilege granting condition can obtain a reward that cannot be obtained elsewhere as a privilege (see FIG. 19). *
この場合の特典(報酬)の内容は一律であってもよいし、何らかの状況や条件に応じて変動するものであってもよい。一例を挙げれば、共通遊戯領域内をマス目状に区切り、各マス目には位置に応じたレベルを示す位置レベルを予め設定しておき、特典の内容(例えば報酬の多寡)を該位置レベルにリンクさせることができる。  The content of the privilege (reward) in this case may be uniform, or may vary depending on some situation or condition. For example, the common game area is divided into squares, and a position level indicating a level corresponding to the position is set in advance in each square, and the content of the privilege (for example, the amount of reward) is set to the position level. Can be linked to. *
(遺跡100の手掛かり) また、遺跡100が設定された後にその遺跡100の存在や在処を知らしめる手法は種々あり、特に限定されることはない。例えば本実施形態では、マップ内にて、遺跡100の設定位置を一瞬光らせることによって在処を知らしめる手掛かり101としている(図7参照)。光は、例えば、プレイヤーが眺めているとたまに見える程度に光り、消える。一度光らせた後は、ある程度の時間(一例として、5分程度)をおいてから再び光らせる。このような光は、遺跡100を見つけるための手掛かり101となる。また、マップ表示の時だけではなく、一部を拡大表示したフィールド表示の状態においても遺跡100の設定位置を光らせるようにしてもよい(図10参照)。なお、ここでは光によって遺跡100の存在や在処を知らしめる場合について例示したが、これに代え、あるいはこれに加え、ゲーム装置10のスピーカ18から音を発したり、ゲーム装置10自体を振動させたりすることもできる。いずれにしても、何か宝のようなものがありそうな雰囲気を醸しだし、とりあえずそこまでキャラクターを進めて何があるのか確認してみようという意欲をそそるものであることが好ましい。また、このような遺跡100の手掛かり101の出現率を、他の要素(例えば、「トレジャーハンターギルド」等と呼ばれる
施設の有無、探索拠点となるフィールド施設の有無、等)に応じて変化させるようにしてもよい。 
(Clue of the ruins 100) Moreover, after the ruins 100 are set, there are various methods for informing the existence and whereabouts of the ruins 100, and there is no particular limitation. For example, in this embodiment, it is set as the clue 101 which makes the location known by flashing the set position of the ruins 100 for a moment in the map (see FIG. 7). For example, the light shines and disappears to the extent that it can be seen by the player. After flashing once, after a certain amount of time (for example, about 5 minutes), flash again. Such light becomes a clue 101 for finding the ruins 100. Moreover, you may make it shine the setting position of the ruins 100 not only at the time of map display but in the state of the field display which expanded and displayed a part (refer FIG. 10). In addition, although the case where the presence and whereabouts of the ruins 100 are informed by light is illustrated here, instead of or in addition to this, a sound is emitted from the speaker 18 of the game apparatus 10 or the game apparatus 10 itself is vibrated. You can also In any case, it is preferable to create an atmosphere that seems to have something like a treasure, and to motivate you to go ahead and check what the character is. Further, the appearance rate of the clue 101 of the ruins 100 is changed according to other factors (for example, the presence / absence of a facility called “Treasure Hunter Guild”, the presence / absence of a field facility serving as a search base, etc.). It may be.
