WO2015141480A1 - ゲームシステム、ゲーム制御装置、プログラム、及び情報記憶媒体 - Google Patents

ゲームシステム、ゲーム制御装置、プログラム、及び情報記憶媒体 Download PDF

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Publication number
WO2015141480A1
WO2015141480A1 PCT/JP2015/056502 JP2015056502W WO2015141480A1 WO 2015141480 A1 WO2015141480 A1 WO 2015141480A1 JP 2015056502 W JP2015056502 W JP 2015056502W WO 2015141480 A1 WO2015141480 A1 WO 2015141480A1
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Prior art keywords
game
play
time
user
information
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Ceased
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PCT/JP2015/056502
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English (en)
French (fr)
Japanese (ja)
Inventor
岡村 憲明
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Konami Digital Entertainment Co Ltd
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Konami Digital Entertainment Co Ltd
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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

Definitions

  • the present invention relates to a game system, a game control device, a program, and an information storage medium.
  • Patent Document 1 A game system in which events in a game progress in accordance with the passage of actual time has been known (see, for example, Patent Document 1).
  • an object of the present invention is to provide a game system, a game control device, a program, and an information storage medium capable of maintaining the user's motivation in a game in which events progress with time.
  • a game system is a game system that executes a first game in which events in a game progress with time, and is associated with each user's unique information.
  • a play for acquiring play record information associated with unique information of a user who plays the first game from a play record information storage unit that stores play record information including information relating to the play time or the number of times of play of the second game.
  • Track information acquisition means; and status data update means for updating status data indicating the current status of the event based on the play record information acquired by the play record information acquisition means.
  • the game control device is a game control device that controls the execution of the first game in which events in the game progress with time, and is associated with each user's unique information.
  • FIG. 1st game device It is a figure which shows an example of a cooperation platform selection screen. It is a figure which shows an example of a login screen. It is a figure which shows an example of the game screen of a 1st game. It is a figure which shows an example of the game screen after using fast-forwarding time. It is a figure which shows an example of a login screen. It is a figure which shows an example of the play mode selection screen of a 2nd game. It is a figure which shows an example of the game end screen of a 2nd game.
  • FIG. 1 shows a system configuration example of the game system S according to the present embodiment.
  • the game system S includes a first game device 100, a second game device 200, a game server 300, and an authentication server 400, and the first game device 100 and the second game device 200.
  • the game server 300 and the authentication server 400 are connected to the network NW and can communicate data with each other.
  • the game system S includes the second game device 200 and the authentication server 400
  • the second game device 200 and the authentication server 400 are not necessarily included in the game system S. Not necessary.
  • the hardware configuration of each device included in the game system S will be described.
  • the first game device 100 receives a user operation and executes the first game.
  • the first game is a game in which data indicating the current situation in the game (hereinafter referred to as situation data) is updated as time passes.
  • situation data data indicating the current situation in the game
  • the first game is: It is a game in which events in the game progress with time.
  • the passage of time is the passage of time (in other words, the passage of time).
  • the time may be an actual time or a time in a game (hereinafter referred to as a game time).
  • 1 second of game time corresponds to 1 second of actual time.
  • a game in which an event in the game progresses with time may include a game of the following mode.
  • a game in which an event for dispatching a character or a party to search proceeds as time elapses for example, a game in which a character or party returns when a predetermined time elapses and a search result is presented to the user
  • a game in which an event for dispatching a character or party to a battle with an enemy progresses over time for example, a game in which a battle ends and a battle result is presented to the user when a predetermined time elapses
  • points for example, action points
  • the first game device 100 includes a mobile phone (including a smartphone and a feature phone), a PDA (Personal Digital Assistant), a mobile terminal such as a tablet terminal, a laptop computer, or a mobile game machine, and a stationary game for home use.
  • the first game device 100 is portable enough to be carried by a user such as a smartphone, although it may be realized by any one of information processing devices such as a game machine, a stationary game machine for business use, and a desktop personal computer.
  • a terminal will be described as an example.
  • a hardware configuration example of the first game device 100 will be described with reference to FIG.
  • the first game device 100 includes a control unit 101, a storage unit 102, a communication unit 103, an input unit 104, and a display unit 105 as a hardware configuration.
  • the control unit 101 includes a CPU (Central Processing Unit), executes various arithmetic processes based on a program stored in the storage unit 102, and controls each unit of the first game device 100.
  • a CPU Central Processing Unit
  • the storage unit 102 stores a control program such as an operating system of the first game device 100, application programs and data of games (including the first game), and is also used as a work memory of the control unit 101.
  • Programs including application programs and control programs may be supplied to the first game apparatus 100 in a state of being stored in an information storage medium such as an optical disk, a magnetic disk, a magnetic tape, a magneto-optical disk, a flash memory, or the Internet.
  • the first game apparatus 100 may be supplied via a data communication network such as the above.
  • the communication unit 103 is connected to the network NW by wired or wireless communication, and communicates with the game server 300 and the authentication server 400 connected via the network NW.
  • the communication unit 103 includes a mobile communication antenna for mobile communication, wirelessly communicates with a base station device (not shown) via the mobile communication antenna, and connects to the network NW via the base station device, so that the game server 300 Alternatively, data communication with the authentication server 400 may be performed.
  • the communication unit 103 connects to the local area network to connect to the second game device. 200 may also be communicated.
  • the input unit 104 is realized by an input device such as a touch panel, operation buttons, and a keyboard, and receives an operation input from a user.
  • the display unit 105 is realized by a display device such as a liquid crystal display, and displays a result (screen) of information processing by the control unit 101.
  • the second game device 200 is a game device that receives a user operation and executes the second game.
  • the first game and the second game are managed as related games in the game server 300, and the second game is a game different from the first game.
  • the second game device 200 includes a mobile phone (including a smartphone and a feature phone), a PDA, a tablet terminal, a notebook computer, or a portable game machine, a stationary game machine for home use, a commercial use game machine, etc.
  • a mobile phone including a smartphone and a feature phone
  • PDA personal digital assistant
  • tablet terminal a tablet terminal
  • notebook computer or a portable game machine
  • stationary game machine for home use, a commercial use game machine, etc.
  • the second game device 200 is a stationary game machine installed in a user's residence or the like. Will be described as an example.
  • FIG. 1 a hardware configuration example of the second game device 200 will be described with reference to FIG.
  • the second game device 200 includes a control unit 201, a storage unit 202, a communication unit 203, an input interface 204, and a display interface 205 as a hardware configuration.
