WO2017094496A1 - Game program - Google Patents

Game program Download PDF

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Publication number
WO2017094496A1
WO2017094496A1 PCT/JP2016/083871 JP2016083871W WO2017094496A1 WO 2017094496 A1 WO2017094496 A1 WO 2017094496A1 JP 2016083871 W JP2016083871 W JP 2016083871W WO 2017094496 A1 WO2017094496 A1 WO 2017094496A1
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WO
WIPO (PCT)
Prior art keywords
player character
game
parameter
condition
user
Prior art date
Application number
PCT/JP2016/083871
Other languages
French (fr)
Japanese (ja)
Inventor
隆将 青井
一磨 大森
拓也 本村
Original Assignee
株式会社コロプラ
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 株式会社コロプラ filed Critical 株式会社コロプラ
Publication of WO2017094496A1 publication Critical patent/WO2017094496A1/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
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/825Fostering virtual characters

Definitions

  • the present invention relates to a game program.
  • Patent Documents 1 and 2 disclose a game program that aims to clear a predetermined mission by operating a player character in a virtual game space by a player's operation.
  • the player can clear the mission by playing the selected mission and defeating a predetermined enemy character (non-player character) set in the mission.
  • a device for preventing the player from getting bored by, for example, generating an additional mission based on the action of the player character in the mission and a predetermined probability has been studied.
  • An object of the present invention is to provide a game program that can further improve the attachment of a user to a player character.
  • a game program that causes a computer including a control unit that advances a game based on a user instruction and a storage unit to execute the following steps.
  • (2) A step of determining whether or not the player character satisfies a first condition associated with the player character.
  • a game program that can further improve the attachment of the user to the player character is provided.
  • a game program has the following configuration.
  • (Item 1) A game program that causes a computer including a control unit that advances a game based on a user instruction and a storage unit to execute the following steps. (1) A step of specifying a first parameter associated with the player character used when the player character moves in the game space. (2) A step of determining whether or not the player character satisfies a first condition associated with the player character. (3) A step of updating the first parameter by changing the player character from the first state to the second state on condition that the first condition is satisfied.
  • the user after satisfying the first condition for the player character, the user further clears the first game stage associated with the player character, thereby gradually increasing the first parameter of the player character. Can be updated. Thereby, the user can experience a sense of accomplishment by overcoming various obstacles with the player character, and the attachment of the user to the player character can be further improved.
  • the first condition includes a step of determining whether or not a second parameter associated with the player character has reached a predetermined value
  • the second parameter is stored in the storage unit on condition that the second game stage advanced by the control unit is cleared,
  • the control unit determines whether or not the value of the second parameter stored in the storage unit has reached the predetermined value; Item 1 game program.
  • the user can satisfy the first condition by collecting the second parameter by clearing the second game stage by the player character.
  • the user can change the player character from the first state to the second state as a result of raising the player character over a certain amount of time, and the user's attachment to the player character can be further improved.
  • the computer further comprises a display,
  • the control unit causes the display to display a first display in which the predetermined value is graphically displayed and a second display in which the current value of the second parameter associated with the player character is graphically displayed.
  • the user cannot accurately know the current value of the second parameter and the target value necessary to satisfy the first condition in the process of training the player character.
  • the player character is a person, it is not possible to accurately know the inner side of the player character, and it is necessary to imagine to some extent, and human communication can be simulated. Thereby, the attachment of the user to the player character can be further improved.
  • the predetermined value is set based on a rarity associated with the player character.
  • Item 3 game program According to the game program of this item, it is possible to appropriately set the difficulty level of the player character having a high degree of rarity, and the user's attachment to the player character can be further improved.
  • the second parameter given by clearing the second game stage is set according to the difficulty level of the second game stage.
  • the game program according to any of items 2 to 4. According to the game program of this item, since the second parameter is given according to the difficulty level of the second game stage, the human feeling that the reliability is deepened when a difficult obstacle is overcome using the player character. Can simulate simple communication. Thereby, the attachment of the user to the player character can be further improved.
  • the first game stage includes the game space configured such that only the player character that satisfies the first condition can move.
  • the game program according to any of items 1 to 5. According to the game program of this item, as a result of clearing the more difficult first game stage only by the player character satisfying the first condition and changing from the first state to the second state, the player character is moved from the second state. Change to the third state. Thereby, the user can experience a sense of accomplishment by overcoming various obstacles with the player character, and the attachment of the user to the player character can be further improved.
  • the first condition includes a step of determining whether or not a second parameter associated with the player character has reached a predetermined value
  • the second parameter is stored in the storage unit on condition that the second game stage advanced by the control unit is cleared,
  • the second game stage includes the game space configured to allow the player character and any other player character to move.
  • the second condition includes that a value of a predetermined game point associated with the user exceeds a predetermined value,
  • the control unit subtracts the consideration from the value of the game point.
  • the game system 1 of this embodiment shown in FIG. 1 provides a game to a plurality of users.
  • the game system 1 includes a plurality of user terminals 100-1 to 100-4 and a game server 200.
  • Each user terminal 100 and the game server 200 are connected via the network 2.
  • the game server 200 provides various services related to the game to each user terminal 100.
  • the network 2 can be connected to the Internet via the Internet, various mobile communication systems constructed by radio base stations (not shown) (for example, so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution)), and predetermined access points.
  • a wireless network for example, WiFi (registered trademark) may be included.
  • FIG. 2 shows the configuration of each user terminal 100.
  • the user terminal 100 is preferably a portable terminal device such as a smartphone, a feature phone, a PDA, or a tablet computer.
  • the user terminal 100 includes a control unit 110, a storage unit 120, an input unit 131, a display unit 132, and a communication unit 140 that are electrically connected to each other via a communication bus.
  • the user terminal 100 preferably includes a touch panel 130 that constitutes the input unit 131 and the display unit 142, and the user can input various instructions necessary for the progress process of the game via the touch panel 130.
  • the input unit 131 detects some action (mainly a physical contact operation such as a touch operation, a slide operation, a swipe operation, and a tap operation) on the touch pal 130 of the user.
  • the touch pal 130 may be configured with a liquid crystal display or the like provided with a touch sensing unit.
  • the communication unit 140 performs control for executing transmission / reception of various types of information to the game server 200.
  • the request includes an instruction for transmitting game data such as a predetermined game program, user information, and game information to the user terminal 100 and an instruction for proceeding with the game.
  • the control unit 110 may include various processors such as a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit).
  • the communication unit 140 establishes a connection between the user terminal 100 and the network 2 under the control of the control unit 110.
  • the storage unit 120 includes a main memory configured by a volatile storage device such as a DRAM (Dynamic Random Access Memory), and an auxiliary memory configured by a nonvolatile storage device such as a flash memory or an HDD (Hard Disk Drive).
  • auxiliary memory game data such as a game program downloaded from the game server 200 is stored.
  • the game program is developed on the main memory and executed by the control unit 110.
  • control unit 110 In the main memory, various game data generated while the control unit 110 is operating according to the program and various game data used by the control unit 110 are also temporarily stored.
  • the control unit 110 can function as the action reception unit 111, the processing unit 112, the determination unit 113, the request unit 114, and the image generation unit 115 by the program.
  • the action accepting unit 111 detects a user action on the input unit 131.
  • the action reception unit 111 determines what input has been made, such as an operation instruction via the touch panel 130 or other buttons, and outputs the result to necessary elements such as the terminal processing unit 112.
  • the coordinate information of the input position and the type of action are detected. Further, by detecting that the input that has been continuously detected is interrupted, it is detected that the touch input has been canceled from the touch panel 130.
  • the processing unit 112 controls the operation of the entire user terminal 100, and performs arithmetic processing necessary for data transmission / reception between the elements and execution of the game.
  • the image generation unit 115 is instructed to advance the game according to the game program based on the action detected by the action accepting unit 111 and to draw the resulting game image.
  • processing for controlling the position of the virtual camera for designating the visual field displayed on the display unit 132 may be performed in accordance with the progress of the game.
  • the determination unit 113 refers to various game data stored in the storage unit 120 based on a determination request from the processing unit 112, and executes various determinations necessary for game progress to be described later.
  • the request unit 114 transmits various requests to the game server 200 via the communication unit 140.
  • the various requests include requests for causing the user terminal 100 to download various game data and game programs as will be described later.
  • the image generation unit 115 generates an image such as a game screen or a game object displayed on the display unit 132 based on the game data received from the game server 200, the calculation result of the game program, and the action of the user on the input unit 131. To do.
  • FIG. 3 shows the configuration of the game server 200.
  • the game server 200 is an information control device used when a system administrator or the like controls and manages a game provided to a user (player), and is a general-purpose computer such as a workstation or a personal computer.
  • the game server 200 of the present embodiment has a game providing function that provides each user terminal 100 with information necessary for the progress of the game.
  • the game server 200 receives various instructions from the user terminal 100, game programs operable on the user terminal 100, Web pages (game screens, etc.), various game data such as user information and game parameters, various notifications Etc.
  • the game server 200 includes a communication unit 240 that is a network interface that communicates with the network 2, a control unit 210, a storage unit 220, an input unit 231, and an output unit 232. Connected.
  • the control unit 210 may be configured to include various processors such as a CPU, MPU, and GPU.
  • the control unit 210 controls the overall operation of the game server 200, and performs data transmission / reception between elements and arithmetic processing necessary for game execution.
  • the communication unit 240 establishes a connection between the game server 200 and the network 2 under the control of the control unit 210.
  • the storage unit 220 may be configured to include a volatile storage device such as a DRAM, and a nonvolatile storage device such as a flash memory or an HDD.
  • the control unit 210 implements necessary processing by expanding and executing various programs stored in the storage unit 220 in various memories.
  • the control unit 210 can function as a reception unit 211, a processing unit 212, a data management unit 213, a determination unit 214, a transmission unit 215, and an image generation unit 216 according to the program.
  • the storage unit 220 stores various game programs including a user authentication program. In addition, information regarding each user and information regarding a retained character associated with the user are stored. Furthermore, game information including various game data necessary for processing various game events to be described later that are progressed in the user terminal 100 is stored. In the storage unit 240, a database for managing various game information and user information related to the game may be constructed.
  • FIG. 4 shows an example of the user management table 300 stored in the storage units 220 and 120.
  • the user management table 300 stores a player character (held character) held by a predetermined user in association with an identifier (user ID) that identifies the user.
  • Information about the player character includes parameters such as rarity, deck, bond points (maximum value, current value), level, HP, SP, attack power, defense power, weapon, skill.
  • the rarity is a parameter indicating the rarity of the player character.
  • the deck is information for selecting and storing one or more player characters that can participate in a predetermined game event in advance, and defines a team to which the player character belongs.
  • the bond point is a parameter indicating the degree of attachment of the user to the player character.
  • HP is a physical strength parameter, and decreases when attacked by an enemy character. When the value falls below a predetermined value, the battle becomes impossible and the operation by each user becomes impossible.
  • SP is a parameter used by the player character to use a skill that is a special action. The SP is decreased by a predetermined amount by activating the skill, and is recovered by a predetermined amount by executing a normal attack action or the like. If the SP is below the predetermined amount, the skill cannot be used.
  • the attack power is a parameter serving as a basis for calculating the amount of damage given to the enemy character by the action of the player character.
  • the defensive power is a parameter serving as a basis for calculating the HP that decreases due to the attack of the enemy character.
  • the weapon used by the participating characters in the cooperative play is set, and the skill may be set according to the weapon, or the attack power and the defense power may be set to vary.
  • the parameters associated with the player character are used when the player character operates in the game space where the game event progresses, and the first parameter used when the player character operates in the game space where the game event progresses.
  • the first parameter is, for example, a parameter such as HP, SP, attack power, defense power, weapon, skill.
  • the second parameter is, for example, a parameter such as a rarity or a bond point, and can serve as an index when determining and adjusting the first parameter.
  • the receiving unit 211 receives various information from each user terminal 100.
  • Each user terminal 100 transmits various types of information to the game server 200 under the control of the communication unit 140, the game server 200 receives the information via the network 2 and the communication unit 240, and the reception unit 211 receives the information. Identify and accept content.
  • the processing unit 212 controls the overall operation of the game server 200, and performs data transmission / reception between elements and arithmetic processing necessary for the progress of the game.
  • the data management unit 213 updates various game data and databases stored in the storage unit 220 based on various calculation results in the processing unit 212.