(遺跡100の設定位置) 本実施形態において、遺跡100は基本的にランダムに配置される。この場合、他の遺跡100の設定位置を考慮することはない。したがって、あるプレイヤーだけが確認できる遺跡100の位置と、他のプレイヤーだけが確認できる遺跡100の位置とが結果的に重なり合う事態も生じうるが、本実施形態ではこのような事態を排除しない。  (Set position of the ruins 100) In this embodiment, the ruins 100 are basically randomly arranged. In this case, the setting position of the other ruins 100 is not considered. Therefore, there may occur a situation where the position of the ruins 100 that can be confirmed only by a certain player and the position of the ruins 100 that can be confirmed only by other players may eventually overlap, but this embodiment does not exclude such a situation. *
また、遺跡100が設定される領域は特に限定されないが、本実施形態では、中立領域(共通遊戯領域内においていずれのプレイヤーにも帰属していない領域)を設定対象領域とする。こうした場合、当該遺跡100を目指すプレイヤーは、他者帰属領域(他のプレイヤーに帰属する領域)に踏み入ることなく、遺跡100の設定位置までたどり着くことができる。  Moreover, although the area | region where the ruins 100 are set is not specifically limited, In this embodiment, a neutral area | region (area | region which does not belong to any player in a common game area) is made into a setting object area | region. In such a case, the player who aims at the ruins 100 can reach the set position of the ruins 100 without stepping into the other person belonging area (area belonging to other players). *
また、遺跡100の位置は、当該プレイヤー(その遺跡100を確認することができるプレイヤー)の仮想所在位置、すなわち当該プレイヤーが操作するキャラクターの共通遊戯領域内における所在位置から所定範囲内に設定される。この場合、遺跡100を、仮想所在位置の近傍に設定することも好ましい。また、当該プレイヤーの遊戯状況に照らして仮想所在位置から遺跡100の設定位置までの距離を適宜変更することも好ましい。例えば、遺跡100が設定されるプレイヤーが初級のようなゲームスキルが低いプレイヤーである場合、当該プレイヤーの仮想所在位置の近傍に遺跡100を設定すれば、たとえ陣地を進める等のスキルが低くても、遺跡100までキャラクターを進めて何があるのか確認してみようという意欲を駆り立てることができる。また、このような初級プレイヤーに対しては、実際に遺跡100までキャラクターを進めてもらうことが、ゲーム操作に慣れてスキルを向上させるためのいわばチュートリアル的な機能として働くということも期待できる。  In addition, the position of the ruins 100 is set within a predetermined range from the virtual location of the player (a player who can check the ruins 100), that is, the location in the common play area of the character operated by the player. . In this case, it is also preferable to set the ruins 100 in the vicinity of the virtual location. It is also preferable to change the distance from the virtual location to the set location of the ruins 100 as appropriate in light of the game situation of the player. For example, if the player to which the ruins 100 are set is a player with low game skills such as the beginner level, if the ruins 100 are set near the virtual location of the player, even if the skill to advance the base is low , You can drive the character up to the ruins 100 to see what is there. Moreover, it can be expected that such a beginner's player actually works as a character up to the ruins 100 works as a so-called tutorial function to improve the skill by getting used to the game operation. *
(遺跡100の位置の再設定) また、本実施形態では、サーバー装置50(のコンピューター51)によって、遺跡100の設定位置(ロケーション)を所定のタイミングで再設定することとしている。こうすることで、前日に手掛かり101をつかんだ遺跡100の場所が翌日になったら変わっていた、あるいは翌日になったらこれまでとは違う遺跡100の手掛かり101がつかめた、というように、宝探し的な要素を含む特典アイテムを使ったゲームの興趣性をさらに向上させることが可能となる。例えば本実施形態では、ログインしているプレイヤーに対しては、所定時間(例えば0時)に遺跡100の位置を再設定することを基本としたうえで、当該所定時間にログアウトしているプレイヤーに対しては、ログイン時に再設定することしている。こうした場合には、遺跡100の再設定処理が集中するのを回避し、サーバー装置50にかかる負荷を分散させることができる。  (Resetting the position of the ruins 100) In the present embodiment, the server apparatus 50 (the computer 51) resets the set position (location) of the ruins 100 at a predetermined timing. By doing this, the location of the ruins 100 that grabbed the clue 101 the previous day changed when the next day, or the next day the clue 101 of the ruins 100 different from the past was grabbed. It is possible to further improve the interest of the game using the privilege item including various elements. For example, in this embodiment, for a player who is logged in, the position of the ruins 100 is reset at a predetermined time (for example, 0:00), and then the player who logs out at the predetermined time is sent to On the other hand, it is reset at login. In such a case, it is possible to avoid concentration of resetting processing of the ruins 100 and to distribute the load applied to the server device 50. *
(遺跡100に関するその他の事項) 遺跡100を発見したプレイヤーは、当該遺跡100を同盟グループ内の仲間に教えることができる。遺跡100を教えられた仲間のプレイヤーは、この時はじめて、発見された遺跡100を共有することができる。また、共有した遺跡100を共同で攻略した後は、報酬を分け合うことになる。なお、攻略された遺跡100は、その後、消えてしまう。  (Other Matters Related to Ruins 100) A player who discovers the ruins 100 can teach the ruins 100 to friends in the alliance group. A fellow player who has been taught the ruins 100 can share the found ruins 100 for the first time at this time. In addition, after the shared ruins 100 are jointly captured, the reward will be shared. The captured ruins 100 will then disappear. *
<ゲームの進行例> 続いて、上述した遺跡100に関する処理を中心に、フローチャートを用いてゲームの進行例を説明する(図4、図5等参照)。  <Example of Progress of Game> Next, an example of progress of the game will be described using a flowchart with a focus on the processing related to the ruins 100 described above (see FIGS. 4 and 5). *
プレイヤーがゲーム装置10のゲームソフト(アプリケーション)を起動し、ログインして遊戯を開始した後、サーバー装置50は、当該ゲーム装置10から所定のゲーム進行処理要求を受信すると、該受信したゲーム進行処理要求に対応したゲーム進行処理を実施し、ゲーム進行処理信号を生成し、生成したゲーム進行処理信号をゲーム装置10に送信する。  When the server device 50 receives a predetermined game progress processing request from the game device 10 after the player activates the game software (application) of the game device 10, logs in and starts playing, the received game progress processing is received. The game progress process corresponding to the request is performed, a game progress process signal is generated, and the generated game progress process signal is transmitted to the game apparatus 10. *
また、サーバー装置50(のコンピューター51)は、プレイヤーの遊戯状況を個別に判断し、当該プレイヤーの遊戯状況が所定の遊戯状況条件を満たしている場合に(図4のステップSP1においてYes)、本実施形態では、ゲーム装置10のディスプレイ(表示画面)27中のマップに特定のアイテム(ドゥームギルドDG)を表示する(ステップSP2)。所定の遊戯状況条件とは、上述したように、当該プレイヤーの遊戯経験やスキルの指標値となるゲームレベルなどに基づいて判断される。そして、当該プレイヤーのゲーム装置10のみに示される遺跡(特典アイテム)100を設定し、尚かつ該遺跡100に関する制御を開始する(ステップSP3)。サーバー装置50は、遺跡100を、共通遊戯領域内であって当該プレイヤーの仮想所在位置から所定範囲領域内に設定する(ステップSP4)。また、サーバー装置50は、ステップSP4で設定した当該遺跡100の各種情報(設定位置、名称、レベル、ダメージ等)をゲーム装置10に送信する。  Further, the server device 50 (the computer 51) judges the player's game situation individually, and when the player's game situation satisfies a predetermined game situation condition (Yes in step SP1 in FIG. 4), In the embodiment, a specific item (Doom Guild DG) is displayed on a map in the display (display screen) 27 of the game apparatus 10 (step SP2). As described above, the predetermined game situation condition is determined based on the game experience or the game level that is an index value of the skill of the player. And the ruins (privilege item) 100 shown only to the said game device 10 of the said player is set, and also the control regarding this ruins 100 is started (step SP3). The server device 50 sets the ruins 100 within a predetermined range area within the common game area and from the virtual location of the player (step SP4). In addition, the server device 50 transmits various information (setting position, name, level, damage, etc.) of the ruins 100 set in step SP4 to the game device 10. *
