WO2018003552A1 - Game system, game control device, and program - Google Patents

Game system, game control device, and program Download PDF

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Publication number
WO2018003552A1
WO2018003552A1 PCT/JP2017/022324 JP2017022324W WO2018003552A1 WO 2018003552 A1 WO2018003552 A1 WO 2018003552A1 JP 2017022324 W JP2017022324 W JP 2017022324W WO 2018003552 A1 WO2018003552 A1 WO 2018003552A1
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WO
WIPO (PCT)
Prior art keywords
game
bonus
parameter
period
user
Prior art date
Application number
PCT/JP2017/022324
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French (fr)
Japanese (ja)
Inventor
和基 栗山
Original Assignee
株式会社コナミデジタルエンタテインメント
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.)
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Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Priority to KR1020187034299A priority Critical patent/KR102090543B1/en
Publication of WO2018003552A1 publication Critical patent/WO2018003552A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball

Definitions

  • the present invention relates to a game system, a game control device, and a program.
  • Patent Document 1 describes a game system in which a plurality of game characters operating in a virtual world are registered in a game system, and a game character to be given to a user is selected by lottery from the plurality of game characters. Has been.
  • a new game character in order to attract a user's interest, a new game character may be regularly added to a game system, for example.
  • the ability of a newly added game character is set to be higher than the ability of a registered game character, and a high-value attractive game character is periodically added.
  • the opportunity to add a game character increases. In that case, in order to always provide a game character that is attractive to the user, the value of the game character must be continuously increased to increase its value.
  • the ability of the game character affects the action in the virtual world, if the ability is increased too much, the action becomes unnatural and the game may become less interesting. For example, in a soccer game in which a parameter indicating the speed of the foot of the game character is set, if the parameter is increased too much, the game character moves at a speed that is not possible with real soccer, and the reality of the soccer game is impaired, which is interesting Will go down. In such a game, since the upper limit of the ability to maintain the reality is naturally determined, in the conventional method, the ability of the game character eventually reaches the upper limit, and the value cannot be continuously increased.
  • the present invention has been made in view of the above problems, and a purpose of the present invention is, for example, a game system capable of continuously increasing the value of a game object such as a game character in which a parameter that affects a motion in a virtual world is set. It is to provide a game control device and a program.
  • a game system includes a first parameter associated with a game object that affects the operation of the game object in a virtual world in which the game is performed, and user identification Parameter acquisition means for acquiring a second parameter that affects the reward associated with the information, and when operating the game object in the virtual world, based on the first parameter associated with the acquired game object The reward is calculated based on the second parameter associated with the acquired game object, on the condition that the game object is used with motion control means for operating the game object in the virtual world. And a reward determining means for determining To.
  • the game control device affects a reward associated with a first parameter associated with a game object and affecting a motion of the game object in a virtual world where the game is performed, and user identification information.
  • a parameter acquisition means for acquiring the second parameter, and when the game object is operated in the virtual world, in the virtual world based on the first parameter associated with the acquired game object.
  • Motion control means for operating a game object; and reward determination means for determining the reward based on the second parameter associated with the acquired game object on condition that the game object is used; It is characterized by including.
  • FIG. 1 is a diagram showing an overall configuration of a game system according to an embodiment of the present invention.
  • the game system 1 according to the present embodiment includes a plurality of user terminals 10-1, 10-2,..., 10-N and a server 30.
  • contents common to the user terminals 10-1, 10-2, and 10-N may be described as “user terminal 10”.
  • the user terminal 10 and the server 30 are connected to the network N. For this reason, data communication is possible between the user terminal 10 and the server 30.
  • the user terminal 10 is a computer operated by a user.
  • the user terminal 10 is a mobile phone (including a smartphone), a tablet computer, a personal computer, a portable game machine, a stationary game machine, an arcade game machine, or a multi-function television receiver having an information processing function. (Smart TV).
  • a case where the mobile phone provided with the touch panel is the user terminal 10 and the program supplied from the server 30 is executed on the mobile phone will be described.
  • the program may be supplied via a server, a recording medium, or the like different from the server 30.
  • the user terminal 10 includes a control unit 11, a storage unit 12, a communication unit 13, an input unit 14, and a display unit 15.
  • the control unit 11 includes at least one microprocessor.
  • the control unit 11 executes processing according to an operating system and other programs.
  • the storage unit 12 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, a nonvolatile semiconductor memory).
  • the storage unit 12 stores programs and data.
  • the storage unit 12 may include an auxiliary storage unit such as a hard disk drive or a solid state drive.
  • the communication unit 13 includes a network card. The communication unit 13 performs data communication via the network N.
  • the input unit 14 is an input device for a user to perform a game input operation or the like.
  • the input unit 14 is, for example, a button, a key, a lever, a game controller (game pad), a pointing device such as a mouse or a touch panel, or a keyboard.
  • the input unit 14 may include a microphone and a camera for the user to perform an input operation by voice or gesture.
  • the display unit 15 is, for example, a liquid crystal display panel or an organic EL display, and displays a screen according to instructions from the control unit 11. Note that the input unit 14 and the display unit 15 may not be built in the user terminal 10, and may be an external device connected to the user terminal 10.
  • the server 30 is realized by a server computer, for example. As illustrated in FIG. 1, the server 30 includes a control unit 31, a storage unit 32, and a communication unit 33.
  • the control unit 31 and the communication unit 33 have the same functions as the control unit 11 and the communication unit 13 of the user terminal 10.
  • the storage unit 32 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, a hard disk drive or a solid state drive), and stores programs and data.
  • the program and data described as being stored in the storage unit 12 or the storage unit 32 may be supplied to the user terminal 10 or the server 30 via the network N, for example.
  • the user terminal 10 or the server 30 may include a reading unit (for example, an optical disk drive or a memory card slot) for reading a program or data stored in an information storage medium (for example, an optical disk or a memory card). . Then, a program or data may be supplied to the user terminal 10 or the server 30 via the information storage medium.
  • Game Overview In the game system 1, a game is executed by executing a program on the user terminal 10. In the game system 1, various games can be executed. In the present embodiment, a game in which a game object operates in a virtual world will be described as an example. Here, before explaining the outline of the game, terms such as a virtual world and game objects will be explained.
  • the “virtual world” is the world in the game, and there are various worlds depending on the type of game. For example, in the case of a sports game, it is a stadium where sports competitions are performed, and in the case of a fighting game, it is a place where battles are performed.
  • the virtual world may be a three-dimensional space or a two-dimensional plane. In this embodiment, a case where the virtual world is a three-dimensional space is taken as an example.
  • a “game object” is a target that can be used in a game, for example.
  • the game object is, for example, a virtual moving body arranged in the virtual world.
  • the moving object is a three-dimensional model (3D object) if the virtual world is three-dimensional, and is a planar object shown in the image if the virtual world is two-dimensional.
  • a game character or the like corresponds to an example of a game object.
  • the game object is used by the user in the game.
  • the game object may be possessed by the user.
  • it may be a game object selected by the user as a game object used in the game from among the game objects held by the user.
  • a game object selected by a user as a game object used in a game from game objects provided in a game.
  • it may be a game object set by a game control device (game system) as a game object used by a user in a game.
  • a game character will be described as an example of a game object.
  • “Action” is, for example, movement in a virtual world.
  • the movement is a movement of the game character's body.
  • moving, jumping, or performing a predetermined behavior in a competition may correspond to an action.
  • kicking the moving object, throwing the moving object, heading the moving object, or hitting the moving object corresponds to the action. It's okay.
  • a game character performs an action of moving a ball in soccer (for example, dribbling, shooting, passing, heading) or an action of moving on a pitch.
  • the first parameter that affects the action of the game character is associated with the game character.
  • the “first parameter” is a parameter that affects, for example, the speed, strength, or accuracy of movement in the virtual world.
  • it is a parameter related to the speed, strength, or accuracy of movement in the virtual world.
  • it is a parameter that determines the speed, strength, or accuracy of movement in the virtual world.
  • the first parameter is a parameter related to the action ability of the game character. For example, the higher the ability indicated by the first parameter, the faster the game character moves. For example, the higher the ability indicated by the first parameter, the stronger the game character moves.
  • the force with respect to an object for example, a moving object such as a ball
  • the moving speed of the object may be increased.
  • the higher the ability indicated by the first parameter the higher the accuracy of the game character.
  • the ability parameter of the game character corresponds to the first parameter is taken as an example.
  • the game character of the present embodiment is associated with a second parameter that affects the reward associated with the user identification information.
  • “User identification information” is information for uniquely identifying a user, for example.
  • the user identification information is information for identifying the user.
  • a user ID, a user name, a user account, or an e-mail address corresponds to an example of user identification information.
  • a case where the user ID corresponds to user identification information is taken as an example.
  • “Reward” is a game reward given to a user at a predetermined timing, for example, after the game is over.
  • associating (associating) a reward with a user ID corresponds to giving a reward.
  • the reward may be points (in-game currency) or items.
  • the reward is given to the user identified by the user ID.
  • giving points to the user may correspond to a reward. That is, the reward may be to increase the points held by the user.
  • increasing the points associated with the user ID by further associating the points in a state where the user ID and the points are associated may correspond to an example of a reward.
  • the reward may be to give a game character to the user.
  • the number of the game characters that the user has is determined.
  • Increasing may correspond to an example of a reward.
  • the number of game characters associated with the user ID is increased by associating a new game character with the user ID or by further associating the game character with the user ID in a state where the user ID and the game character are associated with each other.
  • Doing may correspond to an example of a reward.
  • the reward is not limited to points or game characters, and may be various rewards set according to the content of the game. Further, for example, the reward may be to temporarily or permanently change a parameter (a parameter other than points) associated with the user to be advantageous to the user. In the present embodiment, a case where increasing the points associated with the user ID corresponds to a reward will be described as an example.
  • the second parameter is, for example, a parameter that affects the quality of the reward given to the user. For example, it is a parameter regarding the content of the reward given to a user. For example, it is a parameter that determines the content of the reward given to the user. For example, if the reward is a point as in the present embodiment, the parameter that affects the increase / decrease in the amount of points given is the second parameter, and if the reward is a game item, game character, or the like, these rarity levels and grants The parameter that affects the number is the second parameter.
  • the second parameter may be a parameter indicating the reward itself. Further, for example, the second parameter may be a parameter indicating how much the basic reward according to the result of the game is changed. In the present embodiment, a case where a basic bonus described later corresponds to the second parameter will be described as an example. Note that period-specific bonuses such as a special effect bonus, a season bonus, and an event bonus may correspond to an example of the second parameter.
  • a soccer game in which a team is formed by game characters acquired by a user by lottery and is played against an opponent team will be described as an example.
  • the user team is referred to as a user team.
  • the game may be advanced automatically without the user operating the game character. Further, the user may be allowed to play a game by consuming points or coins owned by the user, or may be able to play a game at any time without any particular limitation.
  • a list indicating the opponent team candidates is displayed on the display unit 15.
  • the opponent team may be a user team of another user or a team prepared in advance by a game provider.
  • a team organization image for organizing the user team is displayed on the display unit 15.
  • FIG. 2 is a diagram showing an example of the team organization image.
  • an icon I indicating a game character designated as a squad among the game characters held by the user is displayed in the team organization image G1.
  • Scud means a member of the user team, and here means both a member who participates in the game and a member who has a possibility (right) to participate in the game.
  • “scud” includes both a starting member who participates in the game from the beginning and a bench member who may participate in the game halfway (a reserved member).
  • 18 game characters including 11 game characters designated as starting members and 7 game characters designated as members in a bench among the game characters held by the user are squad. Equivalent to. Note that the number of bench members is not limited to seven, and an arbitrary number of members may be designated. For example, in the screen example of FIG. 2, the game character on which the icon I is displayed on the pitch image G10 simulating a soccer pitch is a starting member, and the game character on which the icon I is displayed below is a bench character. A member.
  • the user can specify a game character to be put into the squad in the team formation image G1. For example, by dragging and dropping the icon I, the user can change the position in the starting member, or can change the starting member and the member on the bench. Further, for example, when the user selects the replacement button B10, the game character put in the squad and the game character not put in the squad can be exchanged. Further, for example, even if the user does not specify a squad, a recommended squad may be automatically organized.
  • the icon I selected by the user is indicated by diagonal lines.
  • basic information G11 such as the name, position, and image of the game character indicated by the icon I
  • an ability parameter G12 a basic bonus G13, and a period-specific bonus G14 are displayed.
  • the game character is associated with a bonus for increasing the points given to the user after the match is finished, and the basic bonus G13 and the period-specific bonus G14 are examples thereof. Since the points given after the match are comprehensively added with the bonus of the entire squad, a squad bonus G15 (details will be described later) indicating the overall value is also displayed on the team-organized image G1. Since the value of the scud bonus G15 varies depending on the scud, when the user replaces the scud from the team formation image G1, the display is updated in real time.
  • the team organization image G1 may display setting information G16 such as formation and strategy of the user team so that the user can set them.
  • the user designates the game character at each position in the formation being set on the pitch image G10.
  • the user organizes the user team (scud) from the team formation image G1 and selects the game start button B11, a virtual world indicating a soccer field in the game is constructed and the game starts.
  • FIG. 3 is a diagram showing an example of a virtual world.
  • an Xw axis, a Yw axis, and a Zw axis that are orthogonal to each other are set in the virtual world W.
  • the position in the virtual world W is specified by the world coordinate values (the coordinate values of the world coordinate system) of these coordinate axes.
  • a pitch P that is a three-dimensional model representing the ground is arranged.
  • the pitch P is arranged in parallel to the Xw-Zw plane.
  • any game character C1 of the user team is set as a user operation target.
  • the game character C1 set as the user's operation target moves based on the user's operation.
  • the game character C1 other than the operation target of the user team and the game character C2 of the opponent team operate based on an algorithm defined in the game program.
  • a virtual camera VC is set in the virtual world W.
  • the position and line-of-sight direction of the virtual camera VC may be fixed so as not to change, or may be changed so as to maintain a predetermined relationship with a user's operation target or a specific three-dimensional model such as the ball B.
  • a virtual world image showing the virtual world viewed from the virtual camera VC is displayed on the display unit 15.
  • FIG. 4 is a diagram illustrating an example of a virtual world image.
  • the virtual world image G2 depicts a state in the visual field of the virtual camera VC in the virtual world W.
  • the virtual world image G2 may indicate a part of the virtual world W or the entire virtual world W.
  • the user operates the game character C1 set as the operation target while viewing the virtual world image G2.
  • the progress of the game itself may be executed by a known game program.
  • the first half of the game ends the second half of the game starts after the half-time. Then, when the end time of the second half arrives, the winning or losing of the game is determined based on the score acquired by the user team and the score acquired by the opponent team.
  • reference numerals such as game characters and balls are omitted when it is not particularly necessary to refer to the drawings.
  • the user is given points according to the result of the game and the squad.
  • game events are repeatedly held, and for example, ranking rewards are given according to the accumulated value of points given during the holding period of each game event (hereinafter referred to as accumulated points).
  • accumulated points are accumulated point rewards.
  • the ranking reward is a reward having a relative relationship with other users. Since the ranking reward has a relative relationship with other users, it is important to earn more points than other users. For example, a game character that can obtain a lot of bonuses is required to aim for a higher rank even for an advanced player with high play skills.
  • the accumulated point reward is a reward having no relative relationship with other users.
  • the accumulated point reward has no relative relationship with other users, how much points the user himself earns is important. For example, even a user with low play skills can obtain a reasonable reward if he / she can have a game character that can obtain many bonuses. On the other hand, if the user has high play skills, he / she can obtain a certain reward even if he / she does not own a game character that can obtain a bonus. For this reason, the user aims to increase the accumulated points by playing the game many times during the holding period of the game event. When the match is over, a point grant image indicating the points given in the match is displayed on the display unit 15.
  • FIG. 5 is a diagram showing an example of the point grant image.
  • the basic point (“59” pt in FIG. 5) corresponding to the result of the game and the point increase corresponding to the squad (“ The numerical value calculated by the Scud Bonus (24 times times) ("5916 pt" multiplied by "2416", "1416” pt in FIG. 5) is increased or decreased according to the result of the game.
  • the grant point at (in FIG. 4, “1816” pt) is determined.
  • the basic points are determined only based on the result of the game, and are not related to the value of the scud bonus.
  • the basic points reflect the user's play skills as they are, and may be determined based on, for example, the difference between points scored in the game or the strength of the opponent team.
  • the play skill is a skill for the user to operate the game character. If the play skill is high, the probability that the result of the game is improved is high, and the play skill is reflected in the basic points. For example, when two users use game characters having the same ability parameters, a user who has the skill to operate the game character has a higher probability of winning, so the probability that this user's basic points will increase is higher. .
  • users with play skills can cover disadvantageous ability parameters with their operation techniques even if they use a game character with a lower ability parameter than their opponents. There is a high probability that
  • the game character is associated with a basic bonus and a period-specific bonus as a parameter indicating an increase in basic points.
  • the squad bonus is a value corresponding to the squad regardless of the result of the game. That is, the scud bonus has the same value regardless of whether the game is won or lost, and it depends on which game character has entered the squad. In other words, the squad bonus is a bonus that has nothing to do with the user's play skills. For this reason, even if the user has just started the game, and there is no play skill of the user, if he / she can knitting a high-squad squad, he / she can Comparison may be advantageous.
  • FIG. 6 is a diagram showing a bonus generated when a certain game character is put into a squad.
  • t is a time axis
  • each of t1 to t5 is a holding period of a game event.
  • the height of each bonus box shown in FIG. 6 represents the size of the bonus.
  • the value of the basic bonus does not change in principle after the user acquires the game character, regardless of when it is put into the squad. That is, the basic bonus is the same value regardless of when the game character is put into the squad, and is a constant value bonus that is always generated when the game character is put into the squad.
  • the bonus for each period the presence / absence of the bonus and the size of the bonus change depending on the time when the game character is put into the squad.
  • three types of period-specific bonuses that are generated at different times are prepared, and are described as a special bonus, an event bonus, and a season bonus, respectively.
  • the special effect bonus is a bonus that occurs in the short term, and is generated only during a game event holding period immediately after a game character is added to the game system 1, for example.
  • the period in which the special bonus is generated is referred to as a special bonus generation period.
  • the special effect bonus generation period is a short period of only the holding period t1. Instead, as shown in FIG. 6, the special effect bonus may be higher than that of other bonuses.
  • the event bonus is a bonus that occurs in the medium term, and may or may not occur due to a game event, for example.
  • a period in which an event bonus occurs is referred to as an event bonus occurrence period.
  • the event bonus generation period is a period that includes the holding periods t1, t2, and t4. For this reason, the event bonus generation period is longer than the special effect bonus generation period. Note that an event bonus does not occur during the holding period t3.
  • the event bonus generation period may be a group of a plurality of periods between each other instead of one continuous period.
  • the season bonus is a bonus that occurs over a long period of time, for example, continuously during a period of about six months to one year after the addition of a game character.
  • a period in which a season bonus occurs is referred to as a season bonus occurrence period.
  • the season bonus generation period is a period that includes the holding periods t1 to t4. For this reason, the season bonus generation period is longer than the event bonus generation period and is the longest period.
  • the special effect bonus generation period, event bonus generation period, and season bonus generation period may be collectively referred to as a bonus generation period. Further, as described above, since the basic bonus is generated regardless of the time in the present embodiment, there may be no bonus generation period.
  • the basic bonus and the bonus for each period are indicated by parameters different from the ability parameters, and do not affect the kick accuracy or dribble speed during the match. That is, just because the ability parameter is high does not mean that the basic bonus and the period-specific bonus are high. In other words, just because the basic bonus and the bonus for each period are high, the movement of the game character is not always agile and does not necessarily release a strong shot. For this reason, the user must select a high-performance scud to advance the game advantageously, a high-basis bonus and a high-period bonus to increase the number of points granted, or a balanced scud The team will be organized while thinking comprehensively after taking into account their own play skills. As described above, the game system 1 of the present embodiment mainly has the first configuration related to the basic bonus and the second configuration related to the period-specific bonus. Hereinafter, details of the first configuration and the second configuration will be described.
  • FIG. 7 is a functional block diagram showing functions related to the present invention among the functions realized by the game system 1.
  • data related to a game is managed by the server 30 and main processing related to the game is executed by the user terminal 10 will be mainly described.
  • the data storage unit 300 is realized mainly by the storage unit 32.
  • the data storage unit 300 stores data necessary for executing the game.
  • a grant candidate database DB1, a user database DB2, and an event database DB3 will be described as examples of data stored in the data storage unit 300.
  • FIG. 8 is a diagram illustrating an example of the grant candidate database DB1.
  • the grant candidate database DB1 stores data related to game characters registered in the game system 1 as grant candidates.
  • the “granting candidate” is, for example, a candidate given to the user. Registering a game character as a grant candidate can also be said to register a game character as a distribution target.
  • Distribution target means that a game character can be distributed from the server 30 to the user terminal 10. For example, game characters are distributed by lottery (so-called gacha) or gifts. In addition, in order to perform lottery, predetermined conditions are set, and the user cannot perform lottery unlimited.
  • This condition may be to use a user's points and items (so-called gacha tickets, etc.) held for the lottery, or to use a paid item purchased by the user.
