WO2015145904A1 - Server device, game system and game program - Google Patents

Server device, game system and game program Download PDF

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Publication number
WO2015145904A1
WO2015145904A1 PCT/JP2014/084050 JP2014084050W WO2015145904A1 WO 2015145904 A1 WO2015145904 A1 WO 2015145904A1 JP 2014084050 W JP2014084050 W JP 2014084050W WO 2015145904 A1 WO2015145904 A1 WO 2015145904A1
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WO
WIPO (PCT)
Prior art keywords
player
game
item
unit
manufacturing
Prior art date
Application number
PCT/JP2014/084050
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French (fr)
Japanese (ja)
Inventor
陽介 見延
Original Assignee
株式会社セガ
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Publication date
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Publication of WO2015145904A1 publication Critical patent/WO2015145904A1/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
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • G07F17/3281Games involving multiple players wherein game attributes are transferred between players, e.g. points, weapons, avatars
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat

Definitions

  • the present invention relates to a server device, a game system, and a game program.
  • the online game uses a system that collects game items (hereinafter referred to as “materials”) as materials and manufactures new game items (hereinafter referred to as “new items”) based on the collected materials. There is something to do.
  • the present invention provides a server capable of suppressing the second player from carrying away an item when the first player manufactures an item via the second player using the item owned by the first player.
  • An object is to provide a device, a game system, and a game program.
  • the server device is played using a communication unit that communicates with a plurality of terminal devices that execute a game capable of manufacturing a game item, and any one of the plurality of terminal devices.
  • a communication unit that communicates with a plurality of terminal devices that execute a game capable of manufacturing a game item, and any one of the plurality of terminal devices.
  • An intermediary unit that mediates the production using the communication unit, and a setting unit that sets the game item produced by the mediation of the mediation unit as the property of the first player.
  • the second player when the first player manufactures an item via the second player using the item owned by the first player, the second player can be prevented from escaping with the item.
  • FIG. 1 It is a schematic diagram of the composition of the game system concerning a first embodiment. It is a schematic block diagram which shows the hardware constitutions of the game processing 1st A server as an example of a server. It is a block diagram which shows an example of a function structure and effect
  • FIG. 9 is a diagram illustrating an example of a window displayed on the display device of the terminal device illustrated in FIG. 3 following FIG. 8.
  • FIG. 10 is a diagram illustrating an example of a window displayed on the display device of the terminal device illustrated in FIG. 3 following FIG. 9.
  • FIG. 11 is a diagram illustrating an example of a window displayed on the display device of the terminal device illustrated in FIG. 3 following FIG. 10.
  • FIG. 12 is a diagram illustrating an example of a window displayed on the display device of the terminal device illustrated in FIG. 3 following FIG. 11.
  • FIG. 1 is a schematic diagram of a configuration of a game system 10 according to the first embodiment.
  • -Server system configuration In the game system 10 according to the first embodiment, in a certain type of first game device 12, for example, a plurality of players simultaneously use RPG (Role-Playing Game), a so-called multi-player participatory online in one world using the Internet IN. A first game that is RPG can be played. In the game system 10, the second game related to the first game can be played on the second game device 14 that is different from the first game device 12. Note that the first game and the second game may be the same game.
  • RPG Role-Playing Game
  • the player character appearing in the RPG is displayed between the first game and the second game.
  • Some data such as items, weapons, and armor to be used is shared. However, at least the level and experience value of the player character in the data may not be shared between games.
  • This linkage setting is performed for each player's identification information, and this setting associates the identification information with linkage or non-linkage.
  • Such a game system 10 includes a first server group 16 capable of communicating with a plurality of first game devices 12 via the Internet IN, and a second server capable of communicating with a plurality of second game devices 14 via the Internet IN.
  • a server group 18 is included. In the game system 10, the first server group 16 and the second server group 18 can communicate with each other.
  • the plurality of first game devices 12 are game devices of the same type. However, as long as the same game environment can be realized, the first game devices 12 may be different types of game devices.
  • the type of the first game device 12 is, for example, a personal computer or a home game machine.
  • the plurality of second game devices 14 are different types of game devices from the first game device 12, and a game environment different from the first game device 12 is realized.
  • the plurality of second game devices 14 are game devices of the same type. However, as long as the same game environment can be realized, the respective second game devices 14 may be different types of game devices.
  • the type of the second game device 14 may be a personal computer, a home game machine, or the like, as long as it is a different type of game device from the first game device 12.
  • the game device may be inferior in terms of performance.
  • the type of the second game apparatus 14 is, for example, a mobile phone including a so-called smartphone.
  • the first server group 16 includes a game processing first A server 20, a game processing first B server 22, a plurality of game processing servers including a game processing first C server 24, a login server 26, and a DB server 28. , Including.
  • Each game process first server such as the game process first A server 20, the game process first B server 22, the game process first C server 24, etc., each succeeds in the login process described later for the same first game.
  • One game device 12 is provided. However, if the servers are different, even if the contents of the first game are the same, the world in the first game is different, and the players participating in the world are also different.
  • the login server 26 When there is a login request from any one of the first game apparatuses 12, the login server 26 performs a login process based on the identification information transmitted from the apparatus. If the login process is successful, the login server 26 processes (provides) the first game to a game processing server such as the game processing first A server 20 selected by the player from all the game processing servers. To start.
  • the DB server 28 has a database (DB) (not shown), performs a process such as searching the DB in response to a request from another server such as the game processing first A server 20, and returns a processing result. It is.
  • the DB of the DB server 28 stores various information related to the player, player character setting information including the name and type of the player character related to the first game, and data indicating status information such as the level and experience value of the player character. Yes.
  • character related information such as tools, weapons, armor, etc., money information used during the game, quest information regarding quests (adventure scenarios or missions) performed during the game, and tools etc. are purchased by charging.
  • Data indicating various kinds of information such as shop information about shops that can be stored is stored.
  • the second server group 18 includes a game processing second A server 32, a game processing second B server 34, a plurality of game processing servers including a game processing second C server 36, a login server 38, and a DB. Server 40.
  • Each game process second server such as the game process second A server 32, the game process second B server 34, and the game process second C server 36, has the same second game after the login process described later succeeds. This is provided to the second game device 14. However, if the game processing servers are different, even if the content of the second game is the same, the world in the second game is different, and the players participating in the world are also different.
  • the login server 38 When there is a login request from any one of the second game apparatuses 14, the login server 38 performs a login process based on the identification information transmitted from the apparatus. If the login process is successful, the login server 38 causes the game processing server associated with the identification information to start processing (providing) the second game.
  • the DB server 40 is a server that has a DB (not shown) inside, performs processing such as searching for the DB in response to a request from another server, and returns a processing result.
  • the DB of the DB server 40 stores various information related to the player, player character setting information including the name and type of the player character related to the second game, and data indicating status information such as the level and experience value of the player character. Yes.
  • this DB contains information related to characters such as tools, weapons, and armor, money information used during the game, quest information related to quests performed during the game, and shops related to shops where items can be purchased by charging. Data indicating various information such as information is stored.
  • some data of the DB server 40 shared between the first game and the second game is the corresponding partial data of the DB server 28. And may be synchronized periodically.
  • FIG. 2 is a schematic block diagram showing a hardware configuration of the game processing first A server 20.
  • This hardware configuration is a configuration common to various servers including the game processing first server and the game processing second server.
  • the game processing first A server 20 includes, for example, a control unit 50, an input device 52, an external storage device 54, an output device 56, and a communication interface (IF) 58.
  • the control unit 50 controls the overall operation of the game processing first A server 20, for example.
  • a bus arbiter 62 for example, a communication interface (IF) 58, a peripheral interface (I / F) 60, a CPU 64, a main memory 66, a ROM 68, a GPU 70, a graphic memory 72, and an audio memory 74 and an audio processor 76 are connected.
  • IF communication interface
  • I / F peripheral interface
  • the input device 52 is used for a server administrator or the like to input an operation signal to the control unit 50.
  • Examples of the input device 52 include a keyboard, a pointing device such as a mouse and a trackball, and the like. Further, the input device 52 may include a touch pad or a touch panel provided in the display 56A described later.
  • the external storage device 54 can be detachably connected to the control unit 50 via, for example, a peripheral interface (I / F) 60.
  • One or more peripheral devices may be additionally connected to the peripheral I / F 60.
  • the external storage device 54 may be a storage device built in the game processing first A server 20.
  • the external storage device 54 a hard disk drive (HDD), flash memory, SRAM (Static Random Access Memory), magnetic tape device, optical disk device, or the like can be used.
  • the external storage device 54 includes, for example, various programs including programs according to the first embodiment (for example, a first game processing program and a parameter change program), parameters generated in the server and / or received from the first game device 12. Etc. can be stored.
  • the program according to the first embodiment can be provided in a form recorded on a computer-readable recording medium.
  • Recording media include, for example, hard disks, magnetic disks, magneto-optical disks, CD-ROM (Compact Disk Read Only Memory), DVD (Digital Versatile Disk), BD (Blue-ray Disk), ROM cartridge, RAM cartridge with battery backup , Flash memory cartridges, non-volatile RAM cartridges, and the like.
  • the program according to the first embodiment may be provided to the game processing first A server 20 via the network NET by the communication IF 58.
  • the “computer” is a concept including, for example, hardware and an operating system (OS), and may mean hardware that operates under the control of the OS. Further, when the OS is unnecessary and the hardware can be operated by the program alone, it can be considered that the hardware corresponds to a computer.
  • the hardware can include an arithmetic device such as a CPU and a reading device that can read a program recorded on a recording medium.
  • the program according to the first embodiment includes a program code for causing the above-described computer to realize the function as the game processing first A server 20. Some of the functions may be realized by the OS instead of the program.
  • the output device 56 includes a display 56A and a speaker 56B, for example, and provides management video and audio such as a program according to the first embodiment to an operator of the game processing first A server 20 and the like.
  • a liquid crystal display, PDP (plasma display panel), HMD (head mounted display), or the like can be applied to the display 56A.
  • the display 56A may be a large-screen integrated display having a plurality of displays.
  • the communication IF 58 is a device or interface that enables connection to a network NET including the Internet IN.
  • the game processing first A server 20 can appropriately communicate with other servers such as the DB server 28 and the login server 26 connected to the network NET and the first game device 12 via the communication IF 58.
  • the first game and the second game are games related to each other, and each game is a multiplayer online RPG.
  • a 3D game field is displayed on the display of the first game device 12 or the second game device 14 during game play.
  • a player character that can be operated using an operation unit such as a mouse or a controller of the first game device 12 or the second game device 14, and a player while moving in the game field.
  • a plurality of types of enemy characters attacking the character are displayed.
  • the game field for combating the enemy character and the game feel to be manufactured may be the same field or different fields.
  • the player can freely move the player character on the game field and develop a battle with the enemy character encountered at the destination.
  • Each of the player character and the enemy character has inherent durability (hereinafter referred to as “HP”).
  • This player character can participate in the game field with weapons, armor, accessories, etc. Further, the player character can improve or recover the status of the player character, for example, using a tool possessed during the game play. Furthermore, it is possible to attack the enemy character, recover the teammate character, improve the status of the player character, etc., using the acquired magic and skill.
  • new (game) items that can be manufactured are not only tools used during game play, but also items with a wide concept including weapons and armor as accessories, accessories, skills, magic, etc. It is.
  • FIG. 3 is a block diagram showing an example of the functional configuration and operation of the game system 10 according to the first embodiment.
  • the game system 10 includes, for example, terminal devices 100A and 100B and a server unit 102 as a server device.
  • the terminal devices 100A and 100B are the first game device 12 and the second game device 14, respectively.
  • the terminal device 100A is operated by the first player 104 having specific identification information (ID), for example, and executes the first game or the second game.
  • the terminal device 100B is operated by the second player 106 having an ID different from the identification information of the first player 104, and executes the first game or the second game.
  • the server unit 102 includes a first server group 16 and a second server group 18.
  • the game processing first A server 20 and the DB server 40 may be configured, or the game processing first A server 20 and the like may be configured by only one server.
  • the server unit 102 includes a communication unit 108 and a storage unit 110.
  • the communication unit 108 includes, for example, a CPU 64, a communication IF 58, and the like.
  • the communication unit 108 is used for communication connection of the server unit 102 with a single or a plurality of terminal devices via the network NET.
  • the communication unit 108 is for communication connection with the terminal devices 100A and 100B among the plurality of terminal devices.
  • the storage unit 110 includes an external storage device 54.
  • the storage unit 110 stores, for example, a player ownership information table 112 as player ownership information, a temporary storage information table 114 as temporary storage information, an order setting list 116, and a request list 118.
  • FIG. 4 is an explanatory diagram for schematically explaining an example of the player possession information table 112 and the temporary storage information table 114.
  • the player possession information table 112 for example, item columns of money, item 1, item 2, item 3... Are provided for each ID as player identification information.
  • information in the item column corresponding to the ID of the player who plays the game (for example, information in a horizontal row in FIG. 4) is read and Can be used freely.
  • items can be sold or destroyed in principle. That is, the money of each item column and the ownership of an item have the player of corresponding ID.
  • ID is represented by the serial number in FIG. 4, the expression method is not specifically limited, For example, the combination of a character and a number may be sufficient.
  • the player ownership information table 112 may have a plurality of the same IDs. In this case, the player possession information table 112 also describes, for example, a character name, and the possession information differs for each set of ID and character name.
  • the temporary storage information table 114 for example, for each ID, six item columns of storage 1, storage 2, storage 3, storage 4, storage 5, and storage 6 as a temporary storage for items are provided. These item fields are blank (empty) in the initial state.
  • the column or area corresponding to the ID of the first player 104 in the player possession information table 112 and the temporary storage information table 114 is the first information 111.
  • a column or area corresponding to the ID of the second player 106 is used as the second information 113.
  • the order setting list 116 is a list of names of one or a plurality of players who wish to receive an item manufacturing order. Further, in the order setting list 116, for each player name, an orderable recipe indicating what kind of product can be made or desired to be created and an advertisement for appeal are stored in association with each other.
  • request list 118 is not shown in the figure, it is a list of who has ordered a manufacturing request with what content to whom.
  • the server unit 102 also includes a manufacturing unit 120 as a functional unit realized in the game system 10 in cooperation with other hardware and software by the CPU 64 executing the game program according to the first embodiment. And an intermediary unit 122 and a setting unit 124.
  • the manufacturing unit 120 is for manufacturing a new item in response to a request from the first player 104 or the second player 106.
  • the manufacturing unit 120 manufactures a new item for the first player 104 at least in response to a request from the second player 106, as will be described later.
  • the mediation unit 122 uses the communication unit 108 to mediate the manufacture. Is to do.
  • the setting unit 124 is for automatically setting a new item manufactured by the mediation of the mediation unit 122 as an possession of the first player 104.
  • FIGS. 5 to 7 are diagrams showing changes in data in each table shown in FIG. 8 to 12 are diagrams illustrating examples of windows displayed on the display device of the terminal device 100A or the terminal device 100B while the processing flow is performed.
  • the identification code in parentheses corresponds to the step identification code in FIG.
  • the second player 106 operates the terminal device 100B to receive an order for manufacturing an item during the game.
  • the second player 106 is placed at a predetermined location such as a manufacturing terminal in the game field.
  • 106 characters are moved.
  • the terminal device 100B displays, for example, a signboard setting window on a game screen (not shown).
  • this signboard setting window it is possible to set, for example, the types of items that can be ordered (hereinafter referred to as “craft recipes”) and edit advertisements for appealing in ordering.
  • the second player 106 sets a craft recipe such as “Beginning Strike Weapon Lv.1”, “Intermediate Legal Weapon Lv.5”, “Advanced Shooting Weapon Lv.10”, etc. Then, the terminal device 100B transmits the craft recipe, ID, character name, and the like to the server unit 102.
  • the terminal device 100 ⁇ / b> B transmits the advertisement editing information, the ID, the character name, and the like to the server unit 102.
  • the communication part 108 of the server part 102 receives setting information and ID from the terminal device 100B.
  • the setting unit 124 of the server unit 102 stores the received information as a part of the order setting list 116 stored in the storage unit 110.
  • the second player 106 is set to receive an order for manufacturing from the first player 104, for example.
  • the first player 104 moves the character of the first player 104 to a predetermined place such as a manufacturing terminal existing in the game field during the game.
  • the terminal device 100A displays, for example, a window 130 shown in FIG. 8 on a game screen (not shown).
  • the window 130 includes, for example, an item 130A “Craft”. Then, the terminal device 100A displays the window 132 shown in FIG. 8 in response to the selection of the item 130A in the window 130 by the first player 104, for example.
  • “Craft” means manufacture according to the first embodiment
  • “crafter” means a character of the manufacturer, for example, the second player 106.
  • the window 132 includes, for example, an item 132A “Crafter search” in which all character names that can be requested for manufacturing can be searched.
  • the window 132 is limited to, for example, an item 132B for searching for a crafter from among limited friends of the first player 104 and a member of a team to which the first player 104 belongs.
  • an item 132C “search for a crafter from a team member” for searching for a crafter from within, and an item 132D “requesting purchase order” for checking the content currently requested are included.
  • the terminal device 100A displays the window 134 shown in FIG. 8 in response to the selection of the item 132A in the window 132 by the first player 104, for example.
  • the window 134 includes, for example, an item “Search by Armed Extend” that can request the manufacture of equipment, and an item “Search by Technique Customization” that can request the manufacture of an item that can acquire the technique.
  • armed extend refers to the meaning of expanding, adjusting, and improving the performance of an item of a certain equipment material, and this meaning is included in “manufacturing”. However, “manufacturing” may include the meaning of newly manufacturing an item from a state where there is no material, or newly manufacturing an item of a type completely different from the material even if the material is necessary.
  • the equipment includes weapons, armor, accessories, and the like, but “manufacturing” may include the meaning of expanding, adjusting, and improving the performance of items other than the equipment.
  • the terminal device 100A displays the window 136 shown in FIG. 8, for example, in response to the selection of the item 134A in the window 134 by the first player 104.
  • the window 136 includes, for example, an item 136A “search from possession” and an item 136B “search from craft recipe” to search from possession possessed by the first player 104. Then, the terminal device 100A displays a window 138 shown in FIG. 8, for example, in response to the selection of the item 136B in the window 136 by the first player 104.
  • the window 138 includes, for example, a plurality of craft recipe items such as an item 138A “Beginning batting weapon Lv.1” and an item 138B “Beginning batting weapon Lv.2”. Note that when the window 138 is displayed, a window indicating necessary material and recipe information corresponding to the selected item may be displayed at the same time. Then, for example, in response to the selection of the item 138A in the window 138 by the first player 104, the terminal device 100A receives the selection information from the window 132 to the window 138, the ID and character name of the first player 104, and the server unit 102. Send to. The communication unit 108 of the server unit 102 receives each piece of information from the terminal device 100B.
  • the mediation unit 122 of the server unit 102 reads the order setting list 116 in response to reception by the communication unit 108. Then, the mediation unit 122 searches the order setting list 116 for a character name that matches each information received by the communication unit 108.
  • the mediation unit 122 returns the character name obtained by the search and the corresponding craft recipe setting and advertisement information to the terminal device 100A via the communication unit 108.
  • the terminal device 100A displays a window 140 shown in FIG. 8 based on the character name received from the mediation unit 122.
  • the terminal device 100A displays a window 142 shown in FIG. 8 based on the craft recipe setting and advertisement information received from the mediation unit 122.
  • a window indicating the necessary material and recipe information of the recipe corresponding to the selected character name may be displayed.
  • the window 140 includes, for example, at least one character name item as a candidate for a character who can request (order) manufacturing.
  • the items include, for example, an item 140A having a character name “Taro Taro”, an item 140B having a character name “AAA ⁇ ”, an item 140C having a character name “BBB”, and the like.
  • the window 140 may be displayed in a predetermined order or designated by the first player 104 from the viewpoint of improving selection efficiency.
  • the mediator 122 may rearrange the character names in advance before replying so that the character names are displayed in ascending order of the number of requests for manufacturing.
  • the character name is displayed, but the name of the second player 106 may be displayed.
