WO2017038382A1 - Program and recording medium - Google Patents

Program and recording medium Download PDF

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Publication number
WO2017038382A1
WO2017038382A1 PCT/JP2016/073121 JP2016073121W WO2017038382A1 WO 2017038382 A1 WO2017038382 A1 WO 2017038382A1 JP 2016073121 W JP2016073121 W JP 2016073121W WO 2017038382 A1 WO2017038382 A1 WO 2017038382A1
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WO
WIPO (PCT)
Prior art keywords
player
game
effect
unit
event
Prior art date
Application number
PCT/JP2016/073121
Other languages
French (fr)
Japanese (ja)
Inventor
馨勝 江山
山下 信行
健二 藤間
Original Assignee
株式会社セガゲームス
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社セガゲームス filed Critical 株式会社セガゲームス
Publication of WO2017038382A1 publication Critical patent/WO2017038382A1/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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • 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
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

Definitions

  • the present invention relates to a program and a recording medium.
  • the player can enjoy in-game events such as quests and dungeons together with other players included in a group called a room.
  • the effect of the item can be exerted on the character of the player who plays the game and the characters of other players in the room.
  • a program and a recording medium that can prevent a difference due to the effect between player characters at the timing of participation in an event when an effect that affects other characters is applied in the event, and a recording medium are provided. To do.
  • the program according to one aspect of the present invention includes a control step for controlling a predetermined event in a game executed for a group including each player character operated by one or more players, and the one or more players.
  • a first application step of applying an effect related to the predetermined event to at least one or more player characters among the player characters included in the group based on an operation of any player of the player, and the effect is applied.
  • the player character newly joining the group is caused to execute a second application step of applying the effect.
  • Drawing 1 is a key map showing an example of game processing system 1 in an embodiment.
  • the game processing system 1 includes, for example, game devices 10A, 10B, and 10C of each user, a server (information processing device) 20 provided by, for example, a game operating company, and a charging server 30 N is connected.
  • Each game device uses the reference numerals 10A, 10B, and 10C when individually described, and does not need to be individually distinguished, and uses the reference numeral 10 when described collectively.
  • the game apparatus 10 is, for example, a mobile terminal, a tablet terminal, a PDA (Personal Digital Assistant), a personal computer, a game machine, or the like.
  • the game apparatus 10 is connected online to the server 20 via the network N, and executes game play in the form of a web game.
  • the server 20 controls, for example, a game in which a plurality of players play the basics free of charge via the network N, such as a so-called F2P (Free To Play) online game.
  • the server 20 receives an operation instruction input from the game apparatus 10, controls the progress of the game, and manages and distributes data necessary for executing the game.
  • the billing server 30 is a server that performs billing processing in the game in response to a billing request from the game apparatus 10 or the server 20.
  • the network N is the Internet or the like, and includes a wireless LAN access point, a mobile phone base station, and the like.
  • FIG. 2 is a block diagram showing an embodiment of the hardware configuration of the game apparatus 10 shown in FIG.
  • a mobile communication antenna 112 includes at least a mobile communication antenna 112, a mobile communication unit 114, a wireless LAN communication antenna 116, a wireless LAN communication unit 118, a storage unit 120, and a main control unit 150.
  • An external interface 140 including a camera 130 and an audio output terminal 142 is included.
  • the touch panel 102 has functions of both a display device and an input device, and includes a display (display screen) 102A that bears the display function and a touch sensor 102B that bears the input function.
  • the display 102A is configured by a general display device such as a liquid crystal display or an organic EL (Electro Luminescence) display.
  • the touch sensor 102B is configured to include an element for detecting a contact operation arranged on the upper surface of the display 102A and a transparent operation surface laminated thereon.
  • a contact detection method of the touch sensor 102B an arbitrary method among known methods such as a capacitance method, a resistance film method (pressure-sensitive method), and an electromagnetic induction method can be adopted.
  • the touch panel 102 displays a game image generated by executing the program 122 stored in the storage unit 120 by the main control unit 150.
  • the touch panel 102 as an input device detects an operation of a contact object (including a player's finger or a touch pen, which will be described as a representative example) in contact with the operation surface.
  • the operation input is received, and information on the contact position is given to the main control unit 150.
  • the movement of the finger is detected as coordinate information indicating the position or area of the contact point, and the coordinate information is expressed as coordinate values on two axes of the short side direction and the long side direction of the touch panel 102, for example.
  • the game apparatus 10 is connected to the network (Internet) N through the mobile communication antenna 112 and the wireless LAN communication antenna 116 and can perform data communication with the server 20.
  • the server 20 functions as a server serving as a hub of the game system, such as collecting play data such as games executed in the game apparatus 10 via the network N and controlling the progress of the game based on the play data. .
  • an online game system that can provide various games online to the game apparatus 10 is constructed.
  • this online game system by managing and providing play data corresponding to a plurality of types of game programs, it is possible to provide the player with the pleasure of playing various games in the game center. Is possible.
  • the program 122 may be installed in the game apparatus 10 or may be provided with a game function from a server (not limited to the server 20) online.
  • FIG. 3 is a diagram illustrating an example of a hardware configuration of the server 20 according to the embodiment.
  • the server 20 includes a control unit 202, a communication interface 206, a storage unit 208, a display unit 214, and an input unit 216, and each unit is connected via a bus line 218.
  • the control unit 202 includes a CPU (Central Processing Unit), a ROM (Read On Memory), a RAM (Random Access Memory) 204, and the like.
  • the control unit 202 is configured to execute a control program 210 and the like stored in the storage unit 208, thereby realizing, for example, processing related to an online game in addition to a function as a general information processing apparatus.
  • the RAM 204 temporarily stores various information, and is used as a work area when the CPU executes various processes.
  • the communication interface 206 controls communication with the billing server 30 and the game apparatus 10 via the network N.
  • the storage unit 208 is composed of an HDD, for example, and stores a control program 210 in addition to storing an application and data (not shown) for realizing a function as a general information processing apparatus.
  • the storage unit 208 has an information storage unit 212.
  • the control program 210 is a program for performing processing related to the game, and is a program that receives an operation instruction from the game apparatus 10 and controls the progress of the game while playing based on the operation instruction.
  • the control program 210 may be stored in a computer-readable recording medium, read from the recording medium, and stored in the storage unit 208.
  • the information storage unit 212 stores, for example, necessary data used for a game and data related to a user.
  • Display unit 214 displays information to the administrator.
  • the input unit 216 receives input from the administrator or receives instructions from the administrator.
  • the server 20 does not necessarily include the display unit 214 and the input unit 216, and the display unit 214 and the input unit 216 may be connected to the server 20 from the outside.
  • the game (controlled by the game device 10 or the server 20) in the embodiment can form a predetermined group including a plurality of users, and can execute an in-game event in units of groups.
  • the player can consume game items and the like owned by the player regardless of the organizer or participants of the event.
  • Some of these game items allow the player character parameter to be UP or DOWN, and other game characters have an effect on other player characters.
  • an effect that affects other player characters hereinafter also referred to as an overall effect
  • there is an effect related to a reward given to the player character in an event and the reward is acquired while the effect is applied. Probability and reward rarity increases.
  • the overall effect include, for example, an increase in experience value and, in the case of a battle event, an increase in attack power or defense power.
  • the parameters set for the item are consumed at once and the effect is exhibited, or the parameters set with the passage of time are consumed, and the effect is effective until all are consumed. There are things that last.
  • the game item applied to this game may be a game item in which no parameters are consumed. For example, there are those that are effective when possessing or equipped with the game item.
  • the effect is applied to the player character of the player who will participate later in the group to which the overall effect is applied.
  • the player is motivated to participate in the group to which the overall effect is applied, and the player who participates later can also benefit from the effect.
  • a new player can easily participate in the group to which the overall effect is applied.
  • the player character being played in the event is preceded by the player character.
  • the stage to be played may be moved to the position of the player character being played.
  • FIG. 4 is a block diagram illustrating an example of a functional configuration of the game apparatus 10 according to the embodiment. 4 includes, for example, a first transmission unit 302, a first reception unit 304, a game execution unit 310, and a first storage unit 330.
  • the first transmission unit 302 can be realized by, for example, the main control unit 150, the mobile communication unit 114, the wireless LAN communication unit 118, the program 122, and the like.
  • the first transmission unit 302 transmits a command or the like based on the operation content input by the user to the server 20.
  • This command includes a request command for consuming game items and a participation command for participating in a group or a predetermined event (for example, a dungeon).
  • the first receiving unit 304 can be realized by, for example, the main control unit 150, the mobile communication unit 114, the wireless LAN communication unit 118, the game program 122, and the like.
  • the first receiving unit 304 receives information related to the progress of the game from the server 20.
  • the information related to the progress of the game includes screen information representing an execution screen of the in-game event, invitation message information for the event, and the like.
  • the game execution unit 310 can be realized by the main control unit 150, the program 122, and the like, for example.
  • the game execution unit 310 executes a game (for example, a plurality of in-game events).
  • the game execution unit 310 includes an operation reception unit 312, a command issue unit 314, a screen generation unit 316, and a display control unit 318.
  • the operation accepting unit 312 accepts a user operation input from the touch panel 102 while the game is being executed. For example, the operation accepting unit 312 accepts an operation for executing a lottery process during an in-game event, or accepts an operation for participating in an in-game event.
  • the accepted operation content is output to the command issuing unit 314.
  • the command issuing unit 314 issues a command corresponding to the operation content received by the operation receiving unit 312 and transmits the issued command to the server 20 via the first transmission unit 302.
  • the command issuing unit 314 issues a command (also referred to as a request command) indicating an operation for consuming a game item.
  • a command also referred to as a request command
  • user information or identification information for identifying the game apparatus 10 is transmitted together with the request command.
  • the server 20 can grasp
  • the command issuing unit 314 issues a command (participation command) indicating an operation for participating in an in-game event.
  • the screen generation unit 316 acquires information on the progress of the game received by the first reception unit 304, and generates a screen to be displayed on the touch panel 102 based on the information.
  • the screen generation unit 316 outputs the generated screen to the display control unit 318.
  • the display control unit 318 displays the acquired screen on the touch panel 14.
  • the game apparatus 10 can display the execution screen of the event in a game based on each information transmitted from the server 20, and can advance a game.
  • the above-described screen is used to include a still image and a moving image displayed on the touch panel 102.
  • the game apparatus 10 can request execution of an in-game event, request participation of the in-game event, or request use of a game item in the in-game event.
  • FIG. 5 is a block diagram illustrating an example of a functional configuration of the server 20 in the embodiment.
  • the server 20 illustrated in FIG. 5 includes a second transmission unit 402, a second reception unit 404, a game control unit 410, and a second storage unit 430.
  • the server 20 can realize functions such as the game control unit 410 by executing the control program 210.
  • the second transmission unit 402 can be realized by the communication interface 206, the control unit 202, or the like, for example.
  • the second transmission unit 402 transmits information regarding the progress of the game to the game apparatus 10 in accordance with an instruction from the game control unit 410.
  • the second receiving unit 404 can be realized by the communication interface 206, the control unit 202, or the like, for example.
  • the second receiving unit 404 receives a command or the like indicating the operation content from each game apparatus 10.
  • the game control unit 410 can be realized by the control unit 202, the storage unit 208, or the like, for example.
  • the game control unit 410 controls the execution of the game based on the received command.
  • the game control unit 410 controls an in-game event executed by a group including a plurality of users.
  • the second storage unit 430 can be realized by the storage unit 208, for example.
  • the second storage unit 430 stores information regarding the game.
  • information related to the game includes information on a user who plays the game, information on a group including a plurality of users, screen information for configuring a game execution screen, and other information necessary for the game. .
  • the game control unit 410 includes a generation unit 412, an event control unit 414, an activation unit 416, an application unit 418, a selection control unit 420, an output unit 422, a search control unit 424, and a movement control unit 426. Including.
  • the generation unit 412 generates a group including a plurality of users. About the method of generating a group, the generation unit 412 generates a group between a user who has output a request command and a plurality of users who have a friend relationship with the user, or between users who have entered a predetermined in-game room. A group is created, or a group is created between users who are physically close to each other. Note that the method of generating the group is not particularly limited.
  • the friend relationship refers to a relationship in which the users are approved in advance and the users are associated with each other.
  • the event control unit 414 controls execution of a predetermined event in the game for a group including player characters operated by one or more players.
  • the event control unit 414 controls execution of a predetermined game unit such as a quest, a dungeon, or a stage that can be executed by each player character in a room as an example of a group.
  • the predetermined event may have a plurality of stages which are sequentially cleared by the player as one unit.
  • the activating unit 416 activates an effect related to a predetermined event based on an operation of a predetermined player in the group. For example, when receiving a command requesting the use of a game item from the game apparatus 10, the invoking unit 416 specifies a game item based on a game item ID included in the command and applies the effect of the specified game item To start.
  • the activation means that a game item is specified and application of the effect of the specified game item is started.
  • the activation timing may be immediately after the game item is specified, or may be a predetermined time after the game item is specified using a timer or the like.
  • the effects of game items include those that affect only the requested player character (single effect) and those that affect each player character in the group (overall effect).
  • effects that affect each player character in the group include an increase in experience value and an increase in reward.
  • a time limit may be provided for a single effect or an overall effect. When the time limit is provided for the effect, the same effect may be exhibited for a certain period of time, or the effect may become weaker as the time limit approaches.
  • the application unit 418 applies an effect to each player character included in the group at the first time point when the effect is activated by the activation unit 416, or the effect is applied after the first time point. In addition, the effect is applied to a player character newly joining the group. Further, in the case of a single effect, the application unit 418 applies the effect to the player character of the player who has requested use of the game item when the effect is activated by the activation unit 416. Functions related to the overall effect of the application unit 418 will be described with reference to FIG.
  • FIG. 6 is a block diagram illustrating an example of functions of the application unit 418 in the embodiment.
  • the application unit 418 includes a first application unit 4182 and a second application unit 4184.
  • the first application unit 4182 When a game item that activates the overall effect is activated, the first application unit 4182 has at least one of the player characters included in the same group as the player who uses the game item at the first time when the game item is activated. The overall effect is applied to the player character.
  • the second applying unit 4184 When the effect is applied after the first time point, the second applying unit 4184, when a player character operated by a new player joins this group, for example, on the condition of joining the group, Apply the activated total effect to. That is, if the overall effect is applied, the second application unit 4184 automatically applies the activated overall effect to the player character newly joined to the group, regardless of the user operation.
  • the second applying unit 4184 may change the degree of the overall effect from the degree of the effect applied by the first applying unit 4182.
  • the second application unit 4184 may change the degree of the applied effect according to the elapsed time from the first time point. More specifically, the 2nd application part 4184 should just make it the grade of the whole effect become low, so that the elapsed time from the 1st time is long.
  • the second application unit 4184 may change the degree of the effect according to the order of newly joining the group.
  • the effect of the item can be exerted not only on the player characters included in the group first, but also on the player characters that have joined the group later, regardless of the player's operation instructions. it can. That is, when an effect applied to another character is applied in the event, it is possible to prevent a difference due to the effect between the player characters at the timing of participation in the event.
  • the selection control unit 420 controls to accept selection of a player who has not participated in the predetermined event. .
  • the selection control unit 420 accepts selection of friends who have not participated in the predetermined event based on a user operation using a pop-up screen or the like before the execution of the predetermined event.
  • a method of selecting a non-participating player there are a case where the player selects a player one by one from a list or the like displayed on the screen, or a case where a plurality of players who are friends are selected together.
  • the output unit 422 outputs to the terminal operated by the selected non-participating player a message prompting participation in a predetermined event including effect information.
  • the output unit 422 is a message that describes the name of the active game item, information about the effect of the active game item, or a comment that prompts the inviter to participate in a predetermined event. These are output as messages.
  • the player who is prompted to participate can confirm the effect of the item, join the group later, and enjoy the predetermined event while receiving the effect of the item.
  • the event control unit 414 may control a predetermined event that is executed for one or more groups. For example, the event control unit 414 may execute and control the same event that player characters in a plurality of rooms can play, the same event that battles between rooms, and the like, in addition to performing and controlling the event in units of rooms.