  • the probability that each game character is elected may be set individually or may be set for each attribute (such as a league) of the game character. For example, the game character having a higher ability parameter or bonus may be set to have a lower probability.
  • the Scud game character is given to the user from among a plurality of game characters registered as grant candidates. As described above, from among the game characters registered in the grant candidate database DB1, those given to the user are drawn. For this reason, it can be said that the grant candidate database DB1 is master data of all game characters existing in the game.
  • basic information of the game character is stored in association with the game character ID that uniquely identifies the grant candidate game character.
  • the basic information of the game character includes, for example, the name, version, basic position, attribute, total value, ability parameter, and basic bonus of the game character.
  • the version is information indicating the registration time (additional time) of the game character.
  • a game character representing a certain person is repeatedly registered as a new game character by changing parameters and images.
  • the version can also be said to be information for identifying a game character representing a soccer player at which time point.
  • the game character when there are two seasons in a soccer league in the real world, the game character may be added twice a year according to the season. For example, as an addition timing twice a year, a game character may be added at the beginning of each summer (for example, April to September) and winter (for example, October to March). In this case, for a certain soccer player, a summer version game character and a winter version game character exist for each year.
  • the ability parameter of the game character may be set so as to represent the activity and tone in the real world at that time.
  • the addition timing of the game character is not limited to the above example, and may be added every month or weekly. Further, for example, the addition timing of the game character may be arbitrary and may not be regular. For example, it may be added irregularly depending on when a soccer event is held in the real world.
  • the basic position is a position that the game character is good at, and at least one of a plurality of positions is set.
  • the attribute indicates, for example, the nature or classification of the game character, and here, a case will be described in which the club is a club, club, country, nationality, age, or the like in the real world.
  • a basic position may be used as an attribute, and sex etc. may be used as an attribute.
  • the attribute only needs to be information capable of classifying game characters, and may be, for example, a rarity level (rare degree) of a game character, or a total value described later may be used as an attribute.
  • the total value is a parameter that makes it possible to understand at a glance the height of the total ability.
  • the total value is calculated by substituting a capability parameter described later into a predetermined mathematical formula.
  • the ability parameter is, for example, a value indicating whether the motion in the virtual world is good or bad, and a value indicating the height of athletic ability as a soccer player.
  • the ability parameters include stamina parameters related to physical strength, speed parameters related to moving speed, shoot parameters related to shoot accuracy, defense parameters related to defense technology, physical parameters related to trunk strength, path parameters related to path accuracy, dribbling related to dribbling technology It may be a parameter and a saving parameter related to a technique as a keeper.
  • the ability parameter is indicated by a numerical value or symbol indicating the height of each ability.
  • the ability parameter may or may not change after the game character is given to the user.
  • the ability parameter stored in the grant candidate database DB1 indicates an initial value.
  • the ability parameter changes it may change according to the aging of the game character in the game, or it changes as the user performs a predetermined breeding operation or obtains an experience value in the game Also good.
  • the ability parameter may be changed by composition performed by consuming other game characters. In the present embodiment, for the sake of simplicity of explanation, a case will be described in which the ability parameter does not change after the game character is given to the user.
  • the basic bonus of each game character stored in the granting candidate database DB1 is a parameter indicating an increase in the grant points by the basic bonus (that is, the size of the basic bonus), and is indicated by a numerical value or a symbol.
  • the basic bonus is a value unique to the game character.
  • a basic bonus common to a plurality of game characters may be used. Similar to the ability parameter, the basic bonus may change after the game character is given to the user, or may not change. Here, it is assumed that the basic bonus does not change. For this reason, as long as the game characters are the same, the basic bonus remains the same regardless of which user is granted.
  • FIG. 9 is a diagram illustrating an example of the user database DB2.
  • the user database DB2 stores data relating to all users who have registered for use of the game.
  • the user database DB2 stores user registration information, user parameters related to the user, and user squad data DT3 in association with the user ID.
  • the registration information the contents input by the user at the time of use registration are stored.
  • the user's name, email address, avatar image, favorite soccer team, and the like are stored.
  • User parameters store user-specific parameters, for example, accumulated points, rankings, in-game currency, and the like at a game event being held. Details of the squad data DT3 will be described later.
  • FIG. 10 is a diagram illustrating an example of the event database DB3.
  • the event database DB3 stores data related to game events held in the game system 1. For example, in the event database DB3, an event that uniquely identifies each game event held during the season during each season in association with a season ID that uniquely identifies a season that spans a plurality of game event holding periods. The ID, game event name, holding period, and period-specific bonus data DT1 are stored.
  • the period of each season should just be a period which has a fixed length, and may be common length in all the seasons, and length may differ for every season.
  • one year is divided into two, and a season from April to September of a certain year and a season from October to March of the following year are set.
  • the season may be set so as to correspond to the addition timing of the game character.
  • the holding period of the game event may be a period having a certain length, may be a common length for all game events, or may be different for each game event. It should be noted that the game event holding period may be set continuously so that there is no gap between the next game events, but may be spaced from the next game event holding period. For example, like the event N and the event O shown in FIG. 10, the holding period may not be continuous.
  • the period-specific bonus data DT1 is an example of the period-specific effect data according to the present invention, and is data defining the bonus generation period and period-specific bonus contents associated with each game character.
  • the period-specific bonus data DT1 stores a game character ID for which a special bonus is generated and the size of the special bonus during the holding period of each game event.
  • the magnitude of the special effect bonus is indicated by a numerical value or a symbol, for example.
  • the size of the special effect bonus varies depending on the game character ID, but the size of the special effect bonus may not be particularly varied depending on the game character ID.
  • the special effect bonus generation period is only the holding period of a certain game event and is a relatively short period.
  • the game character specified as the game character for which the special bonus is generated may be a game character added as a grant target most recently.
  • the special bonus generation period may extend over a plurality of holding periods, or may have a length that is not related to the holding period. This also applies to the event bonus generation period. Moreover, there may be a game event in which no special bonus is generated, such as event O shown in FIG.
  • the period-specific bonus data DT1 stores an attribute for generating an event bonus and the size of the event bonus during the holding period of each game event.
  • the magnitude of the event bonus is indicated by a numerical value or a symbol, for example.
  • the size of the event bonus differs depending on the attribute, but the size of the event bonus may not be different depending on the attribute.
  • an event bonus generation condition not only one attribute but also a plurality of attributes may be designated as shown in FIG. For this reason, depending on the game character, these multiple attributes may match.
  • event bonuses may be accumulated and generated, but in the present embodiment, only the highest event bonus is valid. The event bonus is sometimes generated according to the conditions determined for each event.
  • the event bonus may be a medium-term bonus that occurs for a longer period than the special effect bonus and occurs for a shorter period than the season bonus. For example, if your nationality is Italian or if you are over 30 years old, an event bonus will be held between the 10th and 14th of each month, which is longer than a single event and shorter than the season Event bonuses can be generated during regular periods.
  • the period-specific bonus data DT1 stores the version of the game character in which the season bonus occurs and the size of the season bonus during each season.
  • the magnitude of the season bonus is indicated by a numerical value or a symbol, for example.
  • FIG. 10 in a certain holding period, not only one version in which a season bonus is generated, but a plurality of versions may be designated. In this case, the same season bonus may be generated for the plurality of versions. However, as shown in FIG. 10, the new version may have a larger season bonus than the old version. That is, the game character's season bonus may be gradually reduced as time passes.
  • the season bonus generation period is associated with the season ID, not the individual event IDs, so the season bonus occurs throughout one season. Therefore, it can be said that the period of each season indicates a season bonus generation period. Even if there is a gap in the event period, such as between the event N and the event O, a season bonus is generated during that period. That is, in the period between the event N and the event O, April 8, 2016 and April 9, 2016, the special effect bonus and the event bonus are not generated, and only the season bonus is generated. Good.
  • the season bonus generation period is relatively long.
  • the data stored in the data storage unit 300 is not limited to the above example.
  • other data may be included in the grant candidate database DB1, and data such as the addition date and time of the game character may be stored.
  • the user database DB2 may include other data, and data such as a history of accumulated points in the past game event and a history of past granted points may be stored.
  • the event database DB3 may include other data, and data indicating a reward (game item or the like) corresponding to the granted point for each game event may be stored.
  • the period-specific bonus data DT1 may not be stored as data in the event database DB3, but may be managed as data separate from the event database DB3.
  • the data storage unit 300 may store data other than the data described above.
  • the game character adding unit 301 is realized mainly by the control unit 31.
  • the game character adding unit 301 adds a new game character as an assignment candidate. That is, the game character adding unit 301 adds data relating to a game character that is a new grant candidate to the grant candidate database DB1.
  • the game character adding unit 301 may acquire data regarding a game character that is a new grant candidate from a game creator's terminal or the like via the communication unit 13, or information storage directly connected to the server 30. You may acquire from a medium. This data is created in accordance with the data format of the grant candidate database DB1, and it is assumed that ability parameters, basic bonuses, and the like of newly added game characters are set.
  • the game character adding unit 301 grants a new game character associated with a basic bonus that can give more rewards than a plurality of game characters registered as grant candidates. Add as a candidate.
  • the game character addition unit 301 increases the basic bonus of the newly added game character, compared to the basic bonus of the game character registered as the grant candidate.
  • the game character adding unit 301 has a basic feature that more points are given to the user when a newly added game character is used than when a registered game character is used.
  • the game character associated with the bonus is added as a candidate for grant.
  • the game character adding unit 301 is a new game in which bonus data by period DT1 indicating an effect in a period after a plurality of game characters registered as grant candidates is associated.
  • a character is added as a candidate for grant.
  • the “later period” is a new period in time and a future period.
  • the game character adding unit 301 sets the time when a bonus for each newly added game character is generated, after the time when a bonus for each game character registered as a grant candidate is generated. In other words, the game character adding unit 301 newly adds a game character for which a period-specific bonus is generated even when the period-specific bonus for a registered game character is not generated. Therefore, the game character ID, attribute, and version of the game character newly added by the game character adding unit 301 are stored in the period-specific bonus data DT1 corresponding to the holding period after the addition timing. A bonus for each period is generated with priority over the registered game characters.
  • the data storage unit 100 is realized mainly by the storage unit 12. Note that the data storage unit 100 of the user terminal 10 and the data storage unit 300 of the server 30 are common in that the data necessary for executing the game is stored, but the data storage unit 100 of the server 30 is entirely the same. While data related to the user is stored, the data storage unit 100 of the user terminal 10 is different in that it stores only data related to the user operating the user terminal 10.
  • the retained character data DT2, the squad data DT3, and the game situation data DT4 will be described as data stored in the data storage unit 100.
  • FIG. 11 is a diagram illustrating an example of possessed character data DT2.
  • the possessed character data DT ⁇ b> 2 is data relating to a game character possessed by a user who operates the user terminal 10. That is, in the possessed character data DT2, information on the game character given to the user among the game characters stored in the grant candidate database DB1 is stored.
  • the retained character data DT2 stores the basic information of the game character in association with the game character ID.
  • Each item of the basic information stored in the possessed character data DT2 is the same as the item of the basic information stored in the grant candidate database DB1, but if the parameter changes after being given to the user, the grant candidate database DB1
  • the latest value is stored instead of the initial value stored in. For example, when the game character can be trained, the ability parameter and the basic bonus are the latest values.
  • FIG. 12 is a diagram illustrating an example of the squad data DT3.
  • the squad data DT3 is data related to the user's squad.
  • the squad data DT3 stores user team formations, strategies, information on starting members, information on bench members, and the like.
  • As information about the starting member for example, the game character ID of the starting member and its position are stored.
  • squad data DT3 of each user terminal 10 is uploaded to the server 30 at a predetermined timing and stored in the user database DB2. For this reason, the squad data DT3 of each user terminal 10 and the squad data DT3 stored in the user database DB2 of the server 30 are consistent.
  • the squad data DT3 stored in the user database DB2 of the server 30 may be referred to when determining an opponent team.
  • FIG. 13 is a diagram showing an example of the game situation data DT4.
  • the game situation data DT4 is data relating to the game situation.
  • the game situation data DT4 is generated when the game starts and is updated as the game progresses.
  • the game situation data DT4 stores information indicating the current state of the virtual world and information indicating the current battle situation. For example, as the current state of the virtual world, the game character of the user team, the game character of the opponent team, and the current position and moving direction of the ball are stored. Further, for example, the game situation data DT4 stores information for identifying a game character set as a user operation target. Further, for example, the information indicating the game situation stores the score of the user team, the score of the opponent team, and the remaining time or elapsed time of the game.
  • the data stored in the data storage unit 100 is not limited to the above example.
  • the retained character data DT2 may include other information, and when a new ID is reassigned every time a game character is given to the user, the ID may be stored. That is, when the same game character is given to a plurality of users, or when one user can acquire a plurality of the same game characters, each game character may be identified by the ID.
  • the squad data DT3 may include other information, and may include ability parameters of a starting member or a member with a bench.
  • the game situation data DT4 may include other information, and may store the level of the opponent team and the ability parameter of the game character, or the yellow card or the red card during the match.
  • the game character ID of the received game character may be stored. Further, for example, the data storage unit 100 may store data other than the data described above, and may leave the game situation data DT4 as a history in time series. Further, for example, the data storage unit 100 may store motion data that defines the action of the game character. For example, the data storage unit 100 may store 3D model data, texture image data, and the like arranged in the virtual space.
  • the parameter acquisition unit 101 is realized mainly by the control unit 11.
  • the parameter acquisition unit 101 acquires an ability parameter that is associated with the game character and affects the action of the game character in the virtual world where the game is played, and a basic bonus that affects the reward associated with the user ID.
  • the parameter acquisition unit 101 acquires the ability parameter and the basic bonus by referring to the retained character data DT2 stored in the data storage unit 100.
  • the timing at which the parameter acquisition unit 101 acquires the ability parameter may be different from the timing at which the basic bonus is acquired, and it is not necessary to acquire them simultaneously.
  • the parameter acquisition unit 101 only needs to have a function to acquire an ability parameter and a function to acquire a basic bonus, and acquire an ability parameter when necessary in processing of the operation control unit 102 described later. What is necessary is just to acquire a basic bonus when it is required for the processing of the reward determination unit 106.
  • the parameter acquisition unit 101 may acquire parameters other than ability parameters and basic bonuses.
  • the operation control unit 102 is realized mainly by the control unit 11.
  • the motion control unit 102 moves the game character in the virtual world based on the ability parameter associated with the game character acquired by the parameter acquisition unit 101.
  • the motion control unit 102 causes the game character to perform a motion according to the ability parameter of the game character.
  • the motion control unit 102 moves the game character with a speed, strength, or accuracy determined based on the ability parameter.
  • the operation control unit 102 may determine whether or not the predetermined operation is successful based on the capability parameter.
  • the motion control unit 102 may be configured such that the higher the capability parameter, the higher the probability of successful operation, and the lower the capability parameter, the lower the probability of successful operation.
  • the motion control unit 102 moves the game character at a speed determined based on the stamina parameter and the speed parameter. Also, for example, the motion control unit 102 causes the game character to shoot the ball with strength and accuracy determined based on the shoot parameter. Further, for example, the motion control unit 102 causes the ball to be taken from the game character of the opponent team with an accuracy determined based on the defense parameter. Further, for example, the motion control unit 102 causes the game character to contact the game character of the opponent team with a strength determined based on the physical parameter. Further, for example, the motion control unit 102 allows the game character to pass the ball with an accuracy determined based on the pass parameter.
  • the motion control unit 102 causes the game character to dribble at a speed and accuracy determined based on the dribble parameter. Further, for example, the motion control unit 102 causes the game character to catch or punch the ball with an accuracy determined based on the saving parameter.
  • any one of the game characters of the user team is set as an operation target. Therefore, for the game character set as the operation target, the motion control unit 102 responds to the user operation. Based on the ability parameter associated with the game character, the game character is moved in the virtual world (or in the virtual world based on the user's operation and the ability parameter associated with the game character. The game character may be operated). The game character can perform a plurality of types of actions, and the correspondence between the operation contents and the actions may be described in advance in the game program, or stored in the data storage unit 100 as data in a mathematical formula format or a table format. May be. This correspondence relationship is associated with each of a plurality of types of operations and each of a plurality of types of operations. The motion control unit 102 controls the motion based on the ability parameter of the game character so that the game character performs the motion associated with the user's operation.
  • the action control unit 102 controls not only the game character set as the operation target but also the action of the game character other than the operation target.
  • the action control unit 102 controls the action of the game character other than the operation target based on the ability parameter of the game character and a predetermined algorithm.
  • Various known techniques can be applied to the motion control of the game character. For example, the motion control unit 102 moves each part of the game character based on the motion data stored in the data storage unit 100. You may do it.
  • the motion control unit 102 moves the game character in the virtual world without being based on the basic bonus associated with the game character.
  • “Not based on the basic bonus” means that the action (for example, speed, strength, accuracy, or success or failure) of the game character does not change regardless of the value of the basic bonus.
  • the action control unit 102 does not refer to the basic bonus in the process of determining the action of the game character. That is, it can be said that the basic bonus does not affect the action of the game character.
  • the display control unit 103 is realized mainly by the control unit 11.
  • the display control unit 103 causes the display unit 15 to display a virtual world image G2 indicating the state of the virtual world where the game is played.
  • the display control unit 103 since the virtual world is a three-dimensional space, the display control unit 103 generates a virtual world image G2 showing a state in the visual field of the virtual camera.
  • Various known rendering processes can be applied to the process itself of generating an image using the virtual camera.
  • the display control unit 103 uses the three-dimensional coordinates of the vertex of the three-dimensional model in the field of view of the virtual camera.
  • a virtual matrix image G2 is generated and displayed on the display unit 15 by executing a predetermined matrix conversion process and converting it into two-dimensional coordinates.
  • the display control unit 103 may display the entire virtual world as the virtual world image G2, or a virtual image obtained by cutting out a part of the virtual world. You may display as world image G2.
  • the operation receiving unit 104 is realized mainly by the control unit 11.
  • the operation receiving unit 104 receives an operation by the user in a state where the virtual world image G2 is displayed on the display unit 15.
  • the user can perform a plurality of types of operations, and the operation reception unit 104 identifies the operation performed by the user based on the detection signal of the input unit 14.
  • Various known methods can be applied to the operation content specifying method itself, and it may be determined according to the type of the input device employed in the input unit 14. For example, when a pointing device such as a touch panel is adopted as the input unit 14, the operation receiving unit 104 may specify a user operation based on the coordinate information detected by the input unit 14.
  • the operation receiving unit 104 specifies a user operation based on a detection signal indicating a pressing state of each input member. That's fine.
  • the result acquisition unit 105 is realized mainly by the control unit 11.
  • the result acquisition unit 105 acquires a game result obtained by operating the game character.
  • the “game result” is the content of the game or the winning or losing.
  • the game result acquired by the result acquisition unit 105 changes depending on the action taken by the game character.
  • the game result may be the strength, level, or ability of the opponent in the finished game.
  • the result of the game may be a score obtained in the battle or a difference in points scored in the battle.
  • the result acquisition unit 105 acquires a game result based on the game situation data DT4.
  • the result acquisition unit 105 refers to the game situation data DT4 at the end of the match, specifies the score of the user team and the opponent team, or specifies the difference between the points of the user team, thereby determining the game result. You may get it.
  • the result acquisition unit 105 may acquire the game result by referring to the time-series change of the game situation data DT4 and specifying the action taken by the game character.
  • the result acquisition unit 105 may acquire the result of the game by referring to the level of the opponent team and the ability parameter at the start of the match.
  • the game character when it is described in this embodiment as “move a game character”, it means that the game character participates in the game and actually operates in the virtual world.
  • the game character actually moves in the virtual world (for example, moves in the game and moves on the pitch), and the virtual world
  • the scud bonus may be determined based on the basic bonus and the period-specific bonus of both the starting member and the bench member, or the basic of only one of the starting member and the bench member.
  • the scud bonus may be determined based on the bonus and the period-specific bonus. For this reason, in the present embodiment, the meaning of “acting a game character” does not necessarily match the meaning of “a game character is used”.
  • the reward determination unit 106 is realized mainly by the control unit 11.
  • the reward determination unit 106 determines the grant points based on the basic bonus associated with the game character acquired by the parameter acquisition unit 101 on condition that the game character is used.
  • Game character is used means that, for example, a game character is used in the virtual world (actually operates in the virtual world) and is selected as a game character that may be used in the virtual world. Is meant to include both. For example, it may be selected as an object to be operated in the virtual world or a candidate thereof from game characters associated with the user ID (in other words, game characters held by the user). This selection may be performed by the user himself or may be automatically selected by the computer under a predetermined condition. For example, in a competitive game, the player may actually participate in a game, or may be selected as a game character that may participate in the game halfway.
  • It does not work in the virtual world at the beginning of the game (for example, it does not play at the start of the game) and can operate in the virtual world in the middle of the game (for example, it can play in the game)
  • It may be a sex game character. It is not necessary to become a game character that actually operates in the virtual world until the game ends. That is, although it was selected as a game character that may be used in the virtual world, it may not actually operate in the virtual world.
  • it is selected as a starting member or a member with a bench. It is only necessary to be selected as a member with a bench, and the match may end without actually participating in the match.