  • the control unit 201 includes a CPU (Central Processing Unit) and executes various arithmetic processes based on a program stored in the storage unit 202 and controls each unit of the second game device 200.
  • CPU Central Processing Unit
  • the storage unit 202 stores a control program such as an operating system of the second game apparatus 200, application programs and data of games (including the second game), and is also used as a work memory of the control unit 201.
  • the program may be supplied to the second game device 200 in a state stored in an information storage medium such as an optical disk, a magnetic disk, a magnetic tape, a magneto-optical disk, or a flash memory, or via a data communication network such as the Internet. May be supplied to the second game device 200.
  • the communication unit 203 is connected to the network NW by wired or wireless communication, and communicates with the game server 300 and the authentication server 400 connected via the network NW.
  • the communication unit 203 includes a communication antenna for a wireless LAN, wirelessly communicates with an access point (not shown) via the communication antenna, and connects to the network NW via the access point to communicate data with the game server 300 and the authentication server 400. It is good to do.
  • the communication unit 203 connects to the local area network to connect the first game device. 100 may also be communicated.
  • the input interface 204 is connected to an input device 206 such as a game controller or a keyboard by wireless or wired, and accepts an operation input from a user who operates the input device 206.
  • an input device 206 such as a game controller or a keyboard by wireless or wired
  • the display interface 205 is connected to a display device 207 such as a liquid crystal display by wireless or wired, and causes the display device 207 to display a result of information processing (for example, a game screen) by the control unit 201.
  • a display device 207 such as a liquid crystal display by wireless or wired
  • a result of information processing for example, a game screen
  • the game server 300 is a computer, communicates with the first game device 100 and the second game device 200, provides data to the first game device 100 and the second game device 200, Information is managed based on data received from the game device 100 and the second game device 200.
  • a hardware configuration example of the game server 300 will be described with reference to FIG.
  • the game server 300 includes a control unit 301, a storage unit 302, and a communication unit 303 as a hardware configuration.
  • the control unit 301 includes a CPU (Central Processing Unit) and executes various arithmetic processes based on a program stored in the storage unit 302 and controls each unit of the game server 300.
  • CPU Central Processing Unit
  • the storage unit 302 stores a control program such as an operating system of the game server 300, a program and data for linking with the first game device 100 and the second game device 200, and also serves as a work memory of the control unit 301. Used.
  • the program may be supplied to the second game device 200 in a state stored in an information storage medium such as an optical disk, a magnetic disk, a magnetic tape, a magneto-optical disk, or a flash memory, or via a data communication network such as the Internet. May be supplied to the game server 300.
  • the communication unit 303 is connected to the network NW by wired or wireless communication, and communicates with the first game device 100, the second game device 200, and the authentication server 400 connected to the network NW.
  • the authentication server 400 is a computer, and executes an authentication process based on user authentication information of the first game device 100 and the second game device 200.
  • the authentication server 400 stores a set of user ID and password in an internal or external authentication database, and the set of user ID and password received from the first game device 100 (or the second game device 200) is authenticated. If it exists in the database, unique token information is issued to the user ID as a successful authentication, and is transmitted to the first game device 100 (or the second game device 200).
  • the token information is information having uniqueness for each user ID authenticated by the authentication server 400.
  • the token information may have an expiration date, and the game server 300 has received a processing request with token information within the expiration date from the first game device 100 (or the second game device 200). In such a case, the processing request from the first game device 100 (or the second game device 200) may be received and the processing may be executed. Otherwise, the processing request may be rejected.
  • the game system S may include a plurality of second game devices 200 having different platforms (standards of games that can be executed on the game device).
  • the authentication server 400 includes the second game device 200. It may be provided for each type of platform. In the present embodiment, the authentication server 400 corresponds to the platform of the second game device 200.
  • FIG. 2 shows an example of a display screen in the first game device 100.
  • one or more icons are displayed on the display unit 105.
  • a “game A application” icon 1000 indicating an application of the first game from the user. Is selected, the first game device 100 activates the application of the first game (game A).
  • FIG. 3 shows an example of the cooperation platform selection screen 1010 displayed when the first game is activated on the first game device 100.
  • the first game is linked with the second game, but when the second game corresponds to a plurality of platforms of the game system S, for example, the linked platform selection shown in FIG.
  • the screen 1010 allows the user to select a target platform with which the first game is linked.
  • An image 1013, an icon image 1014 for selecting “return” processing from the cooperation platform selection screen to the original screen, and an icon image 1015 for “determining” platform selection are displayed.
  • the first game device 100 manages user information of the game executed on the platform X.
  • the authentication server 400 is accessed and the login screen of the platform X shown in FIG. 4 is displayed.
  • the login screen 1020 has an ID input field 1021 for inputting a user ID, a password input field 1022 for inputting a password, and a screen for returning from the login screen 1020 to the original screen.
  • a return icon 1023, a login icon 1024 for executing a login request to the authentication server 400 based on information input in the ID input field 1021 and the password input field 1022 are displayed. If the first game device 100 has already logged in to the authentication server 400, the login screen in FIG. 4 may be omitted.
  • the first game apparatus 100 finishes the login process to the authentication server 400 based on the login screen 1020, the first game apparatus 100 accesses the game server 300 using the unique token information received from the authentication server 400, and the game is based on the token information. If there is data to be downloaded from the server 300, after downloading the data (the processing of this point will be described later), for example, the game screen 1030 of the first game shown in FIG. 5 is displayed.
  • the first game is a game in which facility objects are sequentially constructed in the game space and the area is expanded.
  • a game time time shown in the display area 1033 in FIG. 5
  • a predetermined time elapse for a predetermined time.
  • the facility object 1031 indicates a completed facility
  • the facility object 1032 indicates a facility under construction.
  • the user must wait for a predetermined game time to elapse until the facility object 1032 under construction is completed, but the time shown in the time display area 1036 in the display area 1034 in FIG.
  • the game time can be advanced with respect to the actual time. That is, when the first game device 100 detects that the use icon 1035 for using the fast-forward time is designated, the progress speed of the game time based on the designated duration (or designated number). Control is performed so that (for example, the length of game time per unit time of actual time) is N (> 1) times, for example, thereby speeding up the progress of the event in the game space.
  • the value of the fast-forward time represents the time range of the game time that the user can advance from the current game time. For example, in the example shown in FIG. In this case, the game time can be advanced by 5 minutes at a faster speed than usual. Note that when the fast-forwarding time is used, the fast-forwarding time is consumed as much as the game time is advanced by using the fast-forwarding time.