  • the mediation unit 122 may rearrange the character names in advance before replying so that the character names are displayed with priority on the currently logged-in person.
  • the mediator 122 displays the character names in the order of the friend of the character of the first player 104, the same team as the team to which the character of the first player 104 belongs, and the general public. May sort the character names in advance before replying.
  • the mediator 122 may rearrange the character names in advance before replying so that the character names are displayed in descending order of Lv for manufacturing.
  • the terminal device 100A may perform the above rearrangement.
  • the window 142 includes, for example, information on the name of a character, an orderable recipe, and an advertisement related to the item selected in the window 140.
  • the first player 104 selects an item (character name) in the window 140 while viewing each piece of information in the window 142.
  • the terminal device 100A moves the character of the first player 104 to a room owned by the character of the second player 106, for example, in response to selection of an item in the window 140 by the first player 104.
  • the first player 104 activates a manufacturing terminal for the second player 106 in the destination room.
  • the movement and activation described above are arbitrary, and the terminal device 100A may proceed to the process of step SP20 or step SP22 without moving or activating.
  • the terminal device 100A displays the window 150 shown in FIG. Window 150 includes an item 150A “Craft”. Then, for example, in response to selection of the item 150A in the window 150 by the first player 104, the terminal device 100A inquires of the server unit 102 whether or not the order can be placed. Then, the communication unit 108 of the server unit 102 receives an inquiry from the terminal device 100A.
  • the mediation unit 122 of the server unit 102 reads the temporary storage information table 114 in response to the reception of the communication unit 108. Then, the mediation unit 122 determines whether the ID storage 1 corresponding to the inquiry is blank in the temporary storage information table 114 (see FIG. 4). When determining that the storage 1 is blank, the mediation unit 122 determines that the storage 1 is not yet ordered. If the mediation unit 122 determines that the storage 1 is not blank, the mediation unit 122 determines that the storage 1 is being ordered. The mediation unit 122 determines the storages 2 to 6 in the same manner as described above.
  • the mediation unit 122 returns each information determined regarding the storages 1 to 6 to the terminal device 100A via the communication unit.
  • the terminal device 100A displays a window 152 shown in FIG. 9 based on each information received from the mediation unit 122.
  • the window 152 shows the order contents currently requested by the first player 104.
  • the window 152 includes box fields 152A to 152F generated based on each information received from the mediation unit 122.
  • the box field 152A corresponds to the storage 1 in the temporary storage information table 114.
  • the box fields 152B to 152F correspond to the storages 2 to 6 in the temporary storage information table 114.
  • the terminal device 100A inquires the server unit 102 about the order destination. Then, the communication unit 108 of the server unit 102 receives an inquiry from the terminal device 100A.
  • the mediation unit 122 of the server unit 102 reads the order setting list 116 in response to reception by the communication unit 108. Then, the mediation unit 122 searches the order setting list 116 for a character name related (linked) to the ID of the second player 106 that owns the item (character name) selected in the window 140.
  • a step SP28 is provided. However, when a single character can be created, this step SP28 is provided. Step SP28 can be omitted.
  • the mediation unit 122 returns the character name obtained by the search and the corresponding craft recipe setting and advertisement information to the terminal device 100A via the communication unit 108.
  • the terminal device 100A displays a window 154 shown in FIG. 9 based on the character name received from the mediation unit 122.
  • the terminal device 100A displays a window 156 shown in FIG. 9 based on the craft recipe setting and advertisement information received from the mediation unit 122.
  • the window 154 includes at least one character name item of the character owned by the second player 106.
  • This item includes, for example, an item 154A having a character name “ ⁇ AAA ⁇ ”.
  • the window 156 includes, for example, information on the name of the character, the recipe that can be ordered, and the advertisement related to the item selected in the window 140.
  • the first player 104 selects an item (character name) in the window 154 while viewing each piece of information in the window 156.
  • the terminal device 100A displays the window 158 in response to selection of an item in the window 154 by the first player 104.
  • the terminal device 100A may display the window 160 at the same time.
  • the window 158 includes one or a plurality of items set by the second player 106 in the signboard setting window, for example, an item 158A of “Beginning Strike Weapon Lv.1,” an item 158B of “Intermediate Legal Weapon Lv. Item 158C of “Advanced shooting weapon Lv.10” is included.
  • Window 160 includes information on the necessary material for the craft recipe corresponding to the item selected in window 158.
  • the “material” may include not only items but also money on the game as shown in FIG.
  • the terminal device 100A inquires of the server unit 102 about information on the possession of the first player 104. Then, the communication unit 108 of the server unit 102 receives an inquiry from the terminal device 100A.
  • the mediation unit 122 of the server unit 102 reads the player possession information table 112 in response to reception by the communication unit 108. Then, the mediation unit 122 searches the player ownership information table 112 for an ID that matches the ID of the first player 104. After the search, only items (for example, weapons) related to the item selected in the window 158 are acquired from the information on the property related to the matched ID. However, the player possession information table 112 may be stored in the storage device of the terminal device 100A, and in this case, steps SP32 and SP34 can be omitted.
  • the mediation unit 122 returns the acquired property information to the terminal device 100A via the communication unit 108.
  • the terminal device 100A displays the window 170 based on the property information received from the mediation unit 122.
  • the window 170 includes zero or more items according to the property information.
  • the window 170 includes, for example, an item 170A for “KATANA A”, an item 170B for “KATANA B”, and an item 170C for “KATANA C”.
  • the first player 104 selects an item item to be adjusted or improved, for example, with the armed extend.
  • the terminal device 100A In response to the selection of an item in the window 170 by the first player 104, the terminal device 100A displays a window 172 corresponding to the item shown in FIG. At the same time, the terminal device 100A may display a window 174 and a window 176 shown in FIG.
  • the window 172 is a confirmation window for determining whether or not to place an order for armed extend, and includes a “Yes” button 172A for instructing to place an order and a “No” button 172B for instructing not to place an order. .
  • the window 172 may include a column for selecting an auxiliary item. By using this auxiliary item, for example, it is possible to relax the equipment requirements of weapons that can be created after armed extension.
  • Window 174 shows the contents of the armed extend.
  • Window 176 shows the necessary material for the armed extend.
  • the terminal device 100A In response to pressing of the “Yes” button 172A by the first player 104, the terminal device 100A displays, for example, “I ordered a craft” in a window (not shown). Further, the terminal device 100A transmits, for example, information related to the order selected in step SP14 and subsequent steps (simply referred to as “manufacturing request”) to the server unit 102. Then, the communication unit 108 of the server unit 102 receives the manufacturing request from the terminal device 100A. This manufacturing request includes, for example, the ID of the first player 104 and the name of the character of the manufacturing request source.
  • the manufacturing request includes, for example, any one of the unordered box fields 152A to 152F selected in the window 152 and the second player of the manufacturing request destination that is the item selected in the window 154.
  • the name of 106 characters (which may be the ID of the second player) and the craft recipe which is the item selected in the window 158 are included.
  • an item that is a source of an armed extend that is an item selected in the window 170 and necessary materials necessary for the armed extend are included.
  • the necessary material may not be transmitted if the necessary material can be grasped on the server unit 102 side.
  • each information of the manufacturing request includes information that is once transmitted to the server unit 102 in each of the above steps, if the server unit 102 stores the information, the information is not transmitted again. Also good.
  • the setting unit 124 of the server unit 102 stores information related to the manufacturing request in the request list 118 in response to the reception of the manufacturing request from the communication unit 108. In addition, the setting unit 124 temporarily transfers data related to the manufacturing request from the player ownership information table 112 to the temporary storage information table 114.
  • the setting unit 124 transfers data corresponding to the ID (or character name) of the first player 104 in the manufacturing request among ID1, ID2,... In the player possession information table 112. Judge as original. The setting unit 124 temporarily transfers data corresponding to the ID (or character name) of the first player 104 in the manufacturing request among ID1, ID2,... In the temporary storage information table 114. It is determined as the previous candidate. Also, the setting unit 124 determines, among the storages 1 to 6 in the temporary storage information table 114, those corresponding to the identification information in the box fields 152A to 152F in the manufacturing request as temporary data migration destination candidates. .
  • the setting unit 124 identifies a migration destination area (cell) 114A that is a data migration destination. 4 and 5, the row with the ID “1” in the player possession information table 112 is the data migration source, and the ID “1” in the temporary storage information table 114 and the storage 1 to 6 “1”.
  • the area of “Storage 1” is the data migration destination, that is, the migration destination area 114A.
  • the setting unit 124 selects items corresponding to these items in the player possession information table 112 based on the items and necessary materials that are the source of the armed extend in the manufacturing request.
  • Data is migrated from the data migration source to the migration destination area 114A.
  • the information related to the migration of the data migration source is deleted at the time of data migration. However, money is not erased, but the money required for armed extend is subtracted from the current money.
  • the manufacturing request is canceled, the information related to the migration is restored to the data migration source.
  • the setting unit 124 prohibits the first player 104 from using the material while there is no material related to data transfer in the player possession information table 112 while the manufacturing request is issued from the first player 104. Will do.
  • the setting unit 124 also stores the name of the character of the second player 106 that is the manufacturing request destination (may be the ID of the second player) and the craft recipe in the transfer destination area 114A in the manufacturing request. Further, the setting unit 124 corresponds to the ID of the first player 104 and the transition destination area that does not correspond to the ID of the second player 106 for the item and the necessary material of the armed extend for the manufacture of an item to be described later. 114A, the second player 106 is allowed to use the material from the first player 104 for manufacturing the item, and is prohibited from using the material from the first player 104 except for the item manufacturing. Will do.
  • the setting unit 124 of the server unit 102 transmits each piece of information corresponding to the ID of the first player 104 in the temporary storage information table 114 to the terminal device 100A via the communication unit 108.
  • the terminal device 100A displays a window 176 shown in FIG. 10 for confirmation to the first player 104 based on the information received from the setting unit 124.
  • the window 176 shows the same information as the window 152 shown in FIG. That is, the window 176 shows the order contents currently requested by the first player 104.
  • the window 176 includes box fields 176A to 176F generated based on each information received from the mediation unit 122.
  • the box column 176A corresponds to the ID storage 1 of the first player 104 in the temporary storage information table 114.
  • the box fields 176B to 176F correspond to ID storages 2 to 6 of the first player 104 in the temporary storage information table 114, respectively.
  • the storage 1 whose ID is “1” in the temporary storage information table 114 shown in FIG. Since the character name “ ⁇ AAA ⁇ ” is included, “ ⁇ AAA ⁇ ” is shown as the contractor name, and “Katana A” is shown as the item name.
  • the box column 176A may also indicate an order date when the first player 104 places an order.
  • the box fields 176B to 176E shown in FIG. 10 indicate that the orders 2 to 6 with the ID “1” in the temporary storage information table 114 shown in FIG. Yes.
  • the mediation unit 122 of the server unit 102 notifies the second player 106 that the manufacturing request has been made via the communication unit 108.
  • the notification method is not particularly limited, and examples thereof include text messages, mails, voices, vibrations, and the like.
  • the second player 106 who has received the notification moves the character of the second player 106 to a predetermined location such as a manufacturing terminal existing in the game field during the game.
  • the terminal device 100B displays, for example, a window 180 shown in FIG. 11 on a game screen (not shown).
  • the window 180 includes, for example, an item 180A “craft by yourself” and an item 180B “craft from request”.
  • the terminal device 100A inquires the server unit 102 for a manufacturing request addressed to the character of the second player 106. Then, the communication unit 108 of the server unit 102 receives an inquiry from the terminal device 100B.
  • the mediation unit 122 of the server unit 102 reads the request list 118 in response to reception by the communication unit 108. Then, if there is a manufacturing request that matches the ID of the second player 106 as a manufacturing request destination in the request list 118, the mediation unit 122 acquires information related to the matching manufacturing request.
  • the mediation unit 122 returns information relating to the matching manufacturing request to the terminal device 100B via the communication unit 108.
  • the terminal device 100B displays the window 182 shown in FIG. 11 based on the information related to the manufacturing request received from the mediation unit 122.
  • manufacturing requests for the character of the second player 106 are shown as a list.
  • this list for example, for each name of the ordering requester, the requested item of the armed extend and the request date are described.
  • the second player 106 selects the name of one order requester from the list while looking at the window 182.
  • the terminal device 100B displays the window 184 so as to overlap the window 182.
  • the window 184 includes, for example, an item 184A “Receiving a request”.
  • the terminal device 100B In response to the selection of the item 184A by the second player 106, the terminal device 100B displays the window 186 shown in FIG. Note that an inquiry may be made to the server unit 102 as appropriate during this display.
  • the window 186 for example, nine manufacturing areas 186A to 186H (craft lines) are displayed.
  • the window 186 is used to select which manufacturing region 186A to 186H to manufacture.
  • One manufacturing area 186A can be used at any time during use or within a certain period of time after use, and the remaining eight manufacturing areas 186B to 186H can be used when certain conditions are met. .
  • the terminal device 100B In response to the selection of the item 184A by the second player 106, the terminal device 100B displays a window 188 shown in FIG. At the same time, the terminal device 100B may display the window 190 and the window 192 shown in FIG.
  • the window 188 is for confirming whether or not to execute the requested content.
  • the window 188 includes a “Yes” button 188A for instructing to place an order and a “No” button 188B for instructing not to place an order.
  • the window 188 may include a column for selecting an auxiliary item.
  • Window 190 shows the contents of the armed extend.
  • Window 192 shows the necessary material for the armed extend.
  • the terminal device 100B In response to pressing of the “Yes” button 188A by the second player 106, the terminal device 100B transmits an execution instruction for the content related to the manufacturing request to the server unit 102. Then, the communication unit 108 of the server unit 102 receives an execution instruction from the terminal device 100B.
  • the manufacturing unit 120 of the server unit 102 reads the temporary storage information table 114 in response to receiving the execution instruction of the communication unit 108. Then, as shown in FIG. 5, the manufacturing unit 120 acquires information on the area 114B (cell) related to the execution instruction in the temporary storage information table 114, and deletes the information from the area 114B.
  • the manufacturing unit 120 manufactures a new item (armed extend) based on the material that is the source of armed extend in the acquired information and other necessary materials excluding money.
  • the item obtained by this manufacturing may be called a “new item” because the performance is different even if the type is the same as the material from which the armed extend is based.
  • this manufacturing may be successful or very successful. In the case of great success, an item having higher parameters (for example, attack power) is manufactured than in the case of success.
  • the probability of success and the probability of success may depend on the status of the crafter (for example, referred to as crafter level).
  • the first player 104 is manufactured based on the crafter level of the first player 104, and the second player
  • the manufacture is performed based on the crafter level of the second player 106. Therefore, the probability of great success is higher when the manufacture is requested to the second plier 106. This manufacturing may also include cases where it fails.
  • the manufacturing unit 120 passes information related to the new manufactured item to the setting unit 124. Then, as illustrated in FIG. 6, the setting unit 124 stores the new item manufactured based on the information in the area 114 ⁇ / b> B related to the execution instruction in the temporary storage information table 114. Note that the area 114B is associated with the ID of the first player 104 who requested the manufacture and is not associated with the ID of the second player 106, and therefore, the area cannot be used by the second player 106. That is, the setting unit 124 stores the new item manufactured by the manufacturing unit 120 through the mediation of the mediation unit 122 in the area 114B associated with the ID of the first player 104 who has requested the manufacture, so that the new item is stored. Is automatically set as the property of the first player 104.
  • the manufacturing unit 120 performs processing so that all or part of the money that is one of the materials required for manufacturing is handed over to the second player 106 as a reward. Specifically, as shown in FIG. 6, the manufacturing unit 120 adds all or one of the money required for manufacturing to the money corresponding to the ID of the second player 106 that executed the manufacturing in the player ownership information table 112. Add parts. In FIG. 6, for example, in the money column corresponding to ID “2” in the player possession information table 112, “50”, which is part of the money “1000” required for manufacturing, is added to “4200000”. “4200050”. Thus, when a part of money is added, the rest is erased.
  • the mediation unit 122 After setting by the setting unit 124, the mediation unit 122 transmits information on the manufactured new item to the terminal device 100B via the communication unit 108. Based on the information received from the manufacturing unit 120, the terminal device 100B displays the window 192 shown in FIG. At the same time or thereafter, the terminal device 100B may display the window 194 based on the information received from the manufacturing unit 120.
  • the window 192 shows the result of the armed extend (manufacturing).
  • this window 192 for example, the name of a new item manufactured, its equipment conditions, performance, and the like are described.
  • Window 194 indicates whether the armed extend was successful or very successful.
  • the mediation unit 122 notifies the first player 104 that a new item has been manufactured.
  • the notification method is not particularly limited, and examples thereof include text messages, mails, voices, vibrations, and the like.
  • the first player 104 that has received the notification moves the character of the first player 104 to a predetermined location such as a manufacturing terminal existing in the game field during the game.
  • the terminal device 100A displays a window (not shown) similar to the window 176 shown in FIG. 10 after displaying one or more windows.
  • the terminal device 100 ⁇ / b> A confirms with the first player 104 the intention to receive the new manufactured item, and then transmits a reception instruction to the server unit 102. Then, the communication unit 108 of the server unit 102 receives a reception instruction from the terminal device 100A.
  • the setting unit 124 of the server unit 102 responds to the reception of the reception instruction from the communication unit 108, based on the reception instruction, from the temporary storage information table 114, as shown in FIGS.
  • the new item stored in the area 114B corresponding to the ID of one player 104 is transferred to the blank area 112A corresponding to the ID of the first player 104 in the player possession information table 112.
  • the setting unit 124 leaves the area 114B blank.
  • the first player 104 of the terminal device 100A uses the item (material) owned by the first player 104 via the second player 106 of the terminal device 100B.
  • the mediation unit 122 that mediates the production using the communication unit 108, and the new item manufactured by the mediation of the mediation unit 122 is owned by the first player 104.
  • a setting unit 124 for automatically setting.
  • the new item manufactured by the mediation of the mediation unit 122 is automatically set as the property of the first player 104, the second player 106 is prevented from escaping with the new item. be able to.
  • the communication unit 108 receives a production request for an item addressed to the second player 106 from the first player 104 as a result of the mediation of the mediation unit 122, and relates to the production request received by the communication unit 108.
  • a manufacturing unit 120 for manufacturing a new item is further provided.
  • the first player 104 can make a production request to the second player 106 without the first player 104 producing it, and the second player 106 can produce a new item.
  • the manufacturing is performed instead of the second player 106 having a high manufacturing level. I can have you. Even in such a case, since the new item manufactured by the manufacturing unit 120 is automatically set as the possession of the first player 104 by the setting unit 124, the second player 106 is newly set. It is possible to suppress running away with a large item.
  • the mediation unit 122 notifies the manufacturing request to the second player 106 via the communication unit 108.
  • the second player 106 can quickly grasp that the manufacturing request has been received as compared with the case where the notification is not received. As a result, the production by the second player 106 is performed quickly, and the first player 104 can receive new items smoothly.
  • the player possession information table 112 and the temporary storage information table 114 are provided with an area for the first information 111 associated with the ID of the first player 104. Then, the setting unit 124 automatically sets the new item as the possession of the first player 104 by storing the manufactured new item in the temporary storage information table 114 as one of the first information 111. To do. The setting unit 124 may store the manufactured new item in the player possession information table 112 as one of the first information 111 without storing it in the temporary storage information table 114.
  • the second player 106 ID associated with the ID of the first player 104 is used.
  • the first information 111 cannot be used freely by the second player 106.
  • the first information 111 includes a material related to the manufacture of a new item
  • the setting unit 124 allows the second player 106 to use the material for manufacturing a new item, and the new item The use of materials is prohibited except in the manufacture of
  • the setting unit 124 prohibits the first player 104 from using a material while a manufacturing request is issued from the first player 104.
  • the first player 104 uses the material, so that the material is lost or the performance of the material is changed to change the state of the material. Can be prevented from becoming impossible.
  • the first information 111 includes temporary storage information in the temporary storage information table 114 and player ownership information in the player ownership information table 112, and the setting unit 124, when the communication unit 108 receives a manufacturing request, The material is transferred from the player possession information to the temporary storage information.