  • the first application unit 4182 may apply the overall effect to player characters in a plurality of groups participating in the same event at the first time point when the overall effect is activated. That is, the first application unit 4182 may apply the overall effect to each player character included in the group including the player who has requested the activation of the effect and the other group that is executing the predetermined event. As a result, the overall effect can be applied in units of predetermined events in which a plurality of groups participate. In this case, the group that activated the effect of the item may be controlled to cancel the effect when the event is cleared.
  • the second application unit 4184 applies the overall effect to the player character of the newly participating player for a predetermined event in which a plurality of groups participate when the overall effect is applied after the first time point. Also good. Thereby, the effect applied in units of a predetermined event in which a plurality of groups participate can be applied to a player character who later joins the predetermined event.
  • the search control unit 424 performs control so that an event to which the overall effect is applied is preferentially searched when the player searches for an event to be executed.
  • the search control unit 424 may display on the search screen in order from the longest remaining time of the period in which the overall effect is applied and the degree of the effect being large. Accordingly, the player can preferentially select and participate in an attractive event including a group to which the overall effect is applied.
  • the subsequent player suddenly plays the stage with the preceding player immediately after joining regardless of his / her intention, and can not experience the stage in the middle, Even if there is a delay, the game may not be fully enjoyed due to the fact that it cannot be corrected easily.
  • the movement control unit 426 in the present embodiment moves the subsequent player character to the vicinity of the position of any one of the preceding player characters at the timing at which the player character can move between the stages. enable. As a result, even subsequent players can enjoy the current stage until the timing of moving between stages, and can catch up with the predecessor at the timing of moving the stage. Can enjoy.
  • the function of the movement control unit 426 will be described with reference to FIG.
  • FIG. 7 is a block diagram illustrating an example of the function of the movement control unit 426 in the embodiment.
  • the movement control unit 426 shown in FIG. 7 includes a first determination unit 4262, a second determination unit 4264, and a movement unit 4266.
  • the first determination unit 4262 determines whether or not each player character operated by one or more players is distributed in different stages. For example, the first determination unit 4262 determines that the player character is distributed as a determination result when the player characters are distributed on at least two or more stages.
  • the second determination unit 4264 determines whether or not a predetermined condition relating to movement is satisfied for the player character of the player who is playing on one stage.
  • the predetermined condition regarding movement is that a predetermined character has cleared one stage, or that an item that allows the player to move is used.
  • the moving unit 4266 moves the predetermined player character based on the position of an arbitrary player character existing on the stage preceding the predetermined player character. For example, when it is determined that the predetermined player character can move between stages, the moving unit 4266 moves the predetermined player character in the vicinity of one player character among the preceding player characters.
  • a player can easily move to a stage or the like on which another player is playing with the same ease as a normal stage movement, enjoy joint play, and is always the most advanced. Since the player who is playing does not move to the stage where the player is playing, the player can enjoy playing on more stages than before.
  • the moving unit 4266 may automatically select one player character or allow the player to select it. Further, when one player is automatically selected, it may be selected randomly or may be selected according to a predetermined criterion.
  • the player who operates the predetermined player character can play the stage in order. Become.
  • the movement by the moving unit 4266 may be movement from the stage to the game space after completion called a lobby, in addition to movement between stages.
  • the moving unit 4266 acquires position information and stage information of the preceding player character in the game space, and moves the subsequent player character based on this information.
  • the position after the movement may be a position such as the start of the stage or the vicinity of the position of the preceding player character.
  • the movement form may be a movement form that instantaneously moves, a movement form that shortens the movement time by dashing by the player character, or a combination of both.
  • the server 20 since the server 20 has various functions, application control of the overall effect used in a predetermined event and movement control of the player character can be performed, and the fun of the game can be improved.
  • FIG. 8 is a diagram illustrating an example of user information in the embodiment.
  • each row corresponds to one user (player).
  • Each user information includes a user ID, a user name, a game item owned by the user, a friend registered by the user, a current position of the player character operated by the user, and the like.
  • the user ID is an identifier assigned to each user on the server 20 side in order to identify each user.
  • identifiers such as “U0001” and “U0002” are assigned to each user.
  • the user name is a name used in an online game that can be given by each user, and is composed of an arbitrary character string.
  • character strings such as “AAA” and “BBB” are registered as user names.
  • the game item is a game item that is acquired and possessed by a lottery process by defeating or picking up an enemy character while the user is in an online game.
  • the game item is equipped on the player character, affects a parameter related to a battle with the enemy character, or affects a reward given during the event.
  • the friend is associated with the user ID of the user registered as a friend associated with the user.
  • the friend includes as many user IDs as the number of registered friends.
  • the current position is information indicating the current position of the player character operated by the user.
  • information such as “CL1” and “CL2” is assigned, and this information includes stage identification information and coordinates in the game space in the stage. It is controlled to be rewritten every predetermined time or whenever the position of the player character changes.
  • the current position information only needs to be associated with the user ID, and therefore may be stored separately as information different from the user information.
  • FIG. 9 is a diagram illustrating an example of group information in the embodiment.
  • each row corresponds to one group.
  • the group is called a room, but there are other names such as parties.
  • Each group information includes a room ID, host user information, guest user information, and item information.
  • Room ID is an identifier assigned to identify each group.
  • Host user information is information about users who are hosts of each group.
  • the host user information can include a user ID for identifying the user, a game item owned by the user, the current position, and other user names.
  • Guest user information is information about users who have joined a group by being invited by a host user or receiving a group participation notification from the system side.
  • the information included in the guest user information is basically the same as the information included in the host user information.
  • Item information is information on game items currently activated in the room, and in particular, information on game items having overall effects is associated with the item information.
  • the application unit 418 can easily grasp the currently activated game item by referring to the item information of the group information. Therefore, when there is a player who newly joins the room, the application unit 418 can apply the overall effect to the newly added player by referring to the item information.
  • item information is not necessarily necessary information for group information.
  • the application unit 418 searches for a game item used by a player in the room, and if the used game item has an overall effect, the overall effect is obtained. May be applied to each player character in the room.
  • FIG. 10 is a diagram illustrating an example of a display screen (part 1) on the side requesting participation.
  • the display screen D10 includes various display areas and UI components (for example, buttons) described below.
  • Quest selection areas Q11, Q12, Q13, and Q14 are areas including the display of parameters consumed by the execution of the quest as well as the display of the quest name. For example, when any position or a predetermined button in each area is pressed, a quest participation request is output to a friend who has not participated in this quest.
  • the selection control unit 420 executes acceptance of friend selection.
  • the output unit 422 executes the quest participation request.
  • the output unit 422 In the state shown in FIG. 10, when a request to participate in a quest is made, the output unit 422 outputs a message including information on the quest being executed to the game device 10 operated by the friend user.
  • FIG. 11 is a diagram showing an example of a display screen (part 2) on the side requesting participation.
  • a display screen D12 shown in FIG. 11 is the same as the display screen D10 shown in FIG.
  • the difference between the display screen D12 shown in FIG. 11 and the display screen D10 shown in FIG. 10 is that information of the activated overall effect is displayed in the item display area AR10.
  • information of the activated overall effect is displayed in the item display area AR10.
  • an item name “EXP Flora Boost II” is displayed in the item display area AR10.
  • This effect is an overall effect and is an effect that the experience value is increased for each player character in the group.
  • the item display area AR10 also displays the remaining time during which this effect is applied.
  • the output unit 422 sends a message including information on the overall effect together with information on the quest being executed to the game device 10 operated by the friend user. Output.
  • FIG. 12 is a diagram illustrating an example of a display screen (part 1) on the side requested to participate.
  • the display screen D20 includes various display areas and UI components (for example, buttons) described below.
  • a pop-up screen P20 is displayed on the display screen D20 of the game device 10 of the user who has requested participation.
  • the pop-up screen P20 includes a quest information display, a UI part B20 for rejecting participation in the quest, and a UI part B22 for participating in the quest.
  • the quest information includes a requester name, a quest name, a consumption parameter, and the like.
  • the UI part B20 for refusing participation is pressed, information on this quest is held on the game device 10 side or the server 20 side so that the quest requested to participate can be selected from the quest selection screen.
  • the display screen D20 shown in FIG. 12 is a screen displayed on the device side that has received the participation request when the participation request is made from the display screen D10 shown in FIG.
  • FIG. 13 is a diagram showing an example of a display screen (part 2) on the side requested to participate.
  • the display screen D22 shown in FIG. 13 is the same as the display screen D20 shown in FIG.
  • the difference between the display screen D22 shown in FIG. 13 and the display screen D20 shown in FIG. 12 is that information of the activated overall effect is displayed in the item display area AR22. For example, “acquired experience value 1.50 times boost!” Is displayed in the item display area AR22. Further, as shown in FIG. 13, not the item name but the effect itself may be displayed in the item display area AR22. Thereby, the player who received the participation request can easily grasp what kind of effect it is.
  • the display screen D22 shown in FIG. 13 is a screen displayed on the device side that has received the participation request when the participation request is made from the display screen D12 shown in FIG.
  • FIG. 14 is a diagram illustrating an example of a display screen (part 1) for selecting a quest after receiving a participation request.
  • the display screen D30 includes various display areas and UI components (for example, buttons) described below.
  • Quest selection areas Q21, Q22, and Q23 include a quest name display area. Further, the selection area Q21 is an area for displaying a quest requested to participate (a support request) from the display screen D10 shown in FIG. The selection area Q21 includes a request for participation, a quest name, a requested player name, consumed parameters, and the like.
  • FIG. 15 is a diagram showing an example of a display screen (part 2) for selecting a quest after receiving a participation request.
  • the display screen D32 shown in FIG. 15 is the same as the display screen D30 shown in FIG.
  • FIG. 15 is different from the display screen D30 shown in FIG. 14 in that information on the activated overall effect is displayed in the item display area AR30. For example, “acquired experience value 1.50 times boost!” Is displayed in the item display area AR30. Further, as shown in FIG. 15, not the item name but the effect itself may be displayed in the item display area AR30. Thereby, the player who selects a quest can easily grasp what effect the quest has.
  • the search control unit 424 performs control so that the quest in which the overall effect is activated is preferentially displayed at the top, so that the player can easily search.
  • FIG. 16 is a diagram for explaining the movement control of the player character.
  • the event is composed of five stages (ST1 to ST5), and the room includes player characters (PC10, PC12, PC14, PC16) that are operated by four players, respectively.
  • the player character PC10 is under operation control on the stage ST1
  • the player character PC12 is under operation control on the stage ST2
  • the player character PC14 is under operation control on the stage ST4. It is assumed that the player character PC16 is performing operation control on the stage ST5. In addition, it is assumed that the player clears in order of stages ST1, ST2, ST3, ST4, ST5.
  • the first determination unit 4262 determines that the player characters in the room are distributed because there are two or more stages.
  • the second determination unit 4264 determines whether or not a predetermined condition is satisfied for each player character. Note that the second determination unit 4264 does not determine the predetermined condition for the player character that precedes.
  • the predetermined condition is, for example, that the current action of the player has cleared the stage. For example, when the player character PC10 clears the stage ST1, the second determination unit 4264 determines that the predetermined condition is satisfied for the player character PC10.
  • the moving unit 4266 moves a player character that satisfies a predetermined condition based on the position of any preceding player character. For example, the moving unit 4266 moves the player character PC10 to the stage ST4 where the player character PC14 is located.
  • the position to be moved may be the start position of the stage ST4 or the vicinity of the position of the player character PC14.
  • the succeeding player can play on the same stage as the preceding player character as long as the predetermined condition is satisfied, and can enjoy together with other players.
  • the moving unit 4266 may move the player character PC10 based on the position of the player character PC12 that is closest to its own character. Thereby, the succeeding player character can enjoy the game on the stage in collaboration with other players relatively in order.
  • the moving unit 4266 may prohibit the movement control to the position to be retracted when performing the movement control.
  • the moving unit 4266 prohibits the movement control of the player character PC14 based on the positions of the player characters PC10 and PC12. Thereby, it can prevent that progress of a game becomes slow.
  • FIG. 17 is a flowchart illustrating an example of the effect application process of the server 20 in the embodiment.
  • the invoking unit 416 acquires the game item selected by the player during the event or before the event starts.
  • step S104 the activation unit 416 activates the selected game item.
  • step S106 the application unit 418 determines whether or not the activated game item is a special item.
  • the special item is, for example, a game item having an overall effect. If it is a special item (step S106-YES), the process proceeds to step S110, and if it is not a special item (step S106-NO), the process proceeds to step S108.
  • step S108 the applying unit 418 applies the effect to the player character operated by the player using the game item.
  • step S110 the first application unit 4182 applies the activated effect to each player character in the group to which the player using the game item belongs.
  • it is not necessary to be all the members in a group for example, player characters other than the player character operated by the player using a game item, or one or more characters with small parameters such as HP in the group You may make it apply limiting to only.
  • step S112 the selection control unit 420 determines whether or not a non-participating player has been selected to invite to a predetermined event.
  • the selection of a play that has not participated in a predetermined event is also referred to as an invitation instruction. If there is an invitation instruction (step S112—YES), the process proceeds to step S114, and if there is no invitation instruction (step S112—NO), the process proceeds to step S116.
  • step S114 the output unit 422 outputs a message for encouraging participation in a predetermined event including information on the overall effect to the game apparatus 10 operated by the selected player.
  • step S116 the second applying unit 4184 determines whether or not there is a new player who wants to participate in the predetermined event after applying the effect in step S110. If there is a player who desires new participation (step S116-YES), the group information is updated so that the player participates in the event, and the process proceeds to step S118. If there is no player who desires new participation (step S116-) NO), the process proceeds to step S120. By updating the group information, a player character operated by a newly participating player can be added to the group during control of a predetermined event.
  • step S118 the second applying unit 4184 automatically applies the effect to the player character operated by the newly added player.
  • the parameters such as HP of the player character operated by the newly added player are compared with the parameters of the character to which the effect has already been applied in the group.
  • the effect may be applied only when the parameter is smaller than the parameter of the character to which the effect is applied. Further, when the player newly joins, if the effect applied in step S110 has already expired, the effect may not be applied.
  • step S120 the application unit 418 determines whether or not a predetermined time as an application period of the effect has elapsed. If the predetermined time has elapsed (step S120—YES), the effect application process ends. If the predetermined time has not elapsed (step S120—NO), the process returns to step S112. In step S120, the continuation or termination of the effect application process may be determined based on the progress of the game, such as the end of the event, rather than the passage of time.
  • FIG. 18 is a flowchart illustrating an example of the movement control process of the server 20 in the embodiment.
  • the first determination unit 4262 determines whether or not each player character operated by one or more players is dispersed in different events (first condition). If each player character is dispersed (step S202—YES), the process proceeds to step S204. If each player character is not dispersed (step S202—NO), the process proceeds to step S208.
  • step S204 when each player character is dispersed in different events, the second determination unit 4264 determines a predetermined condition relating to movement between stages for a predetermined player character operated by a player who is playing in one event. It is determined whether or not (second condition) is satisfied. If the predetermined condition is satisfied (step S204-YES), the process proceeds to step S206. If the predetermined condition is not satisfied (step S204-NO), the process proceeds to step S208.
  • step S206 when the predetermined condition is satisfied, the moving unit 4266 selects an arbitrary player character existing at a position preceding the predetermined player character, and moves the predetermined player character based on the position.
  • step S208 the movement control unit 426 determines whether or not the predetermined event has ended. If the predetermined event ends (step S208—YES), the movement control process ends. If the predetermined event does not end (step S208—NO), the process returns to step S202.
  • processing steps included in the processing flow described with reference to FIGS. 17 and 18 can be executed in any order or in parallel as long as the processing contents do not contradict each other. Other steps may be added between the steps. Further, a step described as one step for convenience can be executed by being divided into a plurality of steps, while a step described as being divided into a plurality of steps for convenience can be grasped as one step.
  • the online game has been described as an example.
  • the game apparatus 10 in the embodiment can be implemented by a game machine in a so-called arcade game.