  • the processing unit 212 refers to various game data and database stored in the storage unit 220, and the management unit 213 stores various game data and database as necessary. Necessary processing is executed by adding / updating / deleting records. *
  • the determination unit 214 Based on the determination request from the processing unit 212, the determination unit 214 refers to various game data and databases stored in the storage unit 220 and executes various determinations necessary for the game progress.
  • the transmission unit 215 performs control to transmit a game program operable on the user terminal 100, game data including user information and various game information, images such as a game screen, various notifications, and the like to the user terminal 100.
  • the image generation unit 216 generates an image such as a game image related to game data necessary for the progress of the game under the control of the processing unit 212 and the determination unit 214. The image is transmitted to the user based on the control of the transmission unit 215.
  • the input unit 231 is an information input device such as a mouse or a keyboard.
  • the output unit 232 is a liquid crystal display or the like, and is used for monitoring computer information.
  • the game server 200 may be configured to include at least part of the functions of the user terminal 100 described above. Further, at least a part of the functions of the game server 200 may be configured to be provided in the user terminal 100. That is, a computer that realizes a predetermined function by executing the game program in the present embodiment can be arbitrarily selected from the information control device including the user terminal 100 and the game server 200 described above.
  • the games that are progressed in the game system 1 are, for example, action RPG (rolling game), RTS (Real-time Strategy), and FPS (First-Person Shoter). 5, 7, and 9 are flowcharts illustrating an example of a processing flow executed in the game system 1.
  • FIG. 6 shows an example of the player character in the first state.
  • FIG. 8 shows an example of the player character in the second state.
  • the request unit 114 requests user information and game information for starting the game from the game server 200 (S101).
  • the user information includes an identifier (user ID) for identifying the user.
  • the receiving unit 211 executes a process of receiving this (S201).
  • the processing unit 212 refers to the storage unit 220, and after the data management unit 213 updates the user management table 300 as necessary, specifies the latest user information and game information corresponding to the user.
  • the transmission unit 215 transmits this to the user terminal 101 (S202).
  • the processing unit 112 updates the user management table 300 as necessary, and then transmits the user information. And the process for starting a game is performed using game information (S102).
  • the processing unit 112 refers to the updated user management table 300 and specifies the parameters of each player character held by the user.
  • the specified parameters include the first parameter and the second parameter described above (S103).
  • the user inputs a predetermined action to the input unit 132 to shift to a screen for organizing the deck using the player character selected from the possessed characters (S104).
  • the deck is information for selecting and storing one or more player characters that can participate in a predetermined game event in advance, and defines a team to which the player character belongs.
  • the action receiving unit 111 instructs the image generation unit 115 to generate a deck organization screen.
  • the deck organization screen preferably includes a list of owned characters and a deck selection box.
  • the player character is moved to the deck selection box, whereby the player character is displayed.
  • Is preferably configured to select as a deck member.
  • a plurality of decks can be organized and stored in the storage units 120 and 220. As shown in FIG. 4, the player characters A to C belong to the deck 1, and the player characters C to E Are set to belong to the deck 2.
  • FIG. 6 shows the player character PC1 in the first state, and includes a character graphic CG1 indicating an image of the player character PC1, a rarity display RD1 indicating rarity, and a bond point display CD1.
  • the bond point display CD1 includes a bond point maximum value graphic (first display) MC1 and a bond point current value graphic (second display) CC1.
  • the bond point maximum value graphic MC1 and the bond point current value graphic CC1 are displayed as a graphic representation of the value of the bond point maximum value and the value of the bond point current value shown in the user management table 300.
  • the user cannot accurately know the current value and target value of the bond point in the process of nurturing the player character.
  • the player character is a person (girl character) as shown in the present embodiment, it is not possible to accurately know the inner side of the player character, and it is necessary to imagine to some extent, and human communication Can be simulated. Thereby, attachment to a user's player character can be improved.
  • the user inputs a predetermined action to the input unit 132, thereby selecting a quest to be challenged using one of the organized decks (normal quest: second game stage) (S105).
  • the action selection unit 111 accepts the request
  • the request unit 114 requests quest information regarding the quest under the control of the processing unit 112 (S106).
  • the processing unit 212 refers to the storage unit 220 to identify the quest information (game information) related to the requested quest, and the image generation unit 216 determines that it is necessary.
  • the game image is generated, and the transmission unit 215 transmits the quest information to the user terminal 100 (S204).
  • the quest information is information related to the game space serving as a battle field in which the quest proceeds, enemy character information that opposes the player character, clear conditions and time limit for the quest, and changes in the behavior of the enemy character according to the progress of the in-game time. Includes information.
  • the normal quest as the second game stage is configured as a game space in which an arbitrary player character can be operated. Therefore, the organized deck may include the player character PC1 that the user particularly wants to train and any other player character. Accordingly, the user can clear the quest by operating any player character, and the user can cultivate a favorite player character relatively easily. Thereby, the attachment of the user to the player character can be further improved.
  • the determination unit 113 determines whether or not the quest has been cleared based on the action history of the player character in the quest and the game situation (S108).
  • the quest clear condition is, for example, that all the enemy characters have been defeated.
  • the user attacks the enemy character by operating the player character, and the HP of all the enemy characters is set to a predetermined value (for example, 0) or less. It is determined that the quest has been cleared (Y in S108). If all enemy characters are not defeated, the quest is continued (N in S108). If all the player characters are defeated by an enemy character or the time limit is exceeded, it may be determined that the quest has not been cleared and the game state is returned to the state before the quest challenge.
  • the request unit 114 transmits information notifying that the quest has been cleared to the game server 200 (S108).
  • the determination unit 214 determines that the quest has been cleared, and specifies a reward to be given to the user.
  • various second parameters are given to all player characters that make up the deck that contributed to clearing the quest, and game points such as various in-game currencies are given to the user.
  • the second parameter to be given is, for example, an experience value that raises the level of the player character when a predetermined value is exceeded, or the aforementioned bond point.
  • the data management unit 213 updates the user management table 300 (user information) stored in the storage unit 220 based on the information (S206), and transmits the information to the user terminal 100 as reward information (S207).
  • the numerical value of the bond points given is set according to the difficulty level of the normal quest. Since bond points are given according to the difficulty level of a normal quest, it is possible to simulate human communication that a sense of trust is deepened when a difficult obstacle is overcome using a player character. Thereby, the attachment of the user to the player character can be further improved.
  • the user terminal 100 Upon receiving the reward information (S109), the user terminal 100 is selected as a deck member by updating the user management table 300 (user information) stored in the storage unit 120 as necessary under the control of the processing unit 112. Second parameters such as bond points and experience values are given to each player character, and the first parameter of each player character is updated based on the second parameter (S110). At this time, it is preferable that the image generation unit 115 updates the display of the bond point current value graphic CC1 shown in FIG. 6 based on the updated value of the bond point current value.
  • the bond point maximum value graphic MC1 includes four sub-graphics S1 to S4 (heart marks), and each sub-graphic S1 to S4 is set according to the rarity of each player character PC1.
  • a bond point is assigned by dividing the maximum value of bond points by the number of sub-shapes. Determine how many of the bond points the updated bond point current value is divided by the maximum number of bond points divided by the number of sub-shapes, and fill those shapes for the satisfied sub-shapes
  • the bond point current value graphic CC1 is displayed. For the unsatisfied portion, the bond point current value graphic CC1 is displayed so as to fill the graphic halfway by the bond point set in the sub graphic. Thereby, the bond point present value is displayed in a gauge shape. For example, when only 3/8 of the bond point current value is acquired with respect to the bond point maximum value, the sub-graphic S1 and half of the sub-graphic S2 are filled to display the bond point current value graphic CC1. Is done.
  • the determination unit 113 specifies the parameter (second parameter: bond point current value) of the player character PC1 (S111).
  • the predetermined value is the bond point maximum value, and it is determined whether or not the current bond point value has reached the bond point maximum value (S112).
  • the determination unit 113 determines whether or not the determination unit 113 satisfies the second condition (S113).
  • the second condition is, for example, to pay a predetermined game point associated with the user as a consideration, and in the present embodiment, whether or not more support points are set separately from the in-game currency. Is determined.
  • a support point is a reward given to a user by clearing the above-mentioned normal quest.
  • the user changes the player character from the player character PC1 in the first state shown in FIG. 6 to the player character PC2 in the second state shown in FIG. Can be changed.
  • changing the player character PC1 in the first state to the player character PC2 in the second state by satisfying at least the first condition described above is referred to as affection evolution.
  • the user can arbitrarily determine whether or not the player character is to be love-evolved, and if he / she agrees to pay a predetermined cheering point as a consideration, he / she inputs a request for love-evolution of the player character. 131 can be input.
  • the request unit 114 transmits the affection evolution request to the game server 200 (S115).
  • the determination unit 214 refers to the user information stored in the storage unit 220, and whether or not the above-described conditions for the player character's affection evolution are satisfied? It is confirmed whether or not (S209).
  • the data management unit 213 updates the state of the player character from the first state to the second state and updates the parameters (particularly the first parameter). (S210).
  • the processing unit 212 performs processing so as to release a bond quest (first game stage) different from the normal quest for the user, and the data management unit 213 updates the user information and game information in the storage unit 220. (S211).
  • the transmission unit 215 transmits the information about the updated player character and the information about the released bond quest to the user terminal 100 as affection evolution information (S212).
  • the user terminal 100 Upon receiving this (S116), the user terminal 100 updates the user information and game information stored in the storage unit 120 under the control of the processing unit 112 (S117), and performs processing to update the first parameter of the player character PC2. To do.
  • the image generation unit 115 generates an effect image (various movies) for causing the player character to change from the first state to the second state, and displays it on the display unit 132 (S118).
  • an effect image variable movies
  • the user can enjoy a sense of accomplishment by receiving the benefit of improving the first parameter of the player character through clearing various quests (normal quests) using the player character. Attachment can be further improved.
  • the rarity display RD2 and the character graphic CG2 are updated as shown in FIG. Further, since the bond point current value has reached the bond point maximum value, the display is updated so that all the sub-graphics S1 to S4 of the bond point display CD2 are all filled.
  • the user can challenge the released bond quest by inputting a predetermined action to the input unit 132.
  • the action selection unit 111 accepts the request
  • the request unit 114 requests quest information regarding the quest under the control of the processing unit 112 (S120).
  • the processing unit 212 refers to the storage unit 220 to identify the quest information (game information) regarding the requested quest, and the image generation unit 216 needs to do so.
  • the game image is generated, and the transmission unit 215 transmits the quest information to the user terminal 100 (S214).
  • the quest information is information related to the game space serving as a battle field in which the quest proceeds, enemy character information that opposes the player character, clear conditions and time limit for the quest, and changes in the behavior of the enemy character according to the progress of the in-game time. Includes information.
  • the bond quest as the first game stage is configured as a game space in which only the player character PC2 that has evolved in love can be operated. Accordingly, the player character PC2 that has evolved in love regardless of the organized deck is automatically selected, and the bond quest proceeds.
  • the determination unit 113 determines whether or not the bond quest has been cleared based on the action history of the player character PC2 in the bond quest and the game situation (S123).
  • the bond quest preferably includes one or a plurality of sub waists, and it is determined that the bond quest has been cleared by clearing all the sub quests.
  • Each subquest clear condition is, for example, that all enemy characters have been defeated.
  • the user attacks the enemy character by operating the player character, and the HP of all enemy characters is set to a predetermined value (for example, 0) or less. Therefore, it is preferable to determine that the subquest has been cleared (Y in S123). If all enemy characters have not been defeated, the subquest continues. Further, even when all the subquests are not cleared, the bond quest is continued (N in S123).
  • the subquest in the bond quest is set higher in difficulty than the normal quest.
  • the request unit 114 transmits information notifying that the quest has been cleared to the game server 200 (S124).
  • the determination unit 214 determines that the bond quest has been cleared, and character information given to the user is specified.
  • the state of the player character PC2 that has evolved in affection is changed from the second state to the third state. Further, processing is performed so that the first parameter of the player character PC2 is further updated.
  • the data management unit 213 updates the user management table 300 (user information) stored in the storage unit 220 based on the information (S216), and transmits the character information to the user terminal 100 (S217).