  • the mediation unit 122 notifies the first player 104 that the new item has been manufactured via the communication unit 108.
  • the first player 104 can quickly grasp that a new item has been manufactured compared to a case where no notification is received. As a result, the production by the second player 106 is performed quickly, and the first player 104 can receive new items smoothly.
  • the mediation unit 122 causes the terminal device 100A of the first player 104 to display the candidates for the second player 106 in ascending order of the number of production requests received. .
  • more second players 106 can receive orders for manufacturing requests, and the second player 106 can feel, for example, the joy of manufacturing.
  • the hardware configuration of the game system according to the second embodiment is the same as the hardware configuration of the game system according to the first embodiment. Further, as shown in FIG. 3, the functional configuration and operation of the game system in the second embodiment are the same as those of the game system according to the first embodiment. However, a request setting list is stored in the storage unit 110 instead of the order setting list 116. Further, steps SP10, SP12 and SP14 in FIG. 3 are not performed in the second embodiment. Instead, the following steps are performed.
  • the terminal device 100A displays request setting information indicating what kind of manufacturing request the first player 104 wants to make except for the manufacturing request destination. 102.
  • the communication unit 108 of the server unit 102 receives the request setting.
  • the mediation unit 122 of the server unit 102 stores the request setting received by the communication unit 108 as a part of the request setting list.
  • the terminal device 100B inquires about the request setting list of the server unit 102, and displays the request setting list.
  • the second player 106 selects which manufacturing request is to be ordered from the displayed request setting list.
  • the terminal device 100B transmits that fact to the server unit 102.
  • the mediation unit 122 of the server unit 102 notifies the manufacturing request source of the manufacturing request received by the second player 106. Thereafter, for example, the processing after step SP38 is performed.
  • processing similar to steps SP40 to SP42 may already be performed, for example, data migration is temporarily performed before request setting is performed.
  • the type of item that the first player 104 desires to request can be set.
  • the number of production requests increases, thereby enhancing the interest of the game.
  • the type of items that the second player 106 can receive orders can be set, and the type of items that the first player 104 wants to request may be set.
  • the first server group 16 or the second server group 18 can be omitted.
  • the second server group 18 is omitted, the second game device 14 can also be omitted.
  • step SP40 the setting unit 124 has explained the case where the information related to the manufacturing request is temporarily transferred from the player possession information table 112 to the temporary storage information table 114. However, this data transfer is omitted. Can do. In this case, the new item manufactured by the second player 106 is stored as it is in the player possession information table 112 and automatically set as the possession of the first player 104. Similarly, if temporary, information related to the manufacturing request may be transferred from the first information 111 of the player possession information table 112 to the second information 113. In this case, it is preferable to prohibit the use of information (material) related to the manufacturing request by the second player 106 other than manufacturing.
  • the setting unit 124 has described the case in which the manufactured new item is stored in the temporary storage information table 114 as one of the first information 111 associated with the ID of the first player 104.
  • the player possession information table 112 or the temporary storage information table 114 may be stored as one of the second information 113 associated with the ID of the second player 106.
  • the setting unit 124 changes the manufactured new item from the second information 113 to the first information 111. It shifts and is automatically set as the possession of the 1st player 104.
  • the second player 106 can use, that is, rent a new item, and can widen the range of game characteristics.
  • the material owned by the first player 104 may be rented to the second player 106.
  • the first player 104 indicates an intention to cancel the rental or a predetermined time (a certain period or an indefinite period) elapses.
  • the second player 106 may be allowed to use materials other than manufacturing. Thereby, it is possible to make the second player 106 try the use of the material temporarily while suppressing the escape of the material by the second player 106.
  • the mediation unit 122 mediates a production request from the first player 104 to the second player 106, and the production is performed by the second player 106.
  • the mediation unit 122 mediates that the first player 104 borrows its manufacturing ability from the second player 106, and the production is performed by the first player 104 himself who borrows the manufacturing ability of the second player 106. Also good. Even in such a case, the second player 106 does not manufacture, and therefore never owns a new item. Therefore, it is possible to suppress the second player 104 from escaping with a new item.

Abstract

When a first player creates an item with a second player, the present invention can prevent the second player from absconding with the item. This server device (102) is provided with: a communication unit (108) that communicates with a plurality of terminal devices (100A, 100B) that run a game in which game items can be created; an intermediary unit (122) that uses the communication unit (108) to mediate creation of a game item when a first player (104), using the terminal device (100A) to play, creates said game item with a second player (106), using the terminal device (100B) to play; and a settings unit (124) that sets the game item created through the mediation of the intermediary unit (122) as property of the first player (104).

Description

サーバ装置、ゲームシステム及びゲームプログラムServer device, game system, and game program
 本発明は、サーバ装置、ゲームシステム及びゲームプログラムに関する。 The present invention relates to a server device, a game system, and a game program.
 オンラインゲームには、素材となるゲームアイテム(以下、「素材」という。)を収集し、収集した素材を基に新たなゲームアイテム(以下、「新たなアイテム」という。)を製造するシステムを採用しているものがある。 The online game uses a system that collects game items (hereinafter referred to as “materials”) as materials and manufactures new game items (hereinafter referred to as “new items”) based on the collected materials. There is something to do.
 このようなシステムの中には、第一プレイヤが収集した素材を第二プレイヤに一旦預け、当該素材に基づき新たなアイテムを製造してもらい、その新たなアイテムを第一プレイヤが受け取るシステムが存在している(例えば特許文献1参照)。 Among such systems, there is a system in which the material collected by the first player is temporarily deposited with the second player, a new item is manufactured based on the material, and the first player receives the new item. (For example, refer to Patent Document 1).
特開2012-110552号公報JP 2012-110552 A
 しかしながら、上記システムでは、第二プレイヤが製造した新たなアイテムを、当該第二プレイヤがそのまま持ち逃げするリスクがあった。 However, in the above system, there is a risk that the second player may carry away a new item manufactured by the second player.
 そこで、本発明は、第一プレイヤの所有アイテムを用いて、第一プレイヤが第二プレイヤを介してアイテムを製造する場合において、第二プレイヤがアイテムを持ち逃げすることを抑制することが可能なサーバ装置、ゲームシステム及びゲームプログラムを提供することを目的の一つとする。 Therefore, the present invention provides a server capable of suppressing the second player from carrying away an item when the first player manufactures an item via the second player using the item owned by the first player. An object is to provide a device, a game system, and a game program.
 本発明の第1態様に係るサーバ装置は、ゲームアイテムを製造可能なゲームを実行する複数の端末装置と通信する通信部と、前記複数の端末装置のうち何れか1つの端末装置を用いてプレイする第一プレイヤが、前記第一プレイヤの所有アイテムを用いて、前記複数の端末装置のうち何れか1つの端末装置を用いてプレイする第二プレイヤを介して前記ゲームアイテムを製造する際に、前記通信部を用いてその製造の仲介を行う仲介部と、前記仲介部の仲介により製造された前記ゲームアイテムを、前記第一プレイヤの所有物として設定する設定部と、を備える。 The server device according to the first aspect of the present invention is played using a communication unit that communicates with a plurality of terminal devices that execute a game capable of manufacturing a game item, and any one of the plurality of terminal devices. When the first player who manufactures the game item via the second player who plays using any one of the plurality of terminal devices using the item owned by the first player, An intermediary unit that mediates the production using the communication unit, and a setting unit that sets the game item produced by the mediation of the mediation unit as the property of the first player.
 本発明によれば、第一プレイヤの所有アイテムを用いて、第一プレイヤが第二プレイヤを介してアイテムを製造する場合において、第二プレイヤがアイテムを持ち逃げすることを抑制することができる。 According to the present invention, when the first player manufactures an item via the second player using the item owned by the first player, the second player can be prevented from escaping with the item.
第一実施形態に係るゲームシステムの構成の概略図である。It is a schematic diagram of the composition of the game system concerning a first embodiment. サーバの一例としてのゲーム処理第一Aサーバのハードウェア構成を示す概略ブロック図である。It is a schematic block diagram which shows the hardware constitutions of the game processing 1st A server as an example of a server. 第一実施形態に係るゲームシステムの機能構成と作用の一例を示すブロックダイアグラムである。It is a block diagram which shows an example of a function structure and effect | action of the game system which concerns on 1st embodiment. 図3に示す第一プレイヤ所有情報テーブルと一時保管情報テーブルの一例を概略的に説明する説明図である。It is explanatory drawing which illustrates roughly an example of the 1st player possession information table and temporary storage information table which are shown in FIG. 図4に示す各テーブル中のデータの変遷の様子を示す図である。It is a figure which shows the mode of the transition of the data in each table shown in FIG. 図5に示す各テーブル中のデータの変遷の様子を示す図である。It is a figure which shows the mode of the transition of the data in each table shown in FIG. 図6に示す各テーブル中のデータの変遷の様子を示す図である。It is a figure which shows the mode of the transition of the data in each table shown in FIG. 処理フローが行われる中で、図3に示す端末装置の表示装置に表示されるウィンドウの一例を示す図である。It is a figure which shows an example of the window displayed on the display apparatus of the terminal device shown in FIG. 3 in the process flow being performed. 図8から続いて、図3に示す端末装置の表示装置に表示されるウィンドウの一例を示す図である。FIG. 9 is a diagram illustrating an example of a window displayed on the display device of the terminal device illustrated in FIG. 3 following FIG. 8. 図9から続いて、図3に示す端末装置の表示装置に表示されるウィンドウの一例を示す図である。FIG. 10 is a diagram illustrating an example of a window displayed on the display device of the terminal device illustrated in FIG. 3 following FIG. 9. 図10から続いて、図3に示す端末装置の表示装置に表示されるウィンドウの一例を示す図である。FIG. 11 is a diagram illustrating an example of a window displayed on the display device of the terminal device illustrated in FIG. 3 following FIG. 10. 図11から続いて、図3に示す端末装置の表示装置に表示されるウィンドウの一例を示す図である。FIG. 12 is a diagram illustrating an example of a window displayed on the display device of the terminal device illustrated in FIG. 3 following FIG. 11.
 以下、図面を参照して本発明の実施の形態を説明する。ただし、以下に説明する実施形態は、あくまでも例示であり、以下に明示しない種々の変形や技術の適用を排除する意図はない。即ち、本発明は、その趣旨を逸脱しない範囲で種々変形(各実施例を組み合わせる等)して実施することができる。また、以下の図面の記載において、同一または類似の部分には同一または類似の符号を付して表している。図面は模式的なものであり、必ずしも実際の寸法や比率等とは一致しない。図面相互間においても互いの寸法の関係や比率が異なる部分が含まれていることがある。 Hereinafter, embodiments of the present invention will be described with reference to the drawings. However, the embodiment described below is merely an example, and there is no intention to exclude various modifications and technical applications that are not explicitly described below. In other words, the present invention can be implemented with various modifications (combining the embodiments, etc.) without departing from the spirit of the present invention. In the following description of the drawings, the same or similar parts are denoted by the same or similar reference numerals. The drawings are schematic and do not necessarily match actual dimensions and ratios. In some cases, the dimensional relationships and ratios may be different between the drawings.
<第一実施形態>
 図1は、第一実施形態に係るゲームシステム10の構成の概略図である。
<First embodiment>
FIG. 1 is a schematic diagram of a configuration of a game system 10 according to the first embodiment.
――サーバシステムの構成――
 第一実施形態に係るゲームシステム10では、ある種類の第一ゲーム装置12で、例えば複数のプレイヤがインターネットINを用いて一つの世界で同時にRPG(Role-Playing Game)、所謂複数プレイヤ参加型オンラインRPGである第一ゲームを行うことができる。また、このゲームシステム10では、この第一ゲームと関連する第二ゲームを、第一ゲーム装置12と種類の異なる第二ゲーム装置14でプレイすることができる。なお、第一ゲームと第二ゲームとは、同一のゲームであってもよい。
-Server system configuration-
In the game system 10 according to the first embodiment, in a certain type of first game device 12, for example, a plurality of players simultaneously use RPG (Role-Playing Game), a so-called multi-player participatory online in one world using the Internet IN. A first game that is RPG can be played. In the game system 10, the second game related to the first game can be played on the second game device 14 that is different from the first game device 12. Note that the first game and the second game may be the same game.
 そして、このゲームシステム10では、プレイヤが所定のホームページ等で第一ゲームと第二ゲーム間で連動する設定を行うと、第一ゲームと第二ゲームのゲーム間で、RPGに登場するプレイヤキャラクタが使用するアイテム、武器、防具等の一部のデータが共有されるようになっている。ただし、データのうち少なくともプレイヤキャラクタのレベル及び経験値については、ゲーム間で共有されなくてもよい。なお、この連動の設定は、プレイヤの識別情報毎に行われ、この設定により、識別情報と連動又は非連動が関連付けられる。 In the game system 10, when the player makes a setting for interlocking between the first game and the second game on a predetermined homepage or the like, the player character appearing in the RPG is displayed between the first game and the second game. Some data such as items, weapons, and armor to be used is shared. However, at least the level and experience value of the player character in the data may not be shared between games. This linkage setting is performed for each player's identification information, and this setting associates the identification information with linkage or non-linkage.
 このようなゲームシステム10は、複数の第一ゲーム装置12とインターネットINを介して通信可能な第一サーバ群16、及び、複数の第二ゲーム装置14とインターネットINを介して通信可能な第二サーバ群18を有している。また、ゲームシステム10では、第一サーバ群16と第二サーバ群18が互いに通信可能となっている。 Such a game system 10 includes a first server group 16 capable of communicating with a plurality of first game devices 12 via the Internet IN, and a second server capable of communicating with a plurality of second game devices 14 via the Internet IN. A server group 18 is included. In the game system 10, the first server group 16 and the second server group 18 can communicate with each other.
 複数の第一ゲーム装置12はそれぞれ、互いに同一種のゲーム装置である。ただし、同様のゲーム環境が実現できるのであれば、各第一ゲーム装置12は、互いに異なる種類のゲーム装置であってもよい。第一ゲーム装置12の種類は、例えばパーソナルコンピュータや家庭用ゲーム機等である。 The plurality of first game devices 12 are game devices of the same type. However, as long as the same game environment can be realized, the first game devices 12 may be different types of game devices. The type of the first game device 12 is, for example, a personal computer or a home game machine.
 複数の第二ゲーム装置14は、第一ゲーム装置12と異なる種類のゲーム装置であり、第一ゲーム装置12とは異なるゲーム環境が実現される。複数の第二ゲーム装置14はそれぞれ、互いに同一種のゲーム装置である。ただし、同様のゲーム環境が実現できるのであれば、各第二ゲーム装置14は、互いに異なる種類のゲーム装置であってもよい。第二ゲーム装置14の種類としては、第一ゲーム装置12と異なる種類のゲーム装置であれば、第一ゲーム装置12と同様にパーソナルコンピュータや家庭用ゲーム機等であってもよいし、これらより性能の面で劣るゲーム装置であってもよい。第一実施形態では、第二ゲーム装置14の種類は、例えば所謂スマートフォンを含む携帯電話等である。 The plurality of second game devices 14 are different types of game devices from the first game device 12, and a game environment different from the first game device 12 is realized. The plurality of second game devices 14 are game devices of the same type. However, as long as the same game environment can be realized, the respective second game devices 14 may be different types of game devices. The type of the second game device 14 may be a personal computer, a home game machine, or the like, as long as it is a different type of game device from the first game device 12. The game device may be inferior in terms of performance. In the first embodiment, the type of the second game apparatus 14 is, for example, a mobile phone including a so-called smartphone.
 第一サーバ群16は、ゲーム処理第一Aサーバ20と、ゲーム処理第一Bサーバ22と、ゲーム処理第一Cサーバ24を含む複数のゲーム処理サーバと、ログインサーバ26と、DBサーバ28と、を含んでいる。 The first server group 16 includes a game processing first A server 20, a game processing first B server 22, a plurality of game processing servers including a game processing first C server 24, a login server 26, and a DB server 28. , Including.
 ゲーム処理第一Aサーバ20や、ゲーム処理第一Bサーバ22、ゲーム処理第一Cサーバ24等の各ゲーム処理第一サーバは、それぞれ同じ第一ゲームを後述するログイン処理が成功した後で第一ゲーム装置12に提供するものである。ただし、サーバが異なると、第一ゲームの内容は同じでも、当該第一ゲーム中の世界は異なり、その世界に参加するプレイヤも異なる。 Each game process first server such as the game process first A server 20, the game process first B server 22, the game process first C server 24, etc., each succeeds in the login process described later for the same first game. One game device 12 is provided. However, if the servers are different, even if the contents of the first game are the same, the world in the first game is different, and the players participating in the world are also different.
 ログインサーバ26は、各第一ゲーム装置12の何れか1つの装置からログイン要求があったときに、当該装置から送信される識別情報に基づいてログイン処理を行う。ログイン処理が成功した場合には、ログインサーバ26は、全ゲーム処理サーバの中からプレイヤにより選択された例えばゲーム処理第一Aサーバ20等のゲーム処理サーバに対して第一ゲームの処理(提供)を開始させる。 When there is a login request from any one of the first game apparatuses 12, the login server 26 performs a login process based on the identification information transmitted from the apparatus. If the login process is successful, the login server 26 processes (provides) the first game to a game processing server such as the game processing first A server 20 selected by the player from all the game processing servers. To start.
 DBサーバ28は、図示しないデータベース(DB)を内部に有し、ゲーム処理第一Aサーバ20等の他のサーバからのリクエストに対して当該DBの検索等の処理を行い、処理結果を返すサーバである。DBサーバ28のDBには、プレイヤに関する各種情報や、第一ゲームに関するプレイヤキャラクタの名前や種類を含むプレイヤキャラクタの設定情報、プレイヤキャラクタのレベルや経験値等のステータス情報を示すデータを格納している。他にも、このDBには、道具や武器、防具等のキャラ関連情報、ゲーム中に用いるお金情報、ゲーム中で行われるクエスト(冒険シナリオ又はミッション)に関するクエスト情報、課金により道具等を購入することのできるショップに関するショップ情報等、様々な情報を示すデータを格納している。 The DB server 28 has a database (DB) (not shown), performs a process such as searching the DB in response to a request from another server such as the game processing first A server 20, and returns a processing result. It is. The DB of the DB server 28 stores various information related to the player, player character setting information including the name and type of the player character related to the first game, and data indicating status information such as the level and experience value of the player character. Yes. In addition, in this DB, character related information such as tools, weapons, armor, etc., money information used during the game, quest information regarding quests (adventure scenarios or missions) performed during the game, and tools etc. are purchased by charging. Data indicating various kinds of information such as shop information about shops that can be stored is stored.
 一方で、第二サーバ群18は、ゲーム処理第二Aサーバ32と、ゲーム処理第二Bサーバ34と、ゲーム処理第二Cサーバ36を含む複数のゲーム処理サーバと、ログインサーバ38と、DBサーバ40と、を含んでいる。 On the other hand, the second server group 18 includes a game processing second A server 32, a game processing second B server 34, a plurality of game processing servers including a game processing second C server 36, a login server 38, and a DB. Server 40.
 ゲーム処理第二Aサーバ32や、ゲーム処理第二Bサーバ34、ゲーム処理第二Cサーバ36等の各ゲーム処理第二サーバは、それぞれ同じ第二ゲームを後述するログイン処理が成功した後で第二ゲーム装置14に提供するものである。ただし、ゲーム処理サーバが異なると、第二ゲームの内容は同じでも、当該第二ゲーム中の世界は異なり、その世界に参加するプレイヤも異なる。 Each game process second server, such as the game process second A server 32, the game process second B server 34, and the game process second C server 36, has the same second game after the login process described later succeeds. This is provided to the second game device 14. However, if the game processing servers are different, even if the content of the second game is the same, the world in the second game is different, and the players participating in the world are also different.