  • a portable game device and a stationary game device are collectively referred to simply as a terminal.
  • the present invention can be applied if one event is executed and controlled for a predetermined group including player characters operated by one or more players.
  • the server 20 has an effect application control function and a movement control function.
  • the terminal 20 has an effect application control function and a movement control function, for example, when terminals are connected to each other. May be. That is, it is only necessary to determine whether each function is implemented on the server side or the terminal side.
  • the group information is referred to.
  • the effect application range may be further expanded by including effect information in the invitation message.
  • the effect of the same item may be activated twice or the effect of a plurality of items may be activated to obtain a stronger overall effect.
  • the effect application range may be applied only to characters that satisfy a predetermined condition such that a parameter such as HP is equal to or less than a predetermined value, instead of all the player characters included in the group. The same applies to newly added player characters.
  • the movement control described above has been mainly described with respect to movement between stages.
  • a predetermined condition regarding movement when a plurality of player characters play in a single game space, a request to play together with other players. There is. Accordingly, in such a game, when a predetermined condition regarding movement is satisfied, the movement control unit may perform control to move the player character based on the position of the player character operated by another player.
  • the predetermined condition at this time is when a predetermined enemy character is defeated.
  • the present invention can be applied even if the player character is not necessarily operated directly by the player.
  • the player only sets the character such as equipment, stores this setting information, and after instructing participation in the event, automatically controls the character by computer control based on the stored setting information.
  • Such an NPC non-player character
  • any NPC may be selected (the selection may be either a computer or a player), and a process of replacing it may be performed.
  • a program that executes (Appendix 2) The program according to appendix 1, wherein a player character other than the predetermined player character is a player character existing closest to the position of the predetermined player character among player characters preceding the predetermined player character.
  • Appendix 3) A computer-readable recording medium in which the program according to appendix 1 or 2 is recorded.
  • game processing system 10 game device 20 server 30 charging server 120 storage unit 150 main control unit 202 control unit 208 storage unit 310 game execution unit 330 first storage unit 410 game control unit 412 generation unit 414 event control unit 416 invocation unit 418 Unit 420 selection control unit 422 output unit 430 second storage unit

Abstract

When an effect is applied in a previous event that affects another character, the occurrence is prevented of a difference among the player characters due to the effect at the time of participation in the event. A program executes the following steps: a control step for controlling a prescribed event within a game, the event being executed in a computer in relation to a group including the player characters operated by one or more players; a first application step for applying an effect relating to the prescribed event on the basis of an operation of any player among the one or more players, the effect being applied to one or more of the player characters included in the group; and a second application step, when the effect has been applied, for applying the effect to player characters newly participating in the group.

Description

プログラム及び記録媒体Program and recording medium
 本発明は、プログラム及び記録媒体に関する。 The present invention relates to a program and a recording medium.
 近年、スマートフォンなどの携帯端末向けのゲームをダウンロードし、他のユーザと連携を取りながらゲームを楽しむゲームシステムが知られている。これらのゲームの中には、プレイヤがゲームアイテムを用いて、ゲームを有利に進めるものがある。 In recent years, a game system that downloads a game for a mobile terminal such as a smartphone and enjoys the game while cooperating with other users is known. Among these games, there are games in which the player uses the game items to advantageously advance the game.
 例えば、アイテムの消費と引き換えに、プレイヤキャラクタのパラメータを回復させるゲームがある(例えば、特許文献1参照)。 For example, there is a game in which the parameters of the player character are recovered in exchange for item consumption (see, for example, Patent Document 1).
特開2014-161487号公報JP 2014-161487 A
 他方、上述したゲームシステムにおいて、プレイヤは、ルームと呼ばれるグループに含まれる他のプレイヤとともに、クエストやダンジョンなどのゲーム内イベントを楽しむことができる。このゲームにおいて、従来技術のようにプレイヤがアイテムを消費した場合、アイテムの効果を、自身がプレイするプレイヤのキャラクタ、及びルーム内にいる他のプレイヤのキャラクタに及ぼすことが可能である。 On the other hand, in the above-described game system, the player can enjoy in-game events such as quests and dungeons together with other players included in a group called a room. In this game, when the player consumes an item as in the prior art, the effect of the item can be exerted on the character of the player who plays the game and the characters of other players in the room.
 しかしながら、上述したゲームシステムでは、アイテム消費時点にルーム内にいるプレイヤキャラクタに対してアイテムの効果が及ぶものであるため、後から参加したプレイヤには、先に消費されたアイテムの効果が及ばない。そのため、先にルーム内にいるプレイヤのキャラクタと、後から参加するプレイヤのキャラクタとの間で、アイテムの効果の有無によって力の差等が大きくなってしまう。 However, in the above-described game system, the effect of the item is exerted on the player character in the room at the time of item consumption. Therefore, the effect of the item consumed earlier is not exerted on the player who joined later. . For this reason, a difference in force or the like between the player character in the room and the player character who participates later increases depending on the presence or absence of the item effect.
 例えば、ゲーム経験豊富なプレイヤが集まったルームで実行されるイベントに対し、アイテムの効果が適用された後に、初心者がこのルームに参加してイベントをプレイする場合、プレイヤのキャラクタ間で、ますます力の差等が大きくなってしまう。 For example, if an item is applied to an event that is executed in a room where players with game experience gather, the beginner will join this room and play the event, and more and more between the player characters The difference in force will increase.
 そこで、イベントにおいて他のキャラクタに及ぶ効果が適用されている場合、イベントへの参加のタイミングで、各プレイヤキャラクタ間にその効果による差が生じることを防止することができるプログラム、及び記録媒体を提供する。 Therefore, a program and a recording medium that can prevent a difference due to the effect between player characters at the timing of participation in an event when an effect that affects other characters is applied in the event, and a recording medium are provided. To do.
 本発明の一態様におけるプログラムは、コンピュータに、1以上のプレイヤによりそれぞれ操作される各プレイヤキャラクタを含むグループに対して実行されるゲーム内の所定イベントを制御する制御ステップと、前記1以上のプレイヤの内の任意のプレイヤの操作に基づき、前記所定イベントに関する効果を、前記グループに含まれるプレイヤキャラクタのうち、少なくとも1以上のプレイヤキャラクタに適用する第1適用ステップと、前記効果が適用されている場合に、前記グループに新たに加入するプレイヤキャラクタに、前記効果を適用する第2適用ステップと、を実行させる。 The program according to one aspect of the present invention includes a control step for controlling a predetermined event in a game executed for a group including each player character operated by one or more players, and the one or more players. A first application step of applying an effect related to the predetermined event to at least one or more player characters among the player characters included in the group based on an operation of any player of the player, and the effect is applied. In this case, the player character newly joining the group is caused to execute a second application step of applying the effect.
実施形態におけるゲーム処理システムの一例を示す概念図である。It is a key map showing an example of the game processing system in an embodiment. 実施形態におけるゲーム装置のハードウェア構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware constitutions of the game device in embodiment. 実施形態におけるサーバのハードウェア構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware constitutions of the server in embodiment. 実施形態におけるゲーム装置の機能構成の一例を示すブロック図である。It is a block diagram which shows an example of a function structure of the game device in embodiment. 実施形態におけるサーバの機能構成の一例を示すブロック図である。It is a block diagram which shows an example of the function structure of the server in embodiment. 実施形態における適用部の機能の一例を示すブロック図である。It is a block diagram which shows an example of the function of the application part in embodiment. 実施形態における移動制御部の機能の一例を示すブロック図である。It is a block diagram which shows an example of the function of the movement control part in embodiment. 実施形態におけるユーザ情報の一例を示す図である。It is a figure which shows an example of the user information in embodiment. 実施形態におけるグループ情報の一例を示す図である。It is a figure which shows an example of the group information in embodiment. 参加要請する側の表示画面(その1)の一例を示す図である。It is a figure which shows an example of the display screen (the 1) of the side which requests participation. 参加要請する側の表示画面(その2)の一例を示す図である。It is a figure which shows an example of the display screen (the 2) of the side which requests participation. 参加要請される側の表示画面(その1)の一例を示す図である。It is a figure which shows an example of the display screen (the 1) of the side requested to participate. 参加要請される側の表示画面(その2)の一例を示す図である。It is a figure which shows an example of the display screen (the 2) of the side requested to participate. 参加要請を受けた後のクエストを選択する表示画面(その1)の一例を示す図である。It is a figure which shows an example of the display screen (the 1) which selects the quest after receiving a participation request. 参加要請を受けた後のクエストを選択する表示画面(その2)の一例を示す図である。It is a figure which shows an example of the display screen (the 2) which selects the quest after receiving a participation request. プレイヤキャラクタの移動制御を説明するための図である。It is a figure for demonstrating the movement control of a player character. 実施形態におけるサーバの効果適用処理の一例を示すフローチャートである。It is a flowchart which shows an example of the effect application process of the server in embodiment. 実施形態におけるサーバの移動制御処理の一例を示すフローチャートである。It is a flowchart which shows an example of the movement control process of the server in embodiment.
 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. That is, the present invention can be implemented with various modifications 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.
 [実施形態]
以下、本発明の実施形態におけるプログラム及び情報処理装置を、図面を用いて説明する。
[Embodiment]
Hereinafter, a program and an information processing apparatus according to an embodiment of the present invention will be described with reference to the drawings.
 <ゲーム処理システムの概要>
 図1は、実施形態におけるゲーム処理システム1の一例を示す概念図である。図1に示す例では、ゲーム処理システム1は、例えば各ユーザのゲーム装置10A、10B、10Cと、例えばゲーム運営会社により提供されるサーバ(情報処理装置)20と、課金サーバ30と、がネットワークNを介して接続される。
<Outline of game processing system>
Drawing 1 is a key map showing an example of game processing system 1 in an embodiment. In the example shown in FIG. 1, the game processing system 1 includes, for example, game devices 10A, 10B, and 10C of each user, a server (information processing device) 20 provided by, for example, a game operating company, and a charging server 30 N is connected.
 各ゲーム装置は、個別に区別して説明する場合には符号10A、10B、10Cを用い、個別に区別する必要がなく、まとめて説明する場合には符号10を用いる。また、ゲーム装置10は、例えば携帯端末や、タブレット端末、PDA(Personal Digital Assistant)、パーソナルコンピュータ、ゲーム機などである。 Each game device uses the reference numerals 10A, 10B, and 10C when individually described, and does not need to be individually distinguished, and uses the reference numeral 10 when described collectively. The game apparatus 10 is, for example, a mobile terminal, a tablet terminal, a PDA (Personal Digital Assistant), a personal computer, a game machine, or the like.
 ゲーム装置10は、ネットワークNを介してサーバ20にオンライン接続し、ウェブゲームの形態でゲームプレイを実行する。 The game apparatus 10 is connected online to the server 20 via the network N, and executes game play in the form of a web game.
 サーバ20は、例えば複数のプレイヤがネットワークNを介して、基本を無料でプレイするゲーム、所謂F2P(Free to Play)のオンラインゲームなどを制御する。サーバ20は、ゲーム装置10から入力された操作指示を受け付け、ゲームの進行を制御し、ゲームを実行するのに必要なデータを管理、配信する。 The server 20 controls, for example, a game in which a plurality of players play the basics free of charge via the network N, such as a so-called F2P (Free To Play) online game. The server 20 receives an operation instruction input from the game apparatus 10, controls the progress of the game, and manages and distributes data necessary for executing the game.
 課金サーバ30は、ゲーム装置10またはサーバ20からの課金要求に応じて、ゲーム内での課金処理を行うサーバである。 The billing server 30 is a server that performs billing processing in the game in response to a billing request from the game apparatus 10 or the server 20.
 ネットワークNは、インターネット等であり、無線LANのアクセスポイントや携帯電話の基地局などを含む。 The network N is the Internet or the like, and includes a wireless LAN access point, a mobile phone base station, and the like.
 <ハードウェア構成>
 次に、ゲーム装置10のハードウェア構成について説明する。図2は、図1に示すゲーム装置10のハードウェア構成の一実施形態を示すブロック図である。
<Hardware configuration>
Next, the hardware configuration of the game apparatus 10 will be described. FIG. 2 is a block diagram showing an embodiment of the hardware configuration of the game apparatus 10 shown in FIG.
 図2に示すゲーム装置10は、移動体通信用アンテナ112、移動体通信部114、無線LAN通信用アンテナ116、無線LAN通信部118、記憶部120、主制御部150を少なくとも有し、さらに、カメラ130や音声出力端子142を含む外部インタフェース140などを有する。 2 includes at least a mobile communication antenna 112, a mobile communication unit 114, a wireless LAN communication antenna 116, a wireless LAN communication unit 118, a storage unit 120, and a main control unit 150. An external interface 140 including a camera 130 and an audio output terminal 142 is included.
 タッチパネル102は、表示装置および入力装置の両方の機能を備え、表示機能を担うディスプレイ(表示画面)102Aと、入力機能を担うタッチセンサ102Bとで構成される。ディスプレイ102Aは、例えば、液晶ディスプレイや有機EL(Electro Luminescence)ディスプレイなどの一般的な表示デバイスにより構成される。タッチセンサ102Bは、ディスプレイ102Aその上面に配置された接触操作を検知するための素子およびその上に積層された透明な操作面を備えて構成される。タッチセンサ102Bの接触検知方式としては、静電容量式、抵抗膜式(感圧式)、電磁誘導式など既知の方式のうちの任意の方式を採用することができる。 The touch panel 102 has functions of both a display device and an input device, and includes a display (display screen) 102A that bears the display function and a touch sensor 102B that bears the input function. The display 102A is configured by a general display device such as a liquid crystal display or an organic EL (Electro Luminescence) display. The touch sensor 102B is configured to include an element for detecting a contact operation arranged on the upper surface of the display 102A and a transparent operation surface laminated thereon. As a contact detection method of the touch sensor 102B, an arbitrary method among known methods such as a capacitance method, a resistance film method (pressure-sensitive method), and an electromagnetic induction method can be adopted.
 タッチパネル102は、主制御部150による記憶部120に記憶されているプログラム122の実行により生成されるゲーム画像を表示する。入力装置としてのタッチパネル102は、操作面に対して接触する接触物(遊技者の指やタッチペンなどを含む。以下、「指」である場合を代表例として説明する)の動作を検知することで、操作入力を受け付け、その接触位置の情報を主制御部150に与える。指の動作は、接触点の位置または領域を示す座標情報として検知され、座標情報は、例えば、タッチパネル102の短辺方向および長辺方向の二軸上の座標値として表される。 The touch panel 102 displays a game image generated by executing the program 122 stored in the storage unit 120 by the main control unit 150. The touch panel 102 as an input device detects an operation of a contact object (including a player's finger or a touch pen, which will be described as a representative example) in contact with the operation surface. The operation input is received, and information on the contact position is given to the main control unit 150. The movement of the finger is detected as coordinate information indicating the position or area of the contact point, and the coordinate information is expressed as coordinate values on two axes of the short side direction and the long side direction of the touch panel 102, for example.
 ゲーム装置10は、移動体通信用アンテナ112や無線LAN通信用アンテナ116を通じてネットワーク(インターネット)Nに接続され、サーバ20との間でデータ通信をすることが可能である。 The game apparatus 10 is connected to the network (Internet) N through the mobile communication antenna 112 and the wireless LAN communication antenna 116 and can perform data communication with the server 20.
 サーバ20は、ゲーム装置10において実行されたゲーム等のプレイデータを、ネットワークNを介して収集し、当該プレイデータに基づきゲームの進行を制御する等、当該ゲームシステムのハブとなるサーバとして機能する。 The server 20 functions as a server serving as a hub of the game system, such as collecting play data such as games executed in the game apparatus 10 via the network N and controlling the progress of the game based on the play data. .
 また、実施形態では、ゲーム装置10がネットワークNおよびサーバ20と接続された場合に、当該ゲーム装置10に対して種々のゲームをオンラインで提供することができるオンラインゲームシステムを構築している。このオンラインゲームシステムにおいては、複数種類のゲームプログラムに対応したプレイデータを管理・提供等することにより、プレイヤに対し、さながらゲームセンターの色々なゲームを遊技しているかのような楽しみを提供することが可能となっている。 In the embodiment, when the game apparatus 10 is connected to the network N and the server 20, an online game system that can provide various games online to the game apparatus 10 is constructed. In this online game system, by managing and providing play data corresponding to a plurality of types of game programs, it is possible to provide the player with the pleasure of playing various games in the game center. Is possible.