  • putting a game character in a squad corresponds to using the game character. For this reason, when a game character is placed in a squad, the conditions for using the game character are satisfied.
  • the reward determining unit 106 determines whether or not a game character is used by determining whether or not a game character ID is stored based on the squad data DT3.
  • the reward determination unit 106 determines the points to be awarded based on the basic bonus of the game character that does not satisfy the basic bonus of the game character that does not satisfy this condition.
  • the reward determining unit 106 refers to only the basic bonus of the squad without referring to the basic bonus of the game character that is not a squad when determining the grant points.
  • the reward point determined by the reward determination unit 106 does not change regardless of the value of the basic bonus of the game character that is not a squad, but changes depending on the value of the basic bonus of the squad. .
  • At least one of a plurality of game characters is used, and a basic bonus having a value unique to the game character is associated with each of the plurality of game characters.
  • the determination unit 106 determines the awarded points based on a basic bonus having a value unique to at least one game character used in the game. “Unique value” means that a value is determined for each game character, and that the game character and the parameter have a one-to-one relationship. Since parameters are prepared for each game character, the reward determination unit 106 does not use parameters common to a certain game character and other game characters.
  • the reward determination unit 106 acquires a scud bonus based on each basic bonus of the plurality of game characters, and grant points based on the scud bonus To decide.
  • the squad bonus is one parameter obtained by substituting a plurality of basic bonuses into a predetermined mathematical formula, and is an example of a third parameter according to the first configuration. It is assumed that the relational expression between the basic bonus and the squad bonus is stored in the data storage unit 100.
  • This relational expression is a mathematical formula in which a scud bonus is calculated when a basic bonus is substituted, and is defined such that the more the basic bonus is, the more the scud bonus is, and the fewer the basic bonus is, the less the scud bonus is.
  • Formula 1 is used to calculate a personal bonus indicating the degree to which each squad affects the bonus increase
  • Formula 2 is used to calculate the scud bonus for the entire squad from the individual bonus of each squad. It is. It should be noted that each of the special effect bonus, event bonus, and season bonus in Equation 1 is counted only when they are generated by the effect generating unit 112 of the second configuration described later.
  • the starter bench adjustment coefficient of Formula 1 is a different coefficient depending on whether it is a starting member or a member with a bench, and the starting member is higher than the member with a bench.
  • the personal bonus may be determined only by the basic bonus of the game character or the bonus for each period. You may consider the total value of. In other words, the personal bonus of the game character is not determined simply by the bonus associated with the game character, but the ability parameter may be considered to some extent. In this case, the influence of the total value on the personal bonus may be made smaller than the influence of the basic bonus and the period bonus on the personal bonus.
  • the total value of the ability parameter affects the individual bonus to some extent as expressed by Equation 1, so that the reward determination unit 106 determines the grant points based on the ability parameter and the basic bonus. Will do. In this case, it is only necessary that the ability parameter affects the granted points.
  • a relational expression between the ability parameter and the basic bonus and the given points may be stored in the data storage unit 100.
  • This relational expression is not limited to the above mathematical formula 1, and it may be defined so that the higher the ability parameter, the higher the granted point, and the lower the ability parameter, the lower the granted point.
  • the reward determination unit 106 acquires the grant points associated with the ability parameter and the basic bonus.
  • the reward determination unit 106 multiplies the basic points according to the game result by the scud bonus calculated as described above. Based on the result of the game, the grant points are determined. For example, the reward determination unit 106 determines the basic reward based on the game result, and determines the grant points by changing the basic reward based on the basic bonus.
  • the “basic reward” is a reward determined according to the game result. It is assumed that the relationship between the game result and the basic reward is determined in advance by a mathematical formula or a table. In the present embodiment, a case where the basic point corresponds to the basic reward will be described.
  • the method by which the reward determining unit 106 determines the granted points based on the game result is not limited to the method of changing the basic points.
  • the reward determination unit 106 may determine the awarded points by further changing the value determined based on the basic points and the squad bonus. Further, for example, the reward determining unit 106 does not have to calculate the basic points.
  • a relational expression between the game result and the basic bonus and the granted points may be stored in the data storage unit 100. The relational expression only needs to be defined such that when the game result is a predetermined result, the awarded points are higher than when the game result is not the predetermined result.
  • the reward deciding unit 106 obtains the grant points associated with the game result and the basic bonus.
  • the reward determination unit 106 may determine the points to be awarded based on the squad bonus without being particularly based on the game result. In this case, if the scud is the same, the same points are given regardless of the game result.
  • the data according to the second configuration may be the same as that described in the first configuration.
  • the function of the data storage unit 100 according to the second configuration may be the same as the function described in the first configuration.
  • the data acquisition unit 107 is realized mainly by the control unit 11.
  • the data acquisition unit 107 acquires period-specific bonus data DT1 associated with the game character and indicating a plurality of effects respectively corresponding to a plurality of bonus generation periods having different lengths.
  • the period-specific bonus data DT1 is stored as part of the data in the event database DB3, so the data acquisition unit 107 sends a reference request for the event database DB3 to the data storage unit 300 of the server 30.
  • the period-specific bonus data DT1 in the event database DB3 is acquired.
  • the bonus generation period may be, for example, from a certain point in time to a point after that point.
  • the time point here may be the date and time in the real world or the date and time in the virtual world in the game.
  • the bonus generation period does not have to be a continuous period, and may be spaced in the middle. That is, it may consist of a plurality of periods that are separated from each other in time, such as an event bonus generation period.
  • the number of bonus generation periods may be two or more, and is not limited to three as in the present embodiment.
  • the number of bonus generation periods may be the same for all game characters, or the number of bonus generation periods may be different depending on the game character. Further, each bonus generation period only needs to be different in length from at least one other bonus generation period.
  • “Effect” means that the user has an advantage in the game.
  • the effect may be to improve the reward.
  • the reward is an in-game currency such as points
  • an increase in the points awarded may correspond to an improvement in reward.
  • the reward is a game item
  • an increase in the value of the assigned game item may correspond to an improvement in the reward.
  • it may correspond to an effect that it becomes advantageous during execution of the game.
  • the ability of the game character may be improved or a special ability may be activated.
  • each of the plurality of effects is an effect that affects a reward associated with the user identification information. For this reason, the game character is associated with a plurality of period bonuses as described with reference to FIG.
  • the period specifying unit 108 is realized mainly by the control unit 31.
  • the period specifying unit 108 specifies a bonus generation period including a game execution time point out of a plurality of bonus generation periods.
  • the game execution time is the time when the game is executed. For example, it may be a time point at which a process for starting a game is executed, may be a time point before the game actually starts, or may be an arbitrary time point from the start to the end of the game. It may be the time when the game is finished, or the time when the game content is evaluated after the game is finished.
  • the process for starting a game is a process for setting a game. For example, the process for selecting a character used in the game or a process for selecting an opponent of the game may be used. For example, when a screen for guiding which bonus generation period effect is applied to the game character is displayed before the start of the game, it may be the time when the screen is displayed.
  • the execution time point may be, for example, a time point when the period specifying unit 108 executes processing for specifying the bonus generation period.
  • the data for the period specifying unit 108 to specify the bonus generation period may be stored in the data storage unit 100.
  • the period specifying unit 108 determines whether or not the current time is the special bonus generation period by determining whether or not the game character ID of each game character included in the squad is stored in the period-specific bonus data DT1. Further, for example, the period specifying unit 108 determines whether or not the current time is the event bonus generation period by determining whether or not the attribute of each game character included in the squad is stored in the period-specific bonus data DT1. Further, for example, the period specifying unit 108 determines whether the current time is the season bonus generation period by determining whether the version of each game character included in the squad is stored in the period-specific bonus data DT1.
  • the method for specifying the bonus generation period by the period specifying unit 108 is not limited to the above example.
  • the specifying method may be changed according to the data format for specifying each bonus generation period. For example, when the bonus data DT1 for each period is not prepared for each holding period of the game event as in this embodiment, but data defining each bonus occurrence period is prepared for each game character.
  • the period specifying unit 108 may specify the bonus generation period by determining whether the current time is within the period defined in the data.
  • the period attribute acquisition unit 109 is realized mainly by the control unit 11.
  • the period attribute acquisition unit 109 acquires at least one of a plurality of attributes associated with a predetermined period corresponding to at least one of the plurality of bonus generation periods.
  • “To correspond to at least one of a plurality of bonus generation periods” means to correspond to any one or two or more bonus generation periods of a plurality of bonus generation periods, for example.
  • the bonus generation period corresponds to, for example, a part or all of the time coincides. In other words, it is designated as a bonus generation period in which a bonus corresponding to the attribute is generated among a plurality of bonus generation periods that can be specified by the period-specific bonus data DT1.
  • the “predetermined period” is a predetermined fixed period, and may be a period having the same length as any of the “plurality of bonus generation periods” or may be a period having a different length.
  • the holding period of each game event corresponds to the generating period of the event bonus that occurs according to the attribute associated with the holding period
  • the event bonus generating period corresponds to the holding period of the game event. Will be.
  • the period attribute acquiring unit 109 acquires a plurality of attributes associated with the holding period of the game event.
  • the period attribute acquisition unit 109 acquires a plurality of attributes by referring to the period-specific bonus data DT1. Note that only one attribute may be associated with the holding period of the game event, and in this case, the period attribute acquiring unit 109 acquires one attribute associated with the holding period.
  • the game character attribute acquisition unit 110 is realized mainly by the control unit 11.
  • the game character attribute acquisition unit 110 acquires at least one of a plurality of attributes associated with the game character.
  • the game character attribute acquisition unit 110 acquires the attribute of the game character by referring to the possessed character data DT2.
  • the game character attribute acquisition unit 110 acquires a plurality of attributes associated with the game character. Note that only one attribute may be associated with the game character. In this case, the game character attribute acquisition unit 110 acquires one attribute associated with the game character.
  • the attribute determination unit 111 is realized mainly by the control unit 11.
  • the attribute determination unit 111 determines whether the attribute acquired by the period attribute acquisition unit 109 matches the attribute acquired by the game character attribute acquisition unit 110.
  • the attribute determination unit 111 compares the attribute acquired by the period attribute acquisition unit 109 with the attribute acquired by the game character attribute acquisition unit 110 and determines whether at least one of them matches. For example, when the attribute is represented by a parameter, the attribute determination unit 111 determines whether the value acquired by the period attribute acquisition unit 109 matches the value acquired by the game character attribute acquisition unit 110. Become.
  • the effect generating unit 112 is realized mainly by the control unit 11.
  • the effect generating unit 112 is classified by the period acquired by the data acquiring unit 107 corresponding to the bonus generation period specified by the period specifying unit 108 associated with the game character on condition that the game character is used. A bonus for each period indicated by the effect data is generated.
  • the effect generating unit 112 does not generate a bonus that does not correspond to the bonus generation period specified by the period specifying unit 108 among the period-specific bonuses associated with the game character, and during the bonus generation period specified by the period specifying unit 108. Generate a corresponding bonus. In other words, the effect generating unit 112 invalidates bonuses not corresponding to the bonus generation period specified by the period specifying unit 108 among the period-specific bonuses associated with the game character, and generates the bonus specified by the period specifying unit 108. The bonus corresponding to the period is valid.
  • the effect generating unit 112 since each of the plurality of bonus generation periods overlaps each other, the effect generating unit 112 generates the plurality of bonus generations when the plurality of bonus generation periods are specified by the period specifying unit 108. Duplicate period bonuses corresponding to each period are generated. “Overlapping period” means that part or all of a certain period overlaps with part or all of another period. “Duplicate” means that multiple effects occur simultaneously. In other words, multiple effects are cumulative. That is, the effect generating unit 112 validates all the period-specific bonuses corresponding to each of the plurality of bonus generating periods specified by the period specifying unit 108.
  • the effect generating unit 112 generates an effect specific to at least one game character used in the game.
  • “Inherent effect” means that an effect is determined for each game character. In other words, data defining the effect is prepared for each game character, and common data is not used for a certain game character and other game characters.
  • the effect generating unit 112 is based on the determination result of the attribute determining unit 111 when at least one bonus generating period (here, event bonus generating period) is specified by the period specifying unit 108 during the game event holding period.
  • a period-specific bonus corresponding to the at least one bonus generation period is generated.
  • the effect generating unit 112 may generate an event bonus only when the attributes match, or the effect generating unit 112 is higher than when the attributes do not match when the attributes match.
  • An event bonus may be generated.
  • the effect generating unit 112 determines whether or not an event bonus is generated based on the determination result of the attribute determining unit 111, or changes the size of the event bonus.
  • the effect generation unit 112 determines that the attribute determination unit 111 matches a plurality of attributes. In such a case, the most effective one of the period-specific bonuses corresponding to each of the plurality of attributes corresponding to at least one bonus generation period is generated. “The most effective” is an effect that makes the user most advantageous in the game. For example, if the effect is to improve the reward, the increase in the reward is the largest. For example, if the effect is to increase the ability of the game character, the effect has the highest increase in ability. In the present embodiment, the effect generating unit 112 generates an event bonus with the highest increase among a plurality of event bonuses.
  • the effect changing unit 113 is realized mainly by the control unit 11.
  • the effect changing unit 113 changes the effect corresponding to at least one of the plurality of bonus generation periods based on the game execution time. For example, the effect changing unit 113 changes the degree of bonus as time passes.
  • the relationship between the game execution time and the effect to be generated may be determined in advance by a mathematical expression or a table, for example. This relationship may be as effective as time passes is defined to be lower, or may be constant because so high effect as time passes.
  • the effect change unit 113 changes the effect to the content associated with the game execution time. In the present embodiment, since the season bonus is gradually reduced, the effect changing unit 113 changes the effect of the season bonus.
  • FIGS. 14 and 15 are flowcharts showing an example of processing executed in the game system 1.
  • the processing shown in FIGS. 14 and 15 is executed by the control unit 11 operating according to the program stored in the storage unit 12 and the control unit 31 operating according to the program stored in the storage unit 32.
  • the processing described below is an example of processing by each functional block shown in FIG. In executing the processing described below, the opponent team has already been determined, and the opponent team's squad data DT3, the ability parameters of each game character, image data, and the like are transmitted from the server 30 to the user terminal 10. Assume that it has been sent.
  • the control unit 11 transmits an acquisition request for bonus data DT1 by period to the server 30 (S101).
  • the acquisition request in S101 may be made in a predetermined data format.
  • the IP address and user ID of the user terminal 10 are also transmitted, so that the server 30 can identify from which user terminal 10 the data has been received.
  • the control unit 31 when receiving the acquisition request, refers to the event database DB3 stored in the storage unit 32 and transmits the period-specific bonus data DT1 corresponding to the current time to the user terminal 10 (S301).
  • the control unit 31 obtains the current date and time using a real-time clock or the like, and identifies a season and a holding period including the current date and time. And the control part 31 will transmit to the user terminal 10 the period-specific bonus data DT1 stored in the record corresponding to the specified season or holding period among all the records of the event database DB3.
  • the control unit 11 executes a bonus specifying process for specifying a bonus generated for each game character included in the current squad (S103).
  • the control unit 11 may record the received period-specific bonus data DT1 in the storage unit 12.
  • FIG. 16 is a diagram showing details of the bonus specifying process.
  • the control unit 11 acquires the total value and basic bonus of each game character of the squad based on the retained character data DT2 and the squad data DT3 stored in the storage unit 12 (S1031). ).
  • the control unit 11 acquires the game character ID stored in the squad data DT3, and by referring to the record corresponding to the game character ID among the records of the retained character data DT2, the individual of the squad The total value and basic bonus of the game characters are acquired.
  • the control unit 11 specifies the special bonus generation period including the current time among the special bonus generation periods of the individual game characters of the squad based on the period-specific bonus data DT1 (S1033).
  • the control unit 11 determines whether or not the game character ID stored in the squad data DT3 matches the game character ID in which the special bonus stored in the period-specific bonus data DT1 is generated. When the game character IDs match, the control unit 11 determines that it is the special bonus generation period of the game character indicated by the game character ID. When the game character IDs do not match, the control unit 11 determines the special effect of the game character It is determined that it is not a bonus generation period. In other words, the control unit 11 generates a special bonus when the current event is being held and the game character ID associated with the current event matches the game character ID of each Scud game character. It is determined that it is a period.
  • the control unit 11 acquires a special effect bonus generated for each individual game character of the current squad based on the specific result of S1033 (S1035).
  • the control unit 11 refers to the period-specific bonus data DT1, and acquires the size of the special bonus with the matching game character ID in S1033.
  • the control unit 11 specifies the event occurrence period including the current time among the event bonus occurrence periods of the individual game characters of the squad based on the period-specific bonus data DT1 (S1037).
  • the control unit 11 acquires an attribute for generating an event bonus stored in the period-specific bonus data DT1.
  • the control part 11 acquires the attribute of each game character of a squad based on possessed character data DT2 and the squad data DT3.
  • the control unit 11 determines whether the attribute in which the event bonus occurs and the attribute of the squad match. If at least one attribute matches, the control unit 11 determines that it is an event bonus occurrence period, and if no attribute matches, determines that the event bonus is not generated. That is, the control unit 11 determines that it is the event bonus generation period when the current event is being held and the attribute associated with the current event matches the attribute of the Scud game character. .
  • the control unit 11 acquires an event bonus generated for each game character of the current squad based on the specific result of S1037 (S1039).
  • the control unit 11 refers to the period-specific bonus data DT1, and acquires the size of the event bonus whose attributes match in S1037. Note that the control unit 11 acquires only the event bonus having the highest numerical value among the event bonuses corresponding to each of the plurality of attributes as the event bonus of the game character determined to match the plurality of attributes in S1037.
  • the control unit 11 specifies the season bonus generation period including the current time among the season bonus generation periods of the individual game characters of the squad based on the period-specific bonus data DT1 (S1041).
  • the control unit 11 acquires the version of each game character of the squad based on the retained character data DT2 and the squad data DT3. Then, the control unit 11 determines whether the version of each game character matches the version that is the season bonus generation condition of the period-specific bonus data DT1. If the versions match, the control unit 11 determines that it is a season bonus generation period, and if the versions do not match, determines that the version is not a season bonus generation period. That is, the control unit 11 determines that it is the season bonus generation period when the version associated with the current season matches the version of each game character of the squad.
  • the control unit 11 acquires a season bonus generated for each individual game character of the current squad based on the identification result of S1041 (S1043). In S1043, the control unit 11 refers to the period-specific bonus data DT1, and acquires the size of the season bonus determined to be the same version in S1041.
  • the control unit 11 acquires a scud bonus based on the total value and basic bonus acquired in S1031, the special effect bonus acquired in S1035, the event bonus acquired in S1039, and the season bonus acquired in S1043 (S1045). In S ⁇ b> 1045, the control unit 11 acquires a squad bonus based on Equations 1 and 2 described above.
  • control unit 11 causes the display unit 15 to display the team organization image G1 based on the retained character data DT2 and the squad data DT3 stored in the storage unit 12 and the squad bonus acquired in S1045. (S105).
  • the control unit 11 refers to the input from the input unit 14 (S107).
  • any one of an editing operation for editing a squad, a display operation for displaying game character information, and a start operation for starting a game is performed.
  • the editing operation is, for example, an operation of selecting the replacement button B10 or replacing the icon I.
  • the display operation is an operation for selecting the icon I, for example.
  • the start operation is, for example, an operation for selecting the game start button B11. It is assumed that the relationship between each icon I and the game character ID is stored in the storage unit 12. Further, when another operation such as an operation for canceling the game is performed, the present process may be terminated.
  • the control unit 11 edits the squad based on the input from the input unit 14 (S109), and returns to the process of S103. In this case, the control unit 11 recalculates the value of the scud bonus based on the edited squad, and updates the display of the scud bonus G15 in the team organization image G1. Further, the control unit 11 updates the squad data DT3 stored in the storage unit 12 so as to indicate the edited squad.
  • the control unit 11 displays the game character information on the team-organized image based on the stored character data DT2 stored in the storage unit 12 (S111).
  • the control unit 11 displays the basic information G11, the ability parameter G12, and the basic bonus G13 of the game character selected by the user. Further, the control unit 11 performs the same processing as S1033 to S1043 on the game character selected by the user, and determines whether or not a bonus for each period is generated. And the control part 11 displays the magnitude
  • the process proceeds to FIG. 15, and the control unit 11 starts the game based on the current squad (S113).
  • the control unit 11 generates game situation data DT4 and records it in the storage unit 12.
  • the control unit 11 displays the virtual world image G2 on the display unit 15 based on the game situation data DT4 stored in the storage unit 12 (S115), and based on the ability parameter of the game character stored in the storage unit 12
  • the game character to be operated is operated according to the input from the input unit 14, or another game character is operated according to the algorithm (S117).
  • the control unit 11 determines whether the game is over based on the game situation data DT4 (S119). In S119, the control unit 11 determines whether the end time of the game has come. When it is not determined that the game is over (S119; N), the process returns to S115 and the game is continued.
  • the control unit 11 refers to the game situation data DT4 stored in the storage unit 12 to acquire the result of the game, and based on the result of the game
  • the basic point is determined (S121).
  • data indicating the relationship between the condition relating to the game result and the points is stored in the storage unit 12.