続いて、ゲーム装置10は、広域マップ中のマス(「領地マス」)に、サーバー装置50から受信した当該遺跡100の設定位置情報に基づき、遺跡100の存在や在処を示す手掛かり101を表示する(ステップSP5)。本実施形態では、マップ画面のフィールド内に光を表示することによって、遺跡100の存在とその在処を表示する(図7、図10参照)。なお、本実施形態では、フィールド内において、プレイヤー(の仮想キャラクター)が、手掛かり(光)101が表示されたマス目の詳細画面に入ると、その中では常時手掛かり(光)101を見ることができるようになっている(図7、図10参照)。  Subsequently, the game apparatus 10 displays a clue 101 indicating the presence and location of the ruins 100 based on the set position information of the ruins 100 received from the server device 50 on the squares (“territory squares”) in the wide area map. (Step SP5). In the present embodiment, the presence and location of the ruins 100 are displayed by displaying light in the field of the map screen (see FIGS. 7 and 10). In the present embodiment, when the player (virtual character) enters the detailed screen of the square on which the clue (light) 101 is displayed in the field, the clue (light) 101 is always seen. (See FIGS. 7 and 10). *
なお、遺跡100の手掛かり(光)101が出現するかどうか、上記「領地マス」ごとの抽選で決定してもよい。所定時間(例えば24時間)ごとに当該プレイヤーの仮想所在位置等から所定範囲内にある「領地マス」1つずつに判定を行い、当選したものにだけ遺跡100の手掛かり(光)101を表示する等の設定とすることができる。また、手掛かり(光)101を出現させる判定は、所定の「領地マス」のみで行うようにしてもよい。例えば本実施形態では、手掛かり(光)101を出現させる判定を、「自領地」(プレイヤーに属する領域)、「中立領地」(中立の領域)、「味方同盟員領地」(同盟グループのメンバーに属する領域)のみで行い、「敵領地」(敵プレイヤーに属する領域)、施設(タワーなど)が存在する土地は判定を行う対象から除外している。  Note that whether or not the clue (light) 101 of the ruins 100 appears may be determined by lottery for each “territory square”. At each predetermined time (for example, 24 hours), a determination is made for each “territory square” within a predetermined range from the virtual location of the player, and a clue (light) 101 of the ruins 100 is displayed only on the winning one. Etc. can be set. Further, the determination to cause the clue (light) 101 to appear may be performed only with a predetermined “territory square”. For example, in the present embodiment, the determination to make the clue (light) 101 appear is “own territory” (area belonging to the player), “neutral territory” (neutral area), “friend allied territory” (members of allied groups). The area where “enemy territory” (area belonging to the enemy player) and the facility (tower, etc.) exist are excluded from the objects to be determined. *
プレイヤーは、自己の判断により、遺跡100の手掛かり(光)101が表示されている「領地マス」の土地詳細を確認し、その中の遺跡100の手掛かり(光)101を発見することができる。ここで、仮に他のプレイヤーが当該遺跡100の手掛かり(光)101がある場所に入ったとしても、その土地は何もないただの土地でしかなく、当該プレイヤーが入った時にだけ中の遺跡100の手掛かり(光)101が見つかる。  The player can confirm the land details of the “territory mass” on which the clue (light) 101 of the ruins 100 is displayed, and can find the clue (light) 101 of the ruins 100 therein. Here, even if another player enters a place where there is a clue (light) 101 of the ruins 100, the land is nothing but a land, and only when the player enters the ruins 100 inside. A clue (light) 101 is found. *