 ログインサーバ38は、各第二ゲーム装置14の何れか1つの装置からログイン要求があったときに、当該装置から送信される識別情報に基づいてログイン処理を行う。ログイン処理が成功した場合には、ログインサーバ38は、識別情報に関連付けられているゲーム処理サーバに対して第二ゲームの処理(提供)を開始させる。 When there is a login request from any one of the second game apparatuses 14, the login server 38 performs a login process based on the identification information transmitted from the apparatus. If the login process is successful, the login server 38 causes the game processing server associated with the identification information to start processing (providing) the second game.
 DBサーバ40は、図示しないDBを内部に有し、他のサーバ等からのリクエストに対して当該DBの検索等の処理を行い、処理結果を返すサーバである。DBサーバ40のDBには、プレイヤに関する各種情報や、第二ゲームに関するプレイヤキャラクタの名前や種類を含むプレイヤキャラクタの設定情報、プレイヤキャラクタのレベルや経験値等のステータス情報を示すデータを格納している。他にも、このDBには、道具や武器、防具等のキャラ関連情報、ゲーム中に用いるお金情報、ゲーム中で行われるクエストに関するクエスト情報、課金によりアイテム等を購入することのできるショップに関するショップ情報等、様々な情報を示すデータを格納している。 The DB server 40 is a server that has a DB (not shown) inside, performs processing such as searching for the DB in response to a request from another server, and returns a processing result. The DB of the DB server 40 stores various information related to the player, player character setting information including the name and type of the player character related to the second game, and data indicating status information such as the level and experience value of the player character. Yes. In addition to this, this DB contains information related to characters such as tools, weapons, and armor, money information used during the game, quest information related to quests performed during the game, and shops related to shops where items can be purchased by charging. Data indicating various information such as information is stored.
 なお、上述のように第一ゲームと第二ゲーム間で共有するDBサーバ40の一部のデータ(プレイヤキャラクタが使用するアイテム、武器、防具等)は、DBサーバ28の対応する一部のデータと定期的に同期がとられていてもよい。 As described above, some data of the DB server 40 shared between the first game and the second game (items used by the player character, weapons, armor, etc.) is the corresponding partial data of the DB server 28. And may be synchronized periodically.
――各サーバのハードウェア構成――
 次に、各サーバのハードウェア構成について説明する。
--Hardware configuration of each server--
Next, the hardware configuration of each server will be described.
 図2は、ゲーム処理第一Aサーバ20のハードウェア構成を示す概略ブロック図である。なお、このハードウェア構成は、ゲーム処理第一サーバやゲーム処理第二サーバ等を含む各種サーバ共通の構成である。 FIG. 2 is a schematic block diagram showing a hardware configuration of the game processing first A server 20. This hardware configuration is a configuration common to various servers including the game processing first server and the game processing second server.
 ゲーム処理第一Aサーバ20は、例えば制御部50と、入力装置52と、外部記憶装置54と、出力装置56と、通信インターフェース(IF)58と、を備えている。 The game processing first A server 20 includes, for example, a control unit 50, an input device 52, an external storage device 54, an output device 56, and a communication interface (IF) 58.
 制御部50は、例えば、ゲーム処理第一Aサーバ20全体の動作を制御する。この制御部50では、例えばバスアービタ62に、通信インターフェース(IF)58と、ペリフェラルインタフェース(I/F)60と、CPU64と、メインメモリ66と、ROM68と、GPU70と、グラフィックメモリ72と、オーディオメモリ74と、オーディオプロセッサ76が接続されている。なお、これらの構成は従来の構成と同様であるので説明を省略する。 The control unit 50 controls the overall operation of the game processing first A server 20, for example. In this control unit 50, for example, a bus arbiter 62, a communication interface (IF) 58, a peripheral interface (I / F) 60, a CPU 64, a main memory 66, a ROM 68, a GPU 70, a graphic memory 72, and an audio memory 74 and an audio processor 76 are connected. In addition, since these structures are the same as the conventional structure, description is abbreviate | omitted.
 入力装置52は、サーバ管理者等が制御部50に操作信号を入力するために用いられる。入力装置52の一例としては、キーボード、マウスやトラックボール等のポインティングデバイス等が挙げられる。また、入力装置52には、後述するディスプレイ56Aに備えられたタッチパッドやタッチパネルが含まれてもよい。 The input device 52 is used for a server administrator or the like to input an operation signal to the control unit 50. Examples of the input device 52 include a keyboard, a pointing device such as a mouse and a trackball, and the like. Further, the input device 52 may include a touch pad or a touch panel provided in the display 56A described later.
 外部記憶装置54は、例えばペリフェラルインタフェース(I/F)60を介して制御部50に着脱可能に接続することができる。当該ペリフェラレルI/F60には、一又は複数の周辺機器を追加的に接続してもよい。なお、外部記憶装置54は、ゲーム処理第一Aサーバ20内に内蔵される記憶装置であってもよい。 The external storage device 54 can be detachably connected to the control unit 50 via, for example, a peripheral interface (I / F) 60. One or more peripheral devices may be additionally connected to the peripheral I / F 60. The external storage device 54 may be a storage device built in the game processing first A server 20.
 外部記憶装置54には、ハードディスクドライブ(HDD)、フラッシュメモリ、SRAM(Static Random Access Memory)、磁気テープ装置、光ディスク装置等を用いることができる。外部記憶装置54には、例えば第一実施形態に係るプログラム(例えば第一ゲーム処理プログラムやパラメータ変更プログラム)を含む各種プログラムや、サーバ内で生成した及び/又は第一ゲーム装置12から受信したパラメータ等の各種データ等を記憶することができる。コンピュータの一例であるゲーム処理第一Aサーバ20は、外部記憶装置54から第一実施形態に係るプログラム等を読み取ってメインメモリ66等の内部メモリに転送し格納して用いる。 As the external storage device 54, a hard disk drive (HDD), flash memory, SRAM (Static Random Access Memory), magnetic tape device, optical disk device, or the like can be used. The external storage device 54 includes, for example, various programs including programs according to the first embodiment (for example, a first game processing program and a parameter change program), parameters generated in the server and / or received from the first game device 12. Etc. can be stored. The game processing first A server 20, which is an example of a computer, reads the program according to the first embodiment from the external storage device 54, transfers it to an internal memory such as the main memory 66, and stores it.
 第一実施形態に係るプログラム等は、コンピュータ読取可能な記録媒体に記録された形態で提供することができる。記録媒体には、例えば、ハードディスク、磁気ディスク、光磁気ディスク、CD-ROM(Compact Disk Read Only Memory)、DVD(Digital Versatile Disk)、BD(Blue-ray Disk)、ROMカートリッジ、バッテリバックアップ付きRAMカートリッジ、フラッシュメモリカートリッジ、不揮発性RAMカートリッジ等が含まれてよい。また、第一実施形態に係るプログラム等は、通信IF58によりネットワークNET経由でゲーム処理第一Aサーバ20に提供してもよい。 The program according to the first embodiment can be provided in a form recorded on a computer-readable recording medium. Recording media include, for example, hard disks, magnetic disks, magneto-optical disks, CD-ROM (Compact Disk Read Only Memory), DVD (Digital Versatile Disk), BD (Blue-ray Disk), ROM cartridge, RAM cartridge with battery backup , Flash memory cartridges, non-volatile RAM cartridges, and the like. Further, the program according to the first embodiment may be provided to the game processing first A server 20 via the network NET by the communication IF 58.
 なお、「コンピュータ」とは、例えば、ハードウェアとオペレーティングシステム(OS)とを含む概念であり、OSの制御の下で動作するハードウェアを意味することがある。また、OSが不要でプログラム単独でハードウェアを動作可能な場合には、そのハードウェアがコンピュータに相当するとみることができる。ハードウェアは、CPU等の演算装置と、記録媒体に記録されたプログラムを読み取り可能な読み取り装置とを含むことができる。 The “computer” is a concept including, for example, hardware and an operating system (OS), and may mean hardware that operates under the control of the OS. Further, when the OS is unnecessary and the hardware can be operated by the program alone, it can be considered that the hardware corresponds to a computer. The hardware can include an arithmetic device such as a CPU and a reading device that can read a program recorded on a recording medium.
 第一実施形態に係るプログラム等は、上述のようなコンピュータに、ゲーム処理第一Aサーバ20としての機能を実現させるプログラムコードを含んでいる。その機能の一部はプログラムではなくOSによって実現されてもよい。 The program according to the first embodiment includes a program code for causing the above-described computer to realize the function as the game processing first A server 20. Some of the functions may be realized by the OS instead of the program.
 出力装置56は、例示的に、ディスプレイ56Aやスピーカ56Bを備え、ゲーム処理第一Aサーバ20のオペレータ等に第一実施形態に係るプログラム等の管理映像や音声を提供する。ディスプレイ56Aには、液晶ディスプレイや、PDP(プラズマ・ディスプレイ・パネル)、HMD(ヘッドマウントディスプレイ)等を適用することができる。また、ディスプレイ56Aは、複数のディスプレイを有して成る大画面の統合ディスプレイとしてもよい。 The output device 56 includes a display 56A and a speaker 56B, for example, and provides management video and audio such as a program according to the first embodiment to an operator of the game processing first A server 20 and the like. A liquid crystal display, PDP (plasma display panel), HMD (head mounted display), or the like can be applied to the display 56A. The display 56A may be a large-screen integrated display having a plurality of displays.
 通信IF58は、インターネットINを含むネットワークNETへの接続を可能にする装置あるいはインターフェースである。通信IF58を介して、ゲーム処理第一Aサーバ20は、ネットワークNETに接続されたDBサーバ28やログインサーバ26等の他のサーバや、第一ゲーム装置12と適宜通信することができる。 The communication IF 58 is a device or interface that enables connection to a network NET including the Internet IN. The game processing first A server 20 can appropriately communicate with other servers such as the DB server 28 and the login server 26 connected to the network NET and the first game device 12 via the communication IF 58.
――ゲームの概要――
 次に、第一ゲーム及び第二ゲームの概要について説明する。
--Outline of the game--
Next, an overview of the first game and the second game will be described.
 第一ゲーム及び第二ゲームは、上述したように、互いに関連するゲームであって、各ゲームは、共に複数プレイヤ参加型オンラインRPGである。また、各ゲームでは、例えばゲームプレイ中に3Dのゲームフィールドが第一ゲーム装置12又は第二ゲーム装置14のディスプレイに表示される。このゲームフィールド上には、例えばプレイヤが第一ゲーム装置12又は第二ゲーム装置14のマウスやコントローラ等の操作部を用いて操作をすることが可能なプレイヤキャラクタと、ゲームフィールドを移動しつつプレイヤキャラクタを攻撃する複数種の敵キャラクタと、が表示される。なお、敵キャラクタと戦闘するゲームフィールドと、製造するゲームフィールは、同一のフィールドであっても異なるフィールドであってもよい。 As described above, the first game and the second game are games related to each other, and each game is a multiplayer online RPG. In each game, for example, a 3D game field is displayed on the display of the first game device 12 or the second game device 14 during game play. On the game field, for example, a player character that can be operated using an operation unit such as a mouse or a controller of the first game device 12 or the second game device 14, and a player while moving in the game field. A plurality of types of enemy characters attacking the character are displayed. It should be noted that the game field for combating the enemy character and the game feel to be manufactured may be the same field or different fields.
 プレイヤは、ゲームフィールド上のプレイヤキャラクタを自由に移動して、その移動した先で遭遇する敵キャラクタと戦闘を繰り広げることができる。プレイヤキャラクタ及び敵キャラクタは、それぞれ固有の耐久力(以下、「HP」と称す。)を有している。 The player can freely move the player character on the game field and develop a battle with the enemy character encountered at the destination. Each of the player character and the enemy character has inherent durability (hereinafter referred to as “HP”).
 戦闘の際に、相手方の攻撃によりHPが「0」になると、そのキャラクタは、死亡してゲームフィールド上から消滅する(非表示となる)。プレイヤキャラクタが死亡すると、そこでゲームは終了する。また、例えば複数種の敵キャラクタの中でボスキャラクタが死亡すると、ゲームはクリアとなる。 During battle, if HP is set to “0” by the opponent's attack, the character dies and disappears from the game field (hidden). When the player character dies, the game ends there. For example, when a boss character dies among a plurality of types of enemy characters, the game is cleared.
 このプレイヤキャラクタは、武器や防具、アクセサリ等を装備して、ゲームフィールドに参加することができる。また、プレイヤキャラクタは、ゲームプレイ中に所持している道具を使用して、例えばプレイヤキャラクタのステータス等を向上したり回復したりすることができる。さらに、習得した魔法やスキルを使用して、敵キャラクタを攻撃したり、味方キャラクタを回復したり、プレイヤキャラクタのステータス等を向上したりすることができる。 This player character can participate in the game field with weapons, armor, accessories, etc. Further, the player character can improve or recover the status of the player character, for example, using a tool possessed during the game play. Furthermore, it is possible to attack the enemy character, recover the teammate character, improve the status of the player character, etc., using the acquired magic and skill.
 そして、第一実施形態では、ゲームプレイ中に、プレイヤが素材を収集し、収集した素材を基に第一プレイヤ自身が或いは第二プレイヤに依頼して新たなアイテムを製造することができる。ここで、製造することができる「新たな(ゲーム)アイテム」とは、ゲームプレイ中に使用する道具だけでなく、装備品としての武器や防具、アクセサリ、スキル、魔法等を含む広い概念のアイテムである。 In the first embodiment, during the game play, the player collects materials, and based on the collected materials, the first player himself or the second player can make a new item. Here, “new (game) items” that can be manufactured are not only tools used during game play, but also items with a wide concept including weapons and armor as accessories, accessories, skills, magic, etc. It is.
――機能構成――
 次に、ゲームシステム10の機能構成について説明する。
--Function configuration--
Next, the functional configuration of the game system 10 will be described.
 図3は、第一実施形態に係るゲームシステム10の機能構成と作用の一例を示すブロックダイアグラムである。 FIG. 3 is a block diagram showing an example of the functional configuration and operation of the game system 10 according to the first embodiment.
 ゲームシステム10は、例えば、端末装置100A,100Bと、サーバ装置としてのサーバ部102と、を有している。 The game system 10 includes, for example, terminal devices 100A and 100B and a server unit 102 as a server device.
 端末装置100A,100Bは、それぞれ第一ゲーム装置12又は第二ゲーム装置14である。端末装置100Aは、例えばある特定の識別情報(ID)を有する第一プレイヤ104によって操作されて、第一ゲーム又は第二ゲームを実行する。端末装置100Bは、第一プレイヤ104の識別情報と異なるIDを有する第二プレイヤ106によって操作されて、第一ゲーム又は第二ゲームを実行する。 The terminal devices 100A and 100B are the first game device 12 and the second game device 14, respectively. The terminal device 100A is operated by the first player 104 having specific identification information (ID), for example, and executes the first game or the second game. The terminal device 100B is operated by the second player 106 having an ID different from the identification information of the first player 104, and executes the first game or the second game.
 サーバ部102は、第一サーバ群16と第二サーバ群18と、を含んで構成される。ただし、例えばゲーム処理第一Aサーバ20とDBサーバ40のみで構成されてもよいし、ゲーム処理第一Aサーバ20等の1つのサーバのみで構成されてもよい。 The server unit 102 includes a first server group 16 and a second server group 18. However, for example, the game processing first A server 20 and the DB server 40 may be configured, or the game processing first A server 20 and the like may be configured by only one server.
 サーバ部102は、通信部108と、記憶部110と、を備える。 The server unit 102 includes a communication unit 108 and a storage unit 110.
 通信部108は、例えばCPU64や通信IF58等を含んで構成される。この通信部108は、サーバ部102を、ネットワークNETを介して単一又は複数の端末装置と通信接続するためのものである。特に、第一実施形態では、通信部108は、複数の端末装置のうち端末装置100A,100Bと通信接続するためのものである。 The communication unit 108 includes, for example, a CPU 64, a communication IF 58, and the like. The communication unit 108 is used for communication connection of the server unit 102 with a single or a plurality of terminal devices via the network NET. In particular, in the first embodiment, the communication unit 108 is for communication connection with the terminal devices 100A and 100B among the plurality of terminal devices.
 記憶部110は、外部記憶装置54を含んで構成される。この記憶部110には、例えばプレイヤ所有情報としてのプレイヤ所有情報テーブル112と、一時保管情報としての一時保管情報テーブル114と、受注設定リスト116と、依頼リスト118と、が格納されている。 The storage unit 110 includes an external storage device 54. The storage unit 110 stores, for example, a player ownership information table 112 as player ownership information, a temporary storage information table 114 as temporary storage information, an order setting list 116, and a request list 118.
 図4は、プレイヤ所有情報テーブル112と一時保管情報テーブル114の一例を概略的に説明する説明図である。 FIG. 4 is an explanatory diagram for schematically explaining an example of the player possession information table 112 and the temporary storage information table 114.
 プレイヤ所有情報テーブル112には、例えばプレイヤの識別情報としてのID毎に、お金と、アイテム1、アイテム2、アイテム3・・・の項目欄が設けられている。第一ゲーム又は第二ゲームが実行される際には、当該ゲームをプレイするプレイヤのIDに対応する項目欄の情報(図4では例えば横一列の情報)が読み込まれて、ゲーム中にプレイヤの自由に使用することができる。アイテムに関しては、使用の他、原則として売却や破棄等もすることができる。すなわち、各項目欄のお金やアイテムの所有権は、対応するIDのプレイヤが持っている。なお、IDは、図4中では通し番号で表現されているが、表現方法は、特に限定されるものではなく、例えば文字と数字の組み合わせであってもよい。また、プレイヤ所有情報テーブル112には、同じIDが複数記載されていてもよい。この場合、プレイヤ所有情報テーブル112には、例えばキャラクタ名も記載されており、IDとキャラクタ名とのセット毎に、所有情報が異なる。 In the player possession information table 112, for example, item columns of money, item 1, item 2, item 3... Are provided for each ID as player identification information. When the first game or the second game is executed, information in the item column corresponding to the ID of the player who plays the game (for example, information in a horizontal row in FIG. 4) is read and Can be used freely. In addition to use, items can be sold or destroyed in principle. That is, the money of each item column and the ownership of an item have the player of corresponding ID. In addition, although ID is represented by the serial number in FIG. 4, the expression method is not specifically limited, For example, the combination of a character and a number may be sufficient. The player ownership information table 112 may have a plurality of the same IDs. In this case, the player possession information table 112 also describes, for example, a character name, and the possession information differs for each set of ID and character name.
 一時保管情報テーブル114には、例えばID毎に、アイテムの取引用一時保管庫としての保管1、保管2、保管3、保管4、保管5及び保管6の6つの項目欄が設けられている。これらの項目欄は、初期状態では、空欄(空き)となっている。 In the temporary storage information table 114, for example, for each ID, six item columns of storage 1, storage 2, storage 3, storage 4, storage 5, and storage 6 as a temporary storage for items are provided. These item fields are blank (empty) in the initial state.
 なお、第1実施形態では、プレイヤ所有情報テーブル112及び一時保管情報テーブル114において、第一プレイヤ104のIDに対応する欄又は領域を、第一情報111としている。また、プレイヤ所有情報テーブル112及び一時保管情報テーブル114において、第二プレイヤ106のIDに対応する欄又は領域を、第二情報113としている。 In the first embodiment, the column or area corresponding to the ID of the first player 104 in the player possession information table 112 and the temporary storage information table 114 is the first information 111. In the player possession information table 112 and the temporary storage information table 114, a column or area corresponding to the ID of the second player 106 is used as the second information 113.
 図3に戻って、受注設定リスト116は、図示しないものの、アイテム製造の受注を希望する一又は複数のプレイヤの名前がリストになったものである。また、受注設定リスト116には、プレイヤの名前毎に、どのようなものが作れるか或いは作りたいかを示す受注可能レシピと、アピール用の広告と、が関連付けられて記憶されている。 Returning to FIG. 3, although not shown, the order setting list 116 is a list of names of one or a plurality of players who wish to receive an item manufacturing order. Further, in the order setting list 116, for each player name, an orderable recipe indicating what kind of product can be made or desired to be created and an advertisement for appeal are stored in association with each other.
 依頼リスト118は、図示しないものの、誰が誰に対してどのような内容で製造依頼を発注したかがリストになったものである。 Although the request list 118 is not shown in the figure, it is a list of who has ordered a manufacturing request with what content to whom.