  • This relationship may be a mathematical expression format or a table format.
  • the condition relating to the game result is a condition relating to the value of the parameter stored in the game situation data DT4, and may be, for example, a condition relating to a difference in points, a condition relating to the winning or losing of the game, or a condition relating to the action of the game character during the game.
  • control part 11 determines whether the conditions regarding a game result are satisfy
  • the control unit 11 determines a grant point based on the basic point determined in S121 and the Scud bonus of the Scud used in the game, and transmits the determined grant point to the server 30 (S123). It is assumed that the scud bonus at the start of the game calculated in S1045 is stored in the storage unit 12. In S123, the control unit 11 multiplies the basic points determined in S121 by the scud bonus stored in the storage unit 12, and determines the grant points by increasing or decreasing according to the game result.
  • the control unit 31 updates the accumulated points and rankings of the user database DB2 stored in the storage unit 32, and transmits the latest accumulated points and rankings to the user terminal 10 (S303). ).
  • the control unit 31 updates the accumulated points by adding the received granted points to the accumulated points of the user.
  • the control part 31 determines a user's ranking by referring the accumulation point of another user, and updates the ranking of user database DB2.
  • the control unit 11 displays the point grant image G3 on the display unit 15 (S125), and this process ends.
  • the control unit 11 causes the display unit 15 to display the point grant image G3 including the grant points determined in S123 and the received accumulated points and rankings.
  • the value of the game character is determined not only by the ability parameter that affects the action of the game character but also by the basic bonus that affects the reward. Can continue to increase. That is, for example, even if the ability parameter is not changed, it is possible to make the game character attractive by the basic bonus, so even if a new game character is regularly added, the ability parameter is changed temporarily. Even if not, the value (attraction) of the newly added game character can be increased by the basic bonus. For this reason, it is possible to prevent the game character from performing an unnatural action that would reduce the interest of the game, and to maintain the game reality while increasing the value of the game character.
  • the ability parameter may be changed according to the present invention. Even if not, it is possible to increase the value of the game character by changing the basic bonus. That is, it is possible to continue providing more valuable game characters without losing reality. In a game in which a user operates a game character, for example, if the game character performs an unnatural action that is impossible in reality, the user will directly feel the lack of reality. While maintaining the reality, the value of the game character can be continuously increased.
  • the value of the game character can be expressed by a basic bonus separated from the motion of the game character as well as the performance of the ability parameter.
  • the game character can be made diverse.
  • a squad bonus that represents the overall value of a plurality of game characters used in the game, for example, the user can think of combinations of game characters to obtain more rewards. It is possible to effectively improve the interest of the game.
  • the value of the ability parameter affects not only whether the operation is good or bad, but also whether the reward is good or bad, the value of the ability parameter can be multifaceted.
  • the ability parameter can indirectly affect the reward, and the value of the ability parameter is multifaceted. It can be a typical one.
  • the value of the basic bonus can be made easier to understand by changing the basic bonus to change the basic points.
  • the value of the game character can be easily evaluated by the user.
  • a bonus for each period is associated with each of a plurality of bonus generation periods having different lengths, and even if the effect of a certain bonus generation period is lost, Since the effect of the bonus generation period can be effective, for example, it is possible to prevent the value of the game character from rapidly decreasing. As a result, the user can be motivated to use the game character for a certain period of time. Also, if you continue to use only a specific game character, there will be no change in the game, and there is a possibility that the interest of the game will be reduced. However, according to the second configuration, the effect will be improved over time. Since it can also be gradually reduced, it is possible to provide motivation to replace the game characters to be used at an appropriate timing.
  • the game character can be varied by providing an effect unique to the game character.
  • the value can be flexibly changed according to the time when the game character is used Can be changed. As a result, the game character value can be varied.
  • the period-specific bonus is not accumulated, but by generating the highest period-specific bonus, it is possible to limit the generated period-specific bonus from becoming too high. As a result, it is possible to prevent a situation that becomes too advantageous only when a specific game character is used, and maintain fairness among users.
  • the value of the game character can be adjusted according to the game execution time by changing the period-specific bonus according to the game execution time. That is, when an effect corresponding to a certain bonus generation period occurs, the contents of the bonus for each period can be changed or the strength of the bonus for each period can be adjusted at the time of execution of the game. Can change value.
  • the bonus generation period in which the effect of the newly added game character is generated is set as a later bonus generation period, the period in which the bonus for each period is generated can be made longer than that of the previously registered game characters. Therefore, the value of the newly added game character can be increased. As a result, for example, when adding a game character, the value as a game character can be increased without increasing the ability, etc., so that the situation where the ability continues to increase every time a game character is added. Can be prevented.
  • the virtual world image G2 may not be displayed on the display unit 15, and only text or voice indicating the state of the virtual world may be output.
  • the user may be notified of only the result after the game is finished without particularly notifying the user of the status of the game being executed.
  • the basic bonus may affect the quality of the game character or the success or failure of the action.
  • the granted points may be calculated by substituting the basic bonuses of all the game characters included in the squad into a predetermined formula without particularly calculating the squad bonus that is the bonus parameter of the entire squad. .
  • the granted points may be determined based only on the basic bonus, without calculating the basic points that depend on the user's play skills and the ability parameters of the game character. That is, the points to be given may be determined based only on the basic bonus, not based on the result of the game.
  • the action is constant regardless of the ability parameter of the game character, it may be a fighting game in which the enemy's damage is determined based on the ability parameter, or a card battle type battle in which the game character does not move. It may be a game.
  • the bonus generation periods do not have to overlap.
  • the case where the event bonus whose attribute is the generation condition is included in the period-specific bonus has been described, but the bonus whose attribute is the generation condition may not be included.
  • effects other than the increase in reward may occur for each period.
  • the effect in this case may be that the ability parameter is improved during the execution of the game, or that the special skill is activated.
  • the “period” according to the second configuration can be referred to as an ability parameter improvement period or a special skill activation period. That is, for each period, an increase in ability parameter or a special skill to be activated may be determined.
  • the game character may not be added regularly or irregularly. That is, the game character to be given is determined in advance and may not be added midway.
  • a game character is given to the user from the grant target data. There may be.
  • the game system 1 may display an image similar to the team-organized image G1 in a game in which a bonus other than the basic bonus or the bonus for each period is generated.
  • a bonus generated when the game character is used is associated with each game character.
  • the knitting image G1 a bonus generated by the current squad may be displayed, or a bonus generated when a game character designated by the user is used may be displayed.
  • the control unit 11 of the user terminal 10 identifies each bonus associated with each game character of the current Scud, and displays information regarding the identified individual bonus or the accumulated value thereof on the team organization image G1. You may make it.
  • the control part 11 determines whether the bonus of the game character designated by the user generate
  • the bonus generation condition may be a predetermined condition, and the generation condition may be determined for each bonus or for each game character.
  • the generation condition may be a periodical condition such as a period-specific bonus, or may be a condition related to the level or attribute of the opponent.
  • the generation condition may be a condition related to a combination of game characters used in the game, or may be a condition related to a user level or ranking.
  • the control unit 11 may display information for identifying whether or not a bonus has occurred for the game character designated by the user or the size of the bonus.
  • the control unit 11 is information indicating a bonus generated by a combination of the plurality of game characters (in the embodiment, , Scud Bonus) may be displayed.
  • the soccer game is described as an example, the word “scud” which is a soccer term is used to describe “scud bonus”, but the processing according to the present invention can be applied to other games, so the game
  • the bonus generated by the combination of characters can also be called a combination bonus. That is, the squad bonus described in the embodiment is an example of a combination bonus.
  • the control unit 11 may recalculate the bonus generated by the combination of the changed game characters and update the information in real time.
  • the squad bonus may change based on factors other than the basic bonus and the bonus for each period. For example, a parameter indicating the current mental state and momentum of the squad is prepared, and the squad Bonuses may change.
  • the server 30 is a game control device.
  • the data storage unit 300 may store possessed character data DT2, squad data DT3, and game situation data DT4 of each user.
  • the functions related to the first configuration such as the parameter acquisition unit 101, the operation control unit 102, and the reward determination unit 106 are realized by the server 30, these are realized mainly by the control unit 31.
  • the server 30 transmits display data of each image to the user terminal 10, and the user terminal 10 causes the display unit 15 to display each image based on the received display data. Then, the user terminal 10 transmits the operation content received by the input unit 14 to the server 30, and the server 30 executes each process based on the received operation content.
  • the functions described as being realized by the server 30 may be realized by the user terminal 10.
  • the data storage unit 100 may store a grant candidate database DB1, a user database DB2, and an event database DB3.
  • the game character adding unit 301 may be realized by the user terminal 10.
  • the game character adding unit 301 is realized mainly by the control unit 11.
  • the user terminal 10 receives data related to the game character to be added via the network N and adds it to the grant candidate database DB1.
  • each function may be shared by the user terminal 10 and the server 30.
  • the server 30 acquires the capability parameter and the basic bonus with reference to the data storage unit 300 and transmits them to the user terminal 10.
  • the server 30 acquires the game situation data DT 4 from the user terminal 10, and transmits data indicating the motion result of the game character to the user terminal 10.
  • the reward determining unit 106 is realized by the server 30, the server 30 acquires a game result, a basic bonus, and the like from the user terminal 10 and determines a grant point.
  • the server 30 refers to the data storage unit 300 and acquires the period-specific bonus data DT 1. Further, for example, when the period specifying unit 108 is realized by the server 30, the server 30 receives the notification that the game is started from the user terminal 10, and the bonus generation period of each game character of Scud. Determine if there is. Further, for example, when the effect generating unit 112 is realized by the server 30, the server 30 acquires the specified result of the period specifying unit 108 from the user terminal 10 and generates a period-specific bonus based on the specified result.
  • the processing according to the present invention may be applied to other games.
  • the processing according to the present invention may be applied to sports games other than soccer games (for example, games based on baseball, tennis, American football, basketball, volleyball, etc.).
  • the processing according to the present invention is applied to various games such as action games, role playing games, simulation games, card battle games, and breeding games regardless of game formats and genres. May be.
  • a game system (1) includes a first parameter associated with a game object and affecting the operation of the game object in a virtual world where the game is performed, and user identification information Parameter acquisition means (101) for acquiring a second parameter that affects the reward associated with the game object, and when the game object is operated in the virtual world, the first parameter associated with the acquired game object Based on the second parameter associated with the acquired game object on the condition that the game object is used and the motion control means (102) for operating the game object in the virtual world.
  • Remuneration determining means (106) for determining the remuneration; Characterized in that it contains.
  • the game control device (10, 30) includes a first parameter associated with a game object and affecting the operation of the game object in a virtual world in which the game is performed, Parameter acquisition means (101) for acquiring a second parameter that affects the reward associated with the identification information, and when operating the game object in the virtual world, the game object associated with the acquired game object Based on the first parameter, the motion control means (102) for operating the game object in the virtual world and the second associated with the acquired game object on condition that the game object is used.
  • Reward determining means for determining the reward based on a parameter ( And 06), characterized in that it comprises a.
  • a program according to an aspect of the present invention causes a computer to function as the game system according to any one of 1-1) to 1-9) or the game control device according to 1-10).
  • An information storage medium is a computer-readable information storage medium storing the program 1-11).
  • the value of the game object is determined not only by the first parameter that affects the motion of the game object but also by the second parameter that affects the reward.
  • the value of the game object is continuously increased. be able to. That is, for example, the attractiveness of the game object can be felt by the second parameter without changing the first parameter. Therefore, even if a new game object is periodically added, Even if the parameter is not changed, the value (attraction) of the newly added game object can be increased by the second parameter. For this reason, it is possible to prevent the game object from performing an unnatural action that would reduce the interest of the game, and to maintain the reality of the game while increasing the value of the game object.
  • the game system (1) includes a display control means (103) for causing the display means (15) to display a virtual world image indicating a state of the virtual world in which the game is performed. And an operation accepting means (104) for accepting an operation by the user in a state where the virtual world image is displayed on the display means (15), wherein the operation control means (102) is an operation of the user. Accordingly, the game object is operated in the virtual world based on the first parameter associated with the game object.
  • the first parameter is changed to increase the value of the game object.
  • the game object may be displayed in an unnatural manner in response to the user's operation, and the user may directly feel the lack of reality. Accordingly, even if the first parameter is not changed, the value of the game object can be increased by changing the second parameter. That is, it is possible to continue providing more valuable game objects without losing reality.
  • the value of the game object can be continuously increased while maintaining the reality.
  • the motion control means (102) operates the game object in the virtual world without being based on the second parameter associated with the game object.
  • the value of the game object can be expressed by the second parameter separated from the action of the game object.
  • the reward determining means (106) determines the reward based on the second parameter having a value unique to the at least one game object used in the game.
  • the aspect 1-4 it is possible to make a difference in value between game objects by setting a second parameter unique to each game object and making a difference in the second parameter.
  • the game object can be varied by setting the second parameter to a value unique to the game object.
  • a plurality of the game objects are used in the game, and the reward determining means (106) performs a third operation based on the second parameter of each of the plurality of game objects.
  • a parameter is acquired, and the reward is determined based on the third parameter.
  • the aspect 1-5) by preparing the third parameter representing the total value of the plurality of game objects used in the game, for example, the game object for obtaining more rewards.
  • a combination can be made to think about a user, and the interest property of a game can be improved effectively.
  • One aspect of the present invention is characterized in that the reward determining means (106) determines the reward based on the first parameter and the second parameter.
  • the value of the first parameter since the value of the first parameter affects not only the quality of the operation but also the quality of the reward, the value of the first parameter can be multifaceted.
  • the game system (1) further includes a result acquisition means (105) for acquiring the result of the game obtained by operating the game object, and the reward determination means (106) is characterized in that the reward is determined based on the second parameter and the result of the game.
  • the reward is determined based not only on the second parameter but also on the game result, and the game result is determined by the action of the game object, so the first parameter indirectly affects the reward.
  • the value of the first parameter can be multifaceted.
  • the reward determining means (106) determines the basic reward based on the result of the game, and changes the basic reward based on the second parameter, thereby It is characterized by determining a reward.
  • the value of the second parameter can be made easier to understand by changing the second parameter to change the basic reward.
  • the value of the game object can be easily evaluated by the user.
  • the game object is given to a user from among the plurality of game objects registered as grant candidates, and the game system (1)
  • the value of the newly registered game object can be improved by improving the second parameter without improving the first parameter. Can be made attractive.
  • the game system (1) obtains period-specific effect data indicating a plurality of effects associated with a game object and corresponding to a plurality of periods having different lengths.
  • Effect generating means (112) for generating the effect indicated by the acquired period-specific effect data corresponding to the period specified by the specified period specifying means (108).
  • the game control device (10, 30) provides period-specific effect data indicating a plurality of effects respectively associated with a plurality of periods having different lengths associated with the game object.
  • the period specifying means (108) for specifying the period in which the game execution time is included among the plurality of periods, and the game object are used
  • the game And effect generating means (112) for generating the effect indicated by the acquired period-specific effect data corresponding to the period specified by the period specifying means (108) associated with the object.
  • a program according to an aspect of the present invention causes a computer to function as the game system described in any one of 2-1) to 2-8) or the game control device described in 2-9).
  • An information storage medium is a computer-readable information storage medium storing the above program.
  • the effect is associated with each of a plurality of periods having different lengths, and even if the effect of a certain period disappears, the effect of another period can be effective. Therefore, for example, it is possible to prevent the value of the game object from rapidly decreasing. As a result, the user can be motivated to use the game object for a certain period of time. Further, if only a specific game object is used continuously, there is a possibility that the game will not change, and conversely, there is a possibility that the interest of the game will be reduced. Since the effects can be gradually reduced, it is possible to provide a motivation to replace game objects to be used at an appropriate timing.
  • each of the plurality of periods overlaps each other, and the effect generating means (112) has the plurality of periods specified by the period specifying means (108). In some cases, the effect corresponding to each of the plurality of periods is generated in an overlapping manner.
  • the aspect 2-2 depending on the time when the game object is used, a plurality of effects are generated in duplicate, and a very high effect can be obtained. Therefore, the value of the game object at that time can be effectively reduced. Can be increased. For this reason, the user can be motivated to use the game object aiming at the time.
  • the aspect 2-3 by setting an effect specific to each game object, it is possible to make a difference in the generated effect and to make a difference in value between game objects.
  • the effect unique to the game object it is possible to give the game object diversity.
  • the game system (1) has at least one of a plurality of attributes associated with a predetermined period corresponding to at least one of the plurality of periods.
  • Period attribute acquisition means (109) for acquiring, game object attribute acquisition means (110) for acquiring at least one of the plurality of attributes associated with the game object, and period attribute acquisition means (109)
  • attribute determination means (111) for determining whether or not the attribute acquired by the game object attribute acquisition means (110) matches, the effect generation means (112)
  • the attribute determining means 111 Based on the determination result, the generating the effectively corresponds to at least one period, and wherein the.
  • the aspect of 2-4 it is possible to switch the presence / absence of the effect according to the period, and to adjust the content and strength of the effect, so that the value is given according to the time when the game object is used. Can be changed flexibly. As a result, the game object value can be varied.
  • a plurality of attributes are associated with the predetermined period
  • a plurality of attributes are associated with the game object
  • the at least one period includes An effect is associated with each attribute of the game object
  • the effect generating means (112) corresponds to the at least one period when the attribute determining means (111) determines that a plurality of attributes match.
  • the most effective one is generated.
  • the aspect 2-5 it is possible to limit the generated effect not to be too high by generating the highest effect instead of accumulating the effect when a plurality of attributes match. . As a result, it is possible to prevent a situation that becomes too advantageous only when a specific game object is used, and to maintain fairness among users.
  • the game system (1) changes the effect corresponding to at least one of the plurality of periods based on the execution time of the game (113). ) Is further included.
  • the value of the game object can be adjusted according to the game execution time by changing the effect according to the game execution time.
  • the content of the effect can be changed or the strength of the effect can be adjusted at the time of execution of the game. Can do.
  • the game object is given to a user from among the plurality of game objects registered as grant candidates, and the game system (1)
  • the period during which the effect of the newly added game object is generated is set to a later period, so that the period during which the effect is generated is longer than that of the previously registered game object. Therefore, the value of the newly added game object can be increased.
  • the value as a game object can be increased without increasing the ability, etc., so the situation where the ability continues to increase every time a game object is added. Can be prevented.
  • each of the plurality of effects is an effect affecting a reward associated with user identification information.

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Abstract

A parameter acquisition means (101) of this game system (1) acquires: a first parameter which is associated with a game object, and which affects the operation of the game object in a virtual world where the game is played; and a second parameter which affects a reward associated with identification information of a user. When operating the game object in the virtual world, an operation control means (102) operates the game object in the virtual world on the basis of the first parameter associated with the game object. If the game object is used, a reward determination means (106) determines the reward on the basis of the second parameter associated with the game object.

Description

ゲームシステム、ゲーム制御装置、及びプログラムGAME SYSTEM, GAME CONTROL DEVICE, AND PROGRAM
 本発明は、ゲームシステム、ゲーム制御装置、及びプログラムに関する。 The present invention relates to a game system, a game control device, and a program.
 従来、仮想世界において、ゲームキャラクタなどのゲームオブジェクトが動作するゲームが知られている。例えば、特許文献1には、仮想世界において動作する複数のゲームキャラクタがゲームシステムに登録されており、当該複数のゲームキャラクタの中から、ユーザに付与するゲームキャラクタを抽選により選出するゲームシステムが記載されている。 Conventionally, games in which game objects such as game characters operate in a virtual world are known. For example, Patent Document 1 describes a game system in which a plurality of game characters operating in a virtual world are registered in a game system, and a game character to be given to a user is selected by lottery from the plurality of game characters. Has been.
特開2012-196424号公報JP 2012-196424 A
 特許文献1のようなゲームでは、ユーザの興味を引くために、例えば定期的に新たなゲームキャラクタをゲームシステムに追加することがある。また例えば、このようなゲームシステムには、新たに追加するゲームキャラクタの能力を、登録済みのゲームキャラクタの能力よりも高く設定し、価値の高い魅力的なゲームキャラクタを定期的に追加するようにしているものがある。このようなゲームシステムを例えば数年単位の長期間にわたりユーザに提供し続けようとすると、ゲームキャラクタを追加する機会が増えることになる。その場合、ユーザにとって魅力的なゲームキャラクタを常に提供し続けるためには、ゲームキャラクタの能力を際限なく高騰させることで価値を高め続けなければならなくなる。 In a game like patent document 1, in order to attract a user's interest, a new game character may be regularly added to a game system, for example. In addition, for example, in such a game system, the ability of a newly added game character is set to be higher than the ability of a registered game character, and a high-value attractive game character is periodically added. There is something that is. If such a game system is to be continuously provided to the user for a long period of several years, for example, the opportunity to add a game character increases. In that case, in order to always provide a game character that is attractive to the user, the value of the game character must be continuously increased to increase its value.