次に、プレイヤーが、所定のアイコン(例えば、土地詳細画面の中にある「遺跡の手掛かり」アイコン)をタップし(図10参照)、抽選を行う。抽選の結果、当選すると(ステップSP6にてYes)、その「領地マス」に遺跡100が出現する(ステップSP7)。抽選結果によっては、遺跡100の代わりに別のアイテム(例えばゲームの進行に必要な「資源」や、ゲーム内の仮想通貨である「クリスタル」など)が獲得できるだけの場合もある。抽選の結果が当たりの場合、必要に応じて、当該遺跡100に関する情報を表示する。本実施形態では、画面中の情報アイコン(Information と記されたアイコン)にタッチすることによって遺跡100に関する情報の表示ページが開き、Closeアイコンにタッチすることによって閉じるようにしている(図13参照)。また、上記抽選の結果が当たりの場合、遺跡リスト中に当該遺跡100が追加される(図14参照)。抽選後、その結果にかかわらず、手掛かり(光)101は消失する(ステップSP8)。当該遺跡100は遺跡リストに掲載され(ステップSP9)、座標と攻略状況が表示される(図20、図21参照)。  Next, the player taps a predetermined icon (for example, a “cue of ruins” icon in the land detail screen) (see FIG. 10), and performs a lottery. As a result of the lottery, if the winning is made (Yes in step SP6), the ruins 100 appear in the “territory square” (step SP7). Depending on the lottery result, instead of the ruins 100, another item (for example, “resources” necessary for the progress of the game, “crystal” which is a virtual currency in the game, etc.) may be obtained. If the result of the lottery is a win, information on the ruins 100 is displayed as necessary. In the present embodiment, a display page for information on the ruins 100 is opened by touching an information icon (an icon marked Information) on the screen, and is closed by touching a Close icon (see FIG. 13). . If the lottery result is a win, the ruins 100 are added to the ruins list (see FIG. 14). After the lottery, regardless of the result, the clue (light) 101 disappears (step SP8). The ruins 100 are listed in the ruins list (step SP9), and the coordinates and capture status are displayed (see FIGS. 20 and 21). *
ここで、遺跡リストについて一例を挙げて説明する(図21参照)。リスト中の遺跡100の表示数は所定数(例えば、自己のものが10個、同盟メンバーのものが10個)までである。また、表示の優先度は、例えば、(1)攻略が完了している遺跡100、(2)ダメージを与えた遺跡100、(3)他のアイテムと関連性のある遺跡100、の順である。遺跡100の状態(攻略完了、攻略中、進軍中、未着手、など)を、それぞれ図柄の異なるアイコンによって表示してもよい。また、遺跡100に関する情報を、「攻略完了!」「出撃中」「※※ダメージ」「ダメージはありません」といったテキスト表示によって表してもよい。  Here, an example of the ruins list will be described (see FIG. 21). The display number of the ruins 100 in the list is up to a predetermined number (for example, 10 for own and 10 for allied members). The priority of display is, for example, (1) the ruins 100 where the capture is completed, (2) the ruins 100 that gave damage, and (3) the ruins 100 that are related to other items. . The state of the ruins 100 (capture completed, captured, advanced, unstarted, etc.) may be displayed by icons having different designs. In addition, information regarding the ruins 100 may be expressed by text display such as “completion completed!”, “On the way”, “※ damage”, “no damage”. *
その後、当該プレイヤーが遺跡100に設けられている特典付与条件をクリアした場合には、サーバー装置50はそれに応じた制御をし、生成した信号をゲーム装置10に送信する。より具体的に説明すると、手掛かり(光)101が表示されたマス目の詳細画面の中で、プレイヤーが手掛かり表示アイコンをタッチしたら抽選を行い、当たりの場合には遺跡100に関する情報を入手した旨を表示し(図11参照)、外れればそれに見合うアイテムや資源をプレイヤーに付与する(図12参照)。  After that, when the player clears the privilege granting condition provided in the ruins 100, the server device 50 performs control corresponding to that and transmits the generated signal to the game device 10. More specifically, a lottery is performed when the player touches the clue display icon on the detailed screen of the cell with the clue (light) 101 displayed, and in the case of winning, information on the ruins 100 is obtained. Is displayed (see FIG. 11), and if it is off, an item or resource corresponding to that is given to the player (see FIG. 12). *