 実施形態に係るプログラム122は、ゲーム装置10にインストールされたものであってもよいし、オンライン上でサーバ(サーバ20に限らない)からゲーム機能が提供されるものであってもよい。 The program 122 according to the embodiment may be installed in the game apparatus 10 or may be provided with a game function from a server (not limited to the server 20) online.
 次に、サーバ20のハードウェア構成について説明する。図3は、実施形態におけるサーバ20のハードウェア構成の一例を示す図である。図3に示すように、サーバ20は、制御部202と、通信インタフェース206と、記憶部208と、表示部214と、入力部216と、を有し、各部はバスライン218を介して接続される。 Next, the hardware configuration of the server 20 will be described. FIG. 3 is a diagram illustrating an example of a hardware configuration of the server 20 according to the embodiment. As illustrated in FIG. 3, the server 20 includes a control unit 202, a communication interface 206, a storage unit 208, a display unit 214, and an input unit 216, and each unit is connected via a bus line 218. The
 制御部202は、CPU(Central Processing Unit)、ROM(Read On Memory)、RAM(Random Access Memory)204等を含む。制御部202は、記憶部208に記憶される制御プログラム210等を実行することにより、一般的な情報処理装置としての機能に加え、例えばオンラインゲームに関する処理を実現するように構成される。 The control unit 202 includes a CPU (Central Processing Unit), a ROM (Read On Memory), a RAM (Random Access Memory) 204, and the like. The control unit 202 is configured to execute a control program 210 and the like stored in the storage unit 208, thereby realizing, for example, processing related to an online game in addition to a function as a general information processing apparatus.
 また、RAM204は、各種情報を一時的に保持したり、CPUが各種処理を実行する際のワークエリアとして使用されたりする。 Also, the RAM 204 temporarily stores various information, and is used as a work area when the CPU executes various processes.
 通信インタフェース206は、ネットワークNを介した課金サーバ30やゲーム装置10との通信を制御する。 The communication interface 206 controls communication with the billing server 30 and the game apparatus 10 via the network N.
 記憶部208は、例えばHDD等からなり、一般的な情報処理装置としての機能を実現するためのアプリケーション及びデータ(図示省略)を記憶することに加え、制御プログラム210を記憶する。また、記憶部208は、情報記憶部212を有している。 The storage unit 208 is composed of an HDD, for example, and stores a control program 210 in addition to storing an application and data (not shown) for realizing a function as a general information processing apparatus. The storage unit 208 has an information storage unit 212.
 制御プログラム210は、ゲームに関する処理を行うためのプログラムであり、ゲーム装置10から操作指示を受け、この操作指示に基づいてプレイしながらゲームの進行を制御するプログラムである。制御プログラム210は、コンピュータに読み取り可能な記録媒体に保存され、この記録媒体から読み出されて、記憶部208に記憶されてもよい。 The control program 210 is a program for performing processing related to the game, and is a program that receives an operation instruction from the game apparatus 10 and controls the progress of the game while playing based on the operation instruction. The control program 210 may be stored in a computer-readable recording medium, read from the recording medium, and stored in the storage unit 208.
 情報記憶部212は、例えばゲームに用いる必要なデータや、ユーザに関するデータなどを記憶する。 The information storage unit 212 stores, for example, necessary data used for a game and data related to a user.
 表示部214は、管理者に情報を表示する。入力部216は、管理者からの入力を受け付けたり、管理者からの指示を受け付けたりする。また、サーバ20は、表示部214と入力部216とを必ずしも設ける必要はなく、表示部214及び入力部216は、外部からサーバ20に接続されるようにしてもよい。 Display unit 214 displays information to the administrator. The input unit 216 receives input from the administrator or receives instructions from the administrator. Further, the server 20 does not necessarily include the display unit 214 and the input unit 216, and the display unit 214 and the input unit 216 may be connected to the server 20 from the outside.
 <ゲームの概要>
 ここで、実施形態において対象となるゲームの概要について説明する。実施形態におけるゲーム(ゲーム装置10やサーバ20で制御される)は、複数のユーザを含む所定のグループを構成することができ、グループ単位でゲーム内イベントを実行することができる。このゲーム内イベントにおいて、プレイヤは、そのイベントの主催者や参加者に関わらず、自身が所有しているゲームアイテム等を消費することができる。このゲームアイテムには、自身のプレイヤキャラクタのパラメータをUPさせるもの又はDOWNさせるものや、他のプレイヤキャラクタにもその効果が影響するものがある。他のプレイヤキャラクタにも影響する効果(以下、全体効果とも称する。)として、例えば、イベント内で前記プレイヤキャラクタに付与される報酬に関する効果があり、その効果が適用されている間、報酬を獲得できる確率や報酬の中身のレアリティが上昇する。全体効果の他の例として、例えば、経験値の増加や、バトルイベントの場合、攻撃力又は防御力の上昇などがある。また、消費するゲームパラメータの他の例として、アイテムに設定されたパラメータが一度に消費され、効果が発揮されるものや、時間の経過とともに設定されたパラメータが消費され、全て消費するまで効果が持続するもの等がある。また、本ゲームに適用されるゲームアイテムは、パラメータが消費されないゲームアイテムでもよい。例えば、そのゲームアイテムを所持し、又は装備することにより、効果が発揮されるもの等がある。
<Outline of the game>
Here, an outline of a target game in the embodiment will be described. The game (controlled by the game device 10 or the server 20) in the embodiment can form a predetermined group including a plurality of users, and can execute an in-game event in units of groups. In this in-game event, the player can consume game items and the like owned by the player regardless of the organizer or participants of the event. Some of these game items allow the player character parameter to be UP or DOWN, and other game characters have an effect on other player characters. As an effect that affects other player characters (hereinafter also referred to as an overall effect), for example, there is an effect related to a reward given to the player character in an event, and the reward is acquired while the effect is applied. Probability and reward rarity increases. Other examples of the overall effect include, for example, an increase in experience value and, in the case of a battle event, an increase in attack power or defense power. As another example of the game parameters to be consumed, the parameters set for the item are consumed at once and the effect is exhibited, or the parameters set with the passage of time are consumed, and the effect is effective until all are consumed. There are things that last. Moreover, the game item applied to this game may be a game item in which no parameters are consumed. For example, there are those that are effective when possessing or equipped with the game item.
 また、実施形態におけるゲームでは、全体効果が適用されているグループに対し、後から参加するプレイヤのプレイヤキャラクタにも、その効果が及ぶようにする。これにより、プレイヤは、全体効果が適用されているグループに対して参加するモチベーションがあがり、後から参加するプレイヤもその効果の恩恵を受けることができる。その結果、全体効果が適用されているグループには、新たなプレイヤが参加しやすくなる。 Also, in the game in the embodiment, the effect is applied to the player character of the player who will participate later in the group to which the overall effect is applied. Thereby, the player is motivated to participate in the group to which the overall effect is applied, and the player who participates later can also benefit from the effect. As a result, a new player can easily participate in the group to which the overall effect is applied.
 また、実施形態におけるゲームでは、例えば、複数のステージを順にクリアしていくゲームの進行において、ステージ間の移動に関する所定の条件が満たされる場合、イベントにおいてプレイ中のプレイヤキャラクタを、自キャラクタより先行するステージをプレイ中のプレイヤキャラクタの位置まで移動させてもよい。これにより、進行が遅れているプレイヤは、進行が速いプレイヤに追いつくことができ、他のプレイヤとともに同じステージを楽しむことができる。次に、上述したゲームを実行するためのゲーム装置10及びサーバ20の機能構成について説明する。 In the game in the embodiment, for example, when a predetermined condition regarding movement between stages is satisfied in the progress of a game in which a plurality of stages are sequentially cleared, the player character being played in the event is preceded by the player character. The stage to be played may be moved to the position of the player character being played. As a result, a player whose progress is delayed can catch up with a player whose progress is fast, and can enjoy the same stage with other players. Next, functional configurations of the game apparatus 10 and the server 20 for executing the above-described game will be described.
 <機能構成>
 図4は、実施形態におけるゲーム装置10の機能構成の一例を示すブロック図である。図4に示すゲーム装置10は、例えば、第1送信部302と、第1受信部304と、ゲーム実行部310と、第1記憶部330とを含む。
<Functional configuration>
FIG. 4 is a block diagram illustrating an example of a functional configuration of the game apparatus 10 according to the embodiment. 4 includes, for example, a first transmission unit 302, a first reception unit 304, a game execution unit 310, and a first storage unit 330.
 第1送信部302は、例えば主制御部150、移動体通信部114、無線LAN通信部118、プログラム122等により実現されうる。第1送信部302は、ユーザにより入力された操作内容に基づくコマンドなどをサーバ20に送信する。このコマンドには、ゲームアイテムを消費するための要求コマンドや、グループや所定イベント(例えばダンジョン等)に参加する参加コマンドが含まれる。 The first transmission unit 302 can be realized by, for example, the main control unit 150, the mobile communication unit 114, the wireless LAN communication unit 118, the program 122, and the like. The first transmission unit 302 transmits a command or the like based on the operation content input by the user to the server 20. This command includes a request command for consuming game items and a participation command for participating in a group or a predetermined event (for example, a dungeon).
 第1受信部304は、例えば主制御部150、移動体通信部114、無線LAN通信部118、ゲームプログラム122等により実現されうる。第1受信部304は、サーバ20から、ゲームの進行に関する情報などを受信する。ゲームの進行に関する情報は、ゲーム内イベントの実行画面を表す画面情報や、イベントに対する招待メッセージ情報などを含む。 The first receiving unit 304 can be realized by, for example, the main control unit 150, the mobile communication unit 114, the wireless LAN communication unit 118, the game program 122, and the like. The first receiving unit 304 receives information related to the progress of the game from the server 20. The information related to the progress of the game includes screen information representing an execution screen of the in-game event, invitation message information for the event, and the like.
 ゲーム実行部310は、例えば主制御部150、プログラム122等により実現されうる。ゲーム実行部310は、ゲーム(例えば複数のゲーム内イベント)を実行する。ゲーム実行部310は、操作受付部312と、コマンド発行部314と、画面生成部316と、表示制御部318とを含む。 The game execution unit 310 can be realized by the main control unit 150, the program 122, and the like, for example. The game execution unit 310 executes a game (for example, a plurality of in-game events). The game execution unit 310 includes an operation reception unit 312, a command issue unit 314, a screen generation unit 316, and a display control unit 318.
 操作受付部312は、タッチパネル102から入力されるユーザの操作を、ゲーム実行中に受け付ける。例えば、操作受付部312は、ゲーム内イベント中に抽選処理を実行するための操作を受け付けたり、ゲーム内イベントに参加する操作を受け付けたりする。受け付けられた操作内容は、コマンド発行部314に出力される。 The operation accepting unit 312 accepts a user operation input from the touch panel 102 while the game is being executed. For example, the operation accepting unit 312 accepts an operation for executing a lottery process during an in-game event, or accepts an operation for participating in an in-game event. The accepted operation content is output to the command issuing unit 314.
 コマンド発行部314は、操作受付部312が受け付けた操作内容に応じたコマンドを発行し、発行したコマンドを、第1送信部302を介してサーバ20に送信する。例えば、コマンド発行部314は、ゲームアイテムを消費するための操作を示すコマンド(要求コマンドともいう。)などを発行する。このとき、ユーザ情報又はゲーム装置10を識別する識別情報が、要求コマンドとともに送信される。これにより、サーバ20は、どのユーザ又はどのゲーム装置10がゲームアイテムを要求したかを把握することができる。また、コマンド発行部314は、ゲーム内イベントに参加するための操作を示すコマンド(参加コマンド)などを発行する。 The command issuing unit 314 issues a command corresponding to the operation content received by the operation receiving unit 312 and transmits the issued command to the server 20 via the first transmission unit 302. For example, the command issuing unit 314 issues a command (also referred to as a request command) indicating an operation for consuming a game item. At this time, user information or identification information for identifying the game apparatus 10 is transmitted together with the request command. Thereby, the server 20 can grasp | ascertain which user or which game device 10 requested | required the game item. The command issuing unit 314 issues a command (participation command) indicating an operation for participating in an in-game event.
 画面生成部316は、第1受信部304が受信した、ゲームの進行に関する情報などを取得し、これらの情報に基づいて、タッチパネル102に表示される画面を生成する。画面生成部316は、生成した画面を表示制御部318に出力する。 The screen generation unit 316 acquires information on the progress of the game received by the first reception unit 304, and generates a screen to be displayed on the touch panel 102 based on the information. The screen generation unit 316 outputs the generated screen to the display control unit 318.
 表示制御部318は、取得した画面をタッチパネル14に表示する。これにより、ゲーム装置10は、サーバ20から送信される各情報に基づき、ゲーム内イベントの実行画面を表示し、ゲームを進行させることができる。上述した画面は、タッチパネル102に表示される静止画像や動画像を含む意味で用いている。 The display control unit 318 displays the acquired screen on the touch panel 14. Thereby, the game apparatus 10 can display the execution screen of the event in a game based on each information transmitted from the server 20, and can advance a game. The above-described screen is used to include a still image and a moving image displayed on the touch panel 102.
 これにより、ゲーム装置10は、ゲーム内イベントの実行を要求したり、そのゲーム内イベントの参加を要求したり、ゲーム内イベントでゲームアイテムの使用を要求したりすることが可能になる。 Thereby, the game apparatus 10 can request execution of an in-game event, request participation of the in-game event, or request use of a game item in the in-game event.
 図5は、実施形態におけるサーバ20の機能構成の一例を示すブロック図である。図5に示すサーバ20は、第2送信部402と、第2受信部404と、ゲーム制御部410と、第2記憶部430とを含む。サーバ20は、制御プログラム210を実行することで、ゲーム制御部410などの機能を実現することができる。 FIG. 5 is a block diagram illustrating an example of a functional configuration of the server 20 in the embodiment. The server 20 illustrated in FIG. 5 includes a second transmission unit 402, a second reception unit 404, a game control unit 410, and a second storage unit 430. The server 20 can realize functions such as the game control unit 410 by executing the control program 210.
 第2送信部402は、例えば通信インタフェース206や制御部202等により実現されうる。第2送信部402は、ゲーム制御部410からの指示により、ゲームの進行に関する情報をゲーム装置10に送信する。 The second transmission unit 402 can be realized by the communication interface 206, the control unit 202, or the like, for example. The second transmission unit 402 transmits information regarding the progress of the game to the game apparatus 10 in accordance with an instruction from the game control unit 410.
 第2受信部404は、例えば通信インタフェース206や制御部202等により実現されうる。第2受信部404は、各ゲーム装置10から、操作内容を示すコマンドなどを受信する。 The second receiving unit 404 can be realized by the communication interface 206, the control unit 202, or the like, for example. The second receiving unit 404 receives a command or the like indicating the operation content from each game apparatus 10.
 ゲーム制御部410は、例えば制御部202や記憶部208等により実現されうる。ゲーム制御部410は、受信されたコマンドに基づいてゲームの実行を制御する。例えば、ゲーム制御部410は、複数のユーザを含むグループにより実行されるゲーム内イベントを制御する。 The game control unit 410 can be realized by the control unit 202, the storage unit 208, or the like, for example. The game control unit 410 controls the execution of the game based on the received command. For example, the game control unit 410 controls an in-game event executed by a group including a plurality of users.
 第2記憶部430は、例えば記憶部208等により実現されうる。第2記憶部430は、ゲームに関する情報を記憶する。例えば、ゲームに関する情報には、このゲームをプレイするユーザの情報や、複数のユーザを含むグループの情報や、ゲームの実行画面を構成するための画面情報や、その他ゲームに必要な情報などを含む。 The second storage unit 430 can be realized by the storage unit 208, for example. The second storage unit 430 stores information regarding the game. For example, information related to the game includes information on a user who plays the game, information on a group including a plurality of users, screen information for configuring a game execution screen, and other information necessary for the game. .