 しかしながら、ゲームキャラクタの能力が仮想世界における動作に影響するものである場合、能力を高めすぎると動作が不自然になり、ゲームの興趣性が下がる可能性がある。例えば、ゲームキャラクタの足の速さを示すパラメータが設定されたサッカーゲームでは、パラメータを高めすぎると、現実のサッカーではありえない速度でゲームキャラクタが移動し、サッカーゲームのリアリティが損なわれてしまい興趣性が下がってしまう。このようなゲームでは、リアリティを維持するための能力の上限がおのずと決まるので、上記従来の方法では、ゲームキャラクタの能力が当該上限にいずれ達してしまい、価値を高め続けることができなくなる。 However, if the ability of the game character affects the action in the virtual world, if the ability is increased too much, the action becomes unnatural and the game may become less interesting. For example, in a soccer game in which a parameter indicating the speed of the foot of the game character is set, if the parameter is increased too much, the game character moves at a speed that is not possible with real soccer, and the reality of the soccer game is impaired, which is interesting Will go down. In such a game, since the upper limit of the ability to maintain the reality is naturally determined, in the conventional method, the ability of the game character eventually reaches the upper limit, and the value cannot be continuously increased.
 本発明は上記課題に鑑みてなされたものであって、その目的は、例えば、仮想世界における動作に影響するパラメータが設定されたゲームキャラクタなどのゲームオブジェクトの価値を高め続けることが可能なゲームシステム、ゲーム制御装置、及びプログラムを提供することにある。 The present invention has been made in view of the above problems, and a purpose of the present invention is, for example, a game system capable of continuously increasing the value of a game object such as a game character in which a parameter that affects a motion in a virtual world is set. It is to provide a game control device and a program.
 上記課題を解決するために、本発明の一態様に係るゲームシステムは、ゲームオブジェクトに関連付けられた、ゲームが行われる仮想世界での当該ゲームオブジェクトの動作に影響する第1パラメータと、ユーザの識別情報に関連付けられる報酬に影響する第2パラメータと、を取得するパラメータ取得手段と、前記仮想世界で前記ゲームオブジェクトを動作させる場合、前記取得された当該ゲームオブジェクトに関連付けられた前記第1パラメータに基づいて、当該仮想世界で当該ゲームオブジェクトを動作させる動作制御手段と、前記ゲームオブジェクトが用いられることを条件として、前記取得された当該ゲームオブジェクトに関連付けられた前記第2パラメータに基づいて、前記報酬を決定する報酬決定手段と、を含むことを特徴とする。 In order to solve the above-described problem, a game system according to one aspect of the present invention includes a first parameter associated with a game object that affects the operation of the game object in a virtual world in which the game is performed, and user identification Parameter acquisition means for acquiring a second parameter that affects the reward associated with the information, and when operating the game object in the virtual world, based on the first parameter associated with the acquired game object The reward is calculated based on the second parameter associated with the acquired game object, on the condition that the game object is used with motion control means for operating the game object in the virtual world. And a reward determining means for determining To.
 本発明の一態様に係るゲーム制御装置は、ゲームオブジェクトに関連付けられた、ゲームが行われる仮想世界での当該ゲームオブジェクトの動作に影響する第1パラメータと、ユーザの識別情報に関連付けられる報酬に影響する第2パラメータと、を取得するパラメータ取得手段と、前記仮想世界で前記ゲームオブジェクトを動作させる場合、前記取得された当該ゲームオブジェクトに関連付けられた前記第1パラメータに基づいて、当該仮想世界で当該ゲームオブジェクトを動作させる動作制御手段と、前記ゲームオブジェクトが用いられることを条件として、前記取得された当該ゲームオブジェクトに関連付けられた前記第2パラメータに基づいて、前記報酬を決定する報酬決定手段と、を含むことを特徴とする。 The game control device according to one aspect of the present invention affects a reward associated with a first parameter associated with a game object and affecting a motion of the game object in a virtual world where the game is performed, and user identification information. A parameter acquisition means for acquiring the second parameter, and when the game object is operated in the virtual world, in the virtual world based on the first parameter associated with the acquired game object. Motion control means for operating a game object; and reward determination means for determining the reward based on the second parameter associated with the acquired game object on condition that the game object is used; It is characterized by including.
本発明の実施形態に係るゲームシステムの全体構成を示す図である。It is a figure showing the whole game system composition concerning an embodiment of the present invention. チーム編成画像の一例を示す図である。It is a figure which shows an example of a team organization image. 仮想世界の一例を示す図である。It is a figure which shows an example of a virtual world. 仮想世界画像の一例を示す図である。It is a figure which shows an example of a virtual world image. ポイント付与画像の一例を示す図である。It is a figure which shows an example of a point provision image. あるゲームキャラクタをスカッドに入れた場合に発生するボーナスを示す図である。It is a figure which shows the bonus which generate | occur | produces when a certain game character is put into a squad. ゲームシステムで実現される機能のうち、本発明に関連する機能を示す機能ブロック図である。It is a functional block diagram which shows the function relevant to this invention among the functions implement | achieved by a game system. 付与候補データベースの一例を示す図である。It is a figure which shows an example of a provision candidate database. ユーザデータベースの一例を示す図である。It is a figure which shows an example of a user database. イベントデータベースの一例を示す図である。It is a figure which shows an example of an event database. 保有キャラクタデータの一例を示す図である。It is a figure which shows an example of possession character data. スカッドデータの一例を示す図である。It is a figure which shows an example of squad data. ゲーム状況データの一例を示す図である。It is a figure which shows an example of game situation data. ゲームシステムにおいて実行される処理の一例を示すフロー図である。It is a flowchart which shows an example of the process performed in a game system. ゲームシステムにおいて実行される処理の一例を示すフロー図である。It is a flowchart which shows an example of the process performed in a game system. ボーナス特定処理の詳細を示す図である。It is a figure which shows the detail of a bonus specific process.
[1.ゲームシステムの全体構成]
 以下、本発明に係る実施形態を図面に基づいて説明する。なお、図面において同一又は対応する構成には同一の符号を付し、繰り返しの説明を省略することがある。図1は、本発明の実施形態に係るゲームシステムの全体構成を示す図である。図1に示すように、本実施形態に係るゲームシステム1は、複数のユーザ端末10-1,10-2,・・・,10-Nと、サーバ30と、を含む。なお、以下では、ユーザ端末10-1,10-2,10-Nに共通する内容については、「ユーザ端末10」と表記して説明する場合がある。ユーザ端末10及びサーバ30は、ネットワークNに接続される。このため、ユーザ端末10とサーバ30との間で相互にデータ通信が可能である。
[1. Overall configuration of game system]
Embodiments according to the present invention will be described below with reference to the drawings. In the drawings, the same or corresponding components are denoted by the same reference numerals, and repeated description may be omitted. FIG. 1 is a diagram showing an overall configuration of a game system according to an embodiment of the present invention. As shown in FIG. 1, the game system 1 according to the present embodiment includes a plurality of user terminals 10-1, 10-2,..., 10-N and a server 30. Hereinafter, contents common to the user terminals 10-1, 10-2, and 10-N may be described as “user terminal 10”. The user terminal 10 and the server 30 are connected to the network N. For this reason, data communication is possible between the user terminal 10 and the server 30.
 ユーザ端末10は、ユーザが操作するコンピュータである。例えば、ユーザ端末10は、携帯電話(スマートフォンを含む)、タブレット型コンピュータ、パーソナルコンピュータ、携帯ゲーム機、据置ゲーム機、業務用ゲーム機、又は、情報処理機能を備えた多機能型テレビジョン受像機(スマートテレビ)等である。なお、以下では、タッチパネルを備えた携帯電話がユーザ端末10であり、サーバ30から供給されるプログラムが携帯電話において実行される場合について説明する。プログラムは、サーバ30とは異なるサーバや記録媒体等を介して供給されてもよい。 The user terminal 10 is a computer operated by a user. For example, the user terminal 10 is a mobile phone (including a smartphone), a tablet computer, a personal computer, a portable game machine, a stationary game machine, an arcade game machine, or a multi-function television receiver having an information processing function. (Smart TV). In the following, a case where the mobile phone provided with the touch panel is the user terminal 10 and the program supplied from the server 30 is executed on the mobile phone will be described. The program may be supplied via a server, a recording medium, or the like different from the server 30.
 図1に示すように、ユーザ端末10は、制御部11、記憶部12、通信部13、入力部14、及び表示部15を含む。制御部11は、少なくとも1つのマイクロプロセッサを含む。制御部11は、オペレーティングシステムやその他のプログラムに従って処理を実行する。記憶部12は、主記憶部(例えば、RAM)及び補助記憶部(例えば、不揮発性の半導体メモリ)を含む。記憶部12は、プログラムやデータを記憶する。なお例えば、ユーザ端末10がパーソナルコンピュータ等である場合、記憶部12は、例えばハードディスクドライブ又はソリッドステートドライブ等の補助記憶部を含むようにしてもよい。通信部13は、ネットワークカードを含む。通信部13は、ネットワークNを介してデータ通信を行う。 As shown in FIG. 1, the user terminal 10 includes a control unit 11, a storage unit 12, a communication unit 13, an input unit 14, and a display unit 15. The control unit 11 includes at least one microprocessor. The control unit 11 executes processing according to an operating system and other programs. The storage unit 12 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, a nonvolatile semiconductor memory). The storage unit 12 stores programs and data. For example, when the user terminal 10 is a personal computer or the like, the storage unit 12 may include an auxiliary storage unit such as a hard disk drive or a solid state drive. The communication unit 13 includes a network card. The communication unit 13 performs data communication via the network N.
 入力部14は、ユーザがゲームの入力操作などを行うための入力デバイスである。入力部14は、例えば、ボタン、キー、レバー、ゲームコントローラ(ゲームパッド)、マウスやタッチパネルなどのポインティングデバイス、又はキーボード等である。なお、入力部14は、ユーザが音声又はジェスチャによって入力操作を行うためのマイクやカメラを含んでもよい。表示部15は、例えば、液晶表示パネル又は有機ELディスプレイ等であり、制御部11の指示に従って画面を表示する。なお、入力部14及び表示部15は、ユーザ端末10に内蔵されていなくともよく、ユーザ端末10に接続された外部装置であってもよい。 The input unit 14 is an input device for a user to perform a game input operation or the like. The input unit 14 is, for example, a button, a key, a lever, a game controller (game pad), a pointing device such as a mouse or a touch panel, or a keyboard. Note that the input unit 14 may include a microphone and a camera for the user to perform an input operation by voice or gesture. The display unit 15 is, for example, a liquid crystal display panel or an organic EL display, and displays a screen according to instructions from the control unit 11. Note that the input unit 14 and the display unit 15 may not be built in the user terminal 10, and may be an external device connected to the user terminal 10.
 サーバ30は、例えば、サーバコンピュータによって実現される。図1に示すように、サーバ30は、制御部31、記憶部32、及び通信部33を含む。制御部31及び通信部33は、ユーザ端末10の制御部11及び通信部13と同様の機能を備える。記憶部32は、主記憶部(例えば、RAM)及び補助記憶部(例えば、ハードディスクドライブ又はソリッドステートドライブ)を含み、プログラムやデータを記憶する。 The server 30 is realized by a server computer, for example. As illustrated in FIG. 1, the server 30 includes a control unit 31, a storage unit 32, and a communication unit 33. The control unit 31 and the communication unit 33 have the same functions as the control unit 11 and the communication unit 13 of the user terminal 10. The storage unit 32 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, a hard disk drive or a solid state drive), and stores programs and data.
 なお、記憶部12又は記憶部32に記憶されるものとして説明するプログラムやデータは、例えば、ネットワークNを介してユーザ端末10又はサーバ30に供給されるようにしてもよい。また、ユーザ端末10又はサーバ30は、情報記憶媒体(例えば、光ディスク又はメモリカード等)に記憶されたプログラム又はデータを読み取るための読取部(例えば、光ディスクドライブ又はメモリカードスロット)を含むようにしてもよい。そして、情報記憶媒体を介してユーザ端末10又はサーバ30にプログラムやデータが供給されるようにしてもよい。 The program and data described as being stored in the storage unit 12 or the storage unit 32 may be supplied to the user terminal 10 or the server 30 via the network N, for example. Further, the user terminal 10 or the server 30 may include a reading unit (for example, an optical disk drive or a memory card slot) for reading a program or data stored in an information storage medium (for example, an optical disk or a memory card). . Then, a program or data may be supplied to the user terminal 10 or the server 30 via the information storage medium.
[2.ゲームの概要]
 ゲームシステム1では、ユーザ端末10でプログラムが実行されることによってゲームが実行される。ゲームシステム1では、種々のゲームを実行可能であるが、本実施形態では、仮想世界においてゲームオブジェクトが動作するゲームを一例に挙げて説明する。ここで、ゲームの概要を説明する前に、仮想世界やゲームオブジェクト等の用語について説明する。
[2. Game Overview]
In the game system 1, a game is executed by executing a program on the user terminal 10. In the game system 1, various games can be executed. In the present embodiment, a game in which a game object operates in a virtual world will be described as an example. Here, before explaining the outline of the game, terms such as a virtual world and game objects will be explained.
 「仮想世界」とは、ゲームの中の世界であり、ゲームの種類により様々な世界がある。例えば、スポーツゲームの場合、スポーツ競技を行う競技場などであり、格闘ゲームの場合、対戦を行う場所である。また、仮想世界は、3次元的な空間であってもよいし、2次元的な平面であってもよい。本実施形態では、仮想世界が3次元的な空間である場合を例に挙げる。 The “virtual world” is the world in the game, and there are various worlds depending on the type of game. For example, in the case of a sports game, it is a stadium where sports competitions are performed, and in the case of a fighting game, it is a place where battles are performed. The virtual world may be a three-dimensional space or a two-dimensional plane. In this embodiment, a case where the virtual world is a three-dimensional space is taken as an example.
 「ゲームオブジェクト」とは、例えば、ゲームにおいて使用され得る対象である。別の言い方をすれば、ゲームオブジェクトは、例えば、仮想世界に配置される仮想的な移動体である。例えば、移動体は、仮想世界が3次元であれば3次元モデル(3Dオブジェクト)であり、仮想世界が2次元であれば画像に示された平面的な物体である。例えば、ゲームキャラクタ等がゲームオブジェクトの一例に相当する。言い換えれば、ゲームオブジェクトは、ユーザがゲームで使用するものである。例えば、ゲームオブジェクトは、ユーザが保有するものであってよい。例えば、ユーザの保有するゲームオブジェクトのうちから、ゲームで使用するゲームオブジェクトとしてユーザによって選択されたゲームオブジェクトであってよい。または、ゲームで提供されるゲームオブジェクトのうちから、ゲームで使用するゲームオブジェクトとしてユーザによって選択されたゲームオブジェクトであってよい。あるいは、ユーザがゲームで使用するゲームオブジェクトとしてゲーム制御装置(ゲームシステム)によって設定されたゲームオブジェクトであってよい。本実施形態では、ゲームキャラクタをゲームオブジェクトの一例として説明する。 A “game object” is a target that can be used in a game, for example. In other words, the game object is, for example, a virtual moving body arranged in the virtual world. For example, the moving object is a three-dimensional model (3D object) if the virtual world is three-dimensional, and is a planar object shown in the image if the virtual world is two-dimensional. For example, a game character or the like corresponds to an example of a game object. In other words, the game object is used by the user in the game. For example, the game object may be possessed by the user. For example, it may be a game object selected by the user as a game object used in the game from among the game objects held by the user. Or it may be a game object selected by a user as a game object used in a game from game objects provided in a game. Alternatively, it may be a game object set by a game control device (game system) as a game object used by a user in a game. In the present embodiment, a game character will be described as an example of a game object.
 「動作」とは、例えば、仮想世界における動きである。例えば、動作は、ゲームキャラクタの身体の動きである。例えば、移動したり、ジャンプしたり、競技における所定の挙動をしたりすることが動作に相当してよい。例えば、ボールやパックなどの移動物体を用いたスポーツのゲームであれば、移動物体を蹴ること、移動物体を投げること、移動物体をヘディングすること、又は移動物体を打つことなどが動作に相当してよい。後述するように、本実施形態では、サッカーゲームを例に挙げるので、サッカーにおけるボールを移動させる動作(例えば、ドリブル、シュート、パス、ヘディング)やピッチ上を移動する動作をゲームキャラクタが行うことになる。なお、本実施形態では、ゲームキャラクタの動作に影響する第1パラメータが、ゲームキャラクタに関連付けられている。 “Action” is, for example, movement in a virtual world. For example, the movement is a movement of the game character's body. For example, moving, jumping, or performing a predetermined behavior in a competition may correspond to an action. For example, in the case of a sport game using a moving object such as a ball or a pack, kicking the moving object, throwing the moving object, heading the moving object, or hitting the moving object corresponds to the action. It's okay. As will be described later, in this embodiment, since a soccer game is taken as an example, a game character performs an action of moving a ball in soccer (for example, dribbling, shooting, passing, heading) or an action of moving on a pitch. Become. In the present embodiment, the first parameter that affects the action of the game character is associated with the game character.
 「第1パラメータ」とは、例えば、仮想世界における動きの速さ、強さ、又は精度等に影響するパラメータである。例えば、仮想世界における動きの速さ、強さ、又は精度等に関するパラメータである。例えば、仮想世界における動きの速さ、強さ、又は精度等を決めるパラメータである。別の言い方をすれば、例えば、第1パラメータは、ゲームキャラクタの動作の能力に関するパラメータである。例えば、第1パラメータが示す能力が高いほど、ゲームキャラクタは速く移動する。また例えば、第1パラメータが示す能力が高いほど、ゲームキャラクタは強い力で動作する。その結果、ゲームキャラクタが接触する物体(例えば、ボールなどの移動物体)に対する力が強くなり、当該物体の移動速度が速くなるようにしてよい。また例えば、第1パラメータが示す能力が高いほど、ゲームキャラクタは高い精度で動作する。本実施形態では、ゲームキャラクタの能力パラメータが、第1パラメータに相当する場合を例に挙げる。なお、本実施形態のゲームキャラクタには、能力パラメータ以外にも、ユーザの識別情報に関連付けられる報酬に影響する第2パラメータが関連付けられている。 The “first parameter” is a parameter that affects, for example, the speed, strength, or accuracy of movement in the virtual world. For example, it is a parameter related to the speed, strength, or accuracy of movement in the virtual world. For example, it is a parameter that determines the speed, strength, or accuracy of movement in the virtual world. In other words, for example, the first parameter is a parameter related to the action ability of the game character. For example, the higher the ability indicated by the first parameter, the faster the game character moves. For example, the higher the ability indicated by the first parameter, the stronger the game character moves. As a result, the force with respect to an object (for example, a moving object such as a ball) with which the game character comes into contact may be increased, and the moving speed of the object may be increased. Further, for example, the higher the ability indicated by the first parameter, the higher the accuracy of the game character. In this embodiment, a case where the ability parameter of the game character corresponds to the first parameter is taken as an example. In addition to the ability parameter, the game character of the present embodiment is associated with a second parameter that affects the reward associated with the user identification information.
 「ユーザの識別情報」とは、例えば、ユーザを一意に識別するための情報である。言い換えれば、例えば、ユーザの識別情報は、ユーザを特定するための情報である。例えば、ユーザID、ユーザの名前、ユーザアカウント、又は電子メールアドレスが、ユーザ識別情報の一例に相当する。本実施形態では、ユーザIDがユーザ識別情報に相当する場合を例に挙げる。 “User identification information” is information for uniquely identifying a user, for example. In other words, for example, the user identification information is information for identifying the user. For example, a user ID, a user name, a user account, or an e-mail address corresponds to an example of user identification information. In this embodiment, a case where the user ID corresponds to user identification information is taken as an example.
 「報酬」とは、例えば、ゲームの終了後などの所定のタイミングにおいてユーザに付与されるゲーム報酬のことである。例えば、ユーザIDに報酬を関連付ける(対応付ける)ことが、報酬を付与することに相当する。例えば、報酬は、ポイント(ゲーム内通貨)やアイテムなどのであってよい。例えば、報酬は、ユーザIDによって識別されるユーザに付与される。例えば、ユーザにポイントを付与することが、報酬に相当してよい。即ち、報酬は、ユーザの保有するポイントを増加することであってよい。言い換えれば、ユーザIDとポイントが関連付けられた状態でさらにポイントを関連付けることによって、ユーザIDと関連付けられたポイントを増加することが、報酬の一例に相当してよい。また例えば、報酬は、ユーザにゲームキャラクタを付与することであってもよい。即ち、ユーザが保有していない新たなゲームキャラクタをユーザに付与することや、ユーザが既に保有しているゲームキャラクタをさらにユーザに付与することによって、ユーザが保有している当該ゲームキャラクタの数を増加することが、報酬の一例に相当してよい。言い換えれば、新たなゲームキャラクタをユーザIDと関連付けることや、ユーザIDとゲームキャラクタが関連付けられた状態でさらに当該ゲームキャラクタをユーザIDと関連付けることによって、ユーザIDと関連付けられたゲームキャラクタの数を増加することが、報酬の一例に相当してよい。なお、報酬は、ポイントやゲームキャラクタに限られず、ゲームの内容に合わせて種々の報酬を設定することであってよい。また例えば、報酬は、ユーザと関連付けられたパラメータ(ポイント以外のパラメータ)をユーザにとって有利となるように一時的又は永続的に変化させることであってもよい。本実施形態では、ユーザIDに関連付けられたポイントを増加させることが、報酬に相当する場合を例に挙げて説明する。 “Reward” is a game reward given to a user at a predetermined timing, for example, after the game is over. For example, associating (associating) a reward with a user ID corresponds to giving a reward. For example, the reward may be points (in-game currency) or items. For example, the reward is given to the user identified by the user ID. For example, giving points to the user may correspond to a reward. That is, the reward may be to increase the points held by the user. In other words, increasing the points associated with the user ID by further associating the points in a state where the user ID and the points are associated may correspond to an example of a reward. Further, for example, the reward may be to give a game character to the user. That is, by giving the user a new game character that the user does not have, or by further giving the user a game character that the user already has, the number of the game characters that the user has is determined. Increasing may correspond to an example of a reward. In other words, the number of game characters associated with the user ID is increased by associating a new game character with the user ID or by further associating the game character with the user ID in a state where the user ID and the game character are associated with each other. Doing may correspond to an example of a reward. The reward is not limited to points or game characters, and may be various rewards set according to the content of the game. Further, for example, the reward may be to temporarily or permanently change a parameter (a parameter other than points) associated with the user to be advantageous to the user. In the present embodiment, a case where increasing the points associated with the user ID corresponds to a reward will be described as an example.