  • the user terminal 100 Upon receiving this (S125), the user terminal 100 updates the user information and game information stored in the storage unit 120 under the control of the processing unit 112 (S126), and performs processing to update the first parameter of the player character PC2. To do. Further, the image generation unit 115 generates an effect image (various movies) for causing the player character to change from the second state to the third state, and displays it on the display unit 132 (S127). As a result, the user can enjoy a sense of accomplishment by receiving the benefit of improving the first parameter of the player character through clearing the bond quest using only the player character, and further improving the attachment of the user to the player character. Can be.
  • the user after the user satisfies the first condition for the player character, the user further clears the first game stage associated with the player character, thereby stepwise.
  • the first parameter of the player character can be updated.
  • the user can experience a sense of accomplishment by overcoming various obstacles with the player character, and the attachment of the user to the player character can be further improved.
  • the player character is changed from the second state to the third state as a result of clearing the more difficult first game stage only by the player character satisfying the first condition and changing from the first state to the second state.
  • the user can experience a sense of accomplishment by overcoming various obstacles with the player character, and the attachment of the user to the player character can be further improved.

Abstract

[Problem] To provide a game program whereby emotional attachment of a user to the user's player character can be further enhanced. [Solution] A game program for causing a computer to execute the steps below. (1) A step for specifying a first parameter associated with a player character and used when the player character operates in a game space. (2) A step for determining whether the player character satisfies a first condition associated with the player character. (3) A step for changing the player character from a first state to a second state and updating the first parameter on condition that the first condition is satisfied. (4) A step for opening a first game stage associated with the player character on condition that the first condition is satisfied. (5) A step for changing the player character from the second state to a third state and updating the first parameter on condition that the first game stage is cleared.

Description

ゲームプログラムGame program
 本発明は、ゲームプログラムに関する。 The present invention relates to a game program.
 特許文献1,2には、プレイヤの操作により仮想ゲーム空間内でプレイヤキャラクタを動作させ、所定のミッションをクリアすることを目的とするゲームプログラムが開示されている。プレイヤは選択したミッションをプレイし、当該ミッションに設定された所定の敵キャラクタ(ノンプレイヤキャラクタ)を倒すことで、そのミッションをクリアすることができる。また、当該ミッションにおけるプレイヤキャラクタの行動や所定の確率に基づいて追加ミッションを発生させるなどして、プレイヤを飽きさせないようにする工夫が検討されている。 Patent Documents 1 and 2 disclose a game program that aims to clear a predetermined mission by operating a player character in a virtual game space by a player's operation. The player can clear the mission by playing the selected mission and defeating a predetermined enemy character (non-player character) set in the mission. Further, a device for preventing the player from getting bored by, for example, generating an additional mission based on the action of the player character in the mission and a predetermined probability has been studied.
特開2012-061114号公報JP 2012-061114 A 特開2010-029500号公報JP 2010-029500 A
 特許文献1,2に記載のゲームプログラムにおいては、ミッションをプレイする上でユーザを飽きさせないようにする工夫が検討されている。一方、ミッションをプレイすることによりユーザのプレイヤキャラクタに対する愛着をさらに向上させる点においては、改善の余地がある。すなわち、各ミッションとプレイヤキャラクタの個性を関連付けることにより、ユーザのプレイヤキャラクタに対する愛着をさらに向上させ得るという観点については、検討されていない。 In the game programs described in Patent Documents 1 and 2, a technique for preventing users from getting bored when playing a mission is being studied. On the other hand, there is room for improvement in that the user's attachment to the player character is further improved by playing the mission. That is, the viewpoint that the user's attachment to the player character can be further improved by associating each mission with the individuality of the player character has not been studied.
 本発明は、ユーザのプレイヤキャラクタに対する愛着をさらに向上させ得るゲームプログラムを提供することを目的とする。 An object of the present invention is to provide a game program that can further improve the attachment of a user to a player character.
 本発明によれば、ユーザの指示に基づいてゲームを進行させる制御部、および、記憶部を備えるコンピュータに対して、以下のステップを実行させるゲームプログラムが得られる。
 (1)プレイヤキャラクタがゲーム空間において動作する際に用いられる、前記プレイヤキャラクタに関連付けられた第1パラメータを特定するステップ。
 (2)前記プレイヤキャラクタが、前記プレイヤキャラクタに関連付けられた第1条件を満足するか否かを判定するステップ。
 (3)前記第1条件を満足することを条件に、前記プレイヤキャラクタを第1状態から第2状態に変化させ、前記第1パラメータを更新するステップ。
 (4)前記第1条件を満足することを条件に、前記プレイヤキャラクタに関連付けられた第1ゲームステージを開放するステップ。
 (5)前記ゲームステージがクリアされたことを条件に、前記プレイヤキャラクタを第2状態から第3状態に変化させ、前記第1パラメータを更新するステップ。
According to the present invention, it is possible to obtain a game program that causes a computer including a control unit that advances a game based on a user instruction and a storage unit to execute the following steps.
(1) A step of specifying a first parameter associated with the player character used when the player character moves in the game space.
(2) A step of determining whether or not the player character satisfies a first condition associated with the player character.
(3) A step of updating the first parameter by changing the player character from the first state to the second state on condition that the first condition is satisfied.
(4) A step of releasing the first game stage associated with the player character on condition that the first condition is satisfied.
(5) A step of changing the player character from the second state to the third state and updating the first parameter on condition that the game stage is cleared.
 本発明によれば、ユーザのプレイヤキャラクタに対する愛着をさらに向上させ得るゲームプログラムが提供される。 According to the present invention, a game program that can further improve the attachment of the user to the player character is provided.
本実施形態のゲームシステムを示す図である。It is a figure which shows the game system of this embodiment. 本実施形態のユーザ端末の構成を示す図である。It is a figure which shows the structure of the user terminal of this embodiment. 本実施形態のゲームサーバの構成を示す図である。It is a figure which shows the structure of the game server of this embodiment. ユーザ管理テーブルの一例を示す図である。It is a figure which shows an example of a user management table. 本実施形態のゲームシステムにおける処理を示すフローチャートである。It is a flowchart which shows the process in the game system of this embodiment. 本実施形態の第1状態におけるプレイヤキャラクタを示す図である。It is a figure which shows the player character in the 1st state of this embodiment. 本実施形態のゲームシステムにおける処理を示すフローチャートである。It is a flowchart which shows the process in the game system of this embodiment. 本実施形態の第2状態におけるプレイヤキャラクタを示す図である。It is a figure which shows the player character in the 2nd state of this embodiment. 本実施形態のゲームシステムにおける処理を示すフローチャートである。It is a flowchart which shows the process in the game system of this embodiment.
 [本発明の実施形態の説明]
 最初に、本発明の実施形態の内容を列記して説明する。本発明の一実施形態のゲームプログラムは、以下のような構成を備える。
(項目1)
 ユーザの指示に基づいてゲームを進行させる制御部、および、記憶部を備えるコンピュータに対して、以下のステップを実行させるゲームプログラム。
 (1)プレイヤキャラクタがゲーム空間において動作する際に用いられる、前記プレイヤキャラクタに関連付けられた第1パラメータを特定するステップ。
 (2)前記プレイヤキャラクタが、前記プレイヤキャラクタに関連付けられた第1条件を満足するか否かを判定するステップ。
 (3)前記第1条件を満足することを条件に、前記プレイヤキャラクタを第1状態から第2状態に変化させ、前記第1パラメータを更新するステップ。
 (4)前記第1条件を満足することを条件に、前記プレイヤキャラクタに関連付けられた第1ゲームステージを開放するステップ。
 (5)前記第1ゲームステージがクリアされたことを条件に、前記プレイヤキャラクタを第2状態から第3状態に変化させ、前記第1パラメータをさらに更新するステップ。
 本項目のゲームプログラムによれば、ユーザはプレイヤキャラクタについての第1条件を満たした後、さらに当該プレイヤキャラクタに関連付けられた第1ゲームステージをクリアすることにより、段階的にプレイヤキャラクタの第1パラメータを更新することができる。これにより、ユーザは当該プレイヤキャラクタとともに様々な障害を乗り越えることによる達成感を味わうことができ、ユーザのプレイヤキャラクタに対する愛着をさらに向上させ得る。
(項目2)
 (2)において、前記第1条件は、前記プレイヤキャラクタに関連付けられた第2パラメータが所定値に達したか否かを判定するステップを含み、
 前記第2パラメータは、前記制御部によって進行される第2ゲームステージがクリアされることを条件に前記記憶部に記憶され、
 前記制御部は、前記記憶部に記憶された前記第2パラメータの値が前記所定値に達したか否かを判定する、
 項目1のゲームプログラム。
 本項目のゲームプログラムによれば、ユーザはプレイヤキャラクタにより第2ゲームステージをクリアすることによって第2パラメータを収集することによって第1条件を満足させることができる。これにより、ユーザはある程度の時間をかけて当該プレイヤキャラクタを育成した結果としてプレイヤキャラクタを第1状態から第2状態に変化させることができ、ユーザのプレイヤキャラクタに対する愛着をさらに向上させ得る。
(項目3)
 前記コンピュータはディスプレイをさらに備え、
 前記制御部は、前記所定値を図形化した第1表示と、前記プレイヤキャラクタに関連付けられた前記第2パラメータの現在値を図形化した第2表示を、前記ディスプレイに表示させる、
 項目2のゲームプログラム。
 本項目のゲームプログラムによれば、ユーザはプレイヤキャラクタを育成する過程において、第2パラメータの現在値、および、第1条件を満足するために必要な目標値を正確に知ることができない。これにより、例えばプレイヤキャラクタが人物である場合には、当該プレイヤキャラクタの内的側面を正確に知ることができず、ある程度想像する必要が生じ、人間的なコミュニケーションを模擬することができる。これにより、ユーザのプレイヤキャラクタに対する愛着をさらに向上させ得る。
(項目4)
 前記所定値は、前記プレイヤキャラクタに関連付けられたレアリティに基づいて設定される、
 項目3のゲームプログラム。
 本項目のゲームプログラムによれば、希少度の高いプレイヤキャラクタの育成難易度を適切に設定することができ、ユーザのプレイヤキャラクタに対する愛着をさらに向上させ得る。
(項目5)
 前記第2ゲームステージをクリアすることによって付与される第2パラメータは、前記第2ゲームステージの難易度に応じて設定される、
 項目2~4のいずれかのゲームプログラム。
 本項目のゲームプログラムによれば、第2ゲームステージの難易度に応じて第2パラメータが付与されるので、プレイヤキャラクタを用いて困難な障害を乗り越えた場合には信頼感がより深まるという人間的なコミュニケーションを模擬することができる。これにより、ユーザのプレイヤキャラクタに対する愛着をさらに向上させ得る。
(項目6)
 前記第1ゲームステージは、前記第1条件を満足した前記プレイヤキャラクタのみが動作可能に構成された前記ゲーム空間を含む、
 項目1~5のいずれかのゲームプログラム。
 本項目のゲームプログラムによれば、第1条件を満足し第1状態から第2状態に変化したプレイヤキャラクタのみにより、さらに困難な第1ゲームステージをクリアした結果として、プレイヤキャラクタを第2状態から第3状態に変化させる。これにより、ユーザは当該プレイヤキャラクタとともに様々な障害を乗り越えることによる達成感を味わうことができ、ユーザのプレイヤキャラクタに対する愛着をさらに向上させ得る。
(項目7)
 (2)において、前記第1条件は、前記プレイヤキャラクタに関連付けられた第2パラメータが所定値に達したか否かを判定するステップを含み、
 前記第2パラメータは、前記制御部によって進行される第2ゲームステージがクリアされることを条件に前記記憶部に記憶され、
 前記第2ゲームステージは、前記プレイヤキャラクタおよび他の任意のプレイヤキャラクタが動作可能に構成された前記ゲーム空間を含む、
 項目6のゲームプログラム。
 本項目のゲームプログラムによれば、第2パラメータが付与される第2ゲームステージは他の任意のプレイヤキャラクタを用いてクリアすることも可能とすることにより、ユーザは比較的容易に好みのプレイヤキャラクタを育成することができる。これにより、ユーザのプレイヤキャラクタに対する愛着をさらに向上させ得る。
(項目8)
 (2)において、前記プレイヤキャラクタに関連付けられた第2条件を満足するか否かを判定するステップをさらに実行し、
前記第2条件は、前記ユーザに関連付けられた所定のゲームポイントの値が所定の対価を上回ることを含み、
 (3)または(4)において、前記制御部は、前記ゲームポイントの値から前記対価を減算させる、
 項目1~7のいずれかのゲームプログラム。
 本項目のゲームプログラムによれば、プレイヤキャラクタを第1状態から第2状態に変化させるために、他のゲームポイントを対価として要求することができる。これにより、プレイヤキャラクタを育成する難易度を適切に設定し得る。
[Description of Embodiment of the Present Invention]
First, the contents of the embodiment of the present invention will be listed and described. A game program according to an embodiment of the present invention has the following configuration.