当該プレイヤーが該遺跡100に設定されている特典付与条件をクリアした場合には、該遺跡100の種別、条件等に応じた特典が該プレイヤーに付与される。例えば本実施形態における特典付与条件は、プレイヤーが当該遺跡100の攻略を完遂することである。すなわち、遺跡100内に守護キャラクターを配置して防御力を設定しておき、該守護キャラクターとバトルすることによって該防御力を0にした場合、攻略が完遂することとしている。より具体的な例を挙げると、遺跡100を攻略しようとするプレイヤーには出撃方法を選択する画面(ユニット出撃画面)が表示され(図15参照)、自己が保有するキャラクター(魔獣等)の中から選ぶ等して攻略用のユニット(例えばモンスターユニット)を編成したら、「遺跡への攻撃」アイコンを選択し、該ユニットを用いて遺跡100への侵攻を開始する(図16参照)。その後、当該遺跡100の内部にてキャラクター同士のバトルが展開され(図17参照)、相手の防御力を0にしたらプレイヤー側の勝利となり、遺跡100の攻略に成功したことになる(ステップSP10にてYes)。遺跡100の攻略が完了すると、遺跡リスト」上の攻略状況は「攻略完了」に変わる(図21等参照)。  When the player clears the privilege granting conditions set in the ruins 100, a privilege according to the type, condition, etc. of the ruins 100 is granted to the player. For example, the privilege granting condition in the present embodiment is that the player completes the capture of the ruins 100. That is, when a defense character is set in the ruins 100 and defense power is set and the defense power is set to 0 by battle with the guard character, the capture is completed. To give a more specific example, a player who wants to capture the ruins 100 is displayed a screen for selecting a sort method (unit sort screen) (see FIG. 15), and the character (demon beast, etc.) that he owns is displayed. When a strategy unit (for example, a monster unit) is organized by selecting from among them, the “attack on ruins” icon is selected, and the invasion of the ruins 100 is started using the unit (see FIG. 16). Thereafter, a battle between characters is developed inside the ruins 100 (see FIG. 17), and when the opponent's defense power is reduced to 0, the player side wins, and the ruins 100 are successfully captured (in step SP10). Yes). When the capture of the ruins 100 is completed, the capture status on the ruins list is changed to “completion completed” (see FIG. 21 and the like). *
その後、プレイヤーは、攻略した遺跡100の調査を経て(ステップSP11)、特典アイテムを入手することができる。調査は、例えば遺跡リスト上の調査アイコンに入力することによって行うことができる(図18参照)。調査を行うと遺跡リストから、該当する遺跡100の表示が消去される。当該プレイヤーには、遺跡100の種別や各種条件に応じた特典がプレイヤーに付与される(ステップSP12)。特典は、他の遊戯によっては入手不可能なものであってもよい。  After that, the player can obtain the privilege item through the investigation of the captured ruins 100 (step SP11). The survey can be performed, for example, by inputting the survey icon on the ruins list (see FIG. 18). When the investigation is performed, the display of the corresponding ruins 100 is deleted from the ruins list. The player is given a privilege according to the type of the ruins 100 and various conditions (step SP12). The privilege may not be available depending on other games. *
なお、上述の実施形態は本発明の好適な実施の一例ではあるがこれに限定されるものではなく本発明の要旨を逸脱しない範囲において種々変形実施可能である。 The above-described embodiment is an example of a preferred embodiment of the present invention, but is not limited thereto, and various modifications can be made without departing from the scope of the present invention.
本発明は、複数のプレイヤーが共通遊戯領域内において領域を取り合う陣取りシミュレーションゲームのゲーム進行処理の結果をクライアント端末に提供するサーバー装置に適用して好適である。 The present invention is preferably applied to a server device that provides a client terminal with a game progress process result of a team simulation game in which a plurality of players share an area within a common game area.