 次に、ゲーム制御部410の詳細について説明する。ゲーム制御部410は、生成部412と、イベント制御部414と、発動部416と、適用部418と、選択制御部420と、出力部422と、検索制御部424と、移動制御部426とを含む。 Next, details of the game control unit 410 will be described. The game control unit 410 includes a generation unit 412, an event control unit 414, an activation unit 416, an application unit 418, a selection control unit 420, an output unit 422, a search control unit 424, and a movement control unit 426. Including.
 生成部412は、複数のユーザを含むグループを生成する。グループの生成の仕方について、生成部412は、要求コマンドを出力させたユーザと、このユーザとフレンド関係にある複数のユーザとでグループを生成したり、所定のゲーム内ルームに入ったユーザ同士でグループを生成したり、物理的に近距離にいるユーザ同士でグループを生成したりする。なお、グループの生成の仕方は特に問わない。また、フレンド関係とは、事前にユーザ同士で承認が取れており、ユーザ同士が関連付けられている関係をいう。 The generation unit 412 generates a group including a plurality of users. About the method of generating a group, the generation unit 412 generates a group between a user who has output a request command and a plurality of users who have a friend relationship with the user, or between users who have entered a predetermined in-game room. A group is created, or a group is created between users who are physically close to each other. Note that the method of generating the group is not particularly limited. In addition, the friend relationship refers to a relationship in which the users are approved in advance and the users are associated with each other.
 イベント制御部414は、1以上のプレイヤにより操作されるプレイヤキャラクタを含むグループに対する、ゲーム内の所定イベントの実行を制御する。例えば、イベント制御部414は、グループの一例としてのルーム内の各プレイヤキャラクタが実行可能なクエストやダンジョン、ステージなどの所定のゲーム単位の実行を制御する。所定のイベントは、プレイヤが順にクリアしていくような複数のステージを1つの単位としてもよい。 The event control unit 414 controls execution of a predetermined event in the game for a group including player characters operated by one or more players. For example, the event control unit 414 controls execution of a predetermined game unit such as a quest, a dungeon, or a stage that can be executed by each player character in a room as an example of a group. The predetermined event may have a plurality of stages which are sequentially cleared by the player as one unit.
 発動部416は、グループ内の所定プレイヤの操作に基づき、所定イベントに関する効果を発動する。例えば、発動部416は、ゲーム装置10からゲームアイテムの使用を要求するコマンドを受けると、このコマンド内に含められるゲームアイテムID等に基づいてゲームアイテムを特定し、特定したゲームアイテムの効果の適用を開始する。ここで、発動とは、ゲームアイテムを特定し、特定されたゲームアイテムの効果の適用を開始することをいう。発動のタイミングは、ゲームアイテムの特定直後でもよいし、タイマーなどを用いて、ゲームアイテムを特定してから所定時間後などでもよい。 The activating unit 416 activates an effect related to a predetermined event based on an operation of a predetermined player in the group. For example, when receiving a command requesting the use of a game item from the game apparatus 10, the invoking unit 416 specifies a game item based on a game item ID included in the command and applies the effect of the specified game item To start. Here, the activation means that a game item is specified and application of the effect of the specified game item is started. The activation timing may be immediately after the game item is specified, or may be a predetermined time after the game item is specified using a timer or the like.
 ゲームアイテムの効果は、要求したプレイヤキャラクタのみに影響を与えるもの(単一効果)や、グループ内の各プレイヤキャラクタに影響を与えるもの(全体効果)がある。グループ内の各プレイヤキャラクタに影響を与える効果としては、上述したとおり、経験値のUPや、報酬のUPなどがある。単一効果又は全体効果には、時間制限が設けられてもよい。効果に制限時間が設けられる場合、一定時間同じ効果が発揮されてもよいし、制限時間が近づくにつれて、効果が弱くなってもよい。 The effects of game items include those that affect only the requested player character (single effect) and those that affect each player character in the group (overall effect). As described above, effects that affect each player character in the group include an increase in experience value and an increase in reward. A time limit may be provided for a single effect or an overall effect. When the time limit is provided for the effect, the same effect may be exhibited for a certain period of time, or the effect may become weaker as the time limit approaches.
 適用部418は、全体効果の場合、発動部416により効果が発動された第1時点で、グループに含まれる各プレイヤキャラクタに効果を適用したり、第1時点以降で効果が適用されている場合に、グループに新たに加入するプレイヤキャラクタに効果を適用したりする。また、適用部418は、単一効果の場合、発動部416により効果が発動された時点で、そのゲームアイテムの使用を要求したプレイヤのプレイヤキャラクタに対して効果を適用する。適用部418の全体効果に関する機能については、図6を用いて説明する。 In the case of an overall effect, the application unit 418 applies an effect to each player character included in the group at the first time point when the effect is activated by the activation unit 416, or the effect is applied after the first time point. In addition, the effect is applied to a player character newly joining the group. Further, in the case of a single effect, the application unit 418 applies the effect to the player character of the player who has requested use of the game item when the effect is activated by the activation unit 416. Functions related to the overall effect of the application unit 418 will be described with reference to FIG.
 図6は、実施形態における適用部418の機能の一例を示すブロック図である。図6に示す例では、適用部418は、第1適用部4182と、第2適用部4184とを含む。 FIG. 6 is a block diagram illustrating an example of functions of the application unit 418 in the embodiment. In the example illustrated in FIG. 6, the application unit 418 includes a first application unit 4182 and a second application unit 4184.
 第1適用部4182は、全体効果を発動するゲームアイテムが発動された場合、発動された第1時点で、ゲームアイテムを使用したプレイヤと同じグループ内に含まれるプレイヤキャラクタのうち、少なくとも1以上のプレイヤキャラクタに対し、全体効果を適用する。 When a game item that activates the overall effect is activated, the first application unit 4182 has at least one of the player characters included in the same group as the player who uses the game item at the first time when the game item is activated. The overall effect is applied to the player character.
 第2適用部4184は、第1時点以降で、効果が適用されている場合に、新たなプレイヤが操作するプレイヤキャラクタがこのグループに加入するとき、例えばグループへの加入を条件として、このプレイヤキャラクタに対して発動済みの全体効果を適用する。つまり、第2適用部4184は、全体効果が適用されていれば、ユーザ操作によらず、グループに新規加入したプレイヤキャラクタに、発動済みの全体効果を自動的に適用する。 When the effect is applied after the first time point, the second applying unit 4184, when a player character operated by a new player joins this group, for example, on the condition of joining the group, Apply the activated total effect to. That is, if the overall effect is applied, the second application unit 4184 automatically applies the activated overall effect to the player character newly joined to the group, regardless of the user operation.
 なお、第2適用部4184は、全体効果の程度を、第1適用部4182により適用される効果の程度から変更してもよい。例えば、第2適用部4184は、第1時点からの経過時間に応じて、適用される効果の程度を変更してもよい。より具体的には、第2適用部4184は、第1時点からの経過時間が長いほど、全体効果の程度が低くなるようにすればよい。また、第2適用部4184は、グループに新たに加入される順番に応じて、効果の程度を変更してもよい。 The second applying unit 4184 may change the degree of the overall effect from the degree of the effect applied by the first applying unit 4182. For example, the second application unit 4184 may change the degree of the applied effect according to the elapsed time from the first time point. More specifically, the 2nd application part 4184 should just make it the grade of the whole effect become low, so that the elapsed time from the 1st time is long. In addition, the second application unit 4184 may change the degree of the effect according to the order of newly joining the group.
 以上の各部の機能により、先にグループ内に含まれるプレイヤキャラクタだけではなく、後からそのグループに加入することになったプレイヤキャラクタにも、プレイヤの操作指示によらずアイテムの効果を及ぼすことができる。つまり、イベントにおいて他のキャラクタに及ぶ効果が適用されている場合、イベントへの参加のタイミングで、各プレイヤキャラクタ間にその効果による差が生じることを防止することができる。 With the functions of the above-described units, the effect of the item can be exerted not only on the player characters included in the group first, but also on the player characters that have joined the group later, regardless of the player's operation instructions. it can. That is, when an effect applied to another character is applied in the event, it is possible to prevent a difference due to the effect between the player characters at the timing of participation in the event.
 図5に戻り、選択制御部420は、グループ内のプレイヤキャラクタを操作する任意のプレイヤが、実行中の所定イベントに招待する場合、この所定イベントに参加していないプレイヤの選択を受け付けるよう制御する。例えば、選択制御部420は、所定イベントの実行開始前に、ポップアップ画面等を用いて、ユーザ操作に基づき、所定イベントに未参加のフレンド等の選択を受け付ける。未参加のプレイヤの選択の仕方としては、プレイヤが、画面に表示されたリスト等から1人ずつプレイヤを選択する場合や、フレンドである複数のプレイヤをまとめて選択する場合などがある。 Returning to FIG. 5, when any player operating the player characters in the group invites to a predetermined event being executed, the selection control unit 420 controls to accept selection of a player who has not participated in the predetermined event. . For example, the selection control unit 420 accepts selection of friends who have not participated in the predetermined event based on a user operation using a pop-up screen or the like before the execution of the predetermined event. As a method of selecting a non-participating player, there are a case where the player selects a player one by one from a list or the like displayed on the screen, or a case where a plurality of players who are friends are selected together.
 出力部422は、選択された未参加のプレイヤが操作する端末に対し、効果の情報を含む、所定イベントへの参加を促すメッセージを出力する。例えば、出力部422は、発動中のゲームアイテムの名称や、発動中のゲームアイテムの効果の情報が記載されたメッセージ、招待者が予め入力しておいた所定イベントへの参加を促すコメントであって、これらをメッセージとして出力する。 The output unit 422 outputs to the terminal operated by the selected non-participating player a message prompting participation in a predetermined event including effect information. For example, the output unit 422 is a message that describes the name of the active game item, information about the effect of the active game item, or a comment that prompts the inviter to participate in a predetermined event. These are output as messages.
 これにより、参加を促されたプレイヤは、アイテムの効果等を確認してから、そのグループに後から加入し、アイテムの効果を受けながら所定イベントを楽しむことができる。 Thus, the player who is prompted to participate can confirm the effect of the item, join the group later, and enjoy the predetermined event while receiving the effect of the item.
 また、イベント制御部414は、1以上のグループに対して実行される所定イベントを制御してもよい。例えば、イベント制御部414は、ルーム単位でイベントを実行制御する以外にも、複数のルーム内のプレイヤキャラクタがプレイできる同一イベントや、ルーム同士で対戦する同一イベントなどを実行制御してもよい。 Further, the event control unit 414 may control a predetermined event that is executed for one or more groups. For example, the event control unit 414 may execute and control the same event that player characters in a plurality of rooms can play, the same event that battles between rooms, and the like, in addition to performing and controlling the event in units of rooms.
 この場合、第1適用部4182は、全体効果が発動された第1時点で、同一イベントに参加している複数のグループ内のプレイヤキャラクタに対して全体効果を適用してもよい。つまり、第1適用部4182は、効果の発動を要求したプレイヤを含むグループと、所定イベントを実行中の他のグループとに含まれる各プレイヤキャラクタに対し、全体効果を適用してもよい。これにより、全体効果は、複数のグループが参加する所定イベント単位で適用することが可能になる。また、この場合、アイテムの効果を発動したグループが、そのイベントをクリアした時点で効果を解除するように制御してもよい。 In this case, the first application unit 4182 may apply the overall effect to player characters in a plurality of groups participating in the same event at the first time point when the overall effect is activated. That is, the first application unit 4182 may apply the overall effect to each player character included in the group including the player who has requested the activation of the effect and the other group that is executing the predetermined event. As a result, the overall effect can be applied in units of predetermined events in which a plurality of groups participate. In this case, the group that activated the effect of the item may be controlled to cancel the effect when the event is cleared.
 また、第2適用部4184は、第1時点以降で全体効果が適用されている場合に、複数のグループが参加する所定イベントに対し、新たに参加するプレイヤのプレイヤキャラクタに全体効果を適用してもよい。これにより、複数のグループが参加する所定イベント単位で適用された効果を、この所定イベントに後から加入するプレイヤキャラクタにも適用することができる。 Further, the second application unit 4184 applies the overall effect to the player character of the newly participating player for a predetermined event in which a plurality of groups participate when the overall effect is applied after the first time point. Also good. Thereby, the effect applied in units of a predetermined event in which a plurality of groups participate can be applied to a player character who later joins the predetermined event.
 検索制御部424は、プレイヤが、実行したいイベントを検索する際に、全体効果が適用されているイベントが優先的に検索されるように制御する。例えば、検索制御部424は、全体効果が適用される期間の残り時間が長く、効果の程度が大きいものから順に検索画面に表示されるようにしてもよい。これにより、プレイヤは、全体効果が適用されているグループを含む魅力的なイベントを優先的に選択し、これに参加することができるようになる。更に、同一イベントに複数のグループが参加している場合、そのイベント内のグループと、そのそれぞれに適用されている効果とを共に表示することで、特定イベント内でどのグループに参加すべきかを選択しやすくすることができるようになる。 The search control unit 424 performs control so that an event to which the overall effect is applied is preferentially searched when the player searches for an event to be executed. For example, the search control unit 424 may display on the search screen in order from the longest remaining time of the period in which the overall effect is applied and the degree of the effect being large. Accordingly, the player can preferentially select and participate in an attractive event including a group to which the overall effect is applied. In addition, when multiple groups are participating in the same event, you can select which group to participate in a specific event by displaying both the groups in that event and the effects applied to each group. Can be made easier.
 次に、移動制御部426について説明するが、その機能を説明する前に、プレイヤキャラクタの移動制御に関する従来技術について説明する。 Next, the movement control unit 426 will be described. Prior to the description of the function of the movement control unit 426, a conventional technique related to movement control of the player character will be described.
 1つのイベントが、ステージと呼ばれる複数のゲーム単位で構成される場合、分岐するステージのいずれに進むかを、分岐イベントでの分岐条件を満たした時間等に応じて決めるゲームがある(特開平10-179937号公報)。 When one event is composed of a plurality of game units called stages, there is a game that decides which stage to branch to according to the time when the branch condition in the branch event is satisfied, etc. -179937).
 しかし、上述したゲームの場合、複数のプレイヤで共同プレイするゲームにおいて、各プレイヤのステージの分岐をゲーム結果等で決定すると、プレイヤが各ステージに分散してしまう可能性があり、共同プレイを楽しむことができなくなってしまう。 However, in the case of the above-described game, in a game that is played jointly by a plurality of players, if the branch of each player's stage is determined by the game result or the like, the player may be dispersed in each stage, and enjoy the joint play. It becomes impossible to do.
 また、複数のステージを有するダンジョンにおいて、プレイヤが順にステージをクリアしていくというゲームが行われるとき、先行するプレイヤが、他のプレイヤのキャラクタをダンジョンに参加させる場合に、先行プレイヤの指示により、先行プレイヤがいるステージに後続プレイヤのキャラクタを出現させることが考えられる。 Further, in a dungeon having a plurality of stages, when a game in which the player sequentially clears the stage is performed, when the preceding player joins another player's character in the dungeon, according to the instruction of the preceding player, It is conceivable that the character of the subsequent player appears on the stage where the preceding player is present.
 しかし、上述したゲームの場合、後続プレイヤは、自身の意図に関係なく、参加直後にいきなり先行プレイヤがいるステージをプレイすることになり、途中のステージを体験することができなかったり、プレイの途中で遅れが出てしまっても、これを容易に是正することが出来なかったりすること等により、ゲームを充分に楽しむことができない場合がある。 However, in the case of the above-described game, the subsequent player suddenly plays the stage with the preceding player immediately after joining regardless of his / her intention, and can not experience the stage in the middle, Even if there is a delay, the game may not be fully enjoyed due to the fact that it cannot be corrected easily.