  • FIG. 6 shows an example of the game screen after using all the fast-forwarding times for 5 minutes shown in FIG. 5 by specifying the use icon 1035.
  • the progress of the game is controlled so that the game time is 60 times the normal time (for example, the actual one second corresponds to one minute of the game time).
  • the normal time for example, the actual one second corresponds to one minute of the game time.
  • the game speed is returned to the normal game speed (for example, 1 second of game time advances in actual 1 second). Therefore, when the user plays the first game, the user can advance the first game more efficiently by acquiring more fast-forwarding time.
  • the fast-forward time may be accumulated at a predetermined rate as the game time elapses (for example, the fast-forward time increases by 1 second with respect to 1 second of the game time). For this reason, there is a possibility that the motivation of continuous play is lowered because a waiting time is generated while the event of the first game progresses. Therefore, in the present embodiment, as described below, when the user plays the second game with the second game device 200, the fast-forward time in the first game can be acquired. For example, depending on the length of time that the user played the second game (hereinafter referred to as “play time”) or the number of times that the user played the second game (hereinafter referred to as “play count”). Thus, the fast-forward time in the first game can be acquired. In the present embodiment, in this way, the first game and the second game are coordinated, and the motivation to play both games is improved.
  • the second game apparatus 200 logs in as shown in FIG. A screen 2000 is displayed on the display device 207.
  • the login screen 2000 includes an ID input field 2001 for inputting a user ID, a password input field 2002 for inputting a password, and a screen for returning from the login screen 2000 to the original screen.
  • a return icon 2003 and a login icon 2004 for executing a login request to the authentication server 400 based on information input in the ID input field 1021 and the password input field 1022 are displayed. If the second game apparatus 200 has already logged in to the authentication server 400, the login screen in FIG. 7 may be omitted.
  • the second game device 200 accepts the selection of the second game after finishing the login process to the authentication server 400 based on the login screen 2000, for example, the second game play mode selection screen shown in FIG. 2010 is displayed.
  • the play mode selection screen 2010 is a screen for selecting one of a plurality of types of play modes.
  • the play mode selection screen 2010 shown in FIG. 8 is a screen for selecting one of a plurality of types of play modes having different difficulty levels.
  • the play mode selection screen 2010 has an icon 2011 for selecting the difficulty level “NORMAL” of the second game to be played, an icon 2012 for selecting the difficulty level “HARD”, An icon 2013 for indicating the selected difficulty level, a return icon 2014 for returning to the previous screen, and a determination icon 2015 for starting the second game with the selected difficulty level are displayed.
  • the determination icon 2015 is designated, the second game device 200 starts executing the second game in the difficulty mode indicated by the icon 2013.
  • the second game device 200 executes the second game based on the user's operation and then receives an instruction to display the end screen of the second game from the user, the game end shown in FIG. 9 is performed. A screen 2020 is displayed.
  • a pop-up screen 2021 displayed on the game end screen 2020 shown in FIG. 9 includes an icon 2022 for selecting to end the game, an icon 2023 for selecting returning to the game, an icon 2022 and an icon 2023.
  • An icon 2024 that indicates which is selected is displayed.
  • the second game device 200 When the icon 2002 for selecting the end of the game is designated, the second game device 200 generates, for example, play record information indicating the play record of the user's second game, and displays the play record information together with the user token information. It transmits to the game server 300.
  • the game server 300 stores the token information received from the second game device 200 in association with the play record information.
  • the play performance information includes information indicating a time when the user played the second game (play time) and a play mode when the user played the second game.
  • the play record information may include information indicating the number of times the user has played the second game (number of times played) and the progress status of the user's second game.
  • the game server 300 refers to the play performance information stored in association with the token information. And the game server 300 determines the increase amount of fast-forwarding time based on the play time and play mode contained in play performance information, and provides the determined increase amount of fast-forwarding time to the 1st game device 100.
  • the weight is set to 1
  • the play mode is the HARD mode
  • the weight is set to 2
  • the amount of increase in the fast-forward time is determined by play time ⁇ weight.
  • the amount of increase in the fast-forward time increases as the play time increases.
  • the “weight” corresponds to an increase in the fast-forwarding time per unit play time. For example, the “weight” is difficult when the difficulty level when the user plays the second game is high. Since the degree is set so as to be larger than when the degree is low, the amount of increase in the fast-forwarding time increases as the degree of difficulty when the user plays the second game is high.
  • the increase amount of fast-forwarding time was determined based on the time (play time) where the user played the 2nd game was demonstrated here, the frequency
  • the amount of increase in fast-forwarding time may be determined based on the progress status (progression level) of the user's second game.
  • the first game device 100 starts executing the first game after updating the fast-forward time value based on the increase amount of the fast-forward time provided from the game server 300.
  • FIG. 10 shows the first game in the case where the amount of increase in the fast-forward time acquired by the user playing the second game is 1 hour, for example, when the game is resumed from the game state ended in FIG.
  • An example of the game screen 1030 is shown.
  • the value of the fast-forward time shown in the time display area 1036 is increased by 1 hour regardless of the progress of the game time in the display area 1033.
  • the first game device 100 includes an operation reception unit 110, an authentication processing unit 111, an authentication information storage unit 112, a first game data storage unit 113, a game control unit 114, and an update data acquisition unit 115.
  • the first game data updating unit 116 and the display control unit 117 are provided.
  • the function of each unit provided in the first game device 100 is such that the control unit 101 provided in the first game device 100 reads a program stored in a storage unit 102 or a computer-readable information storage medium, It may be realized by operating.
  • the program may be supplied to the first game device 100 by an information storage medium such as an optical disk, a magnetic disk, a magnetic tape, a magneto-optical disk, or a flash memory, or may be supplied via a data communication network such as the Internet. It may be supplied to one game device 100.
  • an information storage medium such as an optical disk, a magnetic disk, a magnetic tape, a magneto-optical disk, or a flash memory
  • a data communication network such as the Internet.
  • the operation reception unit 110 receives an operation input performed by the user on the input unit 104.
  • the operation reception unit 110 may receive authentication information (for example, a user ID and password), a game operation, and the like from the user.
  • the authentication processing unit 111 communicates with the authentication server 400 and causes the authentication server 400 to execute user authentication processing. For example, when the token information within the valid period is not stored in the authentication information storage unit 112, the authentication processing unit 111 authenticates the user authentication information (for example, user ID and password) received from the user by the operation receiving unit. It may be transmitted to the server 400 to request user authentication from the authentication server 400. Then, when receiving the token information indicating that the user authentication is successful from the authentication server 400, the authentication processing unit 111 may store the token information in the authentication information storage unit 112.