(Item 1)
A game program that causes a computer including a control unit that advances a game based on a user instruction and a storage unit to execute the following steps.
(1) A step of specifying a first parameter associated with the player character used when the player character moves in the game space.
(2) A step of determining whether or not the player character satisfies a first condition associated with the player character.
(3) A step of updating the first parameter by changing the player character from the first state to the second state on condition that the first condition is satisfied.
(4) A step of releasing the first game stage associated with the player character on condition that the first condition is satisfied.
(5) A step of further updating the first parameter by changing the player character from the second state to the third state on condition that the first game stage is cleared.
According to the game program of this item, after satisfying the first condition for the player character, the user further clears the first game stage associated with the player character, thereby gradually increasing the first parameter of the player character. Can be updated. Thereby, the user can experience a sense of accomplishment by overcoming various obstacles with the player character, and the attachment of the user to the player character can be further improved.
(Item 2)
In (2), the first condition includes a step of determining whether or not a second parameter associated with the player character has reached a predetermined value,
The second parameter is stored in the storage unit on condition that the second game stage advanced by the control unit is cleared,
The control unit determines whether or not the value of the second parameter stored in the storage unit has reached the predetermined value;
Item 1 game program.
According to the game program of this item, the user can satisfy the first condition by collecting the second parameter by clearing the second game stage by the player character. As a result, the user can change the player character from the first state to the second state as a result of raising the player character over a certain amount of time, and the user's attachment to the player character can be further improved.
(Item 3)
The computer further comprises a display,
The control unit causes the display to display a first display in which the predetermined value is graphically displayed and a second display in which the current value of the second parameter associated with the player character is graphically displayed.
Item 2 game program.
According to the game program of this item, the user cannot accurately know the current value of the second parameter and the target value necessary to satisfy the first condition in the process of training the player character. Thereby, for example, when the player character is a person, it is not possible to accurately know the inner side of the player character, and it is necessary to imagine to some extent, and human communication can be simulated. Thereby, the attachment of the user to the player character can be further improved.
(Item 4)
The predetermined value is set based on a rarity associated with the player character.
Item 3 game program.
According to the game program of this item, it is possible to appropriately set the difficulty level of the player character having a high degree of rarity, and the user's attachment to the player character can be further improved.
(Item 5)
The second parameter given by clearing the second game stage is set according to the difficulty level of the second game stage.
The game program according to any of items 2 to 4.
According to the game program of this item, since the second parameter is given according to the difficulty level of the second game stage, the human feeling that the reliability is deepened when a difficult obstacle is overcome using the player character. Can simulate simple communication. Thereby, the attachment of the user to the player character can be further improved.
(Item 6)
The first game stage includes the game space configured such that only the player character that satisfies the first condition can move.
The game program according to any of items 1 to 5.
According to the game program of this item, as a result of clearing the more difficult first game stage only by the player character satisfying the first condition and changing from the first state to the second state, the player character is moved from the second state. Change to the third state. Thereby, the user can experience a sense of accomplishment by overcoming various obstacles with the player character, and the attachment of the user to the player character can be further improved.
(Item 7)
In (2), the first condition includes a step of determining whether or not a second parameter associated with the player character has reached a predetermined value,
The second parameter is stored in the storage unit on condition that the second game stage advanced by the control unit is cleared,
The second game stage includes the game space configured to allow the player character and any other player character to move.
Item 6 game program.
According to the game program of this item, the second game stage to which the second parameter is given can be cleared using any other player character, so that the user can relatively easily play the favorite player character. Can be nurtured. Thereby, the attachment of the user to the player character can be further improved.
(Item 8)
(2) further executing a step of determining whether or not a second condition associated with the player character is satisfied;
The second condition includes that a value of a predetermined game point associated with the user exceeds a predetermined value,
In (3) or (4), the control unit subtracts the consideration from the value of the game point.
The game program of any of items 1-7.
According to the game program of this item, in order to change the player character from the first state to the second state, another game point can be requested as a price. Thereby, the difficulty level which raises a player character can be set appropriately.
[本発明の実施形態の詳細]
 本発明の実施形態に係るゲームプログラムの具体例を、以下に図面を参照しつつ説明する。なお、本発明はこれらの例示に限定されるものではなく、特許請求の範囲によって示され、特許請求の範囲と均等の意味及び範囲内でのすべての変更が含まれることが意図される。以下の説明では、図面の説明において同一の要素には同一の符号を付し、重複する説明を省略する。
[Details of the embodiment of the present invention]
A specific example of the game program according to the embodiment of the present invention will be described below with reference to the drawings. In addition, this invention is not limited to these illustrations, is shown by the claim, and intends that all the changes within the meaning and range equivalent to the claim are included. In the following description, the same reference numerals are given to the same elements in the description of the drawings, and redundant descriptions are omitted.
 図1に示される本実施形態のゲームシステム1は、複数のユーザにゲームを提供するものである。ゲームシステム1は、複数のユーザ端末100-1~4と、ゲームサーバ200と、を含む。各ユーザ端末100とゲームサーバ200は、ネットワーク2を介して接続されている。ゲームサーバ200は、ゲームに関する各種サービスを各ユーザ端末100に提供する。ネットワーク2は、インターネットや、図示しない無線基地局によって構築される各種移動通信システム(例えば、所謂3G、4G移動通信システム、LTE(Long Term Evolution))や、所定のアクセスポイントによりインターネットに接続可能な無線ネットワーク(例えば、WiFi(登録商標))を含んでいても良い。 The game system 1 of this embodiment shown in FIG. 1 provides a game to a plurality of users. The game system 1 includes a plurality of user terminals 100-1 to 100-4 and a game server 200. Each user terminal 100 and the game server 200 are connected via the network 2. The game server 200 provides various services related to the game to each user terminal 100. The network 2 can be connected to the Internet via the Internet, various mobile communication systems constructed by radio base stations (not shown) (for example, so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution)), and predetermined access points. A wireless network (for example, WiFi (registered trademark)) may be included.
 図2は、各ユーザ端末100の構成を示す。ユーザ端末100はスマートフォンやフィーチャーフォン、PDA、タブレット型コンピュータ等の携帯型の端末装置であることが好ましい。ユーザ端末100は、通信バスにより互いに電気的に接続された制御部110、記憶部120、入力部131、表示部132、通信部140を備える。ユーザ端末100は入力部131および表示部142を構成するタッチパネル130を備えることが好ましく、ユーザは当該タッチパネル130を介してゲームの進行処理に必要な各種指示を入力できる。入力部131は、ユーザのタッチパル130に対する何らかの作用(主に、タッチ操作、スライド動作、スワイプ操作、及びタップ操作等の物理的接触操作)を検知する。タッチパル130は、タッチセンシング部を備える液晶ディスプレイ等で構成され得る。 FIG. 2 shows the configuration of each user terminal 100. The user terminal 100 is preferably a portable terminal device such as a smartphone, a feature phone, a PDA, or a tablet computer. The user terminal 100 includes a control unit 110, a storage unit 120, an input unit 131, a display unit 132, and a communication unit 140 that are electrically connected to each other via a communication bus. The user terminal 100 preferably includes a touch panel 130 that constitutes the input unit 131 and the display unit 142, and the user can input various instructions necessary for the progress process of the game via the touch panel 130. The input unit 131 detects some action (mainly a physical contact operation such as a touch operation, a slide operation, a swipe operation, and a tap operation) on the touch pal 130 of the user. The touch pal 130 may be configured with a liquid crystal display or the like provided with a touch sensing unit.
 通信部140は、ゲームサーバ200に対して各種情報の送受信を実行するための制御を行う。本実施形態では、当該要求は所定のゲームプログラムやユーザ情報、ゲーム情報といったゲームデータをユーザ端末100に送信させる指示や、ゲームを進行させるための指示を含む。 The communication unit 140 performs control for executing transmission / reception of various types of information to the game server 200. In the present embodiment, the request includes an instruction for transmitting game data such as a predetermined game program, user information, and game information to the user terminal 100 and an instruction for proceeding with the game.
 制御部110はCPU(Central Processing Unit)やMPU(Micro processing unit)、GPU(Graphics Processing Unit)等の各種プロセッサを含んで構成され得る。通信部140は制御部110の制御によりユーザ端末100とネットワーク2との接続を確立する。記憶部120は、DRAM(Dynamic Random Access Memory)などの揮発性記憶装置で構成される主記憶と、フラッシュメモリやHDD(Hard Disk Drive)などの不揮発性記憶装置で構成される補助記憶を含む。補助記憶には、ゲームサーバ200からダウンロードされるゲームプログラム等のゲームデータが格納される。当該ゲームプログラムは、主記憶上に展開され、制御部110に実行される。主記憶には、制御部110が当該プログラムに従って動作している間に生成した各種ゲームデータや制御部110によって利用される各種ゲームデータも一時的に格納される。制御部110は、当該プログラムによって、作用受付部111、処理部112、判定部113、要求部114,画像生成部115として機能し得る。 The control unit 110 may include various processors such as a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit). The communication unit 140 establishes a connection between the user terminal 100 and the network 2 under the control of the control unit 110. The storage unit 120 includes a main memory configured by a volatile storage device such as a DRAM (Dynamic Random Access Memory), and an auxiliary memory configured by a nonvolatile storage device such as a flash memory or an HDD (Hard Disk Drive). In the auxiliary memory, game data such as a game program downloaded from the game server 200 is stored. The game program is developed on the main memory and executed by the control unit 110. In the main memory, various game data generated while the control unit 110 is operating according to the program and various game data used by the control unit 110 are also temporarily stored. The control unit 110 can function as the action reception unit 111, the processing unit 112, the determination unit 113, the request unit 114, and the image generation unit 115 by the program.
 作用受付部111は、入力部131に対するユーザの作用を検知する。作用受付部111は、タッチパネル130や、その他のボタンを介した操作指示等、いかなる入力がなされたかを判別し、その結果を端末処理部112等の必要な要素に出力する。タッチパネル130に対する作用入力がなされた場合には、入力位置の座標情報や、作用の種類(タッチ操作やスライド動作など)を検知する。また、連続して検知されていた入力が途切れることを検知することで、タッチパネル130から接触入力が解除されたことを検知する。 The action accepting unit 111 detects a user action on the input unit 131. The action reception unit 111 determines what input has been made, such as an operation instruction via the touch panel 130 or other buttons, and outputs the result to necessary elements such as the terminal processing unit 112. When an action input is made to the touch panel 130, the coordinate information of the input position and the type of action (such as a touch operation or a slide operation) are detected. Further, by detecting that the input that has been continuously detected is interrupted, it is detected that the touch input has been canceled from the touch panel 130.
 処理部112は、ユーザ端末100全体の動作を制御し、各要素間におけるデータの送受信や、ゲームの実行に必要な演算処理を行う。例えば、作用受付部111で検知された作用に基づいてゲームプログラムに従ったゲームを進行させ、その結果としてのゲーム画像を描画するよう、画像生成部115に指示する。また、ゲームの進行状態に応じて、表示部132に表示される視野を指定するための仮想カメラの位置を制御する処理を行っても良い。 The processing unit 112 controls the operation of the entire user terminal 100, and performs arithmetic processing necessary for data transmission / reception between the elements and execution of the game. For example, the image generation unit 115 is instructed to advance the game according to the game program based on the action detected by the action accepting unit 111 and to draw the resulting game image. Further, processing for controlling the position of the virtual camera for designating the visual field displayed on the display unit 132 may be performed in accordance with the progress of the game.
 判定部113は、処理部112からの判定要求に基づいて記憶部120に記憶された各種ゲームデータを参照し、後述するゲーム進行に必要な各種判定を実行する。 The determination unit 113 refers to various game data stored in the storage unit 120 based on a determination request from the processing unit 112, and executes various determinations necessary for game progress to be described later.