 したがって、本実施形態における移動制御部426は、プレイヤキャラクタがステージ間の移動可能なタイミングにおいて、先行するプレイヤキャラクタのうち、いずれかのプレイヤキャラクタの位置近傍に、後続のプレイヤキャラクタを移動させることを可能にする。これにより、後続のプレイヤであっても、ステージ間を移動するタイミングまでは現在のステージを楽しむことができ、かつ、ステージ移動するタイミングで先行者に追いつくことができ、複数のステージがあるゲームを充分に楽しむことができる。移動制御部426の機能については、図7を用いて説明する。 Therefore, the movement control unit 426 in the present embodiment moves the subsequent player character to the vicinity of the position of any one of the preceding player characters at the timing at which the player character can move between the stages. enable. As a result, even subsequent players can enjoy the current stage until the timing of moving between stages, and can catch up with the predecessor at the timing of moving the stage. Can enjoy. The function of the movement control unit 426 will be described with reference to FIG.
 図7は、実施形態における移動制御部426の機能の一例を示すブロック図である。図7に示す移動制御部426は、第1判定部4262と、第2判定部4264と、移動部4266とを含む。 FIG. 7 is a block diagram illustrating an example of the function of the movement control unit 426 in the embodiment. The movement control unit 426 shown in FIG. 7 includes a first determination unit 4262, a second determination unit 4264, and a movement unit 4266.
 第1判定部4262は、1以上のプレイヤにより操作される各プレイヤキャラクタが、異なるステージ内に分散されているか否かを判定する。例えば、第1判定部4262は、少なくとも2以上のステージにプレイヤキャラクタが分散している場合は、判定結果として、分散されていると判定する。 The first determination unit 4262 determines whether or not each player character operated by one or more players is distributed in different stages. For example, the first determination unit 4262 determines that the player character is distributed as a determination result when the player characters are distributed on at least two or more stages.
 第2判定部4264は、各プレイヤキャラクタが異なるステージに分散されている場合、一のステージにおいてプレイ中のプレイヤのプレイヤキャラクタに対し、移動に関する所定条件を満たすか否かを判定する。例えば、移動に関する所定条件とは、所定のキャラクタが一のステージをクリアしたことや、プレイヤが移動を可能にするアイテムを使用したことなどである。 When the player characters are distributed on different stages, the second determination unit 4264 determines whether or not a predetermined condition relating to movement is satisfied for the player character of the player who is playing on one stage. For example, the predetermined condition regarding movement is that a predetermined character has cleared one stage, or that an item that allows the player to move is used.
 移動部4266は、所定条件が満たされる場合、所定のプレイヤキャラクタを、この所定のプレイヤキャラクタよりも先行するステージに存在する任意のプレイヤキャラクタの位置に基づいて移動させる。例えば、移動部4266は、所定のプレイヤキャラクタがステージ間を移動可能であると判定された場合、先行するプレイヤキャラクタのうち、一のプレイヤキャラクタの近傍に所定のプレイヤキャラクタを移動させる。 When the predetermined condition is satisfied, the moving unit 4266 moves the predetermined player character based on the position of an arbitrary player character existing on the stage preceding the predetermined player character. For example, when it is determined that the predetermined player character can move between stages, the moving unit 4266 moves the predetermined player character in the vicinity of one player character among the preceding player characters.
 以上の移動制御の機能により、プレイヤは、他のプレイヤがプレイしているステージ等に通常のステージ移動と同様の手軽さで容易に移動することができ、共同プレイを楽しむとともに、必ずしも一番先行しているプレイヤがプレイしているステージに移動するわけではないため、従来よりもより多くのステージでのプレイを楽しむことができる。 With the above movement control function, a player can easily move to a stage or the like on which another player is playing with the same ease as a normal stage movement, enjoy joint play, and is always the most advanced. Since the player who is playing does not move to the stage where the player is playing, the player can enjoy playing on more stages than before.
 移動部4266は、先行するプレイヤキャラクタが複数いる場合、自動で一のプレイヤキャラクタを選択してもよいし、プレイヤに選択させてもよい。また、自動で一のプレイヤが選択される場合、ランダムに選択されてもよいし、所定の基準により選択されてもよい。 When there are a plurality of preceding player characters, the moving unit 4266 may automatically select one player character or allow the player to select it. Further, when one player is automatically selected, it may be selected randomly or may be selected according to a predetermined criterion.
 所定の基準として、例えば所定のプレイヤキャラクタの位置から最も近くに存在するプレイヤキャラクタが選択される場合、この所定のプレイヤキャラクタを操作するプレイヤは、より順を追ってステージをプレイすることができるようになる。 As a predetermined reference, for example, when a player character that is closest to the position of a predetermined player character is selected, the player who operates the predetermined player character can play the stage in order. Become.
 なお、移動部4266による移動は、ステージ間の移動以外にも、ステージからロビーと呼ばれるクリア後のゲーム空間への移動などでもよい。 Note that the movement by the moving unit 4266 may be movement from the stage to the game space after completion called a lobby, in addition to movement between stages.
 また、移動部4266は、先行するプレイヤキャラクタのゲーム空間内の位置情報や、ステージ情報を取得し、この情報に基づいて、後続のプレイヤキャラクタを移動させる。移動後の位置は、ステージの開始等の位置でもよいし、先行するプレイヤキャラクタの位置の近傍でもよい。 Also, the moving unit 4266 acquires position information and stage information of the preceding player character in the game space, and moves the subsequent player character based on this information. The position after the movement may be a position such as the start of the stage or the vicinity of the position of the preceding player character.
 また、移動形態としては、瞬間移動するような移動形態でもよいし、プレイヤキャラクタがダッシュすることで移動時間を短くするような移動形態でもよいし、これら両方の組み合わせでもよい。 Also, the movement form may be a movement form that instantaneously moves, a movement form that shortens the movement time by dashing by the player character, or a combination of both.
 以上、サーバ20は、様々な機能を有することにより、所定イベント内で使用される全体効果の適用制御や、プレイヤキャラクタの移動制御を行うことができ、ゲームの興趣性を向上させることができる。 As described above, since the server 20 has various functions, application control of the overall effect used in a predetermined event and movement control of the player character can be performed, and the fun of the game can be improved.
 <データ構造>
 次に、実施形態に関する一部の情報のデータ構造について説明する。図8は、実施形態におけるユーザ情報の一例を示す図である。図8に示すユーザ情報では、各行はそれぞれ1人のユーザ(プレイヤ)に対応する。各ユーザ情報には、ユーザID、ユーザ名、そのユーザが所有しているゲームアイテム、ユーザが登録しているフレンド、ユーザが操作しているプレイヤキャラクタの現在位置等が含まれる。
<Data structure>
Next, a data structure of a part of information regarding the embodiment will be described. FIG. 8 is a diagram illustrating an example of user information in the embodiment. In the user information shown in FIG. 8, each row corresponds to one user (player). Each user information includes a user ID, a user name, a game item owned by the user, a friend registered by the user, a current position of the player character operated by the user, and the like.
 ユーザIDは、各ユーザを識別するためにサーバ20側で各ユーザに割り当てる識別子である。図8に示す例では「U0001」「U0002」等の識別子が各ユーザに割り当てられている。 The user ID is an identifier assigned to each user on the server 20 side in order to identify each user. In the example shown in FIG. 8, identifiers such as “U0001” and “U0002” are assigned to each user.
 ユーザ名は、各ユーザが自身でつけることのできるオンラインゲーム中で使用する名前であり、任意の文字列により構成される。図8に示す例では、「AAA」「BBB」等の文字列がユーザ名として登録されている。 The user name is a name used in an online game that can be given by each user, and is composed of an arbitrary character string. In the example shown in FIG. 8, character strings such as “AAA” and “BBB” are registered as user names.
 ゲームアイテムは、ユーザがオンラインゲーム中で、敵キャラクタを倒したり、拾ったり、抽選処理により取得し、所有しているゲームアイテムである。ゲームアイテムは、プレイヤキャラクタに装備されたりし、敵キャラクタとのバトルに関するパラメータに影響を与えたり、イベント中に付与される報酬に影響を与えたりする。 The game item is a game item that is acquired and possessed by a lottery process by defeating or picking up an enemy character while the user is in an online game. The game item is equipped on the player character, affects a parameter related to a battle with the enemy character, or affects a reward given during the event.
 フレンドには、ユーザと関連付けられたフレンドとして登録されたユーザのユーザIDが対応付けられている。フレンドには、登録されたフレンドの数だけのユーザIDが含まれる。なお、フレンドの情報を他のゲームと共有して利用する場合は、ユーザIDと紐づいた別のサーバ等に記憶されたフレンドの情報を利用するようにしてもよい。 The friend is associated with the user ID of the user registered as a friend associated with the user. The friend includes as many user IDs as the number of registered friends. In addition, when sharing and using friend information with another game, you may make it utilize the friend information memorize | stored in another server linked | related with user ID.
 現在位置は、ユーザが操作するプレイヤキャラクタの現在位置を示す情報である。例えば、図8に示す例では、「CL1」「CL2」等の情報が割り当てられ、この情報は、ステージの識別情報と、ステージにおけるゲーム空間内の座標とを含み、ゲームの進行に応じて、所定時間ごとまたはプレイヤキャラクタの位置が変化するごとに書き換えられるよう制御される。なお、現在位置の情報は、ユーザIDと紐づいていればよいため、ユーザ情報とは異なる情報として別に記憶されるようにしてもよい。 The current position is information indicating the current position of the player character operated by the user. For example, in the example shown in FIG. 8, information such as “CL1” and “CL2” is assigned, and this information includes stage identification information and coordinates in the game space in the stage. It is controlled to be rewritten every predetermined time or whenever the position of the player character changes. Note that the current position information only needs to be associated with the user ID, and therefore may be stored separately as information different from the user information.
 図9は、実施形態におけるグループ情報の一例を示す図である。図9に示す例では、各行はそれぞれ1つのグループに対応する。図9に示す例では、グループをルームと称するが、他にもパーティ等の称呼がある。ホストとなるユーザがマルチプレイを選択し、ゲーム装置10がサーバ20に対してグループ作成要求を送信すると、サーバ20は新たなグループ情報を作成する。 FIG. 9 is a diagram illustrating an example of group information in the embodiment. In the example shown in FIG. 9, each row corresponds to one group. In the example shown in FIG. 9, the group is called a room, but there are other names such as parties. When the host user selects multi-play and the game apparatus 10 transmits a group creation request to the server 20, the server 20 creates new group information.
 各グループ情報には、ルームID、ホストユーザ情報、ゲストユーザ情報、及びアイテム情報が含まれる。 Each group information includes a room ID, host user information, guest user information, and item information.
 ルームIDは、各グループを識別するために割り当てられる識別子である。 Room ID is an identifier assigned to identify each group.
 ホストユーザ情報は、各グループのホストとなるユーザに関する情報である。ホストユーザ情報には、ユーザを識別するためのユーザIDや、そのユーザが所有するゲームアイテム、現在位置を含み、その他ユーザ名等を含むことができる。 Host user information is information about users who are hosts of each group. The host user information can include a user ID for identifying the user, a game item owned by the user, the current position, and other user names.
 ゲストユーザ情報は、ホストユーザにより招待されたり、システム側からのグループ参加通知を受けたりして、グループに参加したユーザに関する情報である。ゲストユーザ情報に含まれる情報は、基本的に、ホストユーザ情報に含まれる情報と同じである。 Guest user information is information about users who have joined a group by being invited by a host user or receiving a group participation notification from the system side. The information included in the guest user information is basically the same as the information included in the host user information.
 アイテム情報は、現在そのルームにおいて発動されているゲームアイテムの情報であり、特に、全体効果を有するゲームアイテムの情報が対応付けられる。 Item information is information on game items currently activated in the room, and in particular, information on game items having overall effects is associated with the item information.
 ここで、適用部418は、グループ情報のアイテム情報を参照することで、現在発動されているゲームアイテムを容易に把握することができる。よって、新たにこのルームに参加したプレイヤがいる場合、適用部418は、アイテム情報を参照し、新規加入のプレイヤに全体効果を適用することができる。 Here, the application unit 418 can easily grasp the currently activated game item by referring to the item information of the group information. Therefore, when there is a player who newly joins the room, the application unit 418 can apply the overall effect to the newly added player by referring to the item information.
 なお、アイテム情報は、グループ情報に必ずしも必要な情報ではない。アイテム情報がグループ情報に含まれない場合、適用部418は、ルーム内のプレイヤが使用しているゲームアイテムを検索し、使用しているゲームアイテムが全体効果を有するものであれば、その全体効果をルーム内の各プレイヤキャラクタに適用するようにすればよい。 Note that item information is not necessarily necessary information for group information. When the item information is not included in the group information, the application unit 418 searches for a game item used by a player in the room, and if the used game item has an overall effect, the overall effect is obtained. May be applied to each player character in the room.
 <具体例>
 次に、上述したゲームにおける全体効果の適用制御と、移動制御との具体例について説明する。まず、全体効果の適用制御について画面例を用いて説明し、次に、ステージの遷移図を用いて移動制御について説明する。なお、以下に示す具体例では、ゲーム内イベントをクエストと称する。
<Specific example>
Next, specific examples of application control of overall effects and movement control in the above-described game will be described. First, application control of the overall effect will be described using a screen example, and then movement control will be described using a stage transition diagram. In the specific example shown below, the in-game event is referred to as a quest.
 ≪全体効果の適用制御≫
 全体効果の適用制御における具体例として、クエストに参加要請する側(招待する側)と、参加要請される側(招待される側)との画面例を用いて説明する。また、以下に示す画面データの生成や、画面遷移の制御などは、上述した各部を含むゲーム実行部310により行われる。
≪Overall effect application control≫
As a specific example in the application control of the overall effect, description will be made using a screen example of a side requesting participation (inviting side) and a side requested to participate (invited side). Moreover, the following screen data generation, screen transition control, and the like are performed by the game execution unit 310 including the above-described units.
 (参加要請する側の画面)
 図10は、参加要請する側の表示画面(その1)の一例を示す図である。図10に示す例において、表示画面D10は、次に説明する各種表示領域やUI部品(例えばボタン)を含む。
(Screen of requesting participation)
FIG. 10 is a diagram illustrating an example of a display screen (part 1) on the side requesting participation. In the example shown in FIG. 10, the display screen D10 includes various display areas and UI components (for example, buttons) described below.
 クエストの選択領域Q11、Q12、Q13、Q14は、クエスト名の表示とともに、クエストの実行により消費されるパラメータの表示を含む領域である。例えば、各領域内のいずれかの位置や所定のボタンが押されると、このクエストに参加していないフレンドに対して、クエスト参加要請が出力される。フレンドの選択の受け付けは、選択制御部420が実行する。また、クエスト参加要請は、出力部422が実行する。 Quest selection areas Q11, Q12, Q13, and Q14 are areas including the display of parameters consumed by the execution of the quest as well as the display of the quest name. For example, when any position or a predetermined button in each area is pressed, a quest participation request is output to a friend who has not participated in this quest. The selection control unit 420 executes acceptance of friend selection. In addition, the output unit 422 executes the quest participation request.
 図10に示す状態で、クエストへの参加要請が行われた場合、出力部422は、実行中のクエストの情報を含むメッセージを、フレンドのユーザが操作するゲーム装置10に対して出力する。 In the state shown in FIG. 10, when a request to participate in a quest is made, the output unit 422 outputs a message including information on the quest being executed to the game device 10 operated by the friend user.
 図11は、参加要請する側の表示画面(その2)の一例を示す図である。図11に示す表示画面D12は、基本的な画面構成について、図10に示す表示画面D10と同様である。 FIG. 11 is a diagram showing an example of a display screen (part 2) on the side requesting participation. A display screen D12 shown in FIG. 11 is the same as the display screen D10 shown in FIG.
 図11に示す表示画面D12と、図10に示す表示画面D10とにおいて異なるところは、アイテム表示領域AR10に、発動された全体効果の情報が表示されることである。アイテム表示領域AR10には、例えば、「EXPフロラブーストII」というアイテム名が表示されている。この効果は、全体効果であり、グループ内の各プレイヤキャラクタに対して、経験値がUPする効果である。また、アイテム表示領域AR10には、この効果が適用される残り時間も表示される。 The difference between the display screen D12 shown in FIG. 11 and the display screen D10 shown in FIG. 10 is that information of the activated overall effect is displayed in the item display area AR10. In the item display area AR10, for example, an item name “EXP Flora Boost II” is displayed. This effect is an overall effect and is an effect that the experience value is increased for each player character in the group. The item display area AR10 also displays the remaining time during which this effect is applied.