  • the token information is information that uniquely identifies an authenticated user on the platform supported by the authentication server 400, and may be a valid period.
  • a service can be received from the game server 300 by presenting the token information to the game server 300 corresponding to the authenticated platform. Further, the authentication processing unit 111 may store the token information in association with the platform information corresponding to the authentication server 400, and no valid token information is stored in association with the platform information specified by the user. In some cases, user authentication information may be requested from the user.
  • the authentication information storage unit 112 stores authentication information (token information) acquired from the authentication server 400 in response to a user authentication request by the authentication processing unit 111.
  • the authentication information storage unit 112 may also store the user ID and password received by the operation receiving unit 110.
  • the first game data storage unit 113 is realized by the storage unit 102, for example, and stores data, programs, and the like of the first game executed by the first game device 100.
  • the first game data includes, for example, situation data representing the game situation. For example, when the first game is a game in which the game time advances as the actual time elapses, data indicating the current game time is included in the situation data. Further, for example, when the first game is a game in which an event progresses with time, data indicating the current progress status of the event is included in the status data. For example, in the first game, when a construction event of a facility object progresses, data indicating the progress of the construction event is included in the situation data.
  • the status data includes data indicating the remaining time until the construction event is completed or the degree of completion of the facility object.
  • points for example, action points or fatigue points
  • the situation data includes data indicating the current value of the point.
  • the first game data storage unit 113 stores a situation control parameter that is a game parameter for changing the situation of the first game faster than usual.
  • the situation control parameter includes a game parameter for advancing the event in the first game faster than usual. More specifically, for example, there are game parameters (for example, fast-forwarding time, etc.) for advancing the progress of the event at a faster speed than normal or forcibly advancing the progress of the event to a situation at a future time. Included in control parameters.
  • a time range in which the progress of the event can be advanced earlier than usual, or a time range in which the progress of the event can be advanced to a situation at a future time point may correspond to the situation control parameter.
  • a range of values that can increase the degree of progress of the event may correspond to the situation control parameter.
  • the event is an event in which a point that is decreased (or increased) when the user executes a command (for example, an action point or a fatigue point) increases (or decreases) over time
  • the point The range of values that can be increased may correspond to the situation control parameter.
  • the game control unit 114 controls the execution of the first game based on data and programs stored in the first game data storage unit 113. For example, the game control unit 114 may perform various processes such as selection, execution, stop, and action instruction to the character of the first game based on the user operation received by the operation reception unit. .
  • the game control unit 114 updates the situation data stored in the first game data storage unit 113. That is, the first game data update unit 116 advances the event in the first game by updating the situation data indicating the progress of the event that progresses in the game as time passes.
  • the game control unit 114 starts the progress of the event. Then, when a predetermined time has elapsed since the event started, the game control unit 114 completes the event. For example, when the operation receiving unit 110 receives an operation for instructing the construction of a facility object, the game control unit 114 starts the construction of the facility object. Then, when a predetermined time has elapsed since the start of construction of the facility object, the game control unit 114 determines that the construction of the facility object has been completed, and places the facility object in the game space.
  • the game control unit 114 changes the current situation of the event to a situation at a future time point based on the situation control parameter. In other words, the game control unit 114 advances the event faster than usual based on the situation control parameter. That is, the game control unit 114 advances the event faster than the progress according to the actual elapsed time based on the situation control parameter.
  • the game control unit 114 consumes the situation control parameter (for example, fast-forwarding time) and accelerates the progress of the game time than usual. By changing the current situation of the event to a situation at a future time.
  • the situation control parameter for example, fast-forwarding time
  • the game control unit 114 will be described by taking as an example a case where the first game situation control parameter is a fast-forwarding time.
  • the game control unit 114 activates a timer TM for updating the game time with the execution of the first game (for example, the time is counted every second in reality), and at the time counted by the timer TM.
  • the game time T may be sequentially updated based on the above.
  • TM () is a function that returns 1 every second
  • the initial value of T is 0
  • the game control part 114 is good also as controlling the progress of the event in a 1st game, etc. by updating status data based on the game time T updated sequentially.
  • the event (construction of a facility object) Will be completed.
  • the event construction of the facility object
  • the game control unit 114 acquires update data of situation control parameters (for example, fast-forwarding time) caused by playing the second game.
  • the update data acquisition unit 115 executes the processing to be performed. For example, when the first game start operation is received by the operation receiving unit 110 and the valid token information is stored in the authentication information storage unit 112, the game control unit 114 receives the token information and the game server 300. The address is provided to the update data acquisition unit 115.
  • the update data acquisition unit 115 acquires update data of situation control parameters generated by the user playing the second game. For example, the update data acquisition unit 115 transmits the token information received from the game control unit 114 to the game server 300, and based on the play record information of the second game of the user managed in association with the token information from the game server 300. Update data (for example, an increase in fast-forward time) of the status control parameter generated in this way is acquired.
  • the update data may be generated by the game server 300, or when the first game apparatus 100 acquires the play record information from the game server 300, the play record information acquired by the first game apparatus 100. You may generate based on.
  • the display control unit 117 displays a graphic image generated based on the information processing executed by the game control unit 114 (for example, the game screen and the login screen shown in FIGS. To display.
  • the second game device 200 includes an operation receiving unit 210, an authentication processing unit 211, an authentication information storage unit 212, a second game data storage unit 213, a game control unit 214, and a play record information generation unit. 215, a play record information transmission unit 216, and a display control unit 217.
  • the function of each unit provided in the second game device 200 is such that the control unit 201 provided in the second game device 200 reads a program stored in the storage unit 202 or a computer-readable information storage medium, It may be realized by operating.
  • the program may be supplied to the second game device 200 by an information storage medium such as an optical disk, a magnetic disk, a magnetic tape, a magneto-optical disk, or a flash memory, or may be supplied via a data communication network such as the Internet. It may be supplied to the second game device 200.
  • an information storage medium such as an optical disk, a magnetic disk, a magnetic tape, a magneto-optical disk, or a flash memory
  • a data communication network such as the Internet.
  • the operation reception unit 210 receives an operation input performed by the user on the input device 206.
  • the operation reception unit 210 may receive authentication information (user ID, password), game operation, and the like from the user.
  • the authentication processing unit 211 communicates with the authentication server 400 and causes the authentication server 400 to execute user authentication processing. For example, when the token information within the validity period is not stored in the authentication information storage unit 212, the authentication processing unit 211 uses the user authentication information (for example, user ID and password) received from the user by the operation receiving unit 210. It may be transmitted to the authentication server 400 to request user authentication from the authentication server 400. If the authentication processing unit 211 receives token information indicating that the user authentication is successful from the authentication server 400, the authentication processing unit 211 may store the token information in the authentication information storage unit 212. For example, the token information is information that uniquely identifies an authenticated user on the platform supported by the authentication server 400.