 要求部114は、ゲームサーバ200に対し、各種要求を通信部140を介して送信する。各種要求は、後述するように各種ゲームデータやゲームプログラムをユーザ端末100にダウンロードさせる要求を含む。 The request unit 114 transmits various requests to the game server 200 via the communication unit 140. The various requests include requests for causing the user terminal 100 to download various game data and game programs as will be described later.
 画像生成部115は、ゲームサーバ200から受信したゲームデータや、ゲームプログラムによる演算結果、ユーザの入力部131に対する作用に基づいて、表示部132に表示されるゲーム画面やゲームオブジェクト等の画像を生成する。 The image generation unit 115 generates an image such as a game screen or a game object displayed on the display unit 132 based on the game data received from the game server 200, the calculation result of the game program, and the action of the user on the input unit 131. To do.
 図3は、ゲームサーバ200の構成を示す。ゲームサーバ200は、システム管理者等が、ユーザ(プレイヤ)に提供するゲームを制御し、管理する際に利用する情報制御装置であり、例えばワークステーションやパーソナルコンピュータのような汎用コンピュータである。本実施形態のゲームサーバ200は、各ユーザ端末100にゲーム進行に必要な情報を提供するゲーム提供機能を有している。ゲームサーバ200は、ユーザ端末100から各種の指示を受信し、ユーザ端末100上で動作可能なゲームプログラムや、Webページ(ゲーム画面等)や、ユーザ情報やゲームパラメータ等の各種ゲームデータ、各種通知等を送信する。ゲームサーバ200は、ネットワーク2と通信するネットワークインターフェースである通信部240と、制御部210と、記憶部220と、入力部231と、出力部232と、を備えており、これらは互いにバスにより電気的に接続されている。 FIG. 3 shows the configuration of the game server 200. The game server 200 is an information control device used when a system administrator or the like controls and manages a game provided to a user (player), and is a general-purpose computer such as a workstation or a personal computer. The game server 200 of the present embodiment has a game providing function that provides each user terminal 100 with information necessary for the progress of the game. The game server 200 receives various instructions from the user terminal 100, game programs operable on the user terminal 100, Web pages (game screens, etc.), various game data such as user information and game parameters, various notifications Etc. The game server 200 includes a communication unit 240 that is a network interface that communicates with the network 2, a control unit 210, a storage unit 220, an input unit 231, and an output unit 232. Connected.
 制御部210は、CPUやMPU、GPU等の各種プロセッサを含んで構成され得る。制御部210は、ゲームサーバ200全体の動作を制御し、各要素間におけるデータの送受信や、ゲームの実行に必要な演算処理を行う。通信部240は制御部210の制御によりゲームサーバ200とネットワーク2との接続を確立する。記憶部220は、DRAMなどの揮発性記憶装置や、フラッシュメモリやHDDなどの不揮発性記憶装置を含んで構成され得る。制御部210は、記憶部220に格納される各種プログラムを各種メモリに展開して実行することによって、必要な処理を実現する。制御部210は、当該プログラムによって、受信部211、処理部212、データ管理部213、判定部214、送信部215、画像生成部216として機能し得る。 The control unit 210 may be configured to include various processors such as a CPU, MPU, and GPU. The control unit 210 controls the overall operation of the game server 200, and performs data transmission / reception between elements and arithmetic processing necessary for game execution. The communication unit 240 establishes a connection between the game server 200 and the network 2 under the control of the control unit 210. The storage unit 220 may be configured to include a volatile storage device such as a DRAM, and a nonvolatile storage device such as a flash memory or an HDD. The control unit 210 implements necessary processing by expanding and executing various programs stored in the storage unit 220 in various memories. The control unit 210 can function as a reception unit 211, a processing unit 212, a data management unit 213, a determination unit 214, a transmission unit 215, and an image generation unit 216 according to the program.
 記憶部220には、ユーザの認証プログラム等を含む各種ゲームプログラムが格納される。また、各ユーザに関する情報や、当該ユーザに関連付けられた保有キャラクタに関する情報が格納される。さらに、ユーザ端末100において進行される後述の各種ゲームイベントを処理するために必要な、各種ゲームデータを含むゲーム情報が格納される。記憶部240には、当該ゲームに関連する各種ゲーム情報やユーザ情報を管理するデータベースが構築されていてもよい。 The storage unit 220 stores various game programs including a user authentication program. In addition, information regarding each user and information regarding a retained character associated with the user are stored. Furthermore, game information including various game data necessary for processing various game events to be described later that are progressed in the user terminal 100 is stored. In the storage unit 240, a database for managing various game information and user information related to the game may be constructed.
図4は、記憶部220,120に格納されるユーザ管理テーブル300の一例を示す。ユーザ管理テーブル300は、所定のユーザが保有するプレイヤキャラクタ(保有キャラクタ)を、当該ユーザを特定する識別子(ユーザID)と関連付けて記憶する。プレイヤキャラクタに関する情報は、レアリティ、デッキ、絆ポイント(最大値、現在値)、レベル、HP、SP、攻撃力、防御力、武器、スキルといったパラメータを含む。レアリティはプレイヤキャラクタの希少度を示すパラメータである。デッキは、後述するように、所定のゲームイベントに参加することができる1または複数のプレイヤキャラクタを予め選択して記憶するための情報であり、当該プレイヤキャラクタが所属するチームを規定するものである。絆ポイントはユーザの当該プレイヤキャラクタに対する愛着度を示すパラメータである。HPは体力パラメータであり、敵キャラクタから攻撃を受けることによって減少し、所定値を下回ると戦闘不能となり、各ユーザによる操作が不能となる。SPはプレイヤキャラクタが特殊なアクションであるスキルを使用するために使用するパラメータであり、スキルを発動することによって所定量だけ減少し、通常の攻撃行動等を実行することによって所定量だけ回復する。SPが当該所定量を下回る場合には、スキルを使用不能となる。攻撃力はプレイヤキャラクタのアクションによって敵キャラクタに与えるダメージ量を算定するための基礎となるパラメータである。防御力は敵キャラクタの攻撃により減少するHPを算定するための基礎となるパラメータである。武器は参加キャラクタが協力プレイにおいて使用するものが設定されており、当該武器に応じてスキルが設定されてもよく、攻撃力や防御力が変動するように設定されていてもよい。 FIG. 4 shows an example of the user management table 300 stored in the storage units 220 and 120. The user management table 300 stores a player character (held character) held by a predetermined user in association with an identifier (user ID) that identifies the user. Information about the player character includes parameters such as rarity, deck, bond points (maximum value, current value), level, HP, SP, attack power, defense power, weapon, skill. The rarity is a parameter indicating the rarity of the player character. As will be described later, the deck is information for selecting and storing one or more player characters that can participate in a predetermined game event in advance, and defines a team to which the player character belongs. . The bond point is a parameter indicating the degree of attachment of the user to the player character. HP is a physical strength parameter, and decreases when attacked by an enemy character. When the value falls below a predetermined value, the battle becomes impossible and the operation by each user becomes impossible. SP is a parameter used by the player character to use a skill that is a special action. The SP is decreased by a predetermined amount by activating the skill, and is recovered by a predetermined amount by executing a normal attack action or the like. If the SP is below the predetermined amount, the skill cannot be used. The attack power is a parameter serving as a basis for calculating the amount of damage given to the enemy character by the action of the player character. The defensive power is a parameter serving as a basis for calculating the HP that decreases due to the attack of the enemy character. The weapon used by the participating characters in the cooperative play is set, and the skill may be set according to the weapon, or the attack power and the defense power may be set to vary.
プレイヤキャラクタに関連付けられたパラメータは、プレイヤキャラクタをゲームイベントが進行されるゲーム空間で動作させる際に用いられる第1パラメータと、プレイヤキャラクタをゲームイベントが進行されるゲーム空間で動作させる際に用いられない第2パラメータを含む。第1パラメータは、例えばHP、SP、攻撃力、防御力、武器、スキルといったパラメータである。第2パラメータは、例えばレアリティや絆ポイントといったパラメータであり、第1パラメータを決定、調整する際の指標となり得る。 The parameters associated with the player character are used when the player character operates in the game space where the game event progresses, and the first parameter used when the player character operates in the game space where the game event progresses. No second parameter. The first parameter is, for example, a parameter such as HP, SP, attack power, defense power, weapon, skill. The second parameter is, for example, a parameter such as a rarity or a bond point, and can serve as an index when determining and adjusting the first parameter.
 受信部211は、各ユーザ端末100からの各種情報を受け付ける。各ユーザ端末100は、通信部140の制御により各種情報をゲームサーバ200に対して送信し、ゲームサーバ200は、ネットワーク2、通信部240を介して当該情報を受信し、受信部211が情報の内容を識別して受け付ける。処理部212は、ゲームサーバ200全体の動作を制御し、各要素間におけるデータの送受信や、ゲームの進行に必要な演算処理を行う。また、データ管理部213は、処理部212における各種演算結果に基づいて、記憶部220に格納される各種ゲームデータやデータベースを更新する。受信部211がユーザ端末100からゲーム処理に関する要求を受け付けると、処理部212が記憶部220に格納される各種ゲームデータやデータベースを参照し、必要に応じて管理部213が各種ゲームデータやデータベースのレコードの追加/更新/削除を行うことにより、必要な処理を実行する。  The receiving unit 211 receives various information from each user terminal 100. Each user terminal 100 transmits various types of information to the game server 200 under the control of the communication unit 140, the game server 200 receives the information via the network 2 and the communication unit 240, and the reception unit 211 receives the information. Identify and accept content. The processing unit 212 controls the overall operation of the game server 200, and performs data transmission / reception between elements and arithmetic processing necessary for the progress of the game. In addition, the data management unit 213 updates various game data and databases stored in the storage unit 220 based on various calculation results in the processing unit 212. When the reception unit 211 receives a request for game processing from the user terminal 100, the processing unit 212 refers to various game data and database stored in the storage unit 220, and the management unit 213 stores various game data and database as necessary. Necessary processing is executed by adding / updating / deleting records. *
 判定部214は、処理部212からの判定要求に基づいて、記憶部220に記憶された各種ゲームデータやデータベースを参照し、ゲーム進行に必要な各種判定を実行する。 Based on the determination request from the processing unit 212, the determination unit 214 refers to various game data and databases stored in the storage unit 220 and executes various determinations necessary for the game progress.
 送信部215は、ユーザ端末100上で動作可能なゲームプログラムや、ユーザ情報や各種ゲーム情報を含むゲームデータ、ゲーム画面等の画像や各種通知等をユーザ端末100に送信する制御を行う。画像生成部216は、処理部212や判定部214の制御によりゲームの進行に必要なゲームデータに関連するゲーム画像等の画像を生成する。当該画像は送信部215の制御に基づいてユーザに送信される。 The transmission unit 215 performs control to transmit a game program operable on the user terminal 100, game data including user information and various game information, images such as a game screen, various notifications, and the like to the user terminal 100. The image generation unit 216 generates an image such as a game image related to game data necessary for the progress of the game under the control of the processing unit 212 and the determination unit 214. The image is transmitted to the user based on the control of the transmission unit 215.
 入力部231はマウスやキーボード等の情報入力機器である。出力部232は液晶ディスプレイ等であり、コンピュータの情報をモニタリングするために用いられる。 The input unit 231 is an information input device such as a mouse or a keyboard. The output unit 232 is a liquid crystal display or the like, and is used for monitoring computer information.
 上記のユーザ端末100の機能の少なくとも一部は、ゲームサーバ200が備えるように構成されていても良い。また、上記のゲームサーバ200の機能の少なくとも一部は、ユーザ端末100が備えるように構成されていても良い。すなわち、本実施形態におけるゲームプログラムが実行されることにより所定の機能が実現されるコンピュータは、上述のユーザ端末100やゲームサーバ200を含む情報制御装置等から任意に選択され得る。 The game server 200 may be configured to include at least part of the functions of the user terminal 100 described above. Further, at least a part of the functions of the game server 200 may be configured to be provided in the user terminal 100. That is, a computer that realizes a predetermined function by executing the game program in the present embodiment can be arbitrarily selected from the information control device including the user terminal 100 and the game server 200 described above.