 図11に示す状態で、クエストへの参加要請が行われた場合、出力部422は、実行中のクエストの情報とともに全体効果の情報を含むメッセージを、フレンドのユーザが操作するゲーム装置10に対して出力する。 In the state shown in FIG. 11, when a request to participate in a quest is made, the output unit 422 sends a message including information on the overall effect together with information on the quest being executed to the game device 10 operated by the friend user. Output.
 (参加要請される側の画面)
 図12は、参加要請される側の表示画面(その1)の一例を示す図である。図12に示す例において、表示画面D20は、次に説明する各種表示領域やUI部品(例えばボタン)を含む。
(Screen on the side requested to participate)
FIG. 12 is a diagram illustrating an example of a display screen (part 1) on the side requested to participate. In the example shown in FIG. 12, the display screen D20 includes various display areas and UI components (for example, buttons) described below.
 参加要請されたユーザのゲーム装置10の表示画面D20には、上述したメッセージが取得されると、ポップアップ画面P20が表示される。ポップアップ画面P20は、クエストの情報の表示と、そのクエストへの参加を拒否するためのUI部品B20と、そのクエストに参加するためのUI部品B22とを含む。クエストの情報には、依頼者名、クエスト名、及び消費パラメータなどが含まれる。参加を拒否するためのUI部品B20が押された場合、クエスト選択画面から参加が要請されたクエストが選択できるように、このクエストの情報は、ゲーム装置10側やサーバ20側に保持される。 When the message described above is acquired, a pop-up screen P20 is displayed on the display screen D20 of the game device 10 of the user who has requested participation. The pop-up screen P20 includes a quest information display, a UI part B20 for rejecting participation in the quest, and a UI part B22 for participating in the quest. The quest information includes a requester name, a quest name, a consumption parameter, and the like. When the UI part B20 for refusing participation is pressed, information on this quest is held on the game device 10 side or the server 20 side so that the quest requested to participate can be selected from the quest selection screen.
 なお、図12に示す表示画面D20は、図10に示す表示画面D10から参加要請された場合に、参加要請を受けた装置側で表示される画面である。 The display screen D20 shown in FIG. 12 is a screen displayed on the device side that has received the participation request when the participation request is made from the display screen D10 shown in FIG.
 図13は、参加要請される側の表示画面(その2)の一例を示す図である。図13に示す表示画面D22は、基本的な画面構成について、図12に示す表示画面D20と同様である。 FIG. 13 is a diagram showing an example of a display screen (part 2) on the side requested to participate. The display screen D22 shown in FIG. 13 is the same as the display screen D20 shown in FIG.
 図13に示す表示画面D22と、図12に示す表示画面D20とにおいて異なるところは、アイテム表示領域AR22に、発動されている全体効果の情報が表示されることである。アイテム表示領域AR22には、例えば、「獲得経験値1.50倍ブースト!」が表示されている。また、図13に示すように、アイテム表示領域AR22には、アイテム名ではなく、その効果自体が表示されてもよい。これにより、参加要請を受けたプレイヤは、どんな効果であるかを容易に把握することができる。 The difference between the display screen D22 shown in FIG. 13 and the display screen D20 shown in FIG. 12 is that information of the activated overall effect is displayed in the item display area AR22. For example, “acquired experience value 1.50 times boost!” Is displayed in the item display area AR22. Further, as shown in FIG. 13, not the item name but the effect itself may be displayed in the item display area AR22. Thereby, the player who received the participation request can easily grasp what kind of effect it is.
 なお、図13に示す表示画面D22は、図11に示す表示画面D12から参加要請された場合に、参加要請を受けた装置側で表示される画面である。 Note that the display screen D22 shown in FIG. 13 is a screen displayed on the device side that has received the participation request when the participation request is made from the display screen D12 shown in FIG.
 (参加要請された後のクエスト選択画面)
 図14は、参加要請を受けた後のクエストを選択する表示画面(その1)の一例を示す図である。図14に示す例において、表示画面D30は、次に説明する各種表示領域やUI部品(例えばボタン)を含む。
(Quest selection screen after participation request)
FIG. 14 is a diagram illustrating an example of a display screen (part 1) for selecting a quest after receiving a participation request. In the example shown in FIG. 14, the display screen D30 includes various display areas and UI components (for example, buttons) described below.
 クエストの選択領域Q21、Q22、Q23は、クエスト名の表示領域を含む。また、選択領域Q21は、図10に示す表示画面D10から参加要請(応援要請)されたクエストを表示する領域である。選択領域Q21には、参加要請がある旨、クエスト名、要請したプレイヤ名、消費されるパラメータ等が含まれる。 Quest selection areas Q21, Q22, and Q23 include a quest name display area. Further, the selection area Q21 is an area for displaying a quest requested to participate (a support request) from the display screen D10 shown in FIG. The selection area Q21 includes a request for participation, a quest name, a requested player name, consumed parameters, and the like.
 図15は、参加要請を受けた後のクエストを選択する表示画面(その2)の一例を示す図である。図15に示す表示画面D32は、基本的な画面構成について、図14に示す表示画面D30と同様である。 FIG. 15 is a diagram showing an example of a display screen (part 2) for selecting a quest after receiving a participation request. The display screen D32 shown in FIG. 15 is the same as the display screen D30 shown in FIG.
 図15に示す表示画面D32と、図14に示す表示画面D30とにおいて異なるところは、アイテム表示領域AR30に、発動されている全体効果の情報が表示されることである。アイテム表示領域AR30には、例えば、「獲得経験値1.50倍ブースト!」が表示されている。また、図15に示すように、アイテム表示領域AR30には、アイテム名ではなく、その効果自体が表示されてもよい。これにより、クエストを選択するプレイヤは、そのクエストにどんな効果であるかを容易に把握することができる。 15 is different from the display screen D30 shown in FIG. 14 in that information on the activated overall effect is displayed in the item display area AR30. For example, “acquired experience value 1.50 times boost!” Is displayed in the item display area AR30. Further, as shown in FIG. 15, not the item name but the effect itself may be displayed in the item display area AR30. Thereby, the player who selects a quest can easily grasp what effect the quest has.
 このとき、検索制御部424は、全体効果が発動されているクエストを優先的に上位で表示するよう制御し、プレイヤが検索しやすくする。 At this time, the search control unit 424 performs control so that the quest in which the overall effect is activated is preferentially displayed at the top, so that the player can easily search.
 ≪移動制御≫
 次に、移動制御における具体例を、図16を用いて説明する。図16は、プレイヤキャラクタの移動制御を説明するための図である。図16に示す例では、イベントが5つのステージ(ST1~5)からなり、ルームは、4人のプレイヤがそれぞれ操作するプレイヤキャラクタ(PC10、PC12、PC14、PC16)を含むとする。
≪Movement control≫
Next, a specific example in the movement control will be described with reference to FIG. FIG. 16 is a diagram for explaining the movement control of the player character. In the example shown in FIG. 16, the event is composed of five stages (ST1 to ST5), and the room includes player characters (PC10, PC12, PC14, PC16) that are operated by four players, respectively.
 図16に示す例では、プレイヤキャラクタPC10は、ステージST1上で操作制御中であり、プレイヤキャラクタPC12は、ステージST2上で操作制御中であり、プレイヤキャラクタPC14は、ステージST4上で操作制御中であり、プレイヤキャラクタPC16は、ステージST5上で操作制御中であるとする。また、プレイヤは、ステージST1、ST2、ST3、ST4、ST5の順にクリアしていくとする。 In the example shown in FIG. 16, the player character PC10 is under operation control on the stage ST1, the player character PC12 is under operation control on the stage ST2, and the player character PC14 is under operation control on the stage ST4. It is assumed that the player character PC16 is performing operation control on the stage ST5. In addition, it is assumed that the player clears in order of stages ST1, ST2, ST3, ST4, ST5.
 このとき、第1判定部4262は、ルーム内の各プレイヤキャラクタが位置するステージが2以上であるため、分散されていると判定する。 At this time, the first determination unit 4262 determines that the player characters in the room are distributed because there are two or more stages.
 次に、第2判定部4264は、各プレイヤキャラクタに対し、所定条件が満たされるか否かを判定する。なお、第2判定部4264は、一番先行しているプレイヤキャラクタについては所定条件の判定を行わない。 Next, the second determination unit 4264 determines whether or not a predetermined condition is satisfied for each player character. Note that the second determination unit 4264 does not determine the predetermined condition for the player character that precedes.
 所定条件とは、例えば、そのプレイヤの現在の行動がステージをクリアしたこととする。例えば、プレイヤキャラクタPC10がステージST1をクリアすると、第2判定部4264は、プレイヤキャラクタPC10について、所定条件を満たすと判定する。 The predetermined condition is, for example, that the current action of the player has cleared the stage. For example, when the player character PC10 clears the stage ST1, the second determination unit 4264 determines that the predetermined condition is satisfied for the player character PC10.
 移動部4266は、所定条件を満たしたプレイヤキャラクタを、先行する任意のプレイヤキャラクタの位置に基づいて移動させる。例えば、移動部4266は、プレイヤキャラクタPC10を、プレイヤキャラクタPC14がいるステージST4に移動させる。 The moving unit 4266 moves a player character that satisfies a predetermined condition based on the position of any preceding player character. For example, the moving unit 4266 moves the player character PC10 to the stage ST4 where the player character PC14 is located.
 このとき、移動させる位置は、ステージST4の開始位置でもよいし、プレイヤキャラクタPC14の位置の近傍でもよい。これにより、後続のプレイヤは、所定条件を満たせば、先行するプレイヤキャラクタと同じステージにおいてプレイすることができるため、他のプレイヤと共同して楽しむことができる。 At this time, the position to be moved may be the start position of the stage ST4 or the vicinity of the position of the player character PC14. As a result, the succeeding player can play on the same stage as the preceding player character as long as the predetermined condition is satisfied, and can enjoy together with other players.
 また、移動部4266は、プレイヤキャラクタPC10を、自身のキャラクタに最も近い位置にいるプレイヤキャラクタPC12の位置に基づいて移動させてもよい。これにより、後続のプレイヤキャラクタは、比較的順を追って、ステージにおけるゲームを他のプレイヤと共同して楽しむことができる。 Further, the moving unit 4266 may move the player character PC10 based on the position of the player character PC12 that is closest to its own character. Thereby, the succeeding player character can enjoy the game on the stage in collaboration with other players relatively in order.
 なお、移動部4266は、移動制御する際に、後退させる位置に移動制御することを禁止してもよい。例えば、移動部4266は、プレイヤキャラクタPC14を、プレイヤキャラクタPC10やPC12の位置に基づいて移動制御することを禁止する。これにより、ゲームの進行が遅くなることを防ぐことができる。 Note that the moving unit 4266 may prohibit the movement control to the position to be retracted when performing the movement control. For example, the moving unit 4266 prohibits the movement control of the player character PC14 based on the positions of the player characters PC10 and PC12. Thereby, it can prevent that progress of a game becomes slow.
 <動作>
 次に、実施形態におけるサーバ20の動作について説明する。図17は、実施形態におけるサーバ20の効果適用処理の一例を示すフローチャートである。図17に示すステップS102で、イベント制御部414がイベントを制御している際に、発動部416は、イベントの最中又はイベント開始前に、プレイヤにより選択されたゲームアイテムを取得する。
<Operation>
Next, the operation of the server 20 in the embodiment will be described. FIG. 17 is a flowchart illustrating an example of the effect application process of the server 20 in the embodiment. In step S102 shown in FIG. 17, when the event control unit 414 controls the event, the invoking unit 416 acquires the game item selected by the player during the event or before the event starts.
 ステップS104で、発動部416は、選択されたゲームアイテムを発動する。 In step S104, the activation unit 416 activates the selected game item.
 ステップS106で、適用部418は、発動されたゲームアイテムが特別なアイテムであるか否かを判定する。特別なアイテムとは、例えば全体効果を有するゲームアイテムである。特別なアイテムであれば(ステップS106-YES)、処理はステップS110に進み、特別なアイテムでなければ(ステップS106-NO)、処理はステップS108に進む。 In step S106, the application unit 418 determines whether or not the activated game item is a special item. The special item is, for example, a game item having an overall effect. If it is a special item (step S106-YES), the process proceeds to step S110, and if it is not a special item (step S106-NO), the process proceeds to step S108.
 ステップS108で、適用部418は、ゲームアイテムを使用したプレイヤにより操作されるプレイヤキャラクタに対し、効果を適用する。 In step S108, the applying unit 418 applies the effect to the player character operated by the player using the game item.
 ステップS110で、第1適用部4182は、ゲームアイテムを使用したプレイヤが所属するグループ内の各プレイヤキャラクタに、発動された効果を適用する。なお、このステップS110については、グループ内全員である必要は無く、例えば、ゲームアイテムを使用したプレイヤにより操作されるプレイヤキャラクタ以外のプレイヤキャラクタや、グループ内でHPなどのパラメータが小さい1以上のキャラクタのみに限定して適用するようにしてもよい。 In step S110, the first application unit 4182 applies the activated effect to each player character in the group to which the player using the game item belongs. In addition, about this step S110, it is not necessary to be all the members in a group, for example, player characters other than the player character operated by the player using a game item, or one or more characters with small parameters such as HP in the group You may make it apply limiting to only.
 ステップS112で、選択制御部420は、所定イベントに招待するため、未参加のプレイヤの選択が行われたか否かを判定する。所定インベントに未参加のプレイの選択を、招待指示とも称す。招待指示があれば(ステップS112-YES)、処理はステップS114に進み、招待指示がなければ(ステップS112-NO)、処理はステップS116に進む。 In step S112, the selection control unit 420 determines whether or not a non-participating player has been selected to invite to a predetermined event. The selection of a play that has not participated in a predetermined event is also referred to as an invitation instruction. If there is an invitation instruction (step S112—YES), the process proceeds to step S114, and if there is no invitation instruction (step S112—NO), the process proceeds to step S116.
 ステップS114で、出力部422は、選択されたプレイヤが操作するゲーム装置10に対し、全体効果の情報を含む、所定イベントへの参加を促すメッセージを出力する。 In step S114, the output unit 422 outputs a message for encouraging participation in a predetermined event including information on the overall effect to the game apparatus 10 operated by the selected player.
 ステップS116で、第2適用部4184は、ステップS110において効果を適用した後に、新しく所定イベントに参加を希望するプレイヤがいるか否かを判定する。新規参加を希望するプレイヤがいれば(ステップS116-YES)、そのプレイヤをイベントに参加させるようグループ情報を更新し、処理はステップS118に進み、新規加入を希望するプレイヤがいなければ(ステップS116-NO)、処理はステップS120に進む。なお、グループ情報が更新されることにより、所定イベントの制御中に、新規参加のプレイヤが操作するプレイヤキャラクタをグループに加入させることができる。 In step S116, the second applying unit 4184 determines whether or not there is a new player who wants to participate in the predetermined event after applying the effect in step S110. If there is a player who desires new participation (step S116-YES), the group information is updated so that the player participates in the event, and the process proceeds to step S118. If there is no player who desires new participation (step S116-) NO), the process proceeds to step S120. By updating the group information, a player character operated by a newly participating player can be added to the group during control of a predetermined event.
 ステップS118で、第2適用部4184は、新規加入のプレイヤにより操作されるプレイヤキャラクタに対し、効果を自動的に適用する。このとき、新規加入のプレイヤにより操作されるプレイヤキャラクタのHPなどのパラメータを、既にグループ内で効果が適用されているキャラクタのパラメータと比較し、これより大きい場合は効果を適用しない(既にグループ内で効果が適用されているキャラクタのパラメータより小さい場合にのみ効果を適用する)ようにしてもよい。また、プレイヤが新規加入したときに、既にステップS110で適用した効果が切れている場合、効果を適用しないようにしてもよい。 In step S118, the second applying unit 4184 automatically applies the effect to the player character operated by the newly added player. At this time, the parameters such as HP of the player character operated by the newly added player are compared with the parameters of the character to which the effect has already been applied in the group. The effect may be applied only when the parameter is smaller than the parameter of the character to which the effect is applied. Further, when the player newly joins, if the effect applied in step S110 has already expired, the effect may not be applied.