  • the token information is information that uniquely identifies an authenticated user on the platform supported by the authentication server 400.
  • the token information and the user ID have a one-to-one relationship, and the same token information is given if the user ID is the same.
  • the token information may have a valid period. If the token information is valid, the token server presents the token information to the game server 300 corresponding to the authenticated platform, so that the service is received from the game server 300. Can receive.
  • the authentication information storage unit 212 stores authentication information (token information) acquired from the authentication server 400 in response to a request for user authentication by the authentication processing unit 211.
  • the authentication information storage unit 212 may also store the user ID and password received by the operation receiving unit 210.
  • the second game data storage unit 213 is realized by, for example, the storage unit 202, and stores data, a program, and the like of the second game executed by the second game device 200.
  • the data and program of the second game may be read from the information storage medium and temporarily stored in the storage unit 202.
  • the second game may be playable in a plurality of types of play modes in which different difficulty levels are set.
  • the game control unit 214 controls the execution of the second game based on the data and program stored in the second game data storage unit 213. For example, based on the user operation received by the operation reception unit 210, the game control unit 214 selects a second game play mode, stage selection, game character operation, game item selection, use, game start, Various processes such as stop and end may be executed.
  • the play record information generation unit 215 uses the information obtained from when the game control unit 214 starts executing the second game to when it ends. Based on this, the play result information of the second game by the user is generated.
  • the play performance information includes the play time of the second game (elapsed time from the start of play to the end of play), the number of times of play of the second game, the play mode when the second game is played, the second It may include information such as the achievement status of the game task of the game, the game results of the second game, the progress status of the second game, platform information of the second game device 200, identification information of the second game, etc. .
  • the achievement status of the game task of the second game indicates, for example, a game task achieved by the user among predetermined game tasks. For example, constructing a predetermined number of facility objects, constructing a specific facility object, or expanding an area to a predetermined area, etc. are set as “game tasks”. For example, when the second game is a game in which the user defeats an enemy character, defeating a predetermined number of enemy characters or defeating a predetermined enemy character (for example, a boss character), etc. It is set as “issue”.
  • the game score of the second game indicates the game score that the user has stored in the second game.
  • the score of the user, the time required for the user to complete the game, or the number of enemy characters defeated by the user corresponds to an example of “game result”.
  • the progress status of the second game indicates how much the user has advanced the second game.
  • the elapsed time of the game time, the number of facility objects constructed by the user, the size of the area expanded by the user, and the like correspond to an example of “the progress status of the second game”.
  • the second game is a game in which the user completes a plurality of stages in order
  • the stage completed by the user corresponds to an example of “the progress status of the second game”.
  • the play record information transmitting unit 216 transmits the play record information generated by the play record information generating unit 215 to the game server 300 together with the user specific information related to the play record information.
  • the user's unique information is information unique to the user.
  • user identification information for example, user ID, e-mail address, etc.
  • token information issued to a user authenticated by the authentication server 400 can be used.
  • Other authentication information for example, user biometric information
  • the user token information stored in the authentication information storage unit 212 is used as the user specific information.
  • the play record information transmission unit 216 transmits the play record information to the game server 300 together with the user token information stored in the authentication information storage unit 212.
  • the display control unit 217 causes the display device 207 to display a graphic image generated based on the information processing executed by the game control unit 214 (for example, the game screen and the login screen shown in FIGS. 7 to 9 and the like). .
  • the game server 300 includes a play record information registration unit 310, a play record information storage unit 311, an update data request reception unit 312, a play record information acquisition unit 313, an update data generation unit 314, and update data provision.
  • the function of each unit provided in the game server 300 is realized by the control unit 301 provided in the game server 300 reading a program stored in a storage unit 302 or a computer-readable information storage medium and operating hardware. It may be good.
  • the program may be supplied to the game server 300 via an information storage medium such as an optical disk, a magnetic disk, a magnetic tape, a magneto-optical disk, or a flash memory, or may be supplied to the game server 300 via a data communication network such as the Internet. It may be supplied.
  • an information storage medium such as an optical disk, a magnetic disk, a magnetic tape, a magneto-optical disk, or a flash memory
  • a data communication network such as the Internet. It may be supplied.
  • the play record information registration unit 310 registers the play record information related to the user's second game transmitted from the second game device 200 in the play record information storage unit 311. For example, the play record information registration unit 310 acquires the play record information related to the second game of the user transmitted from the second game device 200 together with the token information of the user related to the play record information, and the acquired play record information and The token information may be registered in the play record information storage unit 311.
  • the play record information storage unit 311 is realized by the storage unit 302, for example, and stores play record information registered by the play record information registration unit 310.
  • the play record information storage unit 311 may store the play record information acquired by the play record information registration unit 310 in a play record information management table as shown in FIG.
  • FIG. 14 shows an example of a play record information management table stored in the play record information storage unit 311.
  • a data ID that identifies data of play record information
  • a game ID that identifies a game
  • a platform ID that identifies a game platform
  • a user ID may be stored instead of the user token information.
  • the initial value of the processed flag is set to unprocessed (false: F), and the update data of the situation control parameter of the first game is based on the play result information of the second game. When provided to the device 100, it is updated to processed (true: T).
  • the update data request accepting unit 312 accepts an update data provision request (hereinafter referred to as an update data request) of the first game situation control parameter from the first game device 100.
  • the update data request accepting unit 312 accepts an update data request from the first game device 100 together with the token information of the user and a target game ID for requesting update data (game ID of the first game).
  • an update data request accepts an update data request from the first game device 100 together with the token information of the user and a target game ID for requesting update data (game ID of the first game).
  • the play result information acquiring unit 313 is a play for which update data is generated from the play result information stored in the play result information storage unit 311. Acquire performance information.
  • the play record information acquisition unit 313 includes, from the play record information management table, the token information received by the update data request receiving unit 312 and the game ID related to the received game ID (game ID of the first game). Based on (game ID of the second game) and the processed flag, the play record information may be searched and the searched play record information may be acquired. More specifically, the play record information acquisition unit 313 includes token information and a game ID of the second game among records indicating the play record information stored in the play record information management table, and has been processed. A record whose flag is unprocessed (false: F) may be searched and acquired as target data.