 「第2パラメータ」とは、例えば、ユーザに付与される報酬の良し悪しに影響するパラメータである。例えば、ユーザに付与される報酬の内容に関するパラメータである。例えば、ユーザに付与される報酬の内容を決めるパラメータである。例えば、本実施形態のように報酬がポイントであれば、ポイントの付与量の増減に影響するパラメータが第2パラメータであり、報酬がゲームアイテムやゲームキャラクタなどであれば、これらの希少度や付与数に影響するパラメータが第2パラメータである。例えば、第2パラメータは、報酬そのものを示すパラメータであってもよい。また例えば、第2パラメータは、ゲームの結果に応じた基本報酬をどの程度変化させるかを示すパラメータであってもよい。本実施形態では、後述する基本ボーナスが、第2パラメータに相当する場合を例に挙げて説明する。なお、特効ボーナス、シーズンボーナス、及びイベントボーナスのような期間別ボーナスが第2パラメータの一例に相当してもよい。 “The second parameter” is, for example, a parameter that affects the quality of the reward given to the user. For example, it is a parameter regarding the content of the reward given to a user. For example, it is a parameter that determines the content of the reward given to the user. For example, if the reward is a point as in the present embodiment, the parameter that affects the increase / decrease in the amount of points given is the second parameter, and if the reward is a game item, game character, or the like, these rarity levels and grants The parameter that affects the number is the second parameter. For example, the second parameter may be a parameter indicating the reward itself. Further, for example, the second parameter may be a parameter indicating how much the basic reward according to the result of the game is changed. In the present embodiment, a case where a basic bonus described later corresponds to the second parameter will be described as an example. Note that period-specific bonuses such as a special effect bonus, a season bonus, and an event bonus may correspond to an example of the second parameter.
 本実施形態では、ユーザが抽選により取得したゲームキャラクタでチームを組み、対戦相手チームと対戦するサッカーゲームを例に挙げて説明する。以降、ユーザのチームをユーザチームと記載する。なお、試合中にユーザがゲームキャラクタを操作する場合を説明するが、特にユーザがゲームキャラクタを操作せず、試合が自動的に進行するようにしてもよい。また、ユーザは、自分が保有するポイントやコインを消費することによって試合をプレイできるようにしてもよいし、特にこのような制限なくいつでも試合をプレイできるようにしてもよい。 In this embodiment, a soccer game in which a team is formed by game characters acquired by a user by lottery and is played against an opponent team will be described as an example. Hereinafter, the user team is referred to as a user team. In addition, although the case where a user operates a game character during a game is described, the game may be advanced automatically without the user operating the game character. Further, the user may be allowed to play a game by consuming points or coins owned by the user, or may be able to play a game at any time without any particular limitation.
 例えば、ゲームプログラムが起動し、ユーザが試合をプレイするための所定の操作を入力部14から行うと、対戦相手チームの候補を示すリストが表示部15に表示される。対戦相手チームは、他のユーザのユーザチームであってもよいし、ゲーム提供者が予め用意したチームであってもよい。ユーザは、リストの中から対戦相手チームを選択すると、ユーザチームの編成をするためのチーム編成画像が表示部15に表示される。 For example, when the game program is activated and the user performs a predetermined operation for playing a game from the input unit 14, a list indicating the opponent team candidates is displayed on the display unit 15. The opponent team may be a user team of another user or a team prepared in advance by a game provider. When the user selects an opponent team from the list, a team organization image for organizing the user team is displayed on the display unit 15.
 図2は、チーム編成画像の一例を示す図である。図2に示すように、チーム編成画像G1には、ユーザが保有するゲームキャラクタのうち、スカッドに指定されたゲームキャラクタを示すアイコンIが表示される。スカッドは、ユーザチームのメンバーを意味し、ここでは、試合に出場するメンバーと、試合に出場する可能性(権利)のあるメンバーと、の両方を意味する。例えば、スカッドは、試合に最初から出場するスターティングメンバーと、試合に途中出場する可能性のあるベンチ入りメンバー(控えメンバー)と、の両方を含む意味である。 FIG. 2 is a diagram showing an example of the team organization image. As shown in FIG. 2, an icon I indicating a game character designated as a squad among the game characters held by the user is displayed in the team organization image G1. Scud means a member of the user team, and here means both a member who participates in the game and a member who has a possibility (right) to participate in the game. For example, “scud” includes both a starting member who participates in the game from the beginning and a bench member who may participate in the game halfway (a reserved member).
 本実施形態では、ユーザが保有するゲームキャラクタのうち、スターティングメンバーとして指定した11人のゲームキャラクタと、ベンチ入りメンバーとして指定した7人のゲームキャラクタと、を含む18人のゲームキャラクタがスカッドに相当する。なお、ベンチ入りメンバーは7人ではなく、任意の人数を指定可能であってよい。例えば、図2の画面例では、サッカーのピッチを模したピッチ画像G10上にアイコンIが表示されたゲームキャラクタは、スターティングメンバーであり、その下部にアイコンIが表示されたゲームキャラクタは、ベンチ入りメンバーである。 In the present embodiment, 18 game characters including 11 game characters designated as starting members and 7 game characters designated as members in a bench among the game characters held by the user are squad. Equivalent to. Note that the number of bench members is not limited to seven, and an arbitrary number of members may be designated. For example, in the screen example of FIG. 2, the game character on which the icon I is displayed on the pitch image G10 simulating a soccer pitch is a starting member, and the game character on which the icon I is displayed below is a bench character. A member.
 ユーザは、チーム編成画像G1において、スカッドに入れるゲームキャラクタを指定することができる。例えば、ユーザは、アイコンIをドラッグアンドドロップすることにより、スターティングメンバーの中でポジションを入れ替えたり、スターティングメンバーとベンチ入りメンバーを入れ替えたりすることができる。また例えば、ユーザが入れ替えボタンB10を選択すると、スカッドに入れているゲームキャラクタと、スカッドに入れていないゲームキャラクタと、を入れ替えることができる。また例えば、ユーザがスカッドを指定しなくても、自動的におすすめのスカッドが編成されるようにしてもよい。 The user can specify a game character to be put into the squad in the team formation image G1. For example, by dragging and dropping the icon I, the user can change the position in the starting member, or can change the starting member and the member on the bench. Further, for example, when the user selects the replacement button B10, the game character put in the squad and the game character not put in the squad can be exchanged. Further, for example, even if the user does not specify a squad, a recommended squad may be automatically organized.
 また、チーム編成画像G1では、ユーザが選択したアイコンIが示すゲームキャラクタの詳細情報が表示されるようにしてもよい。図2では、ユーザが選択したアイコンIを斜線で示している。ユーザがアイコンIを選択すると、当該アイコンIが示すゲームキャラクタの名前・ポジション・画像などの基本情報G11、能力パラメータG12、基本ボーナスG13、及び期間別ボーナスG14が表示される。 Further, in the team organization image G1, detailed information of the game character indicated by the icon I selected by the user may be displayed. In FIG. 2, the icon I selected by the user is indicated by diagonal lines. When the user selects the icon I, basic information G11 such as the name, position, and image of the game character indicated by the icon I, an ability parameter G12, a basic bonus G13, and a period-specific bonus G14 are displayed.
 詳細は後述するが、ゲームキャラクタには、試合終了後にユーザに付与されるポイントを増加させるためのボーナスが関連付けられており、基本ボーナスG13及び期間別ボーナスG14は、その一例である。試合終了後に付与されるポイントは、スカッド全体のボーナスが総合的に加味されるため、チーム編成画像G1には、その総合値を示すスカッドボーナスG15(詳細後述)も表示される。スカッドボーナスG15は、スカッドによって値が異なるので、チーム編成画像G1からユーザがスカッドを入れ替えると、リアルタイムで表示が更新される。 Although details will be described later, the game character is associated with a bonus for increasing the points given to the user after the match is finished, and the basic bonus G13 and the period-specific bonus G14 are examples thereof. Since the points given after the match are comprehensively added with the bonus of the entire squad, a squad bonus G15 (details will be described later) indicating the overall value is also displayed on the team-organized image G1. Since the value of the scud bonus G15 varies depending on the scud, when the user replaces the scud from the team formation image G1, the display is updated in real time.
 また、チーム編成画像G1には、ユーザチームのフォーメーションや作戦などの設定情報G16が表示され、ユーザがこれらを設定可能なようにしてもよい。ユーザは、設定中のフォーメーションにおける各ポジションのゲームキャラクタを、ピッチ画像G10上で指定することになる。ユーザは、チーム編成画像G1からユーザチーム(スカッド)の編成を行い、試合開始ボタンB11を選択すると、ゲーム内のサッカー場を示す仮想世界が構築されて試合が開始する。 Also, the team organization image G1 may display setting information G16 such as formation and strategy of the user team so that the user can set them. The user designates the game character at each position in the formation being set on the pitch image G10. When the user organizes the user team (scud) from the team formation image G1 and selects the game start button B11, a virtual world indicating a soccer field in the game is constructed and the game starts.
 図3は、仮想世界の一例を示す図である。図3に示すように、仮想世界Wには、互いに直交するXw軸、Yw軸、及びZw軸が設定される。仮想世界W内の位置は、これらの座標軸のワールド座標値(ワールド座標系の座標値)により特定される。また、仮想世界Wには、地面を表す3次元モデルであるピッチPが配置される。例えば、ピッチPは、Xw-Zw平面に平行に配置される。 FIG. 3 is a diagram showing an example of a virtual world. As shown in FIG. 3, an Xw axis, a Yw axis, and a Zw axis that are orthogonal to each other are set in the virtual world W. The position in the virtual world W is specified by the world coordinate values (the coordinate values of the world coordinate system) of these coordinate axes. In the virtual world W, a pitch P that is a three-dimensional model representing the ground is arranged. For example, the pitch P is arranged in parallel to the Xw-Zw plane.
 ピッチP上には、サッカーゲームで用いられる種々の3次元モデルが配置され、例えば、ユーザチームのゲームキャラクタC1、対戦相手チームのゲームキャラクタC2、ボールB、及びゴールGLなどが配置される。本実施形態では、ユーザチームの何れかのゲームキャラクタC1は、ユーザの操作対象として設定される。ユーザの操作対象に設定されたゲームキャラクタC1は、ユーザの操作に基づいて動作する。ユーザチームの操作対象以外のゲームキャラクタC1と、対戦相手チームのゲームキャラクタC2と、はゲームプログラムに定義されたアルゴリズムに基づいて動作する。 On the pitch P, various three-dimensional models used in a soccer game are arranged, for example, a game character C1 of a user team, a game character C2 of an opponent team, a ball B, and a goal GL are arranged. In the present embodiment, any game character C1 of the user team is set as a user operation target. The game character C1 set as the user's operation target moves based on the user's operation. The game character C1 other than the operation target of the user team and the game character C2 of the opponent team operate based on an algorithm defined in the game program.
 また、仮想世界Wには、仮想カメラVCが設定される。仮想カメラVCの位置及び視線方向は、変化しないように固定されていてもよいし、ユーザの操作対象又はボールBなどの特定の3次元モデルと所定の関係を保つように変化してもよい。試合が始まると、仮想カメラVCから仮想世界を見た様子を示す仮想世界画像が表示部15に表示される。 Also, a virtual camera VC is set in the virtual world W. The position and line-of-sight direction of the virtual camera VC may be fixed so as not to change, or may be changed so as to maintain a predetermined relationship with a user's operation target or a specific three-dimensional model such as the ball B. When the game starts, a virtual world image showing the virtual world viewed from the virtual camera VC is displayed on the display unit 15.
 図4は、仮想世界画像の一例を示す図である。図4に示すように、仮想世界画像G2には、仮想世界Wのうち仮想カメラVCの視野内の様子が描かれている。なお、仮想世界画像G2は、仮想世界Wの一部を示してもよいし、仮想世界Wの全部を示してもよい。ユーザは仮想世界画像G2を見ながら、操作対象に設定されたゲームキャラクタC1を操作する。試合の進行自体は、公知のゲームプログラムによって実行されるようにしてよく、試合の前半が終了すると、ハーフタイムを挟んだ後に、試合の後半が開始する。そして、後半の終了時間が訪れると、ユーザチームが獲得した得点と、対戦相手チームが獲得した得点と、に基づいて、試合の勝敗が決定する。なお、以降の説明では、特に図面を参照する必要のないときは、ゲームキャラクタやボールなどの符号は省略する。 FIG. 4 is a diagram illustrating an example of a virtual world image. As shown in FIG. 4, the virtual world image G2 depicts a state in the visual field of the virtual camera VC in the virtual world W. Note that the virtual world image G2 may indicate a part of the virtual world W or the entire virtual world W. The user operates the game character C1 set as the operation target while viewing the virtual world image G2. The progress of the game itself may be executed by a known game program. When the first half of the game ends, the second half of the game starts after the half-time. Then, when the end time of the second half arrives, the winning or losing of the game is determined based on the score acquired by the user team and the score acquired by the opponent team. In the following description, reference numerals such as game characters and balls are omitted when it is not particularly necessary to refer to the drawings.
 試合が終了すると、試合の結果やスカッドに応じたポイントがユーザに付与される。本実施形態では、ゲームイベントが繰り返し開催されており、各ゲームイベントの開催期間内に付与されたポイントの累積値(以降、累積ポイントと記載する。)に応じて、例えば、ランキング報酬が付与されたり、累積ポイント報酬が付与されたりする。例えば、ランキング報酬は、他のユーザとの相対関係がある報酬である。ランキング報酬は、他のユーザとの相対関係があるため、他のユーザより多くのポイントが稼ぐことが重要となる。例えば、プレイスキルが高い上級者であっても上位ランクを狙うためには、多くのボーナスを得ることができるゲームキャラクタが必要となる。一方、例えば、累積ポイント報酬は、他のユーザとの相対関係がない報酬である。累積ポイント報酬は、他のユーザとの相対関係がないため、ユーザ自身がどれだけポイントを稼ぐかが重要となる。例えば、プレイスキルが低いユーザであっても、多くのボーナスを得ることが可能なゲームキャラクタを保有できれば、それなりの報酬を得ることができる。一方、プレイスキルが高いユーザであれば、ボーナスを得ることができるゲームキャラクタを所有していなくともそれなりの報酬を得ることができる。このため、ユーザは、ゲームイベントの開催期間中に何度も試合をプレイし、累積ポイントを高めることを目指す。試合が終了すると、その試合で付与されるポイントを示すポイント付与画像が表示部15に表示される。 When the game is over, the user is given points according to the result of the game and the squad. In the present embodiment, game events are repeatedly held, and for example, ranking rewards are given according to the accumulated value of points given during the holding period of each game event (hereinafter referred to as accumulated points). Or accumulated point rewards. For example, the ranking reward is a reward having a relative relationship with other users. Since the ranking reward has a relative relationship with other users, it is important to earn more points than other users. For example, a game character that can obtain a lot of bonuses is required to aim for a higher rank even for an advanced player with high play skills. On the other hand, for example, the accumulated point reward is a reward having no relative relationship with other users. Since the accumulated point reward has no relative relationship with other users, how much points the user himself earns is important. For example, even a user with low play skills can obtain a reasonable reward if he / she can have a game character that can obtain many bonuses. On the other hand, if the user has high play skills, he / she can obtain a certain reward even if he / she does not own a game character that can obtain a bonus. For this reason, the user aims to increase the accumulated points by playing the game many times during the holding period of the game event. When the match is over, a point grant image indicating the points given in the match is displayed on the display unit 15.
 図5は、ポイント付与画像の一例を示す図である。図5のポイント付与画像G3に示すように、本実施形態では、試合の結果に応じた基本ポイント(図5では、「59」pt)と、スカッドに応じたポイント増加分(図5では、「24」倍)であるスカッドボーナスと、によって算出される数値(図5では、「59」ptを「24」倍した「1416」pt)が、試合の結果に応じて増減されることによって、試合での付与ポイント(図4では、「1816」pt)が決まる。ここでは、基本ポイントは、試合の結果のみに基づいて定まり、スカッドボーナスの値には関係しない。このため、基本ポイントは、ユーザのプレイスキルがそのまま反映されたものであり、例えば、試合での得失点差や対戦相手チームの強さなどに基づいて決まるようにしてよい。例えば、プレイスキルは、ユーザがゲームキャラクタを操作するスキルということができ、プレイスキルが高いと試合の結果がよくなる確率が高くなるので、プレイスキルは基本ポイントに反映されることになる。例えば、ある二人のユーザが同じ能力パラメータのゲームキャラクタを使用した場合、ゲームキャラクタを操作するスキルがあるユーザの方が勝利する確率が高いので、このユーザの基本ポイントが多くなる確率が高くなる。別の言い方をすれば、プレイスキルがあるユーザは、対戦相手より能力パラメータが低いゲームキャラクタを使用しても、自分の操作テクニックにより能力パラメータが不利な分をカバーすることができるので、基本ポイントが多くなる確率が高くなる。 FIG. 5 is a diagram showing an example of the point grant image. As shown in the point grant image G3 in FIG. 5, in the present embodiment, the basic point (“59” pt in FIG. 5) corresponding to the result of the game and the point increase corresponding to the squad (“ The numerical value calculated by the Scud Bonus (24 times times) ("5916 pt" multiplied by "2416", "1416" pt in FIG. 5) is increased or decreased according to the result of the game. The grant point at (in FIG. 4, “1816” pt) is determined. Here, the basic points are determined only based on the result of the game, and are not related to the value of the scud bonus. For this reason, the basic points reflect the user's play skills as they are, and may be determined based on, for example, the difference between points scored in the game or the strength of the opponent team. For example, it can be said that the play skill is a skill for the user to operate the game character. If the play skill is high, the probability that the result of the game is improved is high, and the play skill is reflected in the basic points. For example, when two users use game characters having the same ability parameters, a user who has the skill to operate the game character has a higher probability of winning, so the probability that this user's basic points will increase is higher. . In other words, users with play skills can cover disadvantageous ability parameters with their operation techniques even if they use a game character with a lower ability parameter than their opponents. There is a high probability that
 ゲームキャラクタには、基本ポイントの増加分を示すパラメータとして、基本ボーナスと期間別ボーナスが関連付けられており、スカッドボーナスは、スカッドに入れられたゲームキャラクタの基本ボーナスと期間別ボーナスとに基づいて決まる。ここでは、スカッドボーナスは、試合の結果に関係なく、スカッドに応じた値となる。即ち、スカッドボーナスは、試合に勝っても負けても同じ値となり、どのゲームキャラクタをスカッドに入れたかによって決まる。別の言い方をすれば、スカッドボーナスは、ユーザのプレイスキルとは関係のないボーナスである。このため、ゲームを開始して間もないユーザであり、当該ユーザのプレイスキルがなかったとしても、ボーナスの高いスカッドを編成できれば、プレイスキルが高いがボーナスの低いスカッドを編成した他のユーザとの比較で有利になることがある。即ち、ゲームを開始して間もないユーザだったとしても、ボーナスの高いゲームキャラクタを取得することができれば、ゲームを長くプレイしているがボーナスの低いゲームキャラクタしか取得していないユーザに対抗することが可能になる。そのため、ゲームを開始して間もないユーザのようにプレイスキルが劣っているユーザであっても、ポイントやアイテムなどを使うことでボーナスの高いゲームキャラクタを積極的に取得するようにすれば、プレイスキルが劣っている点を補うことができる。つまり、プレイスキルとは別の要素(ポイントやアイテムなど)に頼ることでプレイスキルを補うことができるようになる。 The game character is associated with a basic bonus and a period-specific bonus as a parameter indicating an increase in basic points. . Here, the squad bonus is a value corresponding to the squad regardless of the result of the game. That is, the scud bonus has the same value regardless of whether the game is won or lost, and it depends on which game character has entered the squad. In other words, the squad bonus is a bonus that has nothing to do with the user's play skills. For this reason, even if the user has just started the game, and there is no play skill of the user, if he / she can knitting a high-squad squad, he / she can Comparison may be advantageous. That is, even if the user is a user shortly after starting the game, if a game character with a high bonus can be acquired, the user who has played the game for a long time but acquired only a game character with a low bonus will be countered. It becomes possible. Therefore, even if the user has inferior play skills such as a user who has just started the game, if he / she actively acquires a game character with a high bonus by using points or items, Can compensate for the inferior play skills. That is, the play skill can be supplemented by relying on elements (points, items, etc.) different from the play skill.