 また、サーバ部102は、CPU64が第一実施形態に係るゲームプログラムを実行することにより、他のハードウェアやソフトウェアと協働して、ゲームシステム10において実現される機能部としての、製造部120と、仲介部122と、設定部124と、を備える。 The server unit 102 also includes a manufacturing unit 120 as a functional unit realized in the game system 10 in cooperation with other hardware and software by the CPU 64 executing the game program according to the first embodiment. And an intermediary unit 122 and a setting unit 124.
 製造部120は、第一プレイヤ104又は第二プレイヤ106の要求に応じて、新たなアイテムを製造するためのものである。第一実施形態では、製造部120は、後述するように、少なくとも第二プレイヤ106の要求に応じて、第一プレイヤ104のための新たなアイテムを製造する。 The manufacturing unit 120 is for manufacturing a new item in response to a request from the first player 104 or the second player 106. In the first embodiment, the manufacturing unit 120 manufactures a new item for the first player 104 at least in response to a request from the second player 106, as will be described later.
 仲介部122は、端末装置100Aの第一プレイヤ104が、製造部120により端末装置100Bの第二プレイヤ106を介して新たなアイテムを製造する際に、通信部108を用いてその製造の仲介を行うためのものである。 When the first player 104 of the terminal device 100A manufactures a new item by the manufacturing unit 120 via the second player 106 of the terminal device 100B, the mediation unit 122 uses the communication unit 108 to mediate the manufacture. Is to do.
 設定部124は、仲介部122の仲介により製造された新たなアイテムを、第一プレイヤ104の所有物として自動的に設定するためのものである。 The setting unit 124 is for automatically setting a new item manufactured by the mediation of the mediation unit 122 as an possession of the first player 104.
――処理フロー――
 次に、第一実施形態に係るゲームシステム10で行われる処理フローについて図3~図12を用いて説明する。図5~図7は、図4に示す各テーブル中のデータの変遷の様子を示す図である。図8~図12は、処理フローが行われる中で、端末装置100A又は端末装置100Bの表示装置に表示されるウィンドウの一例を示す図である。なお、以下、括弧中の識別符号は、図3中のステップ識別符号と対応している。
--Processing flow--
Next, a processing flow performed in the game system 10 according to the first embodiment will be described with reference to FIGS. 5 to 7 are diagrams showing changes in data in each table shown in FIG. 8 to 12 are diagrams illustrating examples of windows displayed on the display device of the terminal device 100A or the terminal device 100B while the processing flow is performed. Hereinafter, the identification code in parentheses corresponds to the step identification code in FIG.
(SP10)第二プレイヤ106は、端末装置100Bを操作して、ゲーム中において、アイテムの製造を受注できるようにするため、例えばゲームフィールド中に存在する製造端末等の所定の場所に第二プレイヤ106のキャラクタを移動する。端末装置100Bは、これに応答して、図示しないゲーム画面において例えば看板設定のウィンドウを表示する。この看板設定のウィンドウでは、例えば受注できるアイテムの種類(以下、「クラフトレシピ」と称す。)の設定や、受注におけるアピール用の広告編集を行うことができる。 (SP10) The second player 106 operates the terminal device 100B to receive an order for manufacturing an item during the game. For example, the second player 106 is placed at a predetermined location such as a manufacturing terminal in the game field. 106 characters are moved. In response to this, the terminal device 100B displays, for example, a signboard setting window on a game screen (not shown). In this signboard setting window, it is possible to set, for example, the types of items that can be ordered (hereinafter referred to as “craft recipes”) and edit advertisements for appealing in ordering.
 上記看板設定のウィンドウにて、第二プレイヤ106が例えば「初級打撃武器Lv.1」,「中級法撃武器Lv.5」及び「上級射撃武器Lv.10」等のように、クラフトレシピを設定すると、端末装置100Bは、そのクラフトレシピとIDとキャラクタ名等をサーバ部102に送信する。同様に、看板設定のウィンドウにて、第二プレイヤ106が広告編集を行うと、端末装置100Bは、その広告編集情報とIDとキャラクタ名等をサーバ部102に送信する。そして、サーバ部102の通信部108は、端末装置100Bから設定情報とIDとを受信する。 In the above signboard setting window, the second player 106 sets a craft recipe such as “Beginning Strike Weapon Lv.1”, “Intermediate Legal Weapon Lv.5”, “Advanced Shooting Weapon Lv.10”, etc. Then, the terminal device 100B transmits the craft recipe, ID, character name, and the like to the server unit 102. Similarly, when the second player 106 edits the advertisement in the signboard setting window, the terminal device 100 </ b> B transmits the advertisement editing information, the ID, the character name, and the like to the server unit 102. And the communication part 108 of the server part 102 receives setting information and ID from the terminal device 100B.
(SP12)通信部108の受信に応答して、例えばサーバ部102の設定部124は、受信した情報を、記憶部110に格納されている受注設定リスト116の一部として記憶する。これにより、第二プレイヤ106が例えば第一プレイヤ104から製造を受注できるように設定される。 (SP12) In response to the reception of the communication unit 108, for example, the setting unit 124 of the server unit 102 stores the received information as a part of the order setting list 116 stored in the storage unit 110. As a result, the second player 106 is set to receive an order for manufacturing from the first player 104, for example.
(SP14)一方で、第一プレイヤ104は、ゲーム中において、例えばゲームフィールド中に存在する製造端末等の所定の場所に第一プレイヤ104のキャラクタを移動する。端末装置100Aは、これに応答して、図示しないゲーム画面において例えば図8に示すウィンドウ130を表示する。 (SP14) On the other hand, the first player 104 moves the character of the first player 104 to a predetermined place such as a manufacturing terminal existing in the game field during the game. In response to this, the terminal device 100A displays, for example, a window 130 shown in FIG. 8 on a game screen (not shown).
 ウィンドウ130は、例えば「クラフト」という項目130Aを含む。そして、端末装置100Aは、例えば第一プレイヤ104によるウィンドウ130内の項目130Aの選択に応答して、図8に示すウィンドウ132を表示する。なお、「クラフト」とは、第一実施形態に係る製造を意味し、「クラフタ」とは、製造する者、例えば第二プレイヤ106のキャラクタを意味する。 The window 130 includes, for example, an item 130A “Craft”. Then, the terminal device 100A displays the window 132 shown in FIG. 8 in response to the selection of the item 130A in the window 130 by the first player 104, for example. “Craft” means manufacture according to the first embodiment, and “crafter” means a character of the manufacturer, for example, the second player 106.
 ウィンドウ132は、例えば製造を依頼できる全てのキャラクタ名を検索することができる「クラフタ検索」という項目132Aを含んでいる。また、この他にも、ウィンドウ132は、例えば、第一プレイヤ104のフレンドに限った中からクラフタ検索する「フレンドからクラフタ検索」という項目132Bと、第一プレイヤ104が所属するチームのメンバに限った中からクラフタ検索する「チームメンバからクラフタ検索」という項目132Cと、現在依頼している内容を確認する「依頼中の発注書」という項目132Dと、を含んでいる。そして、端末装置100Aは、例えば第一プレイヤ104によるウィンドウ132内の項目132Aの選択に応答して、図8に示すウィンドウ134を表示する。 The window 132 includes, for example, an item 132A “Crafter search” in which all character names that can be requested for manufacturing can be searched. In addition to this, the window 132 is limited to, for example, an item 132B for searching for a crafter from among limited friends of the first player 104 and a member of a team to which the first player 104 belongs. In addition, an item 132C “search for a crafter from a team member” for searching for a crafter from within, and an item 132D “requesting purchase order” for checking the content currently requested are included. Then, the terminal device 100A displays the window 134 shown in FIG. 8 in response to the selection of the item 132A in the window 132 by the first player 104, for example.
 ウィンドウ134は、例えば装備品の製造を依頼できる「武装エクステンドで探す」という項目と、技術を習得できるアイテムの製造を依頼できる「テクニックカスタマイズで探す」という項目を含む。
 なお、「武装エクステンド」とは、ある装備品素材のアイテムの性能を拡張、調整、及び改良する意味を指し、この意味は「製造」に含まれるものとする。ただし、この「製造」は、素材がない状態からアイテムを新たに製造したり、素材が必要であっても素材と全く異なる種類のアイテムを新たに製造したりする意味を含んでもよい。また、装備品には、武器や防具、アクセサリ等が含まれるが、「製造」は、装備品以外のアイテムの性能を拡張、調整、及び改良する意味を含んでもよい。
The window 134 includes, for example, an item “Search by Armed Extend” that can request the manufacture of equipment, and an item “Search by Technique Customization” that can request the manufacture of an item that can acquire the technique.
The term “armed extend” refers to the meaning of expanding, adjusting, and improving the performance of an item of a certain equipment material, and this meaning is included in “manufacturing”. However, “manufacturing” may include the meaning of newly manufacturing an item from a state where there is no material, or newly manufacturing an item of a type completely different from the material even if the material is necessary. The equipment includes weapons, armor, accessories, and the like, but “manufacturing” may include the meaning of expanding, adjusting, and improving the performance of items other than the equipment.
 そして、端末装置100Aは、例えば第一プレイヤ104によるウィンドウ134内の項目134Aの選択に応答して、図8に示すウィンドウ136を表示する。 Then, the terminal device 100A displays the window 136 shown in FIG. 8, for example, in response to the selection of the item 134A in the window 134 by the first player 104.
 ウィンドウ136は、例えば第一プレイヤ104が所有する所持品から検索する「所持品から検索」という項目136Aと、「クラフトレシピから検索」という項目136Bと、を含む。そして、端末装置100Aは、例えば第一プレイヤ104によるウィンドウ136内の項目136Bの選択に応答して、図8に示すウィンドウ138を表示する。 The window 136 includes, for example, an item 136A “search from possession” and an item 136B “search from craft recipe” to search from possession possessed by the first player 104. Then, the terminal device 100A displays a window 138 shown in FIG. 8, for example, in response to the selection of the item 136B in the window 136 by the first player 104.
 ウィンドウ138は、例えば「初級打撃武器Lv.1」という項目138Aと、「初級打撃武器Lv.2」という項目138B等のクラフトレシピの項目を複数含んでいる。なお、ウィンドウ138の表示の際、選択した項目に対応する必要素材やレシピ情報を示すウィンドウも同時に表示されてもよい。そして、端末装置100Aは、例えば第一プレイヤ104によるウィンドウ138内の項目138Aの選択に応答して、ウィンドウ132からウィンドウ138までの選択情報と第一プレイヤ104のID及びキャラクタ名とをサーバ部102に送信する。サーバ部102の通信部108は、端末装置100Bからの各情報を受信する。 The window 138 includes, for example, a plurality of craft recipe items such as an item 138A “Beginning batting weapon Lv.1” and an item 138B “Beginning batting weapon Lv.2”. Note that when the window 138 is displayed, a window indicating necessary material and recipe information corresponding to the selected item may be displayed at the same time. Then, for example, in response to the selection of the item 138A in the window 138 by the first player 104, the terminal device 100A receives the selection information from the window 132 to the window 138, the ID and character name of the first player 104, and the server unit 102. Send to. The communication unit 108 of the server unit 102 receives each piece of information from the terminal device 100B.
(SP16)サーバ部102の仲介部122は、通信部108の受信に応答して、受注設定リスト116を読み出す。そして、仲介部122は、受注設定リスト116の中から通信部108が受信した各情報に合致するキャラクタ名を検索する。 (SP16) The mediation unit 122 of the server unit 102 reads the order setting list 116 in response to reception by the communication unit 108. Then, the mediation unit 122 searches the order setting list 116 for a character name that matches each information received by the communication unit 108.
(SP18)仲介部122は、検索により得られたキャラクタ名と、これに対応するクラフトレシピの設定や広告の情報を、通信部108を介して、端末装置100Aに返信する。端末装置100Aは、仲介部122から受信したキャラクタ名に基づき、図8に示すウィンドウ140を表示する。同時に、端末装置100Aは、仲介部122から受信したクラフトレシピの設定や広告の情報に基づき、図8に示すウィンドウ142を表示する。なお、ウィンドウ140の表示の後、選択したキャラクタ名に対応するレシピの必要素材やレシピ情報を示すウィンドウが表示されてもよい。 (SP18) The mediation unit 122 returns the character name obtained by the search and the corresponding craft recipe setting and advertisement information to the terminal device 100A via the communication unit 108. The terminal device 100A displays a window 140 shown in FIG. 8 based on the character name received from the mediation unit 122. At the same time, the terminal device 100A displays a window 142 shown in FIG. 8 based on the craft recipe setting and advertisement information received from the mediation unit 122. In addition, after the display of the window 140, a window indicating the necessary material and recipe information of the recipe corresponding to the selected character name may be displayed.
 ウィンドウ140は、例えば製造の依頼(発注)をすることができるキャラクタの候補としてキャラクタ名の項目を少なくとも1つ以上含む。この項目には、一例としてキャラクタ名「特許太郎」という項目140A、キャラクタ名「★AAA★」という項目140B、及びキャラクタ名「BBB」という項目140C等がある。 The window 140 includes, for example, at least one character name item as a candidate for a character who can request (order) manufacturing. The items include, for example, an item 140A having a character name “Taro Taro”, an item 140B having a character name “AAA ★”, an item 140C having a character name “BBB”, and the like.
 なお、ウィンドウ140の表示の際、選択の効率性向上の観点等から、予め定められた又は第一プレイヤ104に指定された順序で表示されるようにしてもよい。例えば製造依頼を受けた数が少ない順にキャラクタ名が表示されるように、仲介部122が返信前に予めキャラクタ名を並び替えていてもよい。また、ウィンドウ140では、キャラクタ名が表示されるが、第二プレイヤ106の名前が表示されてもよい。他にも、例えばウィンドウ140の表示の際、現在ログインしている人優先でキャラクタ名が表示されるように、仲介部122が返信前に予めキャラクタ名を並び替えていてもよい。
 他にも、例えばウィンドウ140の表示の際、第一プレイヤ104のキャラクタのフレンド、第一プレイヤ104のキャラクタの所属チームと同じチーム、一般人の順でキャラクタ名が表示されるように、仲介部122が返信前に予めキャラクタ名を並び替えていてもよい。また、他にも、製造に係るLvが高い順にキャラクタ名が表示されるように、仲介部122が返信前に予めキャラクタ名を並び替えていてもよい。無論、上記の並び替えは、端末装置100Aが行ってもよい。
When the window 140 is displayed, the window 140 may be displayed in a predetermined order or designated by the first player 104 from the viewpoint of improving selection efficiency. For example, the mediator 122 may rearrange the character names in advance before replying so that the character names are displayed in ascending order of the number of requests for manufacturing. In the window 140, the character name is displayed, but the name of the second player 106 may be displayed. In addition, for example, when the window 140 is displayed, the mediation unit 122 may rearrange the character names in advance before replying so that the character names are displayed with priority on the currently logged-in person.
In addition, when the window 140 is displayed, for example, the mediator 122 displays the character names in the order of the friend of the character of the first player 104, the same team as the team to which the character of the first player 104 belongs, and the general public. May sort the character names in advance before replying. In addition, the mediator 122 may rearrange the character names in advance before replying so that the character names are displayed in descending order of Lv for manufacturing. Of course, the terminal device 100A may perform the above rearrangement.
 ウィンドウ142は、例えばウィンドウ140で選択した項目に係るキャラクタの名前、受注可能レシピ、及び広告の各情報を含む。第一プレイヤ104は、ウィンドウ142の各情報を見ながら、ウィンドウ140内の項目(キャラクタ名)を選択する。 The window 142 includes, for example, information on the name of a character, an orderable recipe, and an advertisement related to the item selected in the window 140. The first player 104 selects an item (character name) in the window 140 while viewing each piece of information in the window 142.
 端末装置100Aは、第一プレイヤ104によるウィンドウ140内の項目の選択に応答して、例えば、第一プレイヤ104のキャラクタを、第二プレイヤ106のキャラクタが所有する部屋に移動させる。第一プレイヤ104は、例えば移動先の部屋で第二プレイヤ106用の製造端末を起動する。ただし、上記移動や起動は任意であり、移動や起動をしなくても、端末装置100Aは、ステップSP20又はステップSP22の処理に進んでもよい。 The terminal device 100A moves the character of the first player 104 to a room owned by the character of the second player 106, for example, in response to selection of an item in the window 140 by the first player 104. For example, the first player 104 activates a manufacturing terminal for the second player 106 in the destination room. However, the movement and activation described above are arbitrary, and the terminal device 100A may proceed to the process of step SP20 or step SP22 without moving or activating.
(SP20)端末装置100Aは、図9に示すウィンドウ150を表示する。ウィンドウ150は、「クラフト」という項目150Aを含む。そして、端末装置100Aは、例えば第一プレイヤ104によるウィンドウ150内の項目150Aの選択に応答して、発注できるか否かをサーバ部102に問い合わせる。そして、サーバ部102の通信部108は、端末装置100Aからの問い合わせを受信する。 (SP20) The terminal device 100A displays the window 150 shown in FIG. Window 150 includes an item 150A “Craft”. Then, for example, in response to selection of the item 150A in the window 150 by the first player 104, the terminal device 100A inquires of the server unit 102 whether or not the order can be placed. Then, the communication unit 108 of the server unit 102 receives an inquiry from the terminal device 100A.
(SP22)サーバ部102の仲介部122は、通信部108の受信に応答して、一時保管情報テーブル114を読み出す。そして、仲介部122は、一時保管情報テーブル114において問い合わせに対応するIDの保管1が空欄であるか否か判定する(図4参照)。仲介部122は、保管1が空欄であると判定した場合は、保管1に関しては未発注であると決定する。仲介部122は、保管1が空欄でないと判定した場合は、保管1に関しては発注中であると決定する。仲介部122は、保管2~6に関しても、上記同様にして決定する。 (SP22) The mediation unit 122 of the server unit 102 reads the temporary storage information table 114 in response to the reception of the communication unit 108. Then, the mediation unit 122 determines whether the ID storage 1 corresponding to the inquiry is blank in the temporary storage information table 114 (see FIG. 4). When determining that the storage 1 is blank, the mediation unit 122 determines that the storage 1 is not yet ordered. If the mediation unit 122 determines that the storage 1 is not blank, the mediation unit 122 determines that the storage 1 is being ordered. The mediation unit 122 determines the storages 2 to 6 in the same manner as described above.
(SP24)仲介部122は、通信部108を介して、保管1~6に関して決定した各情報を端末装置100Aに返信する。端末装置100Aは、仲介部122から受信した各情報に基づき、図9に示すウィンドウ152を表示する。 (SP24) The mediation unit 122 returns each information determined regarding the storages 1 to 6 to the terminal device 100A via the communication unit. The terminal device 100A displays a window 152 shown in FIG. 9 based on each information received from the mediation unit 122.
 ウィンドウ152は、第一プレイヤ104が現在依頼している発注内容を示している。このウィンドウ152は、仲介部122から受信した各情報に基づいて生成されたボックス欄152A~152Fを含む。ボックス欄152Aは、一時保管情報テーブル114内の保管1に対応している。同様に、各ボックス欄152B~152Fは、一時保管情報テーブル114内の保管2~6に対応している。図9に示すボックス欄152A~152Fは、例えば図4に示す一時保管情報テーブル114の保管1~保管6は全て空欄であるので、全て未発注となっている。 The window 152 shows the order contents currently requested by the first player 104. The window 152 includes box fields 152A to 152F generated based on each information received from the mediation unit 122. The box field 152A corresponds to the storage 1 in the temporary storage information table 114. Similarly, the box fields 152B to 152F correspond to the storages 2 to 6 in the temporary storage information table 114. In the box columns 152A to 152F shown in FIG. 9, for example, all of the storages 1 to 6 in the temporary storage information table 114 shown in FIG.