10…ゲーム装置(クライアント端末)11…筐体12…タッチパネル13…レシーバ14…マイクロフォン15…ハードボタン16…ハードキー17…音声出力端子18…スピーカ21…移動体通信用アンテナ22…移動体通信部23…無線LAN通信用アンテナ24…無線LAN通信部25…記憶部26…主制御部27…ディスプレイ28…タッチセンサ30…カメラ32…外部インターフェー
ス40…ネットワーク(インターネット)50…サーバー装置51…コンピューター52…受信手段53…生成手段54…送信手段55…特典アイテム設定制御手段56…領域属性制御手段100…遺跡(特典アイテム)101…光(遺跡の手掛かり)DG…ドゥームギルド(告知アイテム)
DESCRIPTION OF SYMBOLS 10 ... Game device (client terminal) 11 ... Case 12 ... Touch panel 13 ... Receiver 14 ... Microphone 15 ... Hard button 16 ... Hard key 17 ... Audio | voice output terminal 18 ... Speaker 21 ... Mobile communication antenna 22 ... Mobile communication part 23 ... Wireless LAN communication antenna 24 ... Wireless LAN communication unit 25 ... Storage unit 26 ... Main control unit 27 ... Display 28 ... Touch sensor 30 ... Camera 32 ... External interface 40 ... Network (Internet) 50 ... Server device 51 ... Computer 52 ... receiving means 53 ... generating means 54 ... transmitting means 55 ... privilege item setting control means 56 ... area attribute control means 100 ... ruins (privilege item) 101 ... light (cue of ruins) DG ... doom guild (notification item)

Claims (10)

  1. 複数のプレイヤーが共通遊戯領域内において領域を取り合う陣取りシミュレーションゲームのゲーム進行処理の結果をクライアント端末に提供するサーバー装置であって、 前記クライアント端末から所定のゲーム進行処理要求を受信する受信手段と、 該受信手段によって受信した前記ゲーム進行処理要求に対応したゲーム進行処理を実行し、ゲーム進行処理情報を生成するゲーム進行処理手段と、 該ゲーム進行処理手段によって生成した該ゲーム進行処理情報を前記クライアント端末に送信する送信手段と、 当該プレイヤーが使用するクライアント端末のみに示される特典アイテムを設定し、当該プレイヤーが該特典アイテムに設けられている特典付与条件をクリアした場合に、該特典アイテムに応じた特典を該プレイヤーに付与する特典アイテム設定制御手段と、を備える、サーバー装置。 A server device that provides a client terminal with a result of a game progress process of a battle simulation game in which a plurality of players share an area within a common game area, and a receiving unit that receives a predetermined game progress process request from the client terminal; Game progress processing means corresponding to the game progress processing request received by the receiving means and generating game progress processing information; and the game progress processing information generated by the game progress processing means as the client Depending on the privilege item, when the transmission means to be transmitted to the terminal and the privilege item shown only in the client terminal used by the player are set and the player clears the privilege granting condition provided in the privilege item Give the player a bonus Equipped and benefits item setting control means, the, the server machine.
  2. 前記受信手段は、前記クライアント端末から、前記共通遊戯領域内におけるいずれのプレイヤーにも帰属していない中立領域または他のプレイヤーに帰属する他者帰属領域に対する属性変更要求を受け付け、 前記ゲーム進行処理手段は、属性変更の条件を満たしているかどうかを判断し、属性変更の条件を満たしていると判断した場合に当該領域の属性を変更して当該プレイヤーに帰属した自己帰属領域とする領域属性制御手段をさらに備え、 前記特典アイテム設定制御手段は、前記特典アイテムを前記中立領域内に設定する、請求項1に記載のサーバー装置。 The receiving means accepts an attribute change request from the client terminal for a neutral area that does not belong to any player in the common game area or another person belonging area that belongs to another player, and the game progress processing means Determines whether or not the attribute change condition is satisfied, and when it is determined that the attribute change condition is satisfied, changes the attribute of the area and sets it as a self-attributed area belonging to the player The server device according to claim 1, further comprising: the privilege item setting control unit that sets the privilege item in the neutral region.
  3. 前記共通遊戯領域内の位置に応じたレベルを示す位置レベルが設定されている場合に、前記特典アイテム設定制御手段により、前記位置レベルに応じた特典アイテムを設定する、請求項1または2に記載のサーバー装置。 The privilege item according to the said position level is set by the said privilege item setting control means, when the position level which shows the level according to the position in the said common play area is set. Server equipment.
  4. 前記特典アイテム設定制御手段により、前記特典アイテムを、前記共通遊戯領域内であって当該プレイヤーの仮想所在位置から所定範囲の領域内に設定する、請求項1から3のいずれか一項に記載のサーバー装置。 4. The privilege item setting control unit according to claim 1, wherein the privilege item is set within the common game area and within a predetermined range from the virtual location of the player. 5. Server device.
  5. 前記特典付与条件は、当該プレイヤーが、前記クライアント端末を操作して仮想所在位置から前記特典アイテムが設定されたアイテム設定位置まで前記自己帰属領域を拡大し、攻略を完遂することである、請求項4に記載のサーバー装置。 The privilege granting condition is that the player operates the client terminal to expand the self-affiliation area from a virtual location to an item setting position where the privilege item is set, and completes the capture. 4. The server device according to 4.