  • the update data generation unit 314 generates update data of the first game situation control parameter based on the play record information acquired by the play record information acquisition unit 313. For example, the update data generation unit 314 generates update data of the situation control parameter of the first game based on the play result information of the second game acquired by the play result information acquisition unit 313.
  • the update data indicates an increase in fast-forwarding time, which is the first game situation control parameter.
  • the update data generation unit 314 performs the fast-forwarding time based on the play time (or the number of times of play) included in the play record information acquired by the play record information acquisition unit 313 and the weight (coefficient) determined for the play mode. May be calculated.
  • the update data generating unit 314 adds the fast-forward time increments generated based on the respective play record information, thereby adding the first Update data to be provided to the game device 100 may be generated.
  • the update data providing unit 315 provides the update data generated by the update data generating unit 314 to the first game device 100.
  • the update data providing unit 315 may notify the play record information updating unit 316 to that effect.
  • the update data provision part 315 provides the 1st game device 100 with the play performance information acquired by the play performance information acquisition part 313, when update data are produced
  • the play record information update unit 316 updates the play record information data acquired by the play record information acquisition unit 313 when the update data providing unit 315 provides update data. For example, the play record information update unit 316 processes the play record information that is the basis for generating the update data when the update data providing unit 315 normally receives the update data with respect to the first game device 100. The completed flag may be updated to processed (true: T).
  • the second game device 200 when the second game device 200 receives an operation for starting the second game from the user (S1), when valid token information is not stored in the storage unit 202 (S2). : N), for example, the login screen shown in FIG. 7 is displayed on the display device 207, and the input of the user ID and password is accepted from the user (S3). Then, the second game device 200 transmits the user ID and password received in S3 to the authentication server 400 (S4), and requests the authentication server 400 for user authentication.
  • the authentication server 400 executes an authentication process based on the user ID and password received from the second game device 200, and authenticates to the second game device 200 if the authentication is not successful (S5: N). An error is notified (S6).
  • the second game device 200 receives an authentication error from the authentication server 400, the second game device 200 executes predetermined error processing (error display or the like).
  • the authentication server 400 If the authentication is successful in S5 (S5: Y), the authentication server 400 generates token information unique to the user ID as necessary, and transmits the token information to the second game device 200. (S8). When receiving the token information from the authentication server 400, the second game device 200 stores the received token information in the storage unit 202 (S9).
  • the second game device 200 displays, for example, the play mode selection screen shown in FIG. And the second game play mode (difficulty) is received from the user (S10), the second game is started in the play mode received in S10, and the second game based on the operations sequentially received from the user.
  • the game is executed (S11).
  • the second game device 200 When the second game device 200 does not end the second game based on the operation received from the user (S12: N), the second game device 200 continues the process of S11 and ends the second game ( (S12: Y), play record information of the second game executed in S11 is generated (S13).
  • the play record information includes, for example, information such as the play time of the second game, the number of plays, the play mode, the achievement status of the game task, the game results, the progress status, the platform information, and the game identification information. It may be included.
  • the 2nd game device 200 transmits the play performance information produced
  • the game server 300 records the token information received from the second game device 200 in association with the play record information in the storage unit 302 (S15). For example, the game server 300 may store token information and play record information in the play record information management table shown in FIG. Further, the game server 300 may verify the validity of the token information received from the second game device 200, and may execute the process of S15 only when it is valid.
  • the above is one example of the flow of processing for recording the play record information of the second game played by the user with the second game device 200 in the game server 300.
  • the authentication server 400 executes an authentication process based on the user ID and password received from the first game device 100, and authenticates to the first game device 100 when the authentication is not successful (S25: N). An error is notified (S26).
  • the first game device 100 receives an authentication error from the authentication server 400, the first game device 100 executes predetermined error processing (error display or the like).
  • the authentication server 400 If the authentication is successful in S25 (S25: Y), the authentication server 400 generates token information unique to the user ID as necessary, and transmits the token information to the first game device 100. (S28). When receiving the token information from the authentication server 400, the first game device 100 stores the received token information in the storage unit 102 (S29).
  • the first game device 100 When the valid token information is stored in S ⁇ b> 22 in S ⁇ b> 22 (S ⁇ b> 2: Y) or after S ⁇ b> 29, the first game device 100 is unique to the game ID of the first game and the user ID. Information is transmitted to the game server 300 (S30), and the provision of update data regarding the situation control parameters of the first game is requested.
  • the update data will be described as an increment value (addition point) P of the value x of the situation control parameter X (for example, fast-forward time) in the first game.
  • the game server 300 When the game server 300 receives the game ID and the token information from the first game device 100, the game server 300 plays based on the received game ID and token information to generate update data from the play record information management table. Results information is searched (S31). For example, the game server 300 specifies the game ID of the second game stored in association with the game ID of the first game received from the first game device 100, and the game ID of the specified second game. And the token information received from the first game apparatus 100, and the play record information whose processed flag is unprocessed (F) may be searched from the play record information management table.
  • the game server 300 When there is play record information searched in S31 (S32: Y), the game server 300 generates update data of the first game situation control parameter based on the searched play record information (S33). .
  • the details of the process for generating the update data of the situation control parameters of the first game will be described based on the flowchart shown in FIG.
  • the game server 300 sets the number of records of the play record information searched in S31 to N (N is an integer of 1 or more) (S41), and sets the variable i to 1.
  • the addition point P is initialized to 0 (S42).
  • each piece of play record information searched in S31 is represented as D 1 to D N.
  • the game server 300 based on the data content of the play result information D i, to calculate the sum points P i based on the play result information D i (S43), adds the P i to the current summing point P (S44).
  • P i (number of times played) ⁇ (addition time per unit number of times) ⁇ (weight determined in play mode) may be calculated.
  • the first game device 100 When receiving the update data transmitted from the game server 300, the first game device 100 returns a confirmation response to the game server 300 (S36).
  • the game server 300 When the update data is normally received based on the confirmation response received from the first game device 100 (S37: Y), the game server 300 generates update data that is managed in the play record information management table.
  • the processed flag of the play record information used for the is updated to processed (T) (S38). Note that the game server 300 is managed in the play record information management table when it is determined that the update data has not been normally received based on the confirmation response received from the first game device 100 (S37: N).
  • the processed flag of the play record information used for generating the update data may not be updated.
  • the first game device 100 executes the first game after receiving the update data from the game server 300 (S39).
  • the details of the execution process of the first game will be described based on the flowchart shown in FIG.
  • the first game device 100 starts the timer TM for the game time T of the first game and starts executing the first game (S53).