(SP26)端末装置100Aは、ウィンドウ152において第一プレイヤ104による未発注のボックス欄152A~152Fのうち何れか1つの選択に応答して、発注先をサーバ部102に問い合わせる。そして、サーバ部102の通信部108は、端末装置100Aからの問い合わせを受信する。 (SP26) In response to the selection of any one of the unordered box fields 152A to 152F by the first player 104 in the window 152, the terminal device 100A inquires the server unit 102 about the order destination. Then, the communication unit 108 of the server unit 102 receives an inquiry from the terminal device 100A.
(SP28)サーバ部102の仲介部122は、通信部108の受信に応答して、受注設定リスト116を読み出す。そして、仲介部122は、受注設定リスト116の中で、ウィンドウ140で選択された項目(キャラクタ名)を所有する第二プレイヤ106のIDに関連する(紐づいた)キャラクタ名を検索する。なお、第一実施形態では、同じIDで、複数のキャラクタを作成することができることから、このようなステップSP28が設けられているが、単一のキャラクタを作成することができる場合には、このステップSP28は省略することができる。 (SP28) The mediation unit 122 of the server unit 102 reads the order setting list 116 in response to reception by the communication unit 108. Then, the mediation unit 122 searches the order setting list 116 for a character name related (linked) to the ID of the second player 106 that owns the item (character name) selected in the window 140. In the first embodiment, since a plurality of characters can be created with the same ID, such a step SP28 is provided. However, when a single character can be created, this step SP28 is provided. Step SP28 can be omitted.
(SP30)仲介部122は、検索により得られたキャラクタ名と、これに対応するクラフトレシピの設定や広告の情報を、通信部108を介して、端末装置100Aに返信する。端末装置100Aは、仲介部122から受信したキャラクタ名に基づき、図9に示すウィンドウ154を表示する。同時に、端末装置100Aは、仲介部122から受信したクラフトレシピの設定や広告の情報に基づき、図9に示すウィンドウ156を表示する。 (SP30) The mediation unit 122 returns the character name obtained by the search and the corresponding craft recipe setting and advertisement information to the terminal device 100A via the communication unit 108. The terminal device 100A displays a window 154 shown in FIG. 9 based on the character name received from the mediation unit 122. At the same time, the terminal device 100A displays a window 156 shown in FIG. 9 based on the craft recipe setting and advertisement information received from the mediation unit 122.
 ウィンドウ154は、第二プレイヤ106が所有するキャラクタのキャラクタ名の項目を少なくとも1つ以上含む。この項目には、一例としてキャラクタ名「★AAA★」という項目154A等がある。 The window 154 includes at least one character name item of the character owned by the second player 106. This item includes, for example, an item 154A having a character name “★ AAA ★”.
 ウィンドウ156は、例えばウィンドウ140で選択した項目に係るキャラクタの名前、受注可能レシピ、及び広告の各情報を含む。第一プレイヤ104は、ウィンドウ156の各情報を見ながら、ウィンドウ154内の項目(キャラクタ名)を選択する。 The window 156 includes, for example, information on the name of the character, the recipe that can be ordered, and the advertisement related to the item selected in the window 140. The first player 104 selects an item (character name) in the window 154 while viewing each piece of information in the window 156.
 端末装置100Aは、第一プレイヤ104によるウィンドウ154内の項目の選択に応答して、ウィンドウ158を表示する。端末装置100Aは、同時に、ウィンドウ160を表示してもよい。 The terminal device 100A displays the window 158 in response to selection of an item in the window 154 by the first player 104. The terminal device 100A may display the window 160 at the same time.
 ウィンドウ158は、第二プレイヤ106が看板設定のウィンドウにて設定した一又は複数の項目、例えば「初級打撃武器Lv.1」の項目158A,「中級法撃武器Lv.5」の項目158B及び「上級射撃武器Lv.10」の項目158Cを含む。ウィンドウ160は、ウィンドウ158で選択された項目に対応するクラフトレシピの必要素材の情報を含む。なお、「素材」には、アイテムだけでなく、図9に示すようにゲーム上のお金を含んでいてもよい。 The window 158 includes one or a plurality of items set by the second player 106 in the signboard setting window, for example, an item 158A of “Beginning Strike Weapon Lv.1,” an item 158B of “Intermediate Legal Weapon Lv. Item 158C of “Advanced shooting weapon Lv.10” is included. Window 160 includes information on the necessary material for the craft recipe corresponding to the item selected in window 158. The “material” may include not only items but also money on the game as shown in FIG.
(SP32)端末装置100Aは、第一プレイヤ104によるウィンドウ158内の項目の選択に応答して、第一プレイヤ104の所有物の情報をサーバ部102に問い合わせる。そして、サーバ部102の通信部108は、端末装置100Aからの問い合わせを受信する。 (SP32) In response to selection of an item in the window 158 by the first player 104, the terminal device 100A inquires of the server unit 102 about information on the possession of the first player 104. Then, the communication unit 108 of the server unit 102 receives an inquiry from the terminal device 100A.
(SP34)サーバ部102の仲介部122は、通信部108の受信に応答して、プレイヤ所有情報テーブル112を読み出す。そして、仲介部122は、プレイヤ所有情報テーブル112の中で、第一プレイヤ104のIDに合致するIDを検索する。検索後、合致したIDに関連する所有物の情報の中で、ウィンドウ158内で選択された項目に関するアイテム(例えば武器)のみを取得する。ただし、プレイヤ所有情報テーブル112は、端末装置100Aの記憶装置に格納されていてもよく、この場合は、ステップSP32及びSP34は省略することができる。 (SP34) The mediation unit 122 of the server unit 102 reads the player possession information table 112 in response to reception by the communication unit 108. Then, the mediation unit 122 searches the player ownership information table 112 for an ID that matches the ID of the first player 104. After the search, only items (for example, weapons) related to the item selected in the window 158 are acquired from the information on the property related to the matched ID. However, the player possession information table 112 may be stored in the storage device of the terminal device 100A, and in this case, steps SP32 and SP34 can be omitted.
(SP36)仲介部122は、取得した所有物の情報を、通信部108を介して、端末装置100Aに返信する。端末装置100Aは、仲介部122から受信した所有物の情報に基づき、ウィンドウ170を表示する。 (SP36) The mediation unit 122 returns the acquired property information to the terminal device 100A via the communication unit 108. The terminal device 100A displays the window 170 based on the property information received from the mediation unit 122.
 ウィンドウ170は、所有物の情報に応じて、ゼロ以上の項目を含む。ウィンドウ170は、例えば「カタナA」の項目170A,「カタナB」の項目170B及び「カタナC」の項目170Cを含む。第一プレイヤ104は、ウィンドウ170を見ながら、武装エクステンドで例えば調整又は改良したいアイテムの項目を選択する。 The window 170 includes zero or more items according to the property information. The window 170 includes, for example, an item 170A for “KATANA A”, an item 170B for “KATANA B”, and an item 170C for “KATANA C”. While watching the window 170, the first player 104 selects an item item to be adjusted or improved, for example, with the armed extend.
 端末装置100Aは、第一プレイヤ104によるウィンドウ170内の項目の選択に応答して、図10に示す当該項目に対応したウィンドウ172を表示する。同時に、端末装置100Aは、図10に示す、ウィンドウ174と、ウィンドウ176を表示してもよい。 In response to the selection of an item in the window 170 by the first player 104, the terminal device 100A displays a window 172 corresponding to the item shown in FIG. At the same time, the terminal device 100A may display a window 174 and a window 176 shown in FIG.
 ウィンドウ172は、武装エクステンドの発注を行うか否かの確認ウィンドウであり、発注を行うことを指示する「はい」のボタン172Aと、発注を行わないことを指示する「いいえ」のボタン172Bを含む。また、ウィンドウ172は、補助アイテムを選択する欄を含んでいてもよい。この補助アイテムは、使用することで、例えば武装エクステンド後に出来る武器の装備条件を緩和することができる。
 ウィンドウ174は、武装エクステンドの内容を示している。
 ウィンドウ176は、武装エクステンドの必要素材を示している。
The window 172 is a confirmation window for determining whether or not to place an order for armed extend, and includes a “Yes” button 172A for instructing to place an order and a “No” button 172B for instructing not to place an order. . The window 172 may include a column for selecting an auxiliary item. By using this auxiliary item, for example, it is possible to relax the equipment requirements of weapons that can be created after armed extension.
Window 174 shows the contents of the armed extend.
Window 176 shows the necessary material for the armed extend.
(SP38)端末装置100Aは、第一プレイヤ104による「はい」のボタン172Aの押下に応答して、図示しないウィンドウにて例えば「クラフトを発注しました」という旨を表示する。また、端末装置100Aは、例えばステップSP14以降で選択された発注に係る情報(単に「製造依頼」と称す。)をサーバ部102に送信する。そして、サーバ部102の通信部108は、端末装置100Aからの製造依頼を受信する。この製造依頼は、例えば、第一プレイヤ104のIDと、製造依頼元のキャラクタの名前と、を含む。また、製造依頼は、例えば、ウィンドウ152内で選択された未発注のボックス欄152A~152Fのうち何れか1つの識別情報と、ウィンドウ154内で選択された項目である製造依頼先の第二プレイヤ106のキャラクタの名前(第二プレイヤのIDであってもよい)と、ウィンドウ158内で選択された項目であるクラフトレシピと、を含む。また、例えば、ウィンドウ170内で選択された項目である武装エクステンドの元となるアイテムや、武装エクステンドに必要な必要素材と、を含む。ただし、武装エクステンドの元となるアイテムが把握できれば、サーバ部102側で必要素材も把握できる場合は、必要素材は送信されてなくてもよい。また、製造依頼の上記各情報は、上記各ステップでサーバ部102に一度送信している情報を含むので、サーバ部102がその際に記憶していれば、その情報に関しては改めて送信しなくてもよい。 (SP38) In response to pressing of the “Yes” button 172A by the first player 104, the terminal device 100A displays, for example, “I ordered a craft” in a window (not shown). Further, the terminal device 100A transmits, for example, information related to the order selected in step SP14 and subsequent steps (simply referred to as “manufacturing request”) to the server unit 102. Then, the communication unit 108 of the server unit 102 receives the manufacturing request from the terminal device 100A. This manufacturing request includes, for example, the ID of the first player 104 and the name of the character of the manufacturing request source. The manufacturing request includes, for example, any one of the unordered box fields 152A to 152F selected in the window 152 and the second player of the manufacturing request destination that is the item selected in the window 154. The name of 106 characters (which may be the ID of the second player) and the craft recipe which is the item selected in the window 158 are included. In addition, for example, an item that is a source of an armed extend that is an item selected in the window 170 and necessary materials necessary for the armed extend are included. However, if the item that is the source of the armed extend can be grasped, the necessary material may not be transmitted if the necessary material can be grasped on the server unit 102 side. In addition, since each information of the manufacturing request includes information that is once transmitted to the server unit 102 in each of the above steps, if the server unit 102 stores the information, the information is not transmitted again. Also good.
(SP40)サーバ部102の設定部124は、通信部108の製造依頼の受信に応答して、当該製造依頼に係る情報を、依頼リスト118に格納する。また、設定部124は、製造依頼に係る情報を、プレイヤ所有情報テーブル112から、一時保管情報テーブル114に一時的にデータ移行する。 (SP40) The setting unit 124 of the server unit 102 stores information related to the manufacturing request in the request list 118 in response to the reception of the manufacturing request from the communication unit 108. In addition, the setting unit 124 temporarily transfers data related to the manufacturing request from the player ownership information table 112 to the temporary storage information table 114.
 具体的には、設定部124は、プレイヤ所有情報テーブル112内のID1、ID2・・・のうち、製造依頼の中で第一プレイヤ104のID(又はキャラクタの名前)に対応するものをデータ移行元として判定する。また、設定部124は、一時保管情報テーブル114内のID1、ID2・・・のうち、製造依頼の中で第一プレイヤ104のID(又はキャラクタの名前)に対応するものを一時的なデータ移行先の候補として判定する。また、設定部124は、一時保管情報テーブル114内の保管1~6のうち、製造依頼の中でボックス欄152A~152Fの識別情報に対応するものを一時的なデータ移行先の候補として判定する。これらデータ移行先の候補の2つの判定により、設定部124は、データ移行先となる移行先領域(セル)114Aを特定する。なお、図4及び図5では、プレイヤ所有情報テーブル112内でIDが「1」の行が、データ移行元であり、一時保管情報テーブル114内でIDが「1」で保管1~6の「保管1」の領域が、データ移行先、すなわち移行先領域114Aである。 Specifically, the setting unit 124 transfers data corresponding to the ID (or character name) of the first player 104 in the manufacturing request among ID1, ID2,... In the player possession information table 112. Judge as original. The setting unit 124 temporarily transfers data corresponding to the ID (or character name) of the first player 104 in the manufacturing request among ID1, ID2,... In the temporary storage information table 114. It is determined as the previous candidate. Also, the setting unit 124 determines, among the storages 1 to 6 in the temporary storage information table 114, those corresponding to the identification information in the box fields 152A to 152F in the manufacturing request as temporary data migration destination candidates. . Based on these two determinations of data migration destination candidates, the setting unit 124 identifies a migration destination area (cell) 114A that is a data migration destination. 4 and 5, the row with the ID “1” in the player possession information table 112 is the data migration source, and the ID “1” in the temporary storage information table 114 and the storage 1 to 6 “1”. The area of “Storage 1” is the data migration destination, that is, the migration destination area 114A.
 次に、図4及び図5に示すように、設定部124は、製造依頼の中で武装エクステンドの元となるアイテム及び必要素材に基づき、プレイヤ所有情報テーブル112内でこれらに該当するものを、データ移行元から移行先領域114Aにデータ移行する。図4及び図5中では、データ移行の際に、データ移行元の移行に係る情報を消去している。ただし、お金に関しては、消去でなく、武装エクステンドに必要なお金を現在の所持金から減算している。
 なお、製造依頼がキャンセルされた場合は、移行に係る情報がデータ移行元に復元される。この結果、設定部124は、第一プレイヤ104から製造依頼が出ている間、プレイヤ所有情報テーブル112にはデータ移行に係る素材がないため、第一プレイヤ104に対して、素材の使用を禁止することになる。また、設定部124は、製造依頼の中で製造依頼先の第二プレイヤ106のキャラクタの名前(第二プレイヤのIDであってもよい)及びクラフトレシピも、移行先領域114Aに格納する。
 また、設定部124は、後述するアイテムの製造のため、武装エクステンドの元となるアイテム及び必要素材を、第一プレイヤ104のIDに対応し、第二プレイヤ106のIDには対応しない移行先領域114Aに移行するので、第二プレイヤ106に対して、アイテムの製造のため、第一プレイヤ104からの素材の使用を許可し、アイテムの製造以外では、第一プレイヤ104からの素材の使用を禁止することになる。
Next, as shown in FIGS. 4 and 5, the setting unit 124 selects items corresponding to these items in the player possession information table 112 based on the items and necessary materials that are the source of the armed extend in the manufacturing request. Data is migrated from the data migration source to the migration destination area 114A. In FIG. 4 and FIG. 5, the information related to the migration of the data migration source is deleted at the time of data migration. However, money is not erased, but the money required for armed extend is subtracted from the current money.
When the manufacturing request is canceled, the information related to the migration is restored to the data migration source. As a result, the setting unit 124 prohibits the first player 104 from using the material while there is no material related to data transfer in the player possession information table 112 while the manufacturing request is issued from the first player 104. Will do. The setting unit 124 also stores the name of the character of the second player 106 that is the manufacturing request destination (may be the ID of the second player) and the craft recipe in the transfer destination area 114A in the manufacturing request.
Further, the setting unit 124 corresponds to the ID of the first player 104 and the transition destination area that does not correspond to the ID of the second player 106 for the item and the necessary material of the armed extend for the manufacture of an item to be described later. 114A, the second player 106 is allowed to use the material from the first player 104 for manufacturing the item, and is prohibited from using the material from the first player 104 except for the item manufacturing. Will do.
(SP42)サーバ部102の設定部124は、一時保管情報テーブル114のうち第一プレイヤ104のIDに対応する行の各情報を、通信部108を介して、端末装置100Aに送信する。 (SP42) The setting unit 124 of the server unit 102 transmits each piece of information corresponding to the ID of the first player 104 in the temporary storage information table 114 to the terminal device 100A via the communication unit 108.
 端末装置100Aは、設定部124から受信した情報に基づき、第一プレイヤ104への確認のために、図10に示すウィンドウ176を表示する。ウィンドウ176は、図9に示すウィンドウ152と同様の情報を示すものである。すなわち、ウィンドウ176は、第一プレイヤ104が現在依頼している発注内容を示している。このウィンドウ176は、仲介部122から受信した各情報に基づいて生成されたボックス欄176A~176Fを含む。ボックス欄176Aは、一時保管情報テーブル114内の第一プレイヤ104のIDの保管1に対応している。同様に、各ボックス欄176B~176Fは、一時保管情報テーブル114内の第一プレイヤ104のIDの保管2~6に対応している。 The terminal device 100A displays a window 176 shown in FIG. 10 for confirmation to the first player 104 based on the information received from the setting unit 124. The window 176 shows the same information as the window 152 shown in FIG. That is, the window 176 shows the order contents currently requested by the first player 104. The window 176 includes box fields 176A to 176F generated based on each information received from the mediation unit 122. The box column 176A corresponds to the ID storage 1 of the first player 104 in the temporary storage information table 114. Similarly, the box fields 176B to 176F correspond to ID storages 2 to 6 of the first player 104 in the temporary storage information table 114, respectively.
 例えば図10に示すボックス欄176Aには、図5に示す一時保管情報テーブル114のIDが「1」の保管1が、武装エクステンドの元なる「カタナA」と、発注先の第二プレイヤ106のキャラクタ名「★AAA★」を含むので、受注者名として「★AAA★」が示され、アイテム名として「カタナA」が示される。また、ボックス欄176Aには、第一プレイヤ104が発注した発注日も示されてもよい。また、例えば図10に示すボックス欄176B~176Eには、図5に示す一時保管情報テーブル114のIDが「1」の保管2~6が空欄であるので、未発注である旨が示されている。 For example, in the box field 176A shown in FIG. 10, the storage 1 whose ID is “1” in the temporary storage information table 114 shown in FIG. Since the character name “★ AAA ★” is included, “★ AAA ★” is shown as the contractor name, and “Katana A” is shown as the item name. The box column 176A may also indicate an order date when the first player 104 places an order. Further, for example, the box fields 176B to 176E shown in FIG. 10 indicate that the orders 2 to 6 with the ID “1” in the temporary storage information table 114 shown in FIG. Yes.
(SP44)サーバ部102の仲介部122は、製造依頼の中の第二プレイヤ106のIDに基づき、通信部108を介して、製造依頼があった旨を第二プレイヤ106宛に通知する。通知の方法としては、特に限定されないが、テキストメッセージやメール、音声、振動等が挙げられる。 (SP44) Based on the ID of the second player 106 in the manufacturing request, the mediation unit 122 of the server unit 102 notifies the second player 106 that the manufacturing request has been made via the communication unit 108. The notification method is not particularly limited, and examples thereof include text messages, mails, voices, vibrations, and the like.
(SP46)一方で、通知を受けた第二プレイヤ106は、ゲーム中において、例えばゲームフィールド中に存在する製造端末等の所定の場所に第二プレイヤ106のキャラクタを移動する。端末装置100Bは、これに応答して、図示しないゲーム画面において例えば図11に示すウィンドウ180を表示する。 (SP46) On the other hand, the second player 106 who has received the notification moves the character of the second player 106 to a predetermined location such as a manufacturing terminal existing in the game field during the game. In response to this, the terminal device 100B displays, for example, a window 180 shown in FIG. 11 on a game screen (not shown).
 ウィンドウ180は、例えば「自分でクラフトする」という項目180Aと、「依頼からクラフトする」という項目180Bと、を含む。端末装置100Aは、例えば第二プレイヤ106によるウィンドウ180内の項目180Bの選択に応答して、第二プレイヤ106のキャラクタ宛の製造依頼をサーバ部102に問い合わせる。そして、サーバ部102の通信部108は、端末装置100Bからの問い合わせを受信する。 The window 180 includes, for example, an item 180A “craft by yourself” and an item 180B “craft from request”. For example, in response to the selection of the item 180B in the window 180 by the second player 106, the terminal device 100A inquires the server unit 102 for a manufacturing request addressed to the character of the second player 106. Then, the communication unit 108 of the server unit 102 receives an inquiry from the terminal device 100B.