 以下、本実施形態によるゲームシステム1の処理の流れを図5~図9を参照して詳細に説明する。ゲームシステム1で進行されるゲームは、例えばアクションRPG(roleplaying game)やRTS(Real-time Strategy)、FPS(First-Person Shooter)である。図5、図7、図9は、ゲームシステム1で実行される処理フローの一例を示すフローチャートである。図6は第1状態におけるプレイヤキャラクタの一例を示す。図8は、第2状態におけるプレイヤキャラクタの一例を示す。 Hereinafter, the processing flow of the game system 1 according to the present embodiment will be described in detail with reference to FIGS. The games that are progressed in the game system 1 are, for example, action RPG (rolling game), RTS (Real-time Strategy), and FPS (First-Person Shoter). 5, 7, and 9 are flowcharts illustrating an example of a processing flow executed in the game system 1. FIG. 6 shows an example of the player character in the first state. FIG. 8 shows an example of the player character in the second state.
 図5に示すように、ユーザがユーザ端末100を用いてゲームを起動すると、要求部114はゲームサーバ200に対してゲームを開始するためのユーザ情報およびゲーム情報を要求する(S101)。当該ユーザ情報は、ユーザを識別するための識別子(ユーザID)を含む。ゲームサーバ200はネットワーク2および通信部240を介してこれを受信すると、受信部211はこれを受信する処理を実行する(S201)。処理部212は記憶部220を参照して、必要に応じてデータ管理部213がユーザ管理テーブル300を更新した上で、当該ユーザに応じた最新のユーザ情報やゲーム情報を特定する。送信部215はこれをユーザ端末101に送信し(S202)、ユーザ端末100の通信部140がこれを受信すると、処理部112は必要に応じてユーザ管理テーブル300を更新した上で、当該ユーザ情報およびゲーム情報を用いてゲームを開始するための処理を実行する(S102)。 As shown in FIG. 5, when a user starts a game using the user terminal 100, the request unit 114 requests user information and game information for starting the game from the game server 200 (S101). The user information includes an identifier (user ID) for identifying the user. When the game server 200 receives this via the network 2 and the communication unit 240, the receiving unit 211 executes a process of receiving this (S201). The processing unit 212 refers to the storage unit 220, and after the data management unit 213 updates the user management table 300 as necessary, specifies the latest user information and game information corresponding to the user. The transmission unit 215 transmits this to the user terminal 101 (S202). When the communication unit 140 of the user terminal 100 receives this, the processing unit 112 updates the user management table 300 as necessary, and then transmits the user information. And the process for starting a game is performed using game information (S102).
 処理部112は、更新されたユーザ管理テーブル300を参照して当該ユーザが保有する各プレイヤキャラクタのパラメータを特定する。特定されるパラメータは、前述の第1パラメータと第2パラメータを含む(S103)。 The processing unit 112 refers to the updated user management table 300 and specifies the parameters of each player character held by the user. The specified parameters include the first parameter and the second parameter described above (S103).
 ユーザは、所定の作用を入力部132に入力することにより、保有キャラクタから選択されたプレイヤキャラクタを用いて、デッキを編成する画面に移行する(S104)。デッキは、所定のゲームイベントに参加することができる1または複数のプレイヤキャラクタを予め選択して記憶するための情報であり、当該プレイヤキャラクタが所属するチームを規定するものである。作用受付部111は当該作用を受け付けると、画像生成部115に対し、デッキ編成画面を生成するように指示する。デッキ編成画面は、保有キャラクタ一覧と、デッキ選択ボックスを含むことが好ましく、ユーザが所望のプレイヤキャラクタに所定の作用を入力することによってデッキ選択ボックスに当該プレイヤキャラクタを移動させることにより、当該プレイヤキャラクタをデッキメンバーとして選択するように構成されることが好ましい。本実施形態では複数のデッキを編成し、これを記憶部120,220に記憶しておくことができ、図4に示すように、プレイヤキャラクタA~Cがデッキ1に属し、プレイヤキャラクタC~Eがデッキ2に属するように設定されている。 The user inputs a predetermined action to the input unit 132 to shift to a screen for organizing the deck using the player character selected from the possessed characters (S104). The deck is information for selecting and storing one or more player characters that can participate in a predetermined game event in advance, and defines a team to which the player character belongs. When receiving the action, the action receiving unit 111 instructs the image generation unit 115 to generate a deck organization screen. The deck organization screen preferably includes a list of owned characters and a deck selection box. When the user inputs a predetermined action to a desired player character, the player character is moved to the deck selection box, whereby the player character is displayed. Is preferably configured to select as a deck member. In the present embodiment, a plurality of decks can be organized and stored in the storage units 120 and 220. As shown in FIG. 4, the player characters A to C belong to the deck 1, and the player characters C to E Are set to belong to the deck 2.
 保有キャラクタ一覧において、図6に示すようなカード情報を含む詳細なプレイヤキャラクタPC1に関する情報が表示部131に表示されることが好ましい。図6は、第1状態におけるプレイヤキャラクタPC1を示しており、プレイヤキャラクタPC1のイメージを示すキャラクタグラフィックCG1と、希少度を示すレアリティ表示RD1と、絆ポイント表示CD1を含む。絆ポイント表示CD1は、絆ポイント最大値図形(第1表示)MC1と、絆ポイント現在値図形(第2表示)CC1を含む。絆ポイント最大値図形MC1および絆ポイント現在値図形CC1の表示は、ユーザ管理テーブル300に示される絆ポイント最大値の数値、および、絆ポイント現在値の数値を図形化したものとして表示される。これにより、ユーザはプレイヤキャラクタを育成する過程において、絆ポイントの現在値、および、目標値を正確に知ることができない。そのため、本実施形態に示すようにプレイヤキャラクタが人物(女の子キャラクタ)である場合には、当該プレイヤキャラクタの内的側面を正確に知ることができず、ある程度想像する必要が生じ、人間的なコミュニケーションを模擬することができる。これにより、ユーザのプレイヤキャラクタに対する愛着を向上させ得る。 In the possessed character list, it is preferable that detailed information regarding the player character PC1 including card information as shown in FIG. FIG. 6 shows the player character PC1 in the first state, and includes a character graphic CG1 indicating an image of the player character PC1, a rarity display RD1 indicating rarity, and a bond point display CD1. The bond point display CD1 includes a bond point maximum value graphic (first display) MC1 and a bond point current value graphic (second display) CC1. The bond point maximum value graphic MC1 and the bond point current value graphic CC1 are displayed as a graphic representation of the value of the bond point maximum value and the value of the bond point current value shown in the user management table 300. Thus, the user cannot accurately know the current value and target value of the bond point in the process of nurturing the player character. For this reason, when the player character is a person (girl character) as shown in the present embodiment, it is not possible to accurately know the inner side of the player character, and it is necessary to imagine to some extent, and human communication Can be simulated. Thereby, attachment to a user's player character can be improved.
 ユーザは、所定の作用を入力部132に入力することにより、編成したデッキのいずれかを用いて挑戦するクエスト(通常クエスト:第2ゲームステージ)を選択する(S105)。作用選択部111はこれを受け付けると、処理部112の制御により、要求部114は当該クエストに関するクエスト情報を要求する(S106)。ゲームサーバ200の受信部211はこれを受け付けると(S203)、処理部212は記憶部220を参照して要求されたクエストに関するクエスト情報(ゲーム情報)を特定し、画像生成部216が必要に応じてゲーム画像を生成し、送信部215は当該クエスト情報をユーザ端末100に送信する(S204)。クエスト情報は、当該クエストが進行されるバトルフィールドとなるゲーム空間に関する情報、プレイヤキャラクタと敵対する敵キャラクタ情報、当該クエストのクリア条件や制限時間、ゲーム内時間の進行に応じた敵キャラクタの行動変化に関する情報等を含む。ユーザ端末100の通信部140がこれを受信すると、処理部112の制御により、画像生成部115により必要なゲーム画像が生成された後、当該クエストを進行させる処理が実行される(S107)。 The user inputs a predetermined action to the input unit 132, thereby selecting a quest to be challenged using one of the organized decks (normal quest: second game stage) (S105). When the action selection unit 111 accepts the request, the request unit 114 requests quest information regarding the quest under the control of the processing unit 112 (S106). When the receiving unit 211 of the game server 200 accepts this (S203), the processing unit 212 refers to the storage unit 220 to identify the quest information (game information) related to the requested quest, and the image generation unit 216 determines that it is necessary. The game image is generated, and the transmission unit 215 transmits the quest information to the user terminal 100 (S204). The quest information is information related to the game space serving as a battle field in which the quest proceeds, enemy character information that opposes the player character, clear conditions and time limit for the quest, and changes in the behavior of the enemy character according to the progress of the in-game time. Includes information. When the communication unit 140 of the user terminal 100 receives this, after the necessary game image is generated by the image generation unit 115 under the control of the processing unit 112, processing for advancing the quest is executed (S107).
 本実施形態において、第2ゲームステージとしての通常クエストは、任意のプレイヤキャラクタを動作させることが可能なゲーム空間として構成されている。従って、編成したデッキは、ユーザが特に育成したいプレイヤキャラクタPC1、および、他の任意のプレイヤキャラクタを含んでいても良い。これにより、ユーザは任意のプレイヤキャラクタを動作させることによりクエストをクリアすることが可能となり、ユーザは比較的容易に好みのプレイヤキャラクタを育成することができる。これにより、ユーザのプレイヤキャラクタに対する愛着をさらに向上させ得る。 In this embodiment, the normal quest as the second game stage is configured as a game space in which an arbitrary player character can be operated. Therefore, the organized deck may include the player character PC1 that the user particularly wants to train and any other player character. Accordingly, the user can clear the quest by operating any player character, and the user can cultivate a favorite player character relatively easily. Thereby, the attachment of the user to the player character can be further improved.
 判定部113はクエストにおけるプレイヤキャラクタの行動履歴、および、ゲーム状況に基づいて、当該クエストがクリアされたか否かを判定する(S108)。クエストクリア条件は、例えば敵キャラクタを全て倒したことであり、ユーザがプレイヤキャラクタを操作することによって敵キャラクタを攻撃し、全ての敵キャラクタのHPを所定値(例えば0)以下とすることにより、クエストがクリアされたと判定される(S108のY)。全ての敵キャラが倒されていない場合には、クエストが継続される(S108のN)。なお、全てのプレイヤキャラクタが敵キャラクタに倒されたり、制限時間を超過した場合には、クエストがクリアされなかったと判定し、ゲーム状況をクエスト挑戦前の状態に戻すように制御しても良い。 The determination unit 113 determines whether or not the quest has been cleared based on the action history of the player character in the quest and the game situation (S108). The quest clear condition is, for example, that all the enemy characters have been defeated. The user attacks the enemy character by operating the player character, and the HP of all the enemy characters is set to a predetermined value (for example, 0) or less. It is determined that the quest has been cleared (Y in S108). If all enemy characters are not defeated, the quest is continued (N in S108). If all the player characters are defeated by an enemy character or the time limit is exceeded, it may be determined that the quest has not been cleared and the game state is returned to the state before the quest challenge.
 クエストがクリアされたと判定されると、要求部114はゲームサーバ200に対して、当該クエストがクリアされたことを通知する情報を送信する(S108)。ゲームサーバ200の受信部211がこれを受信すると(S205)、判定部214は当該クエストが確かにクリアされたことを判定し、当該ユーザに付与される報酬が特定される。本実施形態では、クエストクリアに貢献したデッキを構成する全プレイヤキャラクタに各種第2パラメータが付与されるとともに、当該ユーザに各種ゲーム内通貨等のゲームポイントが付与される。付与される第2パラメータは、例えば所定値を超えた場合にプレイヤキャラクタのレベルを上昇させる経験値や、前述の絆ポイントである。データ管理部213は当該情報に基づいて記憶部220に記憶されたユーザ管理テーブル300(ユーザ情報)を更新し(S206)、当該情報を報酬情報としてユーザ端末100に送信する(S207)。なお、付与される絆ポイントの数値は、当該通常クエストの難易度に応じて設定されることが好ましい。通常クエストの難易度に応じて絆ポイントが付与されるので、プレイヤキャラクタを用いて困難な障害を乗り越えた場合には信頼感がより深まるという人間的なコミュニケーションを模擬することができる。これにより、ユーザのプレイヤキャラクタに対する愛着をさらに向上させ得る。 If it is determined that the quest has been cleared, the request unit 114 transmits information notifying that the quest has been cleared to the game server 200 (S108). When the reception unit 211 of the game server 200 receives this (S205), the determination unit 214 determines that the quest has been cleared, and specifies a reward to be given to the user. In the present embodiment, various second parameters are given to all player characters that make up the deck that contributed to clearing the quest, and game points such as various in-game currencies are given to the user. The second parameter to be given is, for example, an experience value that raises the level of the player character when a predetermined value is exceeded, or the aforementioned bond point. The data management unit 213 updates the user management table 300 (user information) stored in the storage unit 220 based on the information (S206), and transmits the information to the user terminal 100 as reward information (S207). In addition, it is preferable that the numerical value of the bond points given is set according to the difficulty level of the normal quest. Since bond points are given according to the difficulty level of a normal quest, it is possible to simulate human communication that a sense of trust is deepened when a difficult obstacle is overcome using a player character. Thereby, the attachment of the user to the player character can be further improved.