 図6は、あるゲームキャラクタをスカッドに入れた場合に発生するボーナスを示す図である。図6に示すtは時間軸であり、t1~t5の各々は、ゲームイベントの開催期間である。また、図6に示す各ボーナスのボックスの高さは、当該ボーナスの大きさを表している。図6に示すように、基本ボーナスは、ユーザがゲームキャラクタを取得した後は、いつスカッドに入れたとしても、原則として値が変化しない。即ち、基本ボーナスは、ゲームキャラクタをスカッドに入れる時期がいつであっても同じ値であり、ゲームキャラクタをスカッドに入れることで常に発生する一定値のボーナスである。 FIG. 6 is a diagram showing a bonus generated when a certain game character is put into a squad. In FIG. 6, t is a time axis, and each of t1 to t5 is a holding period of a game event. Further, the height of each bonus box shown in FIG. 6 represents the size of the bonus. As shown in FIG. 6, the value of the basic bonus does not change in principle after the user acquires the game character, regardless of when it is put into the squad. That is, the basic bonus is the same value regardless of when the game character is put into the squad, and is a constant value bonus that is always generated when the game character is put into the squad.
 一方、期間別ボーナスは、ゲームキャラクタをスカッドに入れる時期に応じて、ボーナス発生の有無やそのボーナスの大きさが変化する。本実施形態では、互いに発生する時期が異なる3種類の期間別ボーナスが用意されており、それぞれを特効ボーナス、イベントボーナス、及びシーズンボーナスと記載する。 On the other hand, as for the bonus for each period, the presence / absence of the bonus and the size of the bonus change depending on the time when the game character is put into the squad. In this embodiment, three types of period-specific bonuses that are generated at different times are prepared, and are described as a special bonus, an event bonus, and a season bonus, respectively.
 特効ボーナスは、短期的に発生するボーナスであり、例えば、ゲームキャラクタがゲームシステム1に追加された直後のゲームイベントの開催期間においてのみ発生する。以降、特効ボーナスが発生する期間を、特効ボーナス発生期間と記載する。図6の例では、特効ボーナス発生期間は、開催期間t1だけの短い期間である。その代わり、図6に示すように、特効ボーナスは、他のボーナスと比べて高い効果を得られるようにしてよい。 The special effect bonus is a bonus that occurs in the short term, and is generated only during a game event holding period immediately after a game character is added to the game system 1, for example. Hereinafter, the period in which the special bonus is generated is referred to as a special bonus generation period. In the example of FIG. 6, the special effect bonus generation period is a short period of only the holding period t1. Instead, as shown in FIG. 6, the special effect bonus may be higher than that of other bonuses.
 イベントボーナスは、中期的に発生するボーナスであり、例えば、ゲームイベントによって発生したり発生しなかったりする。以降、イベントボーナスが発生する期間を、イベントボーナス発生期間と記載する。図6の例では、イベントボーナス発生期間は、開催期間t1,t2,t4を合わせた期間である。このため、イベントボーナス発生期間は、特効ボーナス発生期間よりも長い。なお、開催期間t3は、イベントボーナスは発生しない。このように、イベントボーナス発生期間は、連続的な1つの期間ではなく、互いに間のあいた複数の期間の集まりであってよい。 The event bonus is a bonus that occurs in the medium term, and may or may not occur due to a game event, for example. Hereinafter, a period in which an event bonus occurs is referred to as an event bonus occurrence period. In the example of FIG. 6, the event bonus generation period is a period that includes the holding periods t1, t2, and t4. For this reason, the event bonus generation period is longer than the special effect bonus generation period. Note that an event bonus does not occur during the holding period t3. As described above, the event bonus generation period may be a group of a plurality of periods between each other instead of one continuous period.
 シーズンボーナスは、長期的に発生するボーナスであり、例えば、ゲームキャラクタが追加されてから半年~1年程度の期間において継続的に発生する。以降、シーズンボーナスが発生する期間をシーズンボーナス発生期間と記載する。図6の例では、シーズンボーナス発生期間は、開催期間t1~t4を合わせた期間である。このため、シーズンボーナス発生期間は、イベントボーナス発生期間よりも長く、最も長い期間となっている。 The season bonus is a bonus that occurs over a long period of time, for example, continuously during a period of about six months to one year after the addition of a game character. Hereinafter, a period in which a season bonus occurs is referred to as a season bonus occurrence period. In the example of FIG. 6, the season bonus generation period is a period that includes the holding periods t1 to t4. For this reason, the season bonus generation period is longer than the event bonus generation period and is the longest period.
 なお、以降において、特効ボーナス発生期間、イベントボーナス発生期間、及びシーズンボーナス発生期間をまとめて単にボーナス発生期間と記載することもある。また、先述したように、基本ボーナスは、本実施形態では時期に関係なく発生するので、特にボーナス発生期間は存在しないようにしてよい。 In the following, the special effect bonus generation period, event bonus generation period, and season bonus generation period may be collectively referred to as a bonus generation period. Further, as described above, since the basic bonus is generated regardless of the time in the present embodiment, there may be no bonus generation period.
 図6に示すように、ユーザが、ゲームシステム1に追加されたばかりのゲームキャラクタを取得し、スカッドに入れて試合をすると、期間別ボーナスが3つとも発生する可能性がある。この場合、開催期間t1において、3つの期間別ボーナスが累積して発生し、付与ポイントが非常に高くなる。その後、時間が経過すると、このゲームキャラクタの特効ボーナスが発生しなくなるが、開催期間t2~t4に示すように、イベントボーナスは時々発生し、シーズンボーナスは継続的に発生するので、スカッドに入れて試合をすると、付与ポイントはそれなりに高くなる。更に時間が経過すると、シーズンボーナスが発生しなくなり、イベントボーナスだけが時々発生する状態となり、開催期間t5に示すように、イベントボーナスが発生しなければ、期間別ボーナスが一切発生しないので、基本ボーナスだけが発生する状態となる。このように、基本ボーナスは、時間経過に関係なく発生し、期間別ボーナスは、時間経過に伴って段階的にボーナスが少なくなる。 As shown in FIG. 6, if the user acquires a game character that has just been added to the game system 1 and puts it in a squad, there is a possibility that all three period bonuses will occur. In this case, in the holding period t1, three period-specific bonuses are accumulatively generated, and the granted points become very high. After that, when the time elapses, the special bonus for this game character does not occur. However, as shown in the holding period t2 to t4, event bonuses sometimes occur and season bonuses continuously occur. When you play a match, the points you give will be higher. When the time further elapses, the season bonus does not occur and only the event bonus occurs from time to time. As shown in the holding period t5, if no event bonus occurs, no bonus for each period is generated. It will be the state that only occurs. As described above, the basic bonus is generated regardless of the passage of time, and the bonus for each period is gradually reduced with the passage of time.
 基本ボーナス及び期間別ボーナスは、能力パラメータとは別のパラメータで示されており、試合中におけるキックの精度やドリブルのスピードなどには影響しない。即ち、能力パラメータが高いからといって、基本ボーナス及び期間別ボーナスが高いとは限らない。逆に言えば、基本ボーナスや期間別ボーナスが高いからといって、ゲームキャラクタの動きが俊敏であったり、強いシュートを放てたりするとは限らない。このため、ユーザは、試合を有利に進めるために能力パラメータの高いスカッドとするか、付与ポイントを多くするために基本ボーナス及び期間別ボーナスの高いスカッドとするか、あるいはこれらのバランスを取ったスカッドとするか、を自身のプレイスキルを勘案したうえで総合的に考えながら、チーム編成をすることになる。上記のように、本実施形態のゲームシステム1は、主に、基本ボーナスに係る第1の構成と、期間別ボーナスに係る第2の構成と、を有している。以降、第1の構成及び第2の構成の詳細を説明する。 ∙ The basic bonus and the bonus for each period are indicated by parameters different from the ability parameters, and do not affect the kick accuracy or dribble speed during the match. That is, just because the ability parameter is high does not mean that the basic bonus and the period-specific bonus are high. In other words, just because the basic bonus and the bonus for each period are high, the movement of the game character is not always agile and does not necessarily release a strong shot. For this reason, the user must select a high-performance scud to advance the game advantageously, a high-basis bonus and a high-period bonus to increase the number of points granted, or a balanced scud The team will be organized while thinking comprehensively after taking into account their own play skills. As described above, the game system 1 of the present embodiment mainly has the first configuration related to the basic bonus and the second configuration related to the period-specific bonus. Hereinafter, details of the first configuration and the second configuration will be described.
[3.ゲームシステムにおいて実現される機能]
 図7は、ゲームシステム1で実現される機能のうち、本発明に関連する機能を示す機能ブロック図である。本実施形態では、主に、ゲームに係るデータがサーバ30で管理され、ゲームに関する主要な処理がユーザ端末10で実行される場合を説明する。
[3. Functions realized in the game system]
FIG. 7 is a functional block diagram showing functions related to the present invention among the functions realized by the game system 1. In the present embodiment, a case where data related to a game is managed by the server 30 and main processing related to the game is executed by the user terminal 10 will be mainly described.
[3-1.サーバにおいて実現される機能]
 まず、サーバ30において実現される機能を説明する。サーバ30では、主に、データ記憶部300及びゲームキャラクタ追加部301が実現される。
[3-1. Functions realized in the server]
First, functions realized in the server 30 will be described. In the server 30, a data storage unit 300 and a game character addition unit 301 are mainly realized.
[データ記憶部]
 データ記憶部300は、記憶部32を主として実現される。データ記憶部300は、ゲームを実行するために必要なデータを記憶する。本実施形態では、データ記憶部300が記憶するデータの一例として、付与候補データベースDB1、ユーザデータベースDB2、及びイベントデータベースDB3を説明する。
[Data storage section]
The data storage unit 300 is realized mainly by the storage unit 32. The data storage unit 300 stores data necessary for executing the game. In the present embodiment, a grant candidate database DB1, a user database DB2, and an event database DB3 will be described as examples of data stored in the data storage unit 300.
 図8は、付与候補データベースDB1の一例を示す図である。図8に示すように、付与候補データベースDB1には、付与候補としてゲームシステム1に登録されたゲームキャラクタに関するデータが格納される。「付与候補」とは、例えば、ユーザに付与される候補とすることである。付与候補としてゲームキャラクタを登録することは、配信対象としてゲームキャラクタを登録することともいえる。配信対象とは、サーバ30からユーザ端末10にゲームキャラクタを配信可能な状態にすることである。例えば、抽選(いわゆるガチャ)やプレゼントによりゲームキャラクタが配信される。なお、抽選を行うためには、所定の条件が設定されており、ユーザが無制限に抽選を行うことができるわけではない。この条件は、抽選のために保有しているユーザのポイントやアイテム(いわゆるガチャ券など)を使うことであってもよいし、ユーザが購入した有料アイテムを使うことであってもよい。各ゲームキャラクタが選出される確率は、個別に設定されていてもよいし、ゲームキャラクタの属性(所属リーグなど)ごとに設定されていてもよい。例えば、能力パラメータやボーナスが高いゲームキャラクタほど確率が低くなるように設定されていてもよい。スカッドのゲームキャラクタは、付与候補として登録された複数のゲームキャラクタの中からユーザに付与されたものである。先述したように、付与候補データベースDB1に登録されたゲームキャラクタの中から、ユーザに付与されるものが抽選される。このため、付与候補データベースDB1は、ゲームにおいて存在する全てのゲームキャラクタのマスタデータといえる。 FIG. 8 is a diagram illustrating an example of the grant candidate database DB1. As shown in FIG. 8, the grant candidate database DB1 stores data related to game characters registered in the game system 1 as grant candidates. The “granting candidate” is, for example, a candidate given to the user. Registering a game character as a grant candidate can also be said to register a game character as a distribution target. “Distribution target” means that a game character can be distributed from the server 30 to the user terminal 10. For example, game characters are distributed by lottery (so-called gacha) or gifts. In addition, in order to perform lottery, predetermined conditions are set, and the user cannot perform lottery unlimited. This condition may be to use a user's points and items (so-called gacha tickets, etc.) held for the lottery, or to use a paid item purchased by the user. The probability that each game character is elected may be set individually or may be set for each attribute (such as a league) of the game character. For example, the game character having a higher ability parameter or bonus may be set to have a lower probability. The Scud game character is given to the user from among a plurality of game characters registered as grant candidates. As described above, from among the game characters registered in the grant candidate database DB1, those given to the user are drawn. For this reason, it can be said that the grant candidate database DB1 is master data of all game characters existing in the game.
 例えば、付与候補データベースDB1には、付与候補のゲームキャラクタを一意に識別するゲームキャラクタIDに関連付けて、当該ゲームキャラクタの基本情報が格納される。ゲームキャラクタの基本情報には、例えば、ゲームキャラクタの名前、バージョン、基本ポジション、属性、総合値、能力パラメータ、及び基本ボーナスが含まれる。 For example, in the grant candidate database DB1, basic information of the game character is stored in association with the game character ID that uniquely identifies the grant candidate game character. The basic information of the game character includes, for example, the name, version, basic position, attribute, total value, ability parameter, and basic bonus of the game character.
 バージョンは、ゲームキャラクタの登録時期(追加時期)を示す情報である。本実施形態では、ある人物を示すゲームキャラクタが、パラメータや画像を変えて、新たなゲームキャラクタとして繰り返し登録されるものとする。例えば、ゲームキャラクタが現実世界のサッカー選手を模したものである場合、登録済みのゲームキャラクタと同じサッカー選手を示すゲームキャラクタが、別バージョンのゲームキャラクタとして定期的に登録される。このため、バージョンは、どの時点のサッカー選手を表すゲームキャラクタであるかを識別する情報ともいえる。 The version is information indicating the registration time (additional time) of the game character. In the present embodiment, it is assumed that a game character representing a certain person is repeatedly registered as a new game character by changing parameters and images. For example, when the game character imitates a real-world soccer player, a game character showing the same soccer player as the registered game character is periodically registered as a different version of the game character. For this reason, the version can also be said to be information for identifying a game character representing a soccer player at which time point.
 例えば、現実世界のサッカーリーグで年2回のシーズンが存在する場合、ゲームキャラクタの追加タイミングを、当該シーズンに合わせて年2回設けておいてもよい。例えば、年2回の追加タイミングとして、毎年夏季(例えば、4月~9月)と冬季(例えば、10月~3月)の初めに、ゲームキャラクタが追加されるようにしてよい。この場合、あるサッカー選手に対して、年ごとに、夏バージョンのゲームキャラクタと、冬バージョンのゲームキャラクタが存在することになる。例えば、ゲームキャラクタの能力パラメータは、その時の現実世界での活躍や調子を表すように設定されるようにしてよい。なお、ゲームキャラクタの追加タイミングは、上記の例に限られず、毎月追加されるようにしてもよいし、毎週追加されるようにしてもよい。また例えば、ゲームキャラクタの追加タイミングは、任意であってよく、定期的でなくてもよい。例えば、現実世界でサッカーのイベントが開催される時などに応じて不定期的に追加されるようにしてよい。 For example, when there are two seasons in a soccer league in the real world, the game character may be added twice a year according to the season. For example, as an addition timing twice a year, a game character may be added at the beginning of each summer (for example, April to September) and winter (for example, October to March). In this case, for a certain soccer player, a summer version game character and a winter version game character exist for each year. For example, the ability parameter of the game character may be set so as to represent the activity and tone in the real world at that time. Note that the addition timing of the game character is not limited to the above example, and may be added every month or weekly. Further, for example, the addition timing of the game character may be arbitrary and may not be regular. For example, it may be added irregularly depending on when a soccer event is held in the real world.
 基本ポジションは、ゲームキャラクタが得意とするポジションであり、複数のポジションのうちの少なくとも1つが設定される。属性は、例えば、ゲームキャラクタの性質又は分類を示すものであり、ここでは、現実世界における所属クラブ、所属リーグ、所属地域、国籍、又は年齢などである場合を説明する。なお、属性として用いられるのは、図8の例に限られず、基本ポジションが属性として用いられてもよいし、性別などが属性として用いられてもよい。属性は、ゲームキャラクタを分類可能な情報であればよく、他にも例えば、ゲームキャラクタの希少度(レア度)であってもよいし、後述の総合値が属性として用いられてもよい。総合値は、総合的な能力の高さを一目見て分かるようにしたパラメータである。総合値は、後述する能力パラメータを所定の数式に代入して計算されたものである。 The basic position is a position that the game character is good at, and at least one of a plurality of positions is set. The attribute indicates, for example, the nature or classification of the game character, and here, a case will be described in which the club is a club, club, country, nationality, age, or the like in the real world. In addition, what is used as an attribute is not restricted to the example of FIG. 8, A basic position may be used as an attribute, and sex etc. may be used as an attribute. The attribute only needs to be information capable of classifying game characters, and may be, for example, a rarity level (rare degree) of a game character, or a total value described later may be used as an attribute. The total value is a parameter that makes it possible to understand at a glance the height of the total ability. The total value is calculated by substituting a capability parameter described later into a predetermined mathematical formula.
 能力パラメータは、例えば、仮想世界における動作の良し悪しを示す値であり、サッカー選手としての運動能力の高さを示す値である。例えば、能力パラメータは、体力に関するスタミナパラメータ、移動速度に関するスピードパラメータ、シュートの精度に関するシュートパラメータ、ディフェンス技術に関するディフェンスパラメータ、体幹の強さに関するフィジカルパラメータ、パスの精度に関するパスパラメータ、ドリブル技術に関するドリブルパラメータ、及びキーパーとしての技術に関するセービングパラメータなどであってよい。能力パラメータは、これらの各能力の高さを示す数値又は記号で示される。 The ability parameter is, for example, a value indicating whether the motion in the virtual world is good or bad, and a value indicating the height of athletic ability as a soccer player. For example, the ability parameters include stamina parameters related to physical strength, speed parameters related to moving speed, shoot parameters related to shoot accuracy, defense parameters related to defense technology, physical parameters related to trunk strength, path parameters related to path accuracy, dribbling related to dribbling technology It may be a parameter and a saving parameter related to a technique as a keeper. The ability parameter is indicated by a numerical value or symbol indicating the height of each ability.
 例えば、能力パラメータは、ゲームキャラクタがユーザに付与された後に変化してもよいし、変化しないようにしてもよい。能力パラメータが変化する場合、付与候補データベースDB1に格納された能力パラメータは、初期値を示すことになる。能力パラメータが変化する場合、ゲーム内でのゲームキャラクタの加齢に応じて変化してもよいし、ユーザが所定の育成操作をしたり試合で経験値を得たりしたりすることによって変化してもよい。他にも例えば、能力パラメータは、他のゲームキャラクタを消費することで行われる合成によって変化してもよい。なお、本実施形態では、説明の簡略化のために、ゲームキャラクタがユーザに付与された後に能力パラメータが変化しない場合を説明する。 For example, the ability parameter may or may not change after the game character is given to the user. When the ability parameter changes, the ability parameter stored in the grant candidate database DB1 indicates an initial value. When the ability parameter changes, it may change according to the aging of the game character in the game, or it changes as the user performs a predetermined breeding operation or obtains an experience value in the game Also good. In addition, for example, the ability parameter may be changed by composition performed by consuming other game characters. In the present embodiment, for the sake of simplicity of explanation, a case will be described in which the ability parameter does not change after the game character is given to the user.
 付与候補データベースDB1に格納される各ゲームキャラクタの基本ボーナスは、基本ボーナスによる付与ポイントの増加分(即ち、基本ボーナスの大きさ)を示すパラメータであり、数値又は記号で示される。図8に示すように、ここでは、基本ボーナスがゲームキャラクタに固有の値である場合を説明するが、複数のゲームキャラクタで共通の基本ボーナスが用いられてもよい。基本ボーナスは、能力パラメータと同様、ゲームキャラクタがユーザに付与された後に変化してもよいし、変化しないようにしてもよい。ここでは、基本ボーナスが変化しないものとする。このため、同じゲームキャラクタであれば、どのユーザに付与されたとしても、基本ボーナスは変わらないことになる。 The basic bonus of each game character stored in the granting candidate database DB1 is a parameter indicating an increase in the grant points by the basic bonus (that is, the size of the basic bonus), and is indicated by a numerical value or a symbol. As shown in FIG. 8, here, a case where the basic bonus is a value unique to the game character will be described. However, a basic bonus common to a plurality of game characters may be used. Similar to the ability parameter, the basic bonus may change after the game character is given to the user, or may not change. Here, it is assumed that the basic bonus does not change. For this reason, as long as the game characters are the same, the basic bonus remains the same regardless of which user is granted.