  • the execution of the first game may be controlled by the game control unit 114 provided in the first game device 100, and the control of the first game is as described above.
  • the first game device 100 controls the first game at a normal progress speed (for example, a state in which the game time advances every second in reality). If the operation is received from the user (S54: Y) and the operation is an operation for advancing the game (S55: Y), the process proceeds to S56.
  • a normal progress speed for example, a state in which the game time advances every second in reality.
  • the first game device 100 when the first game device 100 accepts an operation for speeding up the progress of the game, the first game device 100 records the value of the game time T at the start time for speeding up the game progress (the game time at the start time is T1) ( S56) The progress speed of the timer TM of the game time T is updated to A (> 1) times to control the execution of the first game (S57). Then, the first game device 100 updates the fast-forwarding time value x by subtracting the game time (T-T1) that has elapsed by advancing the progress from the fast-forwarding time value x (S58).
  • the first progress is made with the timer TM being accelerated.
  • the process returns to S58 while maintaining the control of the game.
  • the fast-forwarding time value x reaches 0 in S59 (S59: N), or when the operation for advancing the game is completed (S60: N)
  • the first game device 100 has a game time.
  • the progress speed of the timer TM of T is returned to the normal time (that is, 1 time) to control the execution of the first game (S61).
  • the first game device 100 executes a game process corresponding to the operation and performs the first operation by the received operation, for example. If the game is not finished (S63: N), the process returns to S54 and the subsequent processing is continued, and if the first game is finished by the accepted operation (S63: Y), the first game The process is terminated by stopping the progress of. In the processes shown in FIGS. 16 to 18, after the error process of S27 is performed, the processes of S51 and S52 may be omitted, and the process may proceed to S53 to start the first game.
  • the user changes the progress of the first game played by the first game device 100 by playing the second game using the second game device 200. Therefore, motivation to play the first game can be maintained.
  • the user can increase the time range in which the game time of the first game can be advanced based on the time and number of times the user played the second game with the second game device 200, the number of times.
  • the progress of the first game can be accelerated, and the first game can be advanced more efficiently.
  • the first game is a game that competes for the speed of progression of events that progress as time passes, the more the second game is played, the more the first game advances.
  • the motivation to play both the first game and the second game can be improved for the user.
  • the higher the difficulty level when the user plays the second game the higher the acquisition efficiency of the time range in which the game time of the first game can be advanced, thereby increasing the linkage with the first game.
  • the user can feel the reward obtained when playing the second game at a high difficulty level.
  • a time range in which the game time of the first game can be advanced to the future is set based on the play record information of the second game, and the user is within the set time range.
  • the game time of the first game may be updated at a future time designated by. In this way, it is possible to advance instantaneously to a future time point designated by the user of the first game.
  • a time range in which the game time of the first game can be returned to the past is set based on the play record information of the second game, and the user is within the set time range.
  • the game time of the first game may be updated to a past time based on the time designated by. In this way, the first game can be played back in the past, so that the user can go back to the past point where there was a mistake and play the first game again without any mistakes. It becomes possible.
  • the first game when the value of a predetermined parameter increases with time in the first game, the first game is determined according to the play record information of the second game.
  • a situation control parameter capable of decreasing the value of the predetermined parameter is set in the first game, and when a predetermined operation is received in the first game, the value of the predetermined parameter is lowered using the situation control parameter. You may do it.
  • the predetermined parameter is data that is disadvantageous when the value increases, such as the fatigue level of the game character in the first game
  • the first game can be further improved by playing the second game. It becomes possible to play advantageously.
  • the game system S when the value of a predetermined parameter decreases with the passage of time in the first game, according to the play record information of the second game, A situation control parameter capable of increasing the value of the predetermined parameter is set in the first game, and when a predetermined operation is received in the first game, the value of the predetermined parameter is increased using the situation control parameter. You may do it.
  • the predetermined parameter is data that is disadvantageous when the value decreases, such as the remaining time of the time limit in the first game
  • the first game can be made more effective by playing the second game. It becomes possible to play advantageously.
  • the addition of the fast-forwarding time is calculated based on data of a plurality of items (play time, number of times played, game results, etc.) included in the play record information of the second game. May be.
  • the progress of the event in the first game is slower than usual.
  • the game control unit 114 may control the progress of the game time of the first game to be slower than usual.
  • the value of ⁇ may be updated so that 0 ⁇ ⁇ 1 while the situation control parameter is used, and ⁇ may be returned to 1 while the situation control parameter is not used.
  • the subject whose progress is delayed may be the progress speed of some events performed in the first game, instead of the game time of the first game. At this time, the event to be slowed down may be selected based on designation from the user.
  • the first game device 100 that executes the first game and the second game are executed.
  • the second game device 200 to be executed may be one game device.
  • one game device that executes the first game and the second game has the functions provided in the first game device 100 and the second game device 200 shown in FIGS. It is good to have both.
  • the game and the second game may be the same game or different games.
  • the second game device 200 that executes the second game may function as the game server 300 for the first game device 100.
  • the second game device 200 has the function of the game server 300 shown in FIG. 13, and the first game device 100 requests update data from the second game device 200. Good.
  • the first game device 100 may acquire the play result information of the second game from the game server 300 and generate the update data of the situation control parameter.
  • the game server 300 provides the play record information acquired by the play record information acquisition unit 313 to the first game apparatus 100, and the first game apparatus 100 functions as the update data generation unit 314.
  • the update data generation unit 314 may generate update data based on the play record information provided from the game server 300.
  • the processed flag has been processed.
  • the fast-forward time increment may be calculated based on the difference time between the play time included in certain play record information and the play time included in the play record information whose processed flag is unprocessed.
  • the first game may be a game that progresses when data communication is executed between the game server 300 and the first game device 100.
  • all or part of the functional blocks that are to be realized by the first game apparatus 100 may be realized by the game server 300.
  • the game server 300 (game control apparatus) It is good also as having functions, such as control part 114, update data acquisition part 115, and 1st game data update part 116.
  • data referred to or updated by these functional blocks is stored in the storage unit 302 of the game server 300 (or a storage device accessible from the game server 300).
  • the game time is real even while the first game is not being executed. It is good also as a game which advances as time passes.
  • the first game device 100 sets the time point when the execution of the first game is stopped as the first time point, and the time point when the first game is started after the first time point as the first time point.
  • the game time at the second time point is set based on the game time at the first time point and the elapsed time from the first time point to the second time point, and then the first game May be started.
  • the game system (S) is a game system (S) that executes a first game in which an event in a game progresses with time, and is associated with each user's unique information.