 ユーザ端末100は報酬情報を受信すると(S109)、処理部112の制御により、必要に応じて記憶部120に記憶されたユーザ管理テーブル300(ユーザ情報)を更新することによって、デッキメンバーとして選択されていた各プレイヤキャラクタに絆ポイントや経験値といった第2パラメータが付与され、それに基づいて各プレイヤキャラクタの第1パラメータが更新される(S110)。このとき、画像生成部115は、更新された絆ポイント現在値の数値に基づいて、図6に示す絆ポイント現在値図形CC1の表示を更新することが好ましい。本実施形態では、絆ポイント最大値図形MC1は、4つのサブ図形S1~S4(ハートマーク)を含んでおり、各サブ図形S1~S4には、各プレイヤキャラクタPC1のレアリティに応じて設定された絆ポイント最大値をサブ図形の数で割った絆ポイントが割り当てられている。更新後の絆ポイント現在値の値が、絆ポイント最大値をサブ図形の数で割った絆ポイントのうちのいくつを満足しているかを判定し、満足されたサブ図形については当該図形を塗りつぶすように絆ポイント現在値図形CC1が表示される。満足されていない分については、当該サブ図形に設定された絆ポイントの分だけ、途中まで当該図形を塗りつぶすように絆ポイント現在値図形CC1が表示される。これにより、絆ポイント現在値がゲージ状に表示される。例えば、絆ポイント現在値が絆ポイント最大値に対して8分の3だけ取得されている場合には、サブ図形S1と、サブ図形S2の半分が塗りつぶされることにより絆ポイント現在値図形CC1が表示される。 Upon receiving the reward information (S109), the user terminal 100 is selected as a deck member by updating the user management table 300 (user information) stored in the storage unit 120 as necessary under the control of the processing unit 112. Second parameters such as bond points and experience values are given to each player character, and the first parameter of each player character is updated based on the second parameter (S110). At this time, it is preferable that the image generation unit 115 updates the display of the bond point current value graphic CC1 shown in FIG. 6 based on the updated value of the bond point current value. In the present embodiment, the bond point maximum value graphic MC1 includes four sub-graphics S1 to S4 (heart marks), and each sub-graphic S1 to S4 is set according to the rarity of each player character PC1. A bond point is assigned by dividing the maximum value of bond points by the number of sub-shapes. Determine how many of the bond points the updated bond point current value is divided by the maximum number of bond points divided by the number of sub-shapes, and fill those shapes for the satisfied sub-shapes The bond point current value graphic CC1 is displayed. For the unsatisfied portion, the bond point current value graphic CC1 is displayed so as to fill the graphic halfway by the bond point set in the sub graphic. Thereby, the bond point present value is displayed in a gauge shape. For example, when only 3/8 of the bond point current value is acquired with respect to the bond point maximum value, the sub-graphic S1 and half of the sub-graphic S2 are filled to display the bond point current value graphic CC1. Is done.
 次に、図7に示すように、当該プレイヤキャラクタPC1に関連付けて設定された第1条件を満たすか否かを判定する。本実施形態では、第1条件はプレイヤキャラクタPC1に設定された第2パラメータとしての絆ポイントが所定値を上回っているか否かである。従って、判定部113は、当該プレイヤキャラクタPC1のパラメータ(第2パラメータ:絆ポイント現在値)を特定する(S111)。本実施形態では、所定値は絆ポイント最大値であり、絆ポイント現在値が絆ポイント最大値に達しているか否かが判定される(S112)。 Next, as shown in FIG. 7, it is determined whether or not the first condition set in association with the player character PC1 is satisfied. In the present embodiment, the first condition is whether or not the bond point as the second parameter set for the player character PC1 exceeds a predetermined value. Therefore, the determination unit 113 specifies the parameter (second parameter: bond point current value) of the player character PC1 (S111). In the present embodiment, the predetermined value is the bond point maximum value, and it is determined whether or not the current bond point value has reached the bond point maximum value (S112).
 第1条件を満たしていると判定された場合には(S112のY)、本実施形態においては、判定部113が第2条件を満足しているか否かをさらに判定する(S113)。第2条件は、例えばユーザに関連付けられた所定のゲームポイントを対価として支払うことであり、本実施形態ではゲーム内通貨とは別個に設定された応援ポイントが、当該対価より多く保有されているか否かが判定される。応援ポイントは、前述の通常クエストをクリアする等によってユーザに付与される報酬である。 When it is determined that the first condition is satisfied (Y in S112), in the present embodiment, it is further determined whether or not the determination unit 113 satisfies the second condition (S113). The second condition is, for example, to pay a predetermined game point associated with the user as a consideration, and in the present embodiment, whether or not more support points are set separately from the in-game currency. Is determined. A support point is a reward given to a user by clearing the above-mentioned normal quest.
 以上の条件を満たしている場合には(S113のY)、ユーザはプレイヤキャラクタを、図6に示された第1状態のプレイヤキャラクタPC1から、図8に示された第2状態のプレイヤキャラクタPC2に変化させることができる。本実施形態においては、前述の少なくとも第1条件を満足することにより、第1状態のプレイヤキャラクタPC1から、第2状態のプレイヤキャラクタPC2に変化させることを、愛情進化と称する。ユーザは当該プレイヤキャラクタを愛情進化させるか否かを任意に決定することができ、所定の応援ポイントを対価として支払うことを承諾する場合には、当該プレイヤキャラクタを愛情進化させるための要求を入力部131に対して入力することができる。 When the above conditions are satisfied (Y in S113), the user changes the player character from the player character PC1 in the first state shown in FIG. 6 to the player character PC2 in the second state shown in FIG. Can be changed. In the present embodiment, changing the player character PC1 in the first state to the player character PC2 in the second state by satisfying at least the first condition described above is referred to as affection evolution. The user can arbitrarily determine whether or not the player character is to be love-evolved, and if he / she agrees to pay a predetermined cheering point as a consideration, he / she inputs a request for love-evolution of the player character. 131 can be input.
 作用受付部111はこの愛情進化要求を受け付けると(S114のY)、要求部114は愛情進化要求をゲームサーバ200に対して送信する(S115)。ゲームサーバ200の受信部211はこれを受け付けると(S208)、判定部214は記憶部220に記憶されたユーザ情報を参照し、当該プレイヤキャラクタが愛情進化のための前述の条件が満足されているか否かを確認する(S209)。愛情進化の条件が満たされていることが確認されると、データ管理部213は、当該プレイヤキャラクタの状態を第1状態から第2状態へ更新するとともに、パラメータ(特に第1パラメータ)を更新する(S210)。また、処理部212は、当該ユーザに対して通常クエストとは異なる絆クエスト(第1ゲームステージ)を開放するように処理し、データ管理部213は記憶部220のユーザ情報およびゲーム情報を更新する(S211)。送信部215は更新されたプレイヤキャラクタに関する情報、および、開放された絆クエストに関する情報を、愛情進化情報としてユーザ端末100に送信する(S212)。ユーザ端末100はこれを受信すると(S116)、処理部112の制御により記憶部120に記憶されたユーザ情報およびゲーム情報を更新し(S117)、プレイヤキャラクタPC2の第1パラメータを更新するように処理する。また、画像生成部115はプレイヤキャラクタが第1状態から第2状態へ変化させることを演出させるための演出画像(各種ムービー)を生成し、表示部132へ表示させる(S118)。これにより、ユーザはプレイヤキャラクタを用いて様々なクエスト(通常クエスト)をクリアすることを通してプレイヤキャラクタの第1パラメータを向上させるという恩恵を受けることにより達成感を味わうことができ、ユーザのプレイヤキャラクタに対する愛着をさらに向上させ得る。 When the action receiving unit 111 receives this affection evolution request (Y in S114), the request unit 114 transmits the affection evolution request to the game server 200 (S115). When the reception unit 211 of the game server 200 accepts this (S208), the determination unit 214 refers to the user information stored in the storage unit 220, and whether or not the above-described conditions for the player character's affection evolution are satisfied? It is confirmed whether or not (S209). When it is confirmed that the conditions for affection evolution are satisfied, the data management unit 213 updates the state of the player character from the first state to the second state and updates the parameters (particularly the first parameter). (S210). Further, the processing unit 212 performs processing so as to release a bond quest (first game stage) different from the normal quest for the user, and the data management unit 213 updates the user information and game information in the storage unit 220. (S211). The transmission unit 215 transmits the information about the updated player character and the information about the released bond quest to the user terminal 100 as affection evolution information (S212). Upon receiving this (S116), the user terminal 100 updates the user information and game information stored in the storage unit 120 under the control of the processing unit 112 (S117), and performs processing to update the first parameter of the player character PC2. To do. In addition, the image generation unit 115 generates an effect image (various movies) for causing the player character to change from the first state to the second state, and displays it on the display unit 132 (S118). Thereby, the user can enjoy a sense of accomplishment by receiving the benefit of improving the first parameter of the player character through clearing various quests (normal quests) using the player character. Attachment can be further improved.
 第2状態におけるプレイヤキャラクタPC2は、図8に示すように、レアリティ表示RD2、キャラクタグラフィックCG2が更新される。また、絆ポイント現在値が絆ポイント最大値に達しているため、絆ポイント表示CD2の全てのサブ図形S1~S4が全て塗りつぶされるように、表示が更新される。 In the player character PC2 in the second state, the rarity display RD2 and the character graphic CG2 are updated as shown in FIG. Further, since the bond point current value has reached the bond point maximum value, the display is updated so that all the sub-graphics S1 to S4 of the bond point display CD2 are all filled.
 ユーザは、所定の作用を入力部132に入力することにより、開放された絆クエストに挑戦することができる。作用選択部111はこれを受け付けると、処理部112の制御により、要求部114は当該クエストに関するクエスト情報を要求する(S120)。ゲームサーバ200の受信部211はこれを受け付けると(S213)、処理部212は記憶部220を参照して要求されたクエストに関するクエスト情報(ゲーム情報)を特定し、画像生成部216が必要に応じてゲーム画像を生成し、送信部215は当該クエスト情報をユーザ端末100に送信する(S214)。クエスト情報は、当該クエストが進行されるバトルフィールドとなるゲーム空間に関する情報、プレイヤキャラクタと敵対する敵キャラクタ情報、当該クエストのクリア条件や制限時間、ゲーム内時間の進行に応じた敵キャラクタの行動変化に関する情報等を含む。ユーザ端末100の通信部140がこれを受信すると(S121)、処理部112の制御により、画像生成部115により必要なゲーム画像が生成された後、当該絆クエストを進行させる処理が実行される(S122)。 The user can challenge the released bond quest by inputting a predetermined action to the input unit 132. When the action selection unit 111 accepts the request, the request unit 114 requests quest information regarding the quest under the control of the processing unit 112 (S120). When the receiving unit 211 of the game server 200 accepts this (S213), the processing unit 212 refers to the storage unit 220 to identify the quest information (game information) regarding the requested quest, and the image generation unit 216 needs to do so. The game image is generated, and the transmission unit 215 transmits the quest information to the user terminal 100 (S214). The quest information is information related to the game space serving as a battle field in which the quest proceeds, enemy character information that opposes the player character, clear conditions and time limit for the quest, and changes in the behavior of the enemy character according to the progress of the in-game time. Includes information. When the communication unit 140 of the user terminal 100 receives this (S121), after the necessary game image is generated by the image generation unit 115 under the control of the processing unit 112, a process of advancing the bond quest is executed ( S122).