(SP48)サーバ部102の仲介部122は、通信部108の受信に応答して、依頼リスト118を読み出す。そして、仲介部122は、依頼リスト118の中で、製造依頼先として第二プレイヤ106のIDに合致する製造依頼があれば、合致する製造依頼に係る情報を取得する。 (SP48) The mediation unit 122 of the server unit 102 reads the request list 118 in response to reception by the communication unit 108. Then, if there is a manufacturing request that matches the ID of the second player 106 as a manufacturing request destination in the request list 118, the mediation unit 122 acquires information related to the matching manufacturing request.
(SP50)仲介部122は、合致する製造依頼に係る情報を、通信部108を介して、端末装置100Bに返信する。端末装置100Bは、仲介部122から受信した製造依頼に係る情報に基づき、図11に示すウィンドウ182を表示する。 (SP50) The mediation unit 122 returns information relating to the matching manufacturing request to the terminal device 100B via the communication unit 108. The terminal device 100B displays the window 182 shown in FIG. 11 based on the information related to the manufacturing request received from the mediation unit 122.
 ウィンドウ182には、第二プレイヤ106のキャラクタに対する製造依頼がリストとして示されている。このリストには、例えば発注依頼者の名前毎に、武装エクステンドの依頼品と、依頼日と、が記載されている。第二プレイヤ106は、ウィンドウ182を見ながら、リストの中から1つの発注依頼者の名前を選択する。 In the window 182, manufacturing requests for the character of the second player 106 are shown as a list. In this list, for example, for each name of the ordering requester, the requested item of the armed extend and the request date are described. The second player 106 selects the name of one order requester from the list while looking at the window 182.
 端末装置100Bは、上記選択に応答して、ウィンドウ184をウィンドウ182に重ねて表示する。ウィンドウ184は、例えば「依頼を受ける」という項目184Aを含む。 In response to the selection, the terminal device 100B displays the window 184 so as to overlap the window 182. The window 184 includes, for example, an item 184A “Receiving a request”.
 端末装置100Bは、第二プレイヤ106による項目184Aの選択に応答して、図11に示すウィンドウ186を表示する。なお、この表示の際、適宜、サーバ部102に問い合わせを行ってもよい。 In response to the selection of the item 184A by the second player 106, the terminal device 100B displays the window 186 shown in FIG. Note that an inquiry may be made to the server unit 102 as appropriate during this display.
 ウィンドウ186は、例えば9つの製造領域186A~186H(クラフトライン)が表示されている。そして、ウィンドウ186は、どの製造領域186A~186Hで製造するかを選択するためのものである。1つの製造領域186Aは、使用中又は使用後一定期間内でなければいつでも使用でき、残りの8つの製造領域186B~186Hは一定条件が満たされた場合に使用することができるようになっている。 In the window 186, for example, nine manufacturing areas 186A to 186H (craft lines) are displayed. The window 186 is used to select which manufacturing region 186A to 186H to manufacture. One manufacturing area 186A can be used at any time during use or within a certain period of time after use, and the remaining eight manufacturing areas 186B to 186H can be used when certain conditions are met. .
 端末装置100Bは、第二プレイヤ106による項目184Aの選択に応答して、図12に示すウィンドウ188を表示する。これと同時に、端末装置100Bは、図12に示すウィンドウ190やウィンドウ192も表示してもよい。 In response to the selection of the item 184A by the second player 106, the terminal device 100B displays a window 188 shown in FIG. At the same time, the terminal device 100B may display the window 190 and the window 192 shown in FIG.
 ウィンドウ188は、依頼内容を実行するか否かを確認するためのものである。また、ウィンドウ188は、発注を行うことを指示する「はい」のボタン188Aと、発注を行わないことを指示する「いいえ」のボタン188Bを含む。また、ウィンドウ188は、補助アイテムを選択する欄を含んでいてもよい。
 ウィンドウ190は、武装エクステンドの内容を示している。
 ウィンドウ192は、武装エクステンドの必要素材を示している。
The window 188 is for confirming whether or not to execute the requested content. The window 188 includes a “Yes” button 188A for instructing to place an order and a “No” button 188B for instructing not to place an order. The window 188 may include a column for selecting an auxiliary item.
Window 190 shows the contents of the armed extend.
Window 192 shows the necessary material for the armed extend.
(SP52)端末装置100Bは、第二プレイヤ106による「はい」のボタン188Aの押下に応答して、製造依頼に係る内容の実行指示を、サーバ部102に送信する。そして、サーバ部102の通信部108は、端末装置100Bからの実行指示を受信する。 (SP52) In response to pressing of the “Yes” button 188A by the second player 106, the terminal device 100B transmits an execution instruction for the content related to the manufacturing request to the server unit 102. Then, the communication unit 108 of the server unit 102 receives an execution instruction from the terminal device 100B.
(SP54)サーバ部102の製造部120は、通信部108の実行指示の受信に応答して、一時保管情報テーブル114を読み出す。そして、製造部120は、図5に示すように、一時保管情報テーブル114の中で実行指示に係る領域114B(セル)の情報を取得して、当該情報を領域114Bから消去する。 (SP54) The manufacturing unit 120 of the server unit 102 reads the temporary storage information table 114 in response to receiving the execution instruction of the communication unit 108. Then, as shown in FIG. 5, the manufacturing unit 120 acquires information on the area 114B (cell) related to the execution instruction in the temporary storage information table 114, and deletes the information from the area 114B.
 製造部120は、取得した情報のうち武装エクステンドの元となる素材と、お金を除くその他の必要素材と、に基づき、新たなアイテムを製造(武装エクステンド)する。なお、この製造により得られるアイテムは、仮に武装エクステンドの元となる素材と種類は同じであっても性能が異なるため、「新たなアイテム」と呼ぶことができる。また、この製造は、成功する場合と、大成功する場合がある。大成功する場合は、成功する場合よりも、設定されるパラメータ(例えば、攻撃力など)が高いアイテムが製造される。なお、成功する確率と大成功する確率はクラフタのステータス(例えば、クラフタレベルと呼称する)に依存してもよい。例えば、第一プレイヤ104のクラフタレベルより第二プレイヤ106のクラフタレベルが高い場合には、第一プレイヤ104が自分自身で製造をするときには第一プレイヤ104のクラフタレベルに基づき製造され、第二プライヤ106に製造を依頼したときには第二プレイヤ106のクラフタレベルに基づき製造されるため、第二プライヤ106に製造を依頼する方が大成功の確率が高くなる。また、この製造は、失敗する場合を含んでもよい。 The manufacturing unit 120 manufactures a new item (armed extend) based on the material that is the source of armed extend in the acquired information and other necessary materials excluding money. Note that the item obtained by this manufacturing may be called a “new item” because the performance is different even if the type is the same as the material from which the armed extend is based. In addition, this manufacturing may be successful or very successful. In the case of great success, an item having higher parameters (for example, attack power) is manufactured than in the case of success. The probability of success and the probability of success may depend on the status of the crafter (for example, referred to as crafter level). For example, if the crafter level of the second player 106 is higher than the crafter level of the first player 104, the first player 104 is manufactured based on the crafter level of the first player 104, and the second player When the manufacture is requested to 106, the manufacture is performed based on the crafter level of the second player 106. Therefore, the probability of great success is higher when the manufacture is requested to the second plier 106. This manufacturing may also include cases where it fails.
(SP56)製造部120は、製造された新たなアイテムに係る情報を設定部124に渡す。そして、設定部124は、図6に示すように、当該情報に基づき、製造された新たなアイテムを、一時保管情報テーブル114の中で実行指示に係る領域114Bに格納する。なお、この領域114Bは、製造依頼した第一プレイヤ104のIDに関連付けられ、第二プレイヤ106のIDには関連付けられていないため、第二プレイヤ106は使用できない領域となっている。すなわち、設定部124は、仲介部122の仲介により製造部120で製造された新たなアイテムを、製造依頼した第一プレイヤ104のIDに関連付けられた領域114Bに格納することにより、当該新たなアイテムを第一プレイヤ104の所有物として自動的に設定することになる。 (SP56) The manufacturing unit 120 passes information related to the new manufactured item to the setting unit 124. Then, as illustrated in FIG. 6, the setting unit 124 stores the new item manufactured based on the information in the area 114 </ b> B related to the execution instruction in the temporary storage information table 114. Note that the area 114B is associated with the ID of the first player 104 who requested the manufacture and is not associated with the ID of the second player 106, and therefore, the area cannot be used by the second player 106. That is, the setting unit 124 stores the new item manufactured by the manufacturing unit 120 through the mediation of the mediation unit 122 in the area 114B associated with the ID of the first player 104 who has requested the manufacture, so that the new item is stored. Is automatically set as the property of the first player 104.
(SP58)製造部120は、製造に要した素材の一つであるお金に関しては、その全部又は一部を第二プレイヤ106に報酬として渡すように処理を行なう。具体的には、図6に示すように、製造部120は、プレイヤ所有情報テーブル112の中で製造を実行した第二プレイヤ106のIDに対応するお金に、製造に要したお金の全部又は一部を加算する。なお、図6では、例えば、プレイヤ所有情報テーブル112の中でIDが「2」に対応するお金の欄において、「4200000」に製造に要したお金「1000」の一部「50」が加算されて、「4200050」となっている。このように、お金の一部が加算された場合、残りは消去される。 (SP58) The manufacturing unit 120 performs processing so that all or part of the money that is one of the materials required for manufacturing is handed over to the second player 106 as a reward. Specifically, as shown in FIG. 6, the manufacturing unit 120 adds all or one of the money required for manufacturing to the money corresponding to the ID of the second player 106 that executed the manufacturing in the player ownership information table 112. Add parts. In FIG. 6, for example, in the money column corresponding to ID “2” in the player possession information table 112, “50”, which is part of the money “1000” required for manufacturing, is added to “4200000”. “4200050”. Thus, when a part of money is added, the rest is erased.
(SP60)仲介部122は、設定部124の設定の後、製造された新たなアイテムに係る情報を、通信部108を介して、端末装置100Bに送信する。端末装置100Bは、製造部120から受信した情報に基づき、図12に示すウィンドウ192を表示する。これと同時又はその後に、端末装置100Bは、製造部120から受信した情報に基づき、ウィンドウ194を表示してもよい。 (SP60) After setting by the setting unit 124, the mediation unit 122 transmits information on the manufactured new item to the terminal device 100B via the communication unit 108. Based on the information received from the manufacturing unit 120, the terminal device 100B displays the window 192 shown in FIG. At the same time or thereafter, the terminal device 100B may display the window 194 based on the information received from the manufacturing unit 120.
 ウィンドウ192は、武装エクステンド(製造)の結果内容を示すものである。このウィンドウ192には、例えば製造された新たなアイテムの名前やその装備条件、性能などが記載されている。ウィンドウ194は、武装エクステンドに成功したか或いは大成功したかを示すものである。 The window 192 shows the result of the armed extend (manufacturing). In this window 192, for example, the name of a new item manufactured, its equipment conditions, performance, and the like are described. Window 194 indicates whether the armed extend was successful or very successful.
(SP62)仲介部122は、新たなアイテムが製造された旨を、第一プレイヤ104宛に通知する。通知の方法としては、特に限定されないが、テキストメッセージやメール、音声、振動等が挙げられる。 (SP62) The mediation unit 122 notifies the first player 104 that a new item has been manufactured. The notification method is not particularly limited, and examples thereof include text messages, mails, voices, vibrations, and the like.
(SP64)一方で、通知を受けた第一プレイヤ104は、ゲーム中において、例えばゲームフィールド中に存在する製造端末等の所定の場所に第一プレイヤ104のキャラクタを移動する。端末装置100Aは、これに応答して、一又は複数のウィンドウの表示の後、図10に示すウィンドウ176と同様の図示しないウィンドウを表示する。 (SP64) On the other hand, the first player 104 that has received the notification moves the character of the first player 104 to a predetermined location such as a manufacturing terminal existing in the game field during the game. In response to this, the terminal device 100A displays a window (not shown) similar to the window 176 shown in FIG. 10 after displaying one or more windows.
 このウィンドウのボックス欄176Aには、ウィンドウ176では「発注中」であったのに対して、「完了」という旨が示されている。端末装置100Aは、第一プレイヤ104によるボックス欄176Aの選択に応答して、製造された新たなアイテムの受け取り意思を第一プレイヤ104に確認した後、受け取り指示をサーバ部102に送信する。そして、サーバ部102の通信部108は、端末装置100Aからの受け取り指示を受信する。 In the box field 176A of this window, “completed” is shown in contrast to “in order” in the window 176. In response to selection of the box field 176 </ b> A by the first player 104, the terminal device 100 </ b> A confirms with the first player 104 the intention to receive the new manufactured item, and then transmits a reception instruction to the server unit 102. Then, the communication unit 108 of the server unit 102 receives a reception instruction from the terminal device 100A.
(SP66)サーバ部102の設定部124は、通信部108の受け取り指示の受信に応答して、当該受け取り指示に基づき、図6及び図7に示すように、一時保管情報テーブル114の中から第一プレイヤ104のIDに対応する領域114Bに格納されている新たなアイテムを、プレイヤ所有情報テーブル112の中で第一プレイヤ104のIDに対応し、且つ、空欄の領域112Aにデータ移行する。この際、設定部124は、上記領域114Bを空欄にする。 (SP66) The setting unit 124 of the server unit 102 responds to the reception of the reception instruction from the communication unit 108, based on the reception instruction, from the temporary storage information table 114, as shown in FIGS. The new item stored in the area 114B corresponding to the ID of one player 104 is transferred to the blank area 112A corresponding to the ID of the first player 104 in the player possession information table 112. At this time, the setting unit 124 leaves the area 114B blank.
――効果――
 以上、本発明の第1実施形態に係るサーバ部102は、端末装置100Aの第一プレイヤ104が、第一プレイヤ104の所有アイテム(素材)を用いて、端末装置100Bの第二プレイヤ106を介して新たなアイテムを製造する際に、通信部108を用いてその製造の仲介を行う仲介部122と、この仲介部122の仲介により製造された新たなアイテムを、第一プレイヤ104の所有物として自動的に設定する設定部124と、を備える。
--effect--
As described above, in the server unit 102 according to the first embodiment of the present invention, the first player 104 of the terminal device 100A uses the item (material) owned by the first player 104 via the second player 106 of the terminal device 100B. When the new item is manufactured, the mediation unit 122 that mediates the production using the communication unit 108, and the new item manufactured by the mediation of the mediation unit 122 is owned by the first player 104. And a setting unit 124 for automatically setting.
 この構成によれば、仲介部122の仲介により製造された新たなアイテムが自動的に第一プレイヤ104の所有物として設定されるため、第二プレイヤ106が新たなアイテムを持ち逃げすることを抑制することができる。 According to this configuration, since the new item manufactured by the mediation of the mediation unit 122 is automatically set as the property of the first player 104, the second player 106 is prevented from escaping with the new item. be able to.
 また、サーバ部102では、通信部108は、仲介部122の仲介の結果、第一プレイヤ104から第二プレイヤ106宛のアイテムの製造依頼を受信し、この通信部108が受信した製造依頼に係る第二プレイヤ104の要求に応じて、新たなアイテムを製造する製造部120をさらに備える。 In the server unit 102, the communication unit 108 receives a production request for an item addressed to the second player 106 from the first player 104 as a result of the mediation of the mediation unit 122, and relates to the production request received by the communication unit 108. In response to a request from the second player 104, a manufacturing unit 120 for manufacturing a new item is further provided.
 この構成によれば、第一プレイヤ104は、第一プレイヤ104自身が製造することなく、第二プレイヤ106に製造依頼をして、第二プレイヤ106が新たなアイテムの製造を行うことができる。この結果、第一プレイヤ104が例えば新たなアイテムを製造することに必要とする製造レベルが低くて、第一プレイヤ104自身が製造できなくても、製造レベルが高い第二プレイヤ106に代わりに製造してもらうことができる。そして、このような場合であっても、製造部120により製造された新たなアイテムは、設定部124により、第一プレイヤ104の所有物として自動的に設定されるので、第二プレイヤ106が新たなアイテムを持ち逃げすることを抑制することができる。 According to this configuration, the first player 104 can make a production request to the second player 106 without the first player 104 producing it, and the second player 106 can produce a new item. As a result, even if the manufacturing level required for the first player 104 to manufacture a new item is low and the first player 104 itself cannot manufacture, the manufacturing is performed instead of the second player 106 having a high manufacturing level. I can have you. Even in such a case, since the new item manufactured by the manufacturing unit 120 is automatically set as the possession of the first player 104 by the setting unit 124, the second player 106 is newly set. It is possible to suppress running away with a large item.
 また、仲介部122は、通信部108が製造依頼を受信した場合、当該通信部108を介し、製造依頼を第二プレイヤ106宛に通知する。 Further, when the communication unit 108 receives the manufacturing request, the mediation unit 122 notifies the manufacturing request to the second player 106 via the communication unit 108.
 この構成によれば、第二プレイヤ106は、製造依頼を受注したことを、通知を受けない場合に比べて、早く把握することができる。この結果、第二プレイヤ106による製造が早く行われて、第一プレイヤ104は、新たなアイテムをスムーズに受け取ることができる。 According to this configuration, the second player 106 can quickly grasp that the manufacturing request has been received as compared with the case where the notification is not received. As a result, the production by the second player 106 is performed quickly, and the first player 104 can receive new items smoothly.
 また、プレイヤ所有情報テーブル112及び一時保管情報テーブル114には、第一プレイヤ104のIDに関連付けられた第一情報111の領域が設けられている。そして、設定部124は、製造された新たなアイテムを、第一情報111の1つとして一時保管情報テーブル114に格納することにより、新たなアイテムを第一プレイヤ104の所有物として自動的に設定する。なお、設定部124は、製造された新たなアイテムを、一時保管情報テーブル114に格納することなく、第一情報111の1つとしてプレイヤ所有情報テーブル112に格納してもよい。 In addition, the player possession information table 112 and the temporary storage information table 114 are provided with an area for the first information 111 associated with the ID of the first player 104. Then, the setting unit 124 automatically sets the new item as the possession of the first player 104 by storing the manufactured new item in the temporary storage information table 114 as one of the first information 111. To do. The setting unit 124 may store the manufactured new item in the player possession information table 112 as one of the first information 111 without storing it in the temporary storage information table 114.
 この構成によれば、第二プレイヤ106のIDでは、プレイヤ所有情報テーブル112及び一時保管情報テーブル114において、第一プレイヤ104のIDには合致しないため、第一プレイヤ104のIDに関連付けられた第一情報111は、第二プレイヤ106は、自由に使用することはできない。 According to this configuration, since the ID of the second player 106 does not match the ID of the first player 104 in the player possession information table 112 and the temporary storage information table 114, the second player 106 ID associated with the ID of the first player 104 is used. The first information 111 cannot be used freely by the second player 106.
 また、第一情報111は、新たなアイテムの製造に係る素材を含み、設定部124は、第二プレイヤ106に対して、新たなアイテムの製造のため、素材の使用を許可し、新たなアイテムの製造以外では、素材の使用を禁止する。 In addition, the first information 111 includes a material related to the manufacture of a new item, and the setting unit 124 allows the second player 106 to use the material for manufacturing a new item, and the new item The use of materials is prohibited except in the manufacture of
 この構成によれば、第二プレイヤ106が素材を持ち逃げすることを抑制することができる。 According to this configuration, it is possible to suppress the second player 106 from escaping with the material.
 また、設定部124は、第一プレイヤ104から製造依頼が出ている間、当該第一プレイヤ104に対して、素材の使用を禁止する。 In addition, the setting unit 124 prohibits the first player 104 from using a material while a manufacturing request is issued from the first player 104.
 この構成によれば、製造依頼が出ている間に、第一プレイヤ104が素材を使用することで、素材が無くなったり、素材の性能が変わったりして素材の状態が変化して、製造依頼が出来なくなることを抑制できる。 According to this configuration, when the manufacturing request is issued, the first player 104 uses the material, so that the material is lost or the performance of the material is changed to change the state of the material. Can be prevented from becoming impossible.