  6. 前記特典アイテム設定制御手段により前記特典アイテムを所定のタイミングで再設定する、請求項1から5のいずれか一項に記載のサーバー装置。 The server device according to any one of claims 1 to 5, wherein the privilege item setting control unit resets the privilege item at a predetermined timing.
  7. 前記特典アイテム設定制御手段は、ログインしているプレイヤーに対しては前記特典アイテムを所定時間に再設定し、ログアウト中のプレイヤーに対してはログイン時に前記特典アイテムを再設定する、請求項6に記載のサーバー装置。 The privilege item setting control means resets the privilege item at a predetermined time for a player who is logged in, and resets the privilege item at the time of login for a player who is logged out. The server device described.
  8. 前記送信手段は、前記特典アイテムの存在ないし在処を知らしめる手掛かりの設定位置情報を、当該特典アイテムが設定された当該プレイヤーが使用するクライアント端末のみに送信する、請求項1から7のいずれか一項に記載のサーバー装置。 8. The transmission unit according to claim 1, wherein the transmission unit transmits the setting position information of a clue that informs the existence or whereabouts of the privilege item only to the client terminal used by the player in which the privilege item is set. The server device according to item.
  9. 複数のプレイヤーが共通遊戯領域内において領域を取り合う陣取りシミュレーションゲームのゲーム進行処理の結果をクライアント端末に提供するサーバー装置のコンピューターに、 前記クライアント端末から所定のゲーム進行処理要求を受信するステップと、 該受信した前記ゲーム進行処理要求に対応したゲーム進行処理を実行し、ゲーム進行処理情報を生成するステップと、 該生成したゲーム進行処理情報を前記クライアント端末に送信するステップと、 当該プレイヤーが使用するクライアント端末のみに示される特典アイテムを設定し、当該プレイヤーが該特典アイテムに設けられている特典付与条件をクリアした場合に、該特典アイテムに応じた特典を該プレイヤーに付与するステップと、を実行させるゲームプログラム。 Receiving a predetermined game progress processing request from the client terminal to a computer of a server device that provides the client terminal with a result of a game progress process of a battle simulation game in which a plurality of players share the area in a common game area; Executing a game progress process corresponding to the received game progress process request, generating game progress process information, transmitting the generated game progress process information to the client terminal, and a client used by the player When a privilege item shown only on the terminal is set and the player clears the privilege granting condition provided in the privilege item, a step of granting a privilege according to the privilege item to the player is executed. Game program.
  10. 複数のプレイヤーが共通遊戯領域内において領域を取り合う陣取りシミュレーションゲームのゲーム進行処理の結果をクライアント端末に提供するサーバー装置によるゲーム進行処理方法であって、 前記クライアント端末から所定のゲーム進行処理要求を受信するステップと、 該受信した前記ゲーム進行処理要求に対応したゲーム進行処理を実行し、ゲーム進行処理情報を生成するステップと、 該生成したゲーム進行処理情報を前記クライアント端末に送信するステップと、 当該プレイヤーが使用するクライアント端末のみに示される特典アイテムを設定し、当該プレイヤーが該特典アイテムに設けられている特典付与条件をクリアした場合に、該特典アイテムに応じた特典を該プレイヤーに付与するステップと、を含む、ゲーム進行処理方法。  A game progress processing method by a server device that provides a client terminal with a game progress process result of a battle simulation game in which a plurality of players share an area within a common game area, and receives a predetermined game progress process request from the client terminal Performing a game progress process corresponding to the received game progress process request, generating game progress process information, transmitting the generated game progress process information to the client terminal, A step of setting a privilege item shown only on a client terminal used by a player and granting a privilege according to the privilege item to the player when the player clears the privilege granting condition provided in the privilege item And game progress Processing method.
PCT/JP2013/076733 2012-10-02 2013-10-01 Server device, game program, and game progress processing method WO2014054653A1 (en)

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