  • the play record information associated with the specific information of the user who plays the first game is acquired from the play record information storage means (311) for storing the play record information including information on the play time or the number of times of play of the game.
  • the situation data update means (116) updates the situation data indicating the current situation of the event. And including.
  • “Time elapse” means that time elapses (in other words, time advances).
  • the “play time” is the time that the user has played the game, and the “number of times of play” is the number of times that the user has played the game.
  • the game control device (100 or 300) relates to the unique information of each user in the game control device (100) that controls the execution of the first game in which events in the game progress with time.
  • the play record information storage means (311) for storing play record information including information related to the play time or the number of plays of the second game of the user Means (115) for obtaining information based on the played record information, and status data updating means (116) for updating situation data indicating the current situation of the event based on the information based on the play record information ,including.
  • the “information based on the play record information” may be the play record information itself or information obtained based on the play record information.
  • the program according to the present invention causes a computer to function as the game system (S) or the game control device (100 or 300) described above.
  • the user can change the progress of events in a game in which events progress with time, by playing other games.
  • the situation data update means (116) based on the play achievement information acquired by the play achievement information acquisition means (313), Means for updating the current status of the event to be the status at a future time.
  • the “situation at a future time point” is a situation at a time point when a given time is advanced from the present time. According to this aspect, the user can speed up the progress of the event of the first game according to the play performance of the second game.
  • the time range in which the status of the event can be updated from the current status is determined based on the play performance information acquired by the play performance information acquisition means (313).
  • a setting means (116) for setting, a time designation accepting means (110) for accepting designation of a time within the time range from the user, and the situation data updating means (116), the current situation of the event is Means for updating the situation data so that the situation at the time when the time designated by the user has elapsed is included.
  • the user can speed up the progress of the event of the first game to the designated time point within the time range set according to the play performance of the second game.
  • the second game in the game system (S), the second game can be played in a plurality of types of play modes, and the play record information is obtained by the user playing the second game.
  • the setting means (116) includes the play time or the number of play times of the second game of the user and the play mode when the user plays the second game.
  • the time range is set on the basis of the type. According to this aspect, the user can acquire a time range in which the progress of the event of the first game can be accelerated according to the time or the number of times of playing the second game.
  • the setting means (116) increases the time range based on the play time or the number of times of play of the second game of the user; When the time range is increased, the amount of increase in the time range per unit play time or the number of unit plays of the second game is set as the type of play mode when the user plays the second game. And means for changing based on.
  • the user can acquire a time range in which the progress of the event of the first game can be accelerated according to the time or number of times of playing the second game and the play mode at that time.
  • the plurality of types of play modes include a first play mode and a second play mode having a higher difficulty level than the first play mode.
  • the setting means (116) includes the increment per unit play time or the number of unit plays when the play mode when the user plays the second game is the second play mode. Is set to an increase amount that is greater than the increase amount per unit play time or the number of unit play times when the play mode when the user plays the second game is the first play mode. Including means. According to the said aspect, if the user is the same play time regarding the 2nd game and the frequency
  • the setting means (116) designates the time range by the user when the situation data updating means (116) is updated. Means for decreasing the time, and means for increasing the time range based on the play time or the number of times the user has played the second game after the update by the situation data update means (116) is executed. ,including.
  • the user proceeds with the progress of the event of the first game by the amount of the time range in which the progress of the event of the first game acquired by playing the second game can be accelerated. You can expedite.
  • the situation data update unit (116) is configured to store the situation data based on the play record information acquired by the play record information acquisition unit (115). Means for updating the current status of the event to return to the status at a past time.
  • the “situation at a past time point” is a situation at a time point a given time before the present time. According to the said aspect, the user can return the event of a 1st game to the past time according to the play performance of a 2nd game.
  • the situation data update means (116) indicates that the progress of the event is based on the play achievement information acquired by the play achievement information acquisition means (313).
  • the situation data is updated so that it proceeds faster than the actual progress of time.
  • the user can fast-forward (speed up) the progress of the event of the first game according to the play performance of the second game.
  • the situation data update means (116) indicates that the progress of the event is based on the play achievement information acquired by the play achievement information acquisition means (313).
  • the situation data is updated so that it progresses slower than the actual progress of time. According to this aspect, the user can slow down the progress of the event of the first game according to the play performance of the second game.
  • the game system in the first game, when a predetermined instruction is given by the user, a value of a predetermined parameter is decreased, and the predetermined value is determined as time passes. And the status data includes data indicating a current value of the predetermined parameter. According to this aspect, the user can recover the predetermined parameter of the first game that increases with the passage of time.
  • a value of a predetermined parameter is increased when a predetermined instruction is given by the user, and the predetermined parameter is increased as time passes.
  • the status data includes data indicating a current value of the predetermined parameter.
  • the play performance information includes information related to the progress status of the second game of the user.
  • the user can change the progress status of the event of the first game according to the progress status of the second game.
  • the first game is executed by the first game device (100)
  • the second game is executed by the second game device (200).
  • the play record information storage means (311) stores the play record information related to the play record of the second game in association with the user's unique information acquired from the second game device (200)
  • the play record information acquisition unit (313) acquires the play record information stored in the play record information storage unit (311) in association with the user's unique information acquired from the first game device (100).
  • the user can change the progress of the event of the first game executed on the first game device (100) according to the play result of the second game executed on the second game device (200). it can.
  • S game system NW network, 100 first game device, 101 control unit, 102 storage unit, 103 communication unit, 104 input unit, 105 display unit, 110 operation reception unit, 111 authentication processing unit, 112 authentication information storage unit, 113 1st game data storage part, 114 Game control part, 115 Update data acquisition part, 116 1st game data update part, 117 Display control part, 200 2nd game device, 201 Control part, 202 Storage part, 203 Communication part , 204 input interface, 205 display interface, 210 operation accepting unit, 211 authentication processing unit, 212 authentication information storage unit, 213 second game data storage unit, 214 game control unit, 215 play record information generation unit, 216 play record information transmission Part, 217 display control part, 300 game server, 301 control , 302 storage unit, 303 communication unit, 310 play record information registration unit, 311 play record information storage unit, 312 update data request reception unit, 313 play record information acquisition unit, 314 update data generation unit, 315 update data provision unit, 316 Play result information update unit, 400 authentication

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • User Interface Of Digital Computer (AREA)
  • Information Transfer Between Computers (AREA)
PCT/JP2015/056502 2014-03-18 2015-03-05 ゲームシステム、ゲーム制御装置、プログラム、及び情報記憶媒体 Ceased WO2015141480A1 (ja)

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