 第一情報111は、一時保管情報テーブル114内にある一時保管情報、及び、プレイヤ所有情報テーブル112にあるプレイヤ所有情報を有し、設定部124は、通信部108が製造依頼を受信した場合、プレイヤ所有情報から一時保管情報へ素材を移行する。 The first information 111 includes temporary storage information in the temporary storage information table 114 and player ownership information in the player ownership information table 112, and the setting unit 124, when the communication unit 108 receives a manufacturing request, The material is transferred from the player possession information to the temporary storage information.
 この構成によれば、上記同様に、製造依頼が出来なくなることを抑制できる。また、データの変化が多いプレイヤ所有情報よりも、一時保管情報に一旦素材を移行した方が、素材の格納アドレスを特定し易く、製造部120は素材へのアクセスがし易い。 According to this configuration, it is possible to prevent the production request from being made, as described above. In addition, it is easier to specify the storage address of the material and the manufacturing unit 120 can easily access the material than the player possession information whose data changes frequently.
 また、仲介部122は、第二プレイヤ106が新たなアイテムを製造した場合、通信部108を介し、新たなアイテムが製造された旨を第一プレイヤ104宛に通知する。 Further, when the second player 106 manufactures a new item, the mediation unit 122 notifies the first player 104 that the new item has been manufactured via the communication unit 108.
 この構成によれば、第一プレイヤ104は、新たなアイテムが製造されたことを、通知を受けない場合に比べて、早く把握することができる。この結果、第二プレイヤ106による製造が早く行われて、第一プレイヤ104は、新たなアイテムをスムーズに受け取ることができる。 According to this configuration, the first player 104 can quickly grasp that a new item has been manufactured compared to a case where no notification is received. As a result, the production by the second player 106 is performed quickly, and the first player 104 can receive new items smoothly.
 仲介部122は、第一プレイヤ104が新たなアイテムの製造依頼を行う際、第一プレイヤ104の端末装置100Aに対して第二プレイヤ106の候補を、製造依頼を受けた数が少ない順に表示させる。 When the first player 104 makes a production request for a new item, the mediation unit 122 causes the terminal device 100A of the first player 104 to display the candidates for the second player 106 in ascending order of the number of production requests received. .
 この構成によれば、より多くの第二プレイヤ106が製造依頼を受注することができ、第二プレイヤ106に対して例えば製造の楽しさを感じさせることができる。 According to this configuration, more second players 106 can receive orders for manufacturing requests, and the second player 106 can feel, for example, the joy of manufacturing.
<第二実施形態>
 次に、本発明の第二実施形態に係るゲームシステムについて説明する。上記第一実施形態では、第二プレイヤ106が受注できるアイテムの種類を設定できたが、本第二実施形態では、第一プレイヤ104が依頼したいアイテムの種類を設定できる点で、上記第1実施形態と大きく異なる。
<Second embodiment>
Next, a game system according to the second embodiment of the present invention will be described. In the first embodiment, the types of items that can be ordered by the second player 106 can be set. However, in the second embodiment, the types of items that the first player 104 wants to request can be set. It is very different from the form.
 第二実施形態に係るゲームシステムのハード構成は、上記第一実施形態に係るゲームシステムのハード構成と同様である。また、第二実施形態におけるゲームシステムの機能構成と作用は、図3に示すように、上記第一実施形態に係るゲームシステムのものと同様である。ただし、記憶部110には、受注設定リスト116の代わりに、依頼設定リストが格納されている。また、図3中のステップSP10、SP12及びSP14は、第二実施形態では行われない。その代わり、以下のようなステップが行われる。 The hardware configuration of the game system according to the second embodiment is the same as the hardware configuration of the game system according to the first embodiment. Further, as shown in FIG. 3, the functional configuration and operation of the game system in the second embodiment are the same as those of the game system according to the first embodiment. However, a request setting list is stored in the storage unit 110 instead of the order setting list 116. Further, steps SP10, SP12 and SP14 in FIG. 3 are not performed in the second embodiment. Instead, the following steps are performed.
 まず、ステップSP32~SP36と同様の処理が行なわれて、端末装置100Aは、第一プレイヤ104が、製造依頼先を除き、どのような製造依頼を行いたいかを示す依頼設定情報を、サーバ部102に送信する。そして、サーバ部102の通信部108は、依頼設定を受信する。サーバ部102の仲介部122は、通信部108が受信した依頼設定を依頼設定リストの一部として記憶する。 First, the same processing as in steps SP32 to SP36 is performed, and the terminal device 100A displays request setting information indicating what kind of manufacturing request the first player 104 wants to make except for the manufacturing request destination. 102. Then, the communication unit 108 of the server unit 102 receives the request setting. The mediation unit 122 of the server unit 102 stores the request setting received by the communication unit 108 as a part of the request setting list.
 そして、端末装置100Bは、第二プレイヤ106の要求に応答して、サーバ部102の依頼設定リストを問い合わせ、当該依頼設定リストを表示する。第二プレイヤ106は、表示された依頼設定リストの中から、どの製造依頼を受注するかを選択する。端末装置100Bは、第二プレイヤ106による選択に応答して、その旨を、サーバ部102に送信する。サーバ部102の仲介部122は、第二プレイヤ106が受注した製造依頼の製造依頼元に通知する。その後は、例えばステップSP38以降の処理が行なわれる。 Then, in response to the request from the second player 106, the terminal device 100B inquires about the request setting list of the server unit 102, and displays the request setting list. The second player 106 selects which manufacturing request is to be ordered from the displayed request setting list. In response to the selection by the second player 106, the terminal device 100B transmits that fact to the server unit 102. The mediation unit 122 of the server unit 102 notifies the manufacturing request source of the manufacturing request received by the second player 106. Thereafter, for example, the processing after step SP38 is performed.
 なお、依頼設定を行う前に、データ移行が一時的に行われる等、ステップSP40~42と同様の処理も既に行なわれていてもよい。 It should be noted that processing similar to steps SP40 to SP42 may already be performed, for example, data migration is temporarily performed before request setting is performed.
 以上、第二実施形態に係るゲームシステムによれば、第一プレイヤ104が依頼したいアイテムの種類を設定できる。すなわち、第一プレイヤ104が製造依頼先を探さずに製造依頼を行うことができるため、製造依頼が増え、もって、ゲームの興趣性を高めることができる。無論、第二プレイヤ106が受注できるアイテムの種類を設定できるとともに、第一プレイヤ104が依頼したいアイテムの種類も設定できるようにしてもよい。 As described above, according to the game system according to the second embodiment, the type of item that the first player 104 desires to request can be set. In other words, since the first player 104 can make a production request without searching for a production request destination, the number of production requests increases, thereby enhancing the interest of the game. Of course, the type of items that the second player 106 can receive orders can be set, and the type of items that the first player 104 wants to request may be set.
<<変形例>>
 以上、本願の開示する技術の複数の実施形態について説明したが、本願の開示する技術は、上記に限定されるものではない。
<< Modification >>
As mentioned above, although several embodiment of the technique which this application discloses was described, the technique which this application discloses is not limited above.
 例えば、第一サーバ群16又は第二サーバ群18は、省略することもできる。第二サーバ群18を省略した場合、第二ゲーム装置14も省略することができる。 For example, the first server group 16 or the second server group 18 can be omitted. When the second server group 18 is omitted, the second game device 14 can also be omitted.
 また、ステップSP40では、設定部124は、製造依頼に係る情報を、プレイヤ所有情報テーブル112から、一時保管情報テーブル114に一時的にデータ移行する場合を説明したが、このデータ移行は省略することができる。この場合、第二プレイヤ106により製造された新たなアイテムは、そのままプレイヤ所有情報テーブル112に格納されて、第一プレイヤ104の所有物として自動的に設定される。同様に、一時的であれば、製造依頼に係る情報を、プレイヤ所有情報テーブル112の第一情報111から、第二情報113にデータ移行してもよい。この場合、製造以外で、第二プレイヤ106による製造依頼に係る情報(素材)の使用を禁止することが好ましい。 In step SP40, the setting unit 124 has explained the case where the information related to the manufacturing request is temporarily transferred from the player possession information table 112 to the temporary storage information table 114. However, this data transfer is omitted. Can do. In this case, the new item manufactured by the second player 106 is stored as it is in the player possession information table 112 and automatically set as the possession of the first player 104. Similarly, if temporary, information related to the manufacturing request may be transferred from the first information 111 of the player possession information table 112 to the second information 113. In this case, it is preferable to prohibit the use of information (material) related to the manufacturing request by the second player 106 other than manufacturing.
 また、ステップSP56では、設定部124は、製造された新たなアイテムを、第一プレイヤ104のIDに関連付けられた第一情報111の1つとして一時保管情報テーブル114に格納する場合を説明したが、第二プレイヤ106のIDに関連付けられた第二情報113の1つとしてプレイヤ所有情報テーブル112又は一時保管情報テーブル114に格納してもよい。この場合、例えば格納してから例えば1分後や1日後等、一定期間或いは不定期間経過したときに、設定部124は、製造された新たなアイテムを、第二情報113から第一情報111に移行して、第一プレイヤ104の所有物として自動的に設定する。この結果、一時的ではあるが、第二プレイヤ106は、新たなアイテムを使用、すなわちレンタルすることができ、ゲーム性の幅を広げることができる。 In step SP56, the setting unit 124 has described the case in which the manufactured new item is stored in the temporary storage information table 114 as one of the first information 111 associated with the ID of the first player 104. The player possession information table 112 or the temporary storage information table 114 may be stored as one of the second information 113 associated with the ID of the second player 106. In this case, for example, when a fixed period or an indefinite period has elapsed, such as one minute or one day after storage, the setting unit 124 changes the manufactured new item from the second information 113 to the first information 111. It shifts and is automatically set as the possession of the 1st player 104. As a result, although temporarily, the second player 106 can use, that is, rent a new item, and can widen the range of game characteristics.
 また、上記レンタルに関して、第一プレイヤ104が所有する素材自体を、第二プレイヤ106にレンタルしてもよい。この場合、製造という工程はなくてもよい。具体的には、第一プレイヤ104が所有する素材を一時保管情報テーブル114にデータ移行した後、第一プレイヤ104がレンタルキャンセルの意思を示す又は所定の時間(一定期間又は不定期間)が経過するまでは、第二プレイヤ106が製造以外にも素材を使用できるようにしてもよい。これにより、第二プレイヤ106による素材の持ち逃げを抑制しつつ、第二プレイヤ106に素材の使用を一時的に試させることができる。 Further, regarding the rental, the material owned by the first player 104 may be rented to the second player 106. In this case, there is no need for a manufacturing process. Specifically, after the material possessed by the first player 104 is transferred to the temporary storage information table 114, the first player 104 indicates an intention to cancel the rental or a predetermined time (a certain period or an indefinite period) elapses. Until then, the second player 106 may be allowed to use materials other than manufacturing. Thereby, it is possible to make the second player 106 try the use of the material temporarily while suppressing the escape of the material by the second player 106.
 また、上記第一及び第二実施形態では、仲介部122は、第一プレイヤ104から第二プレイヤ106への製造依頼を仲介し、製造は第二プレイヤ106が行う場合を説明した。しかし、仲介部122は、第一プレイヤ104が第二プレイヤ106からその製造能力を借りることを仲介し、製造は、第二プレイヤ106の製造能力を借りた第一プレイヤ104自身が行うようにしてもよい。このような場合であっても、第二プレイヤ106は製造を行わないので、新たなアイテムを一度も所有することもない。したがって、第二プレイヤ104が新たなアイテムを持ち逃げすることを抑制することができる。 In the first and second embodiments, the mediation unit 122 mediates a production request from the first player 104 to the second player 106, and the production is performed by the second player 106. However, the mediation unit 122 mediates that the first player 104 borrows its manufacturing ability from the second player 106, and the production is performed by the first player 104 himself who borrows the manufacturing ability of the second player 106. Also good. Even in such a case, the second player 106 does not manufacture, and therefore never owns a new item. Therefore, it is possible to suppress the second player 104 from escaping with a new item.
10…ゲームシステム、100A,100B…端末装置、102…サーバ部、104…第一プレイヤ、106…第二プレイヤ、108…通信部、110…記憶部、111…第一情報、113…第二情報、120…製造部、122…仲介部、124…設定部 DESCRIPTION OF SYMBOLS 10 ... Game system, 100A, 100B ... Terminal device, 102 ... Server part, 104 ... First player, 106 ... Second player, 108 ... Communication part, 110 ... Storage part, 111 ... First information, 113 ... Second information , 120 ... manufacturing section, 122 ... mediation section, 124 ... setting section

Claims (11)

  1.  ゲームアイテムを製造可能なゲームを実行する複数の端末装置と通信する通信部と、
     前記複数の端末装置のうち何れか1つの端末装置を用いてプレイする第一プレイヤが、前記第一プレイヤの所有アイテムを用いて、前記複数の端末装置のうち何れか1つの端末装置を用いてプレイする第二プレイヤを介して前記ゲームアイテムを製造する際に、前記通信部を用いてその製造の仲介を行う仲介部と、
     前記仲介部の仲介により製造された前記ゲームアイテムを、前記第一プレイヤの所有物として設定する設定部と、
     を備えるサーバ装置。
    A communication unit that communicates with a plurality of terminal devices that execute a game capable of manufacturing a game item;
    A first player who plays using any one of the plurality of terminal devices uses an item owned by the first player and uses any one of the plurality of terminal devices. When producing the game item via the second player to play, an intermediary unit that mediates the production using the communication unit;
    A setting unit for setting the game item manufactured by the mediation unit as the property of the first player;
    A server device comprising:
  2.  前記通信部は、前記仲介部の仲介の結果、前記第一プレイヤから前記第二プレイヤ宛の前記ゲームアイテムの製造依頼を受信し、
     前記通信部が受信した前記製造依頼に係る前記第二プレイヤの要求に応じて、前記ゲームアイテムを製造する製造部をさらに備える、
     請求項1に記載のサーバ装置。
    The communication unit receives a production request for the game item addressed to the second player from the first player as a result of the mediation of the mediation unit;
    A manufacturing unit that manufactures the game item in response to a request from the second player related to the manufacturing request received by the communication unit;
    The server device according to claim 1.
  3.  前記仲介部は、前記通信部が前記製造依頼を受信した場合、前記通信部を介し、前記製造依頼を前記第二プレイヤ宛に通知する、
     請求項2に記載のサーバ装置。
    The mediation unit, when the communication unit receives the manufacturing request, notifies the manufacturing request to the second player via the communication unit.
    The server device according to claim 2.
  4.  前記第一プレイヤの識別情報に関連付けられた第一情報、及び、前記第二プレイヤの識別情報に関連付けられた第二情報を格納する記憶部を備え、
     前記設定部は、前記仲介部の仲介により製造された前記ゲームアイテムを、前記第一情報の1つとして前記記憶部に格納することにより、前記ゲームアイテムを前記第一プレイヤの所有物として自動的に設定する、
     請求項2又は請求項3に記載のサーバ装置。
    A storage unit for storing first information associated with the identification information of the first player and second information associated with the identification information of the second player;
    The setting unit automatically stores the game item manufactured by mediation of the mediation unit in the storage unit as one of the first information, so that the game item is automatically owned by the first player. Set to
    The server apparatus according to claim 2 or claim 3.
  5.  前記第一情報は、前記所有アイテムを含み、
     前記設定部は、前記第二プレイヤに対して、前記ゲームアイテムの製造のため、前記所有アイテムの使用を許可し、前記ゲームアイテムの製造以外では、前記所有アイテムの使用を禁止する、
     請求項4に記載のサーバ装置。
    The first information includes the owned item,
    The setting unit allows the second player to use the owned item for manufacturing the game item, and prohibits the use of the owned item except for manufacturing the game item.
    The server device according to claim 4.
  6.  前記設定部は、前記第一プレイヤから前記製造依頼が出ている間、前記第一プレイヤに対して、前記所有アイテムの使用を禁止する、
     請求項5に記載のサーバ装置。
    The setting unit prohibits the first player from using the owned item while the manufacturing request is issued from the first player.
    The server device according to claim 5.
  7.  前記第一情報は、一時保管情報、及び、前記所有アイテムを含むプレイヤ所有情報を有し、
     前記設定部は、前記通信部が前記製造依頼を受信した場合、前記プレイヤ所有情報から前記一時保管情報へ前記所有アイテムを移行することで、前記第一プレイヤに対して、前記所有アイテムの使用を禁止する、
     請求項6に記載のサーバ装置。
    The first information has temporary storage information and player possession information including the possessed item,
    When the communication unit receives the manufacturing request, the setting unit shifts the owned item from the player owned information to the temporary storage information, thereby allowing the first player to use the owned item. Ban,
    The server device according to claim 6.
  8.  前記仲介部は、前記第二プレイヤが前記ゲームアイテムを製造した場合、前記通信部を介し、前記ゲームアイテムが製造された旨を前記第一プレイヤ宛に通知する、
     請求項2~請求項7の何れか1項に記載のサーバ装置。
    When the second player manufactures the game item, the mediation unit notifies the first player that the game item has been manufactured via the communication unit.
    The server device according to any one of claims 2 to 7.
  9.  前記仲介部は、前記第一プレイヤが前記ゲームアイテムの製造依頼を行う際、前記第一プレイヤの前記端末装置に対して前記第二プレイヤの候補を、予め定められた又は前記第一プレイヤに指定された順序で表示させる、
     請求項2~請求項8の何れか1項に記載のサーバ装置。
    When the first player makes a production request for the game item, the mediation unit determines the second player candidate for the terminal device of the first player as a predetermined or designated as the first player Display in the order
    The server device according to any one of claims 2 to 8.
  10.  ゲームアイテムを製造可能なゲームを実行する複数の端末装置と、前記複数の端末装置と通信するサーバ装置と、を有するゲームシステムであって、
     前記サーバ装置は、
     前記複数の端末装置のうち何れか1つの端末装置を用いてプレイする第一プレイヤが、前記第一プレイヤの所有アイテムを用いて、前記複数の端末装置のうち何れか1つの端末装置を用いてプレイする第二プレイヤを介して前記ゲームアイテムを製造する際に、前記通信によりその製造の仲介を行う仲介部と、
     前記仲介部の仲介により製造された前記ゲームアイテムを、前記第一プレイヤの所有物として設定する設定部と、を備える、
     ゲームシステム。
    A game system having a plurality of terminal devices that execute a game capable of manufacturing a game item, and a server device that communicates with the plurality of terminal devices,
    The server device
    A first player who plays using any one of the plurality of terminal devices uses an item owned by the first player and uses any one of the plurality of terminal devices. When producing the game item via the second player to play, an intermediary unit that mediates the production by the communication;
    A setting unit that sets the game item manufactured by the mediation unit as the property of the first player;
    Game system.
  11.  ゲームアイテムを製造可能なゲームを実行する複数の端末装置と通信する通信部をコンピュータに対して、
     前記複数の端末装置のうち何れか1つの端末装置を用いてプレイする第一プレイヤが、前記第一プレイヤの所有アイテムを用いて、前記複数の端末装置のうち何れか1つの端末装置を用いてプレイする第二プレイヤを介して前記ゲームアイテムを製造する際に、前記通信部を用いてその製造の仲介を行う仲介部と、
     前記仲介部の仲介により製造された前記ゲームアイテムを、前記第一プレイヤの所有物として設定する設定部と、
     を実現させるゲームプログラム。
    For a computer, a communication unit that communicates with a plurality of terminal devices that execute a game capable of manufacturing a game item,
    A first player who plays using any one of the plurality of terminal devices uses an item owned by the first player and uses any one of the plurality of terminal devices. When producing the game item via the second player to play, an intermediary unit that mediates the production using the communication unit;
    A setting unit for setting the game item manufactured by the mediation unit as the property of the first player;
    Game program that realizes.
PCT/JP2014/084050 2014-03-27 2014-12-24 Server device, game system and game program WO2015145904A1 (en)

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