 本実施形態において、第1ゲームステージとしての絆クエストは、愛情進化したプレイヤキャラクタPC2のみを動作させることが可能なゲーム空間として構成されている。従って、編成したデッキとは無関係に愛情進化したプレイヤキャラクタPC2が自動的に選択され、絆クエストが進行される。 In this embodiment, the bond quest as the first game stage is configured as a game space in which only the player character PC2 that has evolved in love can be operated. Accordingly, the player character PC2 that has evolved in love regardless of the organized deck is automatically selected, and the bond quest proceeds.
 判定部113は絆クエストにおけるプレイヤキャラクタPC2の行動履歴、および、ゲーム状況に基づいて、当該絆クエストがクリアされたか否かを判定する(S123)。絆クエストは1または複数のサブウエストを含んでいることが好ましく、全てのサブクエストをクリアすることによって、絆クエストがクリアされたものと判定される。各サブクエストクリア条件は、例えば敵キャラクタを全て倒したことであり、ユーザがプレイヤキャラクタを操作することによって敵キャラクタを攻撃し、全ての敵キャラクタのHPを所定値(例えば0)以下とすることにより、サブクエストがクリアされたと判定されることが好ましい(S123のY)。全ての敵キャラが倒されていない場合には、サブクエストが継続される。また、全てのサブクエストがクリアされていない場合にも、引き続き絆クエストが続行される(S123のN)。なお、絆クエストにおけるサブクエストは、通常クエストよりも難易度が高く設定されていることが好ましい。 The determination unit 113 determines whether or not the bond quest has been cleared based on the action history of the player character PC2 in the bond quest and the game situation (S123). The bond quest preferably includes one or a plurality of sub waists, and it is determined that the bond quest has been cleared by clearing all the sub quests. Each subquest clear condition is, for example, that all enemy characters have been defeated. The user attacks the enemy character by operating the player character, and the HP of all enemy characters is set to a predetermined value (for example, 0) or less. Therefore, it is preferable to determine that the subquest has been cleared (Y in S123). If all enemy characters have not been defeated, the subquest continues. Further, even when all the subquests are not cleared, the bond quest is continued (N in S123). In addition, it is preferable that the subquest in the bond quest is set higher in difficulty than the normal quest.
 絆クエストがクリアされたと判定されると、要求部114はゲームサーバ200に対して、当該クエストがクリアされたことを通知する情報を送信する(S124)。ゲームサーバ200の受信部211がこれを受信すると(S215)、判定部214は絆クエストが確かにクリアされたことを判定し、当該ユーザに付与されるキャラクタ情報が特定される。本実施形態では、愛情進化したプレイヤキャラクタPC2の状態が、第2状態から第3状態に変化される。また、当該プレイヤキャラクタPC2の第1パラメータがさらに更新されるように処理される。データ管理部213は当該情報に基づいて記憶部220に記憶されたユーザ管理テーブル300(ユーザ情報)を更新し(S216)、当該キャラクタ情報をユーザ端末100に送信する(S217)。ユーザ端末100はこれを受信すると(S125)、処理部112の制御により記憶部120に記憶されたユーザ情報およびゲーム情報を更新し(S126)、プレイヤキャラクタPC2の第1パラメータを更新するように処理する。また、画像生成部115はプレイヤキャラクタが第2状態から第3状態へ変化させることを演出させるための演出画像(各種ムービー)を生成し、表示部132へ表示させる(S127)。これにより、ユーザはプレイヤキャラクタのみを用いて絆クエストをクリアすることを通してプレイヤキャラクタの第1パラメータを向上させるという恩恵を受けることにより達成感を味わうことができ、ユーザのプレイヤキャラクタに対する愛着をさらに向上させ得る。 If it is determined that the bond quest has been cleared, the request unit 114 transmits information notifying that the quest has been cleared to the game server 200 (S124). When the reception unit 211 of the game server 200 receives this (S215), the determination unit 214 determines that the bond quest has been cleared, and character information given to the user is specified. In the present embodiment, the state of the player character PC2 that has evolved in affection is changed from the second state to the third state. Further, processing is performed so that the first parameter of the player character PC2 is further updated. The data management unit 213 updates the user management table 300 (user information) stored in the storage unit 220 based on the information (S216), and transmits the character information to the user terminal 100 (S217). Upon receiving this (S125), the user terminal 100 updates the user information and game information stored in the storage unit 120 under the control of the processing unit 112 (S126), and performs processing to update the first parameter of the player character PC2. To do. Further, the image generation unit 115 generates an effect image (various movies) for causing the player character to change from the second state to the third state, and displays it on the display unit 132 (S127). As a result, the user can enjoy a sense of accomplishment by receiving the benefit of improving the first parameter of the player character through clearing the bond quest using only the player character, and further improving the attachment of the user to the player character. Can be.
 以上のように、本実施形態のゲームプログラムによれば、ユーザはプレイヤキャラクタについての第1条件を満たした後、さらに当該プレイヤキャラクタに関連付けられた第1ゲームステージをクリアすることにより、段階的にプレイヤキャラクタの第1パラメータを更新することができる。これにより、ユーザは当該プレイヤキャラクタとともに様々な障害を乗り越えることによる達成感を味わうことができ、ユーザのプレイヤキャラクタに対する愛着をさらに向上させ得る。さらに、第1条件を満足し第1状態から第2状態に変化したプレイヤキャラクタのみにより、さらに困難な第1ゲームステージをクリアした結果として、プレイヤキャラクタを第2状態から第3状態に変化させる。これにより、ユーザは当該プレイヤキャラクタとともに様々な障害を乗り越えることによる達成感を味わうことができ、ユーザのプレイヤキャラクタに対する愛着をさらに向上させ得る。 As described above, according to the game program of the present embodiment, after the user satisfies the first condition for the player character, the user further clears the first game stage associated with the player character, thereby stepwise. The first parameter of the player character can be updated. Thereby, the user can experience a sense of accomplishment by overcoming various obstacles with the player character, and the attachment of the user to the player character can be further improved. Further, the player character is changed from the second state to the third state as a result of clearing the more difficult first game stage only by the player character satisfying the first condition and changing from the first state to the second state. Thereby, the user can experience a sense of accomplishment by overcoming various obstacles with the player character, and the attachment of the user to the player character can be further improved.
 上述した実施の形態は、本発明の理解を容易にするための例示に過ぎず、本発明を限定して解釈するためのものではない。本発明は、その趣旨を逸脱することなく、変更、改良することができると共に、本発明にはその均等物が含まれることは言うまでもない。 The embodiment described above is merely an example for facilitating the understanding of the present invention, and is not intended to limit the present invention. The present invention can be changed and improved without departing from the gist thereof, and it is needless to say that the present invention includes equivalents thereof.
 1…ゲームシステム、2…ネットワーク、100…ユーザ端末、110…制御部、120…記憶部、130…タッチパネル、140…通信部、200…ゲームサーバ、210…制御部、220…記憶部、240…通信部。
 
DESCRIPTION OF SYMBOLS 1 ... Game system, 2 ... Network, 100 ... User terminal, 110 ... Control part, 120 ... Memory | storage part, 130 ... Touch panel, 140 ... Communication part, 200 ... Game server, 210 ... Control part, 220 ... Memory | storage part, 240 ... Communication department.

Claims (7)

  1.  ユーザの指示に基づいてゲームを進行させる制御部、および、記憶部、ディスプレイを備えるコンピュータに対して、以下のステップを実行させるゲームプログラム。
     (1)プレイヤキャラクタがゲーム空間において動作する際に用いられる、前記プレイヤキャラクタに関連付けられた第1パラメータを特定するステップ。
     (2)前記プレイヤキャラクタが、前記プレイヤキャラクタに関連付けられた第1条件を満足するか否かを判定するステップであって、前記第1条件は、前記プレイヤキャラクタに関連付けられ、所定値を超えた場合に前記プレイヤキャラクタのレベルを上昇させる経験値以外の第2パラメータが所定値に達したか否かを判定するステップを含み、前記制御部は、前記第2パラメータの前記所定値を図形化した第1表示と、前記プレイヤキャラクタに関連付けられた前記第2パラメータの現在値を図形化した第2表示を、前記ディスプレイに表示させる。
     (3)前記第1条件を満足することを条件に、前記プレイヤキャラクタを第1状態から第2状態に変化させ、前記第1パラメータを更新するステップ。
     (4)前記第1条件を満足することを条件に、前記プレイヤキャラクタに関連付けられた第1ゲームステージを開放するステップ。
     (5)前記第1ゲームステージがクリアされたことを条件に、前記プレイヤキャラクタを第2状態から第3状態に変化させ、前記第1パラメータを更新するステップ。
    A game program that causes a computer including a control unit, a storage unit, and a display to advance a game based on user instructions to execute the following steps.
    (1) A step of specifying a first parameter associated with the player character used when the player character moves in the game space.
    (2) A step of determining whether or not the player character satisfies a first condition associated with the player character, wherein the first condition is associated with the player character and exceeds a predetermined value And determining whether or not a second parameter other than the experience value that increases the level of the player character has reached a predetermined value, and the control unit graphically displays the predetermined value of the second parameter. A first display and a second display obtained by graphicizing the current value of the second parameter associated with the player character are displayed on the display.
    (3) A step of updating the first parameter by changing the player character from the first state to the second state on condition that the first condition is satisfied.
    (4) A step of releasing the first game stage associated with the player character on condition that the first condition is satisfied.
    (5) The step of changing the player character from the second state to the third state and updating the first parameter on condition that the first game stage is cleared.
  2. 前記第2パラメータは、前記制御部によって進行される第2ゲームステージがクリアされることを条件に前記記憶部に記憶され、
     前記制御部は、前記記憶部に記憶された前記第2パラメータの値が前記第2パラメータの前記所定値に達したか否かを判定する、
     請求項1のゲームプログラム。
    The second parameter is stored in the storage unit on condition that the second game stage advanced by the control unit is cleared,
    The control unit determines whether or not the value of the second parameter stored in the storage unit has reached the predetermined value of the second parameter;
    The game program according to claim 1.
  3.  前記第2パラメータの前記所定値は、前記プレイヤキャラクタに関連付けられたレアリティに基づいて設定される、
     請求項1または2のゲームプログラム。
    The predetermined value of the second parameter is set based on a rarity associated with the player character.
    The game program according to claim 1 or 2.
  4.  前記第2ゲームステージをクリアすることによって付与される前記第2パラメータは、前記第2ゲームステージの難易度に応じて設定される、
     請求項1~3のいずれかのゲームプログラム。
    The second parameter given by clearing the second game stage is set according to the difficulty level of the second game stage.
    The game program according to any one of claims 1 to 3.
  5.  前記第1ゲームステージは、前記第1条件を満足した前記プレイヤキャラクタのみが動作可能に構成された前記ゲーム空間を含む、
     請求項1~4のいずれかのゲームプログラム。
    The first game stage includes the game space configured such that only the player character that satisfies the first condition can move.
    The game program according to any one of claims 1 to 4.
  6.  前記第2パラメータは、前記制御部によって進行される第2ゲームステージがクリアされることを条件に前記記憶部に記憶され、
     前記第2ゲームステージは、前記プレイヤキャラクタおよび他の任意のプレイヤキャラクタが動作可能に構成された前記ゲーム空間を含む、
     請求項5のゲームプログラム。
    The second parameter is stored in the storage unit on condition that the second game stage advanced by the control unit is cleared,
    The second game stage includes the game space configured to allow the player character and any other player character to move.
    The game program according to claim 5.
  7.  (2)において、前記プレイヤキャラクタに関連付けられた第2条件を満足するか否かを判定するステップをさらに実行し、
     前記第2条件は、前記ユーザに関連付けられた所定のゲームポイントの値が所定の対価を上回ることを含み、
     (3)または(4)において、前記制御部は、前記ゲームポイントの値から前記対価を減算させる、
     請求項1~6のいずれかのゲームプログラム。

     
    (2) further executing a step of determining whether or not a second condition associated with the player character is satisfied;
    The second condition includes that a value of a predetermined game point associated with the user exceeds a predetermined value,
    In (3) or (4), the control unit subtracts the consideration from the value of the game point.
    The game program according to any one of claims 1 to 6.

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WO2022217826A1 (en) * 2021-04-14 2022-10-20 南方科技大学 Game interaction method and system based on close contact, server, and storage medium

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