 ステップS120で、適用部418は、効果の適用期間である所定時間が経過したか否かを判定する。所定時間が経過すれば(ステップS120-YES)、効果適用処理は終了し、所定時間が経過していなければ(ステップS120-NO)、処理はステップS112に戻る。なお、このステップS120は、時間経過ではなく、イベントの終了等のゲーム進行に基づいて効果適用処理の継続または終了を判断するようにしてもよい。 In step S120, the application unit 418 determines whether or not a predetermined time as an application period of the effect has elapsed. If the predetermined time has elapsed (step S120—YES), the effect application process ends. If the predetermined time has not elapsed (step S120—NO), the process returns to step S112. In step S120, the continuation or termination of the effect application process may be determined based on the progress of the game, such as the end of the event, rather than the passage of time.
 以上の処理により、イベントにおいて他のキャラクタに及ぶ効果が適用されている場合、イベントへの参加のタイミングで、各プレイヤキャラクタ間にその効果による差が生じることを防止することができる。 By the above processing, when an effect on another character is applied in the event, it is possible to prevent a difference due to the effect between the player characters at the timing of participation in the event.
 図18は、実施形態におけるサーバ20の移動制御処理の一例を示すフローチャートである。図18に示すステップS202において、第1判定部4262は、1以上のプレイヤにより操作される各プレイヤキャラクタが、異なるイベント内に分散されている(第1条件)か否かを判定する。各プレイヤキャラクタが分散されていれば(ステップS202-YES)、処理はステップS204に進み、各プレイヤキャラクタが分散されていなければ(ステップS202-NO)、処理はステップS208に進む。 FIG. 18 is a flowchart illustrating an example of the movement control process of the server 20 in the embodiment. In step S202 shown in FIG. 18, the first determination unit 4262 determines whether or not each player character operated by one or more players is dispersed in different events (first condition). If each player character is dispersed (step S202—YES), the process proceeds to step S204. If each player character is not dispersed (step S202—NO), the process proceeds to step S208.
 ステップS204で、第2判定部4264は、各プレイヤキャラクタが異なるイベントに分散されている場合、一のイベントにおいてプレイ中のプレイヤにより操作される所定のプレイヤキャラクタに対し、ステージ間の移動に関する所定条件(第2条件)を満たすか否かを判定する。所定条件が満たされれば(ステップS204-YES)、処理はステップS206に進み、所定条件が満たされなければ(ステップS204-NO)、処理はステップS208に進む。 In step S204, when each player character is dispersed in different events, the second determination unit 4264 determines a predetermined condition relating to movement between stages for a predetermined player character operated by a player who is playing in one event. It is determined whether or not (second condition) is satisfied. If the predetermined condition is satisfied (step S204-YES), the process proceeds to step S206. If the predetermined condition is not satisfied (step S204-NO), the process proceeds to step S208.
 ステップS206で、移動部4266は、所定条件が満たされる場合、所定のプレイヤキャラクタよりも先行する位置に存在する任意のプレイヤキャラクタを選択し、その位置に基づいて所定のプレイヤキャラクタを移動させる。 In step S206, when the predetermined condition is satisfied, the moving unit 4266 selects an arbitrary player character existing at a position preceding the predetermined player character, and moves the predetermined player character based on the position.
 ステップS208で、移動制御部426は、所定イベントが終了したか否かを判定する。所定イベントが終了すれば(ステップS208-YES)、移動制御処理は終了し、所定イベントが終了していなければ(ステップS208-NO)、処理はステップS202に戻る。 In step S208, the movement control unit 426 determines whether or not the predetermined event has ended. If the predetermined event ends (step S208—YES), the movement control process ends. If the predetermined event does not end (step S208—NO), the process returns to step S202.
 以上の処理により、後続のプレイヤキャラクタは、比較的順を追って、ステージにおけるゲームを他のプレイヤと共同して楽しむことができる。 Through the above processing, subsequent player characters can enjoy the game on the stage in collaboration with other players relatively in sequence.
 なお、図17及び図18で説明した処理のフローに含まれる各処理ステップは、処理内容に矛盾が生じない範囲で、任意に順番を変更して又は並列に実行することができるとともに、各処理ステップ間に他のステップを追加してもよい。また、便宜上1ステップとして記載されているステップは、複数ステップに分けて実行することができる一方、便宜上複数ステップに分けて記載されているものは、1ステップとして把握することができる。 Note that the processing steps included in the processing flow described with reference to FIGS. 17 and 18 can be executed in any order or in parallel as long as the processing contents do not contradict each other. Other steps may be added between the steps. Further, a step described as one step for convenience can be executed by being divided into a plurality of steps, while a step described as being divided into a plurality of steps for convenience can be grasped as one step.
 [変形例]
上記実施形態では、オンラインゲームを例にして説明したが、実施形態におけるゲーム装置10は、所謂アーケードゲームにおけるゲーム機でも実装することが可能である。携帯型のゲーム装置や据置型のゲーム装置をまとめて単に端末と称する。1以上のプレイヤにより操作されるプレイヤキャラクタを含む所定のグループに対して、一のイベントが実行制御されれば、本発明を適用しうる。
[Modification]
In the above embodiment, the online game has been described as an example. However, the game apparatus 10 in the embodiment can be implemented by a game machine in a so-called arcade game. A portable game device and a stationary game device are collectively referred to simply as a terminal. The present invention can be applied if one event is executed and controlled for a predetermined group including player characters operated by one or more players.
 また、実施形態では、サーバ20が、効果適用制御や移動制御の機能を有する例について説明したが、例えば、端末間同士で接続する場合など、端末側で効果適用制御や移動制御の機能を有してもよい。つまり、各機能について、サーバ側又は端末側のいずれかで実装するかは適宜決められればよい。 In the embodiment, the server 20 has an effect application control function and a movement control function. However, the terminal 20 has an effect application control function and a movement control function, for example, when terminals are connected to each other. May be. That is, it is only necessary to determine whether each function is implemented on the server side or the terminal side.
 また、上述した効果適用制御に関し、他のプレイヤによって発動された全体効果が適用されているプレイヤキャラクタを操作するプレイヤが、フレンド等をそのイベントに招待するときにも、グループ情報を参照することで、効果の情報を招待メッセージに含めるようにして、更に効果適用範囲を広げるようにしてもよい。 Further, regarding the effect application control described above, when a player operating a player character to which an overall effect activated by another player is applied invites a friend or the like to the event, the group information is referred to. The effect application range may be further expanded by including effect information in the invitation message.
 また、同じアイテムの効果を重複して発動させたり、複数のアイテムの効果を発動させたりして、更に強力な全体効果を得るようにしてもよい。また、効果適用範囲を、グループに含まれる全てのプレイヤキャラクタではなく、HPなどのパラメータが所定値以下などの所定の条件を満たしたキャラクタのみに限定して適用するようにしてもよい。新たに加入するプレイヤキャラクタについても同様である。 Also, the effect of the same item may be activated twice or the effect of a plurality of items may be activated to obtain a stronger overall effect. The effect application range may be applied only to characters that satisfy a predetermined condition such that a parameter such as HP is equal to or less than a predetermined value, instead of all the player characters included in the group. The same applies to newly added player characters.
 また、上述した移動制御について、ステージ間の移動を主に説明したが、1つのゲーム空間において、複数のプレイヤキャラクタが分散してプレイする場合にも、他のプレイヤと共同してプレイしたいという要求はある。したがって、このようなゲームにおいて、移動に関する所定条件が満たされた場合に、移動制御部は、他のプレイヤが操作するプレイヤキャラクタの位置に基づいて、プレイヤキャラクタを移動させる制御を行ってもよい。このときの所定条件は、所定の敵キャラクタを倒したときなどである。 In addition, the movement control described above has been mainly described with respect to movement between stages. However, when a plurality of player characters play in a single game space, a request to play together with other players. There is. Accordingly, in such a game, when a predetermined condition regarding movement is satisfied, the movement control unit may perform control to move the player character based on the position of the player character operated by another player. The predetermined condition at this time is when a predetermined enemy character is defeated.
 また、上述した効果適用制御および移動制御に関して、プレイヤキャラクタは、必ずしもプレイヤによって直接操作されるものでなくても本発明を適用することができる。例えば、プレイヤは装備等のキャラクタ設定のみを行い、この設定情報を記憶させておき、イベントへの参加を指示したあとは、記憶させておいた設定情報に基づいてコンピュータ制御によりキャラクタを自動制御するようなNPC(ノンプレイヤキャラクタ)であってもよい。また、イベント開始時は、主催者のみまたはイベント開始までにエントリー処理しているプレイヤがキャラクタを操作し、参加キャラクタ数が所定数(例えば4体)に満たない場合は、不足する数のNPCと共にゲームをプレイし、途中でプレイヤの参加を受け付けた場合は、何れかのNPCを選択し(選択は、コンピュータもしくはプレイヤの何れでもよい)、これと入れ替える処理を行うようにしてもよい。 In addition, regarding the effect application control and movement control described above, the present invention can be applied even if the player character is not necessarily operated directly by the player. For example, the player only sets the character such as equipment, stores this setting information, and after instructing participation in the event, automatically controls the character by computer control based on the stored setting information. Such an NPC (non-player character) may be used. Also, at the start of the event, only the organizer or the player who has processed the entry before the start of the event operates the character, and if the number of participating characters is less than a predetermined number (for example, 4), together with an insufficient number of NPC When a game is played and the participation of a player is accepted in the middle, any NPC may be selected (the selection may be either a computer or a player), and a process of replacing it may be performed.
 以上、実施形態について詳述したが、上記実施形態に限定されるものではなく、特許請求の範囲に記載された範囲内において、上記実施形態以外にも種々の変形及び変更が可能である。 As mentioned above, although embodiment was explained in full detail, it is not limited to the said embodiment, A various deformation | transformation and change other than the said embodiment are possible within the range described in the claim.
 以下、実施形態に関し、さらに以下の付記を開示する。
(付記1)
 コンピュータに、
 1以上のプレイヤによりそれぞれ操作される各プレイヤキャラクタがゲーム空間を移動しながらクリアしていくゲームを制御する制御ステップと、
 ゲームプレイ中のプレイヤにより操作される所定のプレイヤキャラクタに対し、ゲーム空間内の移動に関する所定条件を満たすか否かを判定する判定ステップと、
 前記所定条件が満たされる場合、前記所定のプレイヤキャラクタ以外のプレイヤキャラクタの位置から、一の位置を選択する選択ステップと、
 前記選択された位置に前記所定のプレイヤキャラクタを移動させる移動ステップと、
 を実行させるプログラム。
(付記2)
 前記所定のプレイヤキャラクタ以外のプレイヤキャラクタは、前記所定のプレイヤキャラクタよりも先行するプレイヤキャラクタのうち、前記所定のプレイヤキャラクタの位置から最も近くに存在するプレイヤキャラクタである、付記1に記載のプログラム。
(付記3)
 付記1又は2に記載のプログラムを記録したコンピュータに読み取り可能な記録媒体。
Hereinafter, the following additional notes will be disclosed with respect to the embodiment.
(Appendix 1)
On the computer,
A control step for controlling a game in which each player character operated by one or more players is cleared while moving in the game space;
A determination step for determining whether or not a predetermined player character operated by a player during game play satisfies a predetermined condition regarding movement in the game space;
When the predetermined condition is satisfied, a selection step of selecting one position from positions of player characters other than the predetermined player character;
A moving step of moving the predetermined player character to the selected position;
A program that executes
(Appendix 2)
The program according to appendix 1, wherein a player character other than the predetermined player character is a player character existing closest to the position of the predetermined player character among player characters preceding the predetermined player character.
(Appendix 3)
A computer-readable recording medium in which the program according to appendix 1 or 2 is recorded.
1 ゲーム処理システム
10 ゲーム装置
20 サーバ
30 課金サーバ
120 記憶部
150 主制御部
202 制御部
208 記憶部
310 ゲーム実行部
330 第1記憶部
410 ゲーム制御部
412 生成部
414 イベント制御部
416 発動部
418 適用部
420 選択制御部
422 出力部
430 第2記憶部
1 game processing system 10 game device 20 server 30 charging server 120 storage unit 150 main control unit 202 control unit 208 storage unit 310 game execution unit 330 first storage unit 410 game control unit 412 generation unit 414 event control unit 416 invocation unit 418 Unit 420 selection control unit 422 output unit 430 second storage unit

Claims (5)

  1.  コンピュータに、
     1以上のプレイヤによりそれぞれ操作される各プレイヤキャラクタを含むグループに対して実行されるゲーム内の所定イベントを制御する制御ステップと、
     前記1以上のプレイヤの内の任意のプレイヤの操作に基づき、前記所定イベントに関する効果を、前記グループに含まれるプレイヤキャラクタのうち、少なくとも1以上のプレイヤキャラクタに適用する第1適用ステップと、
     前記効果が適用されている場合に、前記グループに新たに加入するプレイヤキャラクタに、前記効果を適用する第2適用ステップと、
     を実行させるプログラム。
    On the computer,
    A control step for controlling a predetermined event in the game executed for a group including each player character respectively operated by one or more players;
    A first applying step of applying an effect relating to the predetermined event to at least one player character among the player characters included in the group based on an operation of an arbitrary player among the one or more players;
    A second applying step of applying the effect to a player character newly joining the group when the effect is applied;
    A program that executes
  2.  前記所定イベントに未参加のプレイヤの選択を受け付けるよう制御する選択制御ステップと、
     選択された前記未参加のプレイヤが操作する端末に対し、前記効果の情報を含む、前記所定イベントへの参加を促すメッセージを出力する出力ステップと、
     をさらにコンピュータに実行させる、請求項1に記載のプログラム。
    A selection control step for controlling to accept selection of players who have not participated in the predetermined event;
    An output step of outputting a message prompting participation in the predetermined event, including information on the effect, to a terminal operated by the selected non-participating player;
    The program according to claim 1, further causing the computer to execute.
  3.  前記メッセージが報知されたプレイヤが操作する端末からの、前記グループへの加入に関する操作入力に基づき、当該プレイヤが操作するプレイヤキャラクタを前記所定イベントの制御中に前記グループに含めるステップをさらにコンピュータに実行させる、請求項2に記載のプログラム。 The computer further includes a step of including a player character operated by the player in the group during the control of the predetermined event based on an operation input related to joining the group from a terminal operated by the player notified of the message. The program according to claim 2.
  4.  前記制御ステップは、
     1以上の前記グループに対して実行される所定イベントを制御し、
     前記第1適用ステップは、
     前記効果が発動された時点で、前記所定イベントに参加しているプレイヤのプレイヤキャラクタに前記効果を適用し、
     前記第2適用ステップは、
     前記効果が適用されている場合に、前記所定イベントに新たに参加するプレイヤのプレイヤキャラクタに前記効果を適用する、請求項1乃至3いずれか一項に記載のプログラム。
    The control step includes
    Control predetermined events executed for one or more of the groups,
    The first application step includes
    When the effect is activated, the effect is applied to the player characters of the players participating in the predetermined event,
    The second applying step includes
    The program according to any one of claims 1 to 3, wherein, when the effect is applied, the effect is applied to a player character of a player who newly participates in the predetermined event.
  5.  請求項1乃至4いずれか一項に記載のプログラムを記録したコンピュータに読み取り可能な記録媒体。 A computer-readable recording medium in which the program according to any one of claims 1 to 4 is recorded.
PCT/JP2016/073121 2015-09-03 2016-08-05 Program and recording medium WO2017038382A1 (en)

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JP6325162B1 (en) * 2017-10-26 2018-05-16 株式会社 ディー・エヌ・エー Information processing apparatus, game program, and information processing method
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