 図9は、ユーザデータベースDB2の一例を示す図である。図9に示すように、ユーザデータベースDB2には、ゲームの利用登録をした全てのユーザに関するデータが格納される。例えば、ユーザデータベースDB2には、ユーザIDに関連付けて、ユーザの登録情報、ユーザに関するユーザパラメータ、及びユーザのスカッドデータDT3が格納される。登録情報には、ユーザが利用登録時に入力した内容が格納され、例えば、ユーザの名前、メールアドレス、アバタ画像、及び好きなサッカーチームなどが格納される。ユーザパラメータには、ユーザ固有のパラメータが格納され、例えば、開催中のゲームイベントにおける累積ポイント、ランキング、及び保有するゲーム内通貨などが格納される。スカッドデータDT3の詳細は後述する。 FIG. 9 is a diagram illustrating an example of the user database DB2. As shown in FIG. 9, the user database DB2 stores data relating to all users who have registered for use of the game. For example, the user database DB2 stores user registration information, user parameters related to the user, and user squad data DT3 in association with the user ID. In the registration information, the contents input by the user at the time of use registration are stored. For example, the user's name, email address, avatar image, favorite soccer team, and the like are stored. User parameters store user-specific parameters, for example, accumulated points, rankings, in-game currency, and the like at a game event being held. Details of the squad data DT3 will be described later.
 図10は、イベントデータベースDB3の一例を示す図である。図10に示すように、イベントデータベースDB3には、ゲームシステム1において開催されるゲームイベントに関するデータが格納される。例えば、イベントデータベースDB3には、複数のゲームイベントの開催期間にまたがるシーズンを一意に識別するシーズンIDに関連付けて、各シーズンの期間、シーズン中に開催される個々のゲームイベントを一意に識別するイベントID、ゲームイベントの名称、開催期間、及び期間別ボーナスデータDT1が格納されている。各シーズンの期間は、一定の長さを有する期間であればよく、全てのシーズンで共通の長さであってもよいし、シーズンごとに長さが異なってもよい。ここでは、1年が2つに分けられており、ある年の4月から9月までのシーズンと、その年の10月から翌年の3月までのシーズンと、が設定されている。例えば、シーズンは、ゲームキャラクタの追加タイミングと対応するように設定されていてもよい。ゲームイベントの開催期間は、一定の長さを有する期間であればよく、全てのゲームイベントで共通の長さであってもよいし、ゲームイベントごとに長さが異なってもよい。なお、ゲームイベントの開催期間は、次のゲームイベントとの間が空かないように連続的に設定されていてもよいが、次のゲームイベントの開催期間と間が空いていてもよい。例えば、図10に示すイベントNとイベントOとのように、開催期間が連続的でなくてもよい。 FIG. 10 is a diagram illustrating an example of the event database DB3. As shown in FIG. 10, the event database DB3 stores data related to game events held in the game system 1. For example, in the event database DB3, an event that uniquely identifies each game event held during the season during each season in association with a season ID that uniquely identifies a season that spans a plurality of game event holding periods. The ID, game event name, holding period, and period-specific bonus data DT1 are stored. The period of each season should just be a period which has a fixed length, and may be common length in all the seasons, and length may differ for every season. Here, one year is divided into two, and a season from April to September of a certain year and a season from October to March of the following year are set. For example, the season may be set so as to correspond to the addition timing of the game character. The holding period of the game event may be a period having a certain length, may be a common length for all game events, or may be different for each game event. It should be noted that the game event holding period may be set continuously so that there is no gap between the next game events, but may be spaced from the next game event holding period. For example, like the event N and the event O shown in FIG. 10, the holding period may not be continuous.
 期間別ボーナスデータDT1は、本発明に係る期間別効果データの一例であり、各ゲームキャラクタに関連付けられたボーナス発生期間及び期間別ボーナスの内容を定義したデータである。本実施形態では、特効ボーナス、イベントボーナス、及びシーズンボーナスの3つの期間別ボーナスが存在するので、図10に示すように、期間別ボーナスデータDT1には、これら3つのボーナス発生期間及び内容が定義されていることになる。 The period-specific bonus data DT1 is an example of the period-specific effect data according to the present invention, and is data defining the bonus generation period and period-specific bonus contents associated with each game character. In this embodiment, there are three period-specific bonuses, a special effect bonus, an event bonus, and a season bonus. Therefore, as shown in FIG. 10, these three bonus generation periods and contents are defined in the period-specific bonus data DT1. Will be.
 例えば、期間別ボーナスデータDT1には、各ゲームイベントの開催期間中に、特効ボーナスが発生するゲームキャラクタIDとその特効ボーナスの大きさが格納されている。特効ボーナスの大きさは、例えば、数値又は記号で示される。図10に示すように、本実施形態では、ゲームキャラクタIDに応じて特効ボーナスの大きさは異なるが、特効ボーナスの大きさは、特にゲームキャラクタIDに応じて異ならないようにしてもよい。ここでは、あるゲームキャラクタIDが、ある1つの開催期間にだけ指定されているので、特効ボーナス発生期間が、ある1つのゲームイベントの開催期間だけであり、比較的短い期間となっている。また、特効ボーナスが発生するゲームキャラクタとして指定されるのは、直近で付与対象として追加されたゲームキャラクタであってよい。なお、特効ボーナス発生期間は、複数の開催期間にまたがっていてもよいし、開催期間とは関係ない長さの期間であってもよい。この点は、イベントボーナス発生期間も同様である。また、図10に示すイベントOのように、特効ボーナスが発生しないゲームイベントがあってもよい。 For example, the period-specific bonus data DT1 stores a game character ID for which a special bonus is generated and the size of the special bonus during the holding period of each game event. The magnitude of the special effect bonus is indicated by a numerical value or a symbol, for example. As shown in FIG. 10, in the present embodiment, the size of the special effect bonus varies depending on the game character ID, but the size of the special effect bonus may not be particularly varied depending on the game character ID. Here, since a certain game character ID is specified only during a certain holding period, the special effect bonus generation period is only the holding period of a certain game event and is a relatively short period. Further, the game character specified as the game character for which the special bonus is generated may be a game character added as a grant target most recently. The special bonus generation period may extend over a plurality of holding periods, or may have a length that is not related to the holding period. This also applies to the event bonus generation period. Moreover, there may be a game event in which no special bonus is generated, such as event O shown in FIG.
 また例えば、期間別ボーナスデータDT1には、各ゲームイベントの開催期間中に、イベントボーナスが発生する属性とそのイベントボーナスの大きさが格納されている。イベントボーナスの大きさは、例えば、数値又は記号で示される。図10に示すように、本実施形態では、属性に応じてイベントボーナスの大きさは異なるが、イベントボーナスの大きさは、特に属性に応じて異ならないようにしてもよい。また、イベントボーナスの発生条件として、1つの属性だけではなく、図10のように複数の属性が指定されていてもよい。このため、ゲームキャラクタによっては、これら複数の属性が一致することもある。この場合、イベントボーナスを累積して発生させてもよいが、本実施形態では、最も高いイベントボーナスのみが有効となる。なお、イベントボーナスは、イベントごとに定められた条件によって時々発生するものなので、例えば、特効ボーナスよりは長い期間発生し、シーズンボーナスよりは短い期間発生する中期的なボーナスであってよい。例えば、国籍がイタリアの場合又は年齢が30歳以上の場合にイベントボーナスが発生するイベントを、毎月10日から14日の間に開催したとすると、単発のイベントよりは長く、シーズンよりは短い中期的な期間においてイベントボーナスを発生させることができる。 Further, for example, the period-specific bonus data DT1 stores an attribute for generating an event bonus and the size of the event bonus during the holding period of each game event. The magnitude of the event bonus is indicated by a numerical value or a symbol, for example. As shown in FIG. 10, in the present embodiment, the size of the event bonus differs depending on the attribute, but the size of the event bonus may not be different depending on the attribute. Further, as an event bonus generation condition, not only one attribute but also a plurality of attributes may be designated as shown in FIG. For this reason, depending on the game character, these multiple attributes may match. In this case, event bonuses may be accumulated and generated, but in the present embodiment, only the highest event bonus is valid. The event bonus is sometimes generated according to the conditions determined for each event. For example, the event bonus may be a medium-term bonus that occurs for a longer period than the special effect bonus and occurs for a shorter period than the season bonus. For example, if your nationality is Italian or if you are over 30 years old, an event bonus will be held between the 10th and 14th of each month, which is longer than a single event and shorter than the season Event bonuses can be generated during regular periods.
 また例えば、期間別ボーナスデータDT1には、各シーズン中に、シーズンボーナスが発生するゲームキャラクタのバージョンとそのシーズンボーナスの大きさが格納されている。シーズンボーナスの大きさは、例えば、数値又は記号で示される。図10に示すように、ある開催期間において、シーズンボーナスが発生するバージョンは、1つだけではなく、複数のバージョンが指定されていてもよい。この場合、これら複数のバージョンに対して同じシーズンボーナスが発生してもよいが、図10のように、新しいバージョンの方が、古いバージョンよりもシーズンボーナスが大きくなるようにしてもよい。即ち、ゲームキャラクタのシーズンボーナスは、時間経過に応じて徐々に少なくなるようにしてもよい。図10のデータ格納例の場合、シーズンボーナス発生期間は、個々のイベントIDではなく、シーズンIDに関連付いているので、シーズンボーナスは、1シーズンを通して発生することになる。このため、各シーズンの期間は、シーズンボーナス発生期間を示すものともいえる。イベントNとイベントOの間のように、イベントの開催期間に間が空いていたとしても、その間の期間中において、シーズンボーナスが発生する。即ち、イベントNとイベントOの間の期間である2016年4月8日と2016年4月9日において、特効ボーナスとイベントボーナスが発生せず、シーズンボーナスだけが発生する状態となるようにしてよい。シーズンボーナス発生期間は、比較的長い期間となっている。 Also, for example, the period-specific bonus data DT1 stores the version of the game character in which the season bonus occurs and the size of the season bonus during each season. The magnitude of the season bonus is indicated by a numerical value or a symbol, for example. As shown in FIG. 10, in a certain holding period, not only one version in which a season bonus is generated, but a plurality of versions may be designated. In this case, the same season bonus may be generated for the plurality of versions. However, as shown in FIG. 10, the new version may have a larger season bonus than the old version. That is, the game character's season bonus may be gradually reduced as time passes. In the case of the data storage example in FIG. 10, the season bonus generation period is associated with the season ID, not the individual event IDs, so the season bonus occurs throughout one season. Therefore, it can be said that the period of each season indicates a season bonus generation period. Even if there is a gap in the event period, such as between the event N and the event O, a season bonus is generated during that period. That is, in the period between the event N and the event O, April 8, 2016 and April 9, 2016, the special effect bonus and the event bonus are not generated, and only the season bonus is generated. Good. The season bonus generation period is relatively long.
 なお、データ記憶部300が記憶するデータは、上記の例に限られない。例えば、付与候補データベースDB1には、他のデータが含まれていてもよく、ゲームキャラクタの追加日時などのデータが格納されていてもよい。また例えば、ユーザデータベースDB2には、他のデータが含まれていてもよく、過去のゲームイベントにおける累積ポイントの履歴や過去の付与ポイントの履歴などのデータが格納されていてもよい。また例えば、イベントデータベースDB3には、他のデータが含まれていてもよく、ゲームイベントごとに付与ポイントに応じた報酬(ゲームアイテムなど)を示すデータが格納されていてもよい。また例えば、期間別ボーナスデータDT1は、イベントデータベースDB3内のデータとして格納されるのではなく、イベントデータベースDB3とは別体のデータとして管理されていてもよい。また例えば、データ記憶部300は、上記説明したデータ以外のデータを記憶してもよい。 Note that the data stored in the data storage unit 300 is not limited to the above example. For example, other data may be included in the grant candidate database DB1, and data such as the addition date and time of the game character may be stored. Further, for example, the user database DB2 may include other data, and data such as a history of accumulated points in the past game event and a history of past granted points may be stored. Further, for example, the event database DB3 may include other data, and data indicating a reward (game item or the like) corresponding to the granted point for each game event may be stored. For example, the period-specific bonus data DT1 may not be stored as data in the event database DB3, but may be managed as data separate from the event database DB3. For example, the data storage unit 300 may store data other than the data described above.
[ゲームキャラクタ追加部]
 ゲームキャラクタ追加部301は、制御部31を主として実現される。ゲームキャラクタ追加部301は、新たなゲームキャラクタを付与候補として追加する。即ち、ゲームキャラクタ追加部301は、新たに付与候補となるゲームキャラクタに関するデータを、付与候補データベースDB1に追加する。ゲームキャラクタ追加部301は、新たに付与候補となるゲームキャラクタに関するデータを、通信部13を介してゲーム制作者の端末などから取得してもよいし、サーバ30に直接的に接続された情報記憶媒体などから取得してもよい。このデータは、付与候補データベースDB1のデータ形式に合わせて作成されており、新たに追加されるゲームキャラクタの能力パラメータや基本ボーナスなどが設定されているものとする。
[Game character addition part]
The game character adding unit 301 is realized mainly by the control unit 31. The game character adding unit 301 adds a new game character as an assignment candidate. That is, the game character adding unit 301 adds data relating to a game character that is a new grant candidate to the grant candidate database DB1. The game character adding unit 301 may acquire data regarding a game character that is a new grant candidate from a game creator's terminal or the like via the communication unit 13, or information storage directly connected to the server 30. You may acquire from a medium. This data is created in accordance with the data format of the grant candidate database DB1, and it is assumed that ability parameters, basic bonuses, and the like of newly added game characters are set.
 例えば、第1の構成に係る機能として、ゲームキャラクタ追加部301は、付与候補として登録された複数のゲームキャラクタよりも多くの報酬を付与可能な基本ボーナスが関連付けられた新たなゲームキャラクタを、付与候補として追加する。ゲームキャラクタ追加部301は、付与候補として登録済みのゲームキャラクタの基本ボーナスよりも、新たに追加するゲームキャラクタの基本ボーナスを多くする。言い換えれば、ゲームキャラクタ追加部301は、登録済みのゲームキャラクタが用いられた場合よりも、新たに追加するゲームキャラクタが用いられた場合の方が、ユーザに付与されるポイントが多くなるような基本ボーナスが関連付けられたゲームキャラクタを、付与候補として追加する。 For example, as a function according to the first configuration, the game character adding unit 301 grants a new game character associated with a basic bonus that can give more rewards than a plurality of game characters registered as grant candidates. Add as a candidate. The game character addition unit 301 increases the basic bonus of the newly added game character, compared to the basic bonus of the game character registered as the grant candidate. In other words, the game character adding unit 301 has a basic feature that more points are given to the user when a newly added game character is used than when a registered game character is used. The game character associated with the bonus is added as a candidate for grant.
 また例えば、第2の構成に係る機能として、ゲームキャラクタ追加部301は、付与候補として登録された複数のゲームキャラクタよりも後の期間における効果を示す期間別ボーナスデータDT1が関連付けられた新たなゲームキャラクタを、付与候補として追加する。「後の期間」とは、時間的に新しい期間であり、より将来の期間である。ゲームキャラクタ追加部301は、付与候補として登録済みのゲームキャラクタの期間別ボーナスが発生する時期よりも、新たに追加するゲームキャラクタの期間別ボーナスが発生する時期を後にする。言い換えれば、ゲームキャラクタ追加部301は、登録済みのゲームキャラクタの期間別ボーナスが発生しない時期であったとしても、期間別ボーナスが発生するゲームキャラクタを新たに追加する。このため、追加タイミング以降の開催期間に対応する期間別ボーナスデータDT1には、ゲームキャラクタ追加部301が新たに追加するゲームキャラクタのゲームキャラクタID、属性、及びバージョンが格納されており、新たに追加されるゲームキャラクタを、登録済みのゲームキャラクタよりも優先的に、期間別ボーナスが発生するようになっている。 In addition, for example, as a function according to the second configuration, the game character adding unit 301 is a new game in which bonus data by period DT1 indicating an effect in a period after a plurality of game characters registered as grant candidates is associated. A character is added as a candidate for grant. The “later period” is a new period in time and a future period. The game character adding unit 301 sets the time when a bonus for each newly added game character is generated, after the time when a bonus for each game character registered as a grant candidate is generated. In other words, the game character adding unit 301 newly adds a game character for which a period-specific bonus is generated even when the period-specific bonus for a registered game character is not generated. Therefore, the game character ID, attribute, and version of the game character newly added by the game character adding unit 301 are stored in the period-specific bonus data DT1 corresponding to the holding period after the addition timing. A bonus for each period is generated with priority over the registered game characters.
[3-2.ユーザ端末において実現される機能]
 次に、ユーザ端末10において実現される機能を説明する。ここでは、第1の構成に係るユーザ端末10の機能を説明した後に、第2の構成に係るユーザ端末10の機能を説明する。
[3-2. Functions realized in user terminals]
Next, functions realized in the user terminal 10 will be described. Here, after describing the function of the user terminal 10 according to the first configuration, the function of the user terminal 10 according to the second configuration will be described.
[3-2-1.第1の構成に関する機能]
 まず、第1の構成に関する機能を説明する。第1の構成では、主に、データ記憶部100、パラメータ取得部101、動作制御部102、表示制御部103、操作受付部104、結果取得部105、及び報酬決定部106が、ユーザ端末10において実現される。
[3-2-1. Function regarding first configuration]
First, functions related to the first configuration will be described. In the first configuration, the data storage unit 100, the parameter acquisition unit 101, the operation control unit 102, the display control unit 103, the operation reception unit 104, the result acquisition unit 105, and the reward determination unit 106 are mainly configured in the user terminal 10. Realized.
[データ記憶部]
 データ記憶部100は、記憶部12を主として実現される。なお、ゲームを実行するために必要なデータを記憶する点では、ユーザ端末10のデータ記憶部100と、サーバ30のデータ記憶部300と、は共通するが、サーバ30のデータ記憶部100が全ユーザに関係するデータを記憶するのに対し、ユーザ端末10のデータ記憶部100は、当該ユーザ端末10を操作するユーザに関係するデータのみを記憶する点で、これらは異なる。ここでは、データ記憶部100が記憶するデータとして、保有キャラクタデータDT2、スカッドデータDT3、及びゲーム状況データDT4を説明する。
[Data storage section]
The data storage unit 100 is realized mainly by the storage unit 12. Note that the data storage unit 100 of the user terminal 10 and the data storage unit 300 of the server 30 are common in that the data necessary for executing the game is stored, but the data storage unit 100 of the server 30 is entirely the same. While data related to the user is stored, the data storage unit 100 of the user terminal 10 is different in that it stores only data related to the user operating the user terminal 10. Here, the retained character data DT2, the squad data DT3, and the game situation data DT4 will be described as data stored in the data storage unit 100.
 図11は、保有キャラクタデータDT2の一例を示す図である。図11に示すように、保有キャラクタデータDT2は、ユーザ端末10を操作するユーザが保有するゲームキャラクタに関するデータである。即ち、保有キャラクタデータDT2には、付与候補データベースDB1に格納されたゲームキャラクタのうち、ユーザに付与されたゲームキャラクタに関する情報が格納される。例えば、保有キャラクタデータDT2には、ゲームキャラクタIDに関連付けて、当該ゲームキャラクタの基本情報が格納される。保有キャラクタデータDT2に格納される基本情報の各項目は、付与候補データベースDB1に格納される基本情報の項目と同じであるが、ユーザに付与された後にパラメータが変化する場合は、付与候補データベースDB1に格納された初期値ではなく、最新の値が格納されている。例えば、ゲームキャラクタを育成可能とする場合には、能力パラメータや基本ボーナスは、最新の値となっている。 FIG. 11 is a diagram illustrating an example of possessed character data DT2. As shown in FIG. 11, the possessed character data DT <b> 2 is data relating to a game character possessed by a user who operates the user terminal 10. That is, in the possessed character data DT2, information on the game character given to the user among the game characters stored in the grant candidate database DB1 is stored. For example, the retained character data DT2 stores the basic information of the game character in association with the game character ID. Each item of the basic information stored in the possessed character data DT2 is the same as the item of the basic information stored in the grant candidate database DB1, but if the parameter changes after being given to the user, the grant candidate database DB1 The latest value is stored instead of the initial value stored in. For example, when the game character can be trained, the ability parameter and the basic bonus are the latest values.
 図12は、スカッドデータDT3の一例を示す図である。図12に示すように、スカッドデータDT3は、ユーザのスカッドに関するデータである。例えば、スカッドデータDT3には、ユーザチームのフォーメーション、作戦、スターティングメンバーに関する情報、及びベンチ入りメンバーに関する情報などが格納される。スターティングメンバーに関する情報としては、例えば、スターティングメンバーのゲームキャラクタID及びそのポジションなどが格納される。ベンチ入りメンバーに関する情報としては、例えば、ベンチ入りメンバーのゲームキャラクタIDが格納される。ユーザは、自分が保有するゲームキャラクタの中でスカッドを編成するので、保有キャラクタデータDT2に格納されたゲームキャラクタIDの中から、スカッドデータDT3に格納されるゲームキャラクタIDが決まることになる。 FIG. 12 is a diagram illustrating an example of the squad data DT3. As shown in FIG. 12, the squad data DT3 is data related to the user's squad. For example, the squad data DT3 stores user team formations, strategies, information on starting members, information on bench members, and the like. As information about the starting member, for example, the game character ID of the starting member and its position are stored. As information about a member with a bench, for example, a game character ID of a member with a bench is stored. Since the user organizes the squad among the game characters held by the user, the game character ID stored in the squad data DT3 is determined from the game character IDs stored in the held character data DT2.
 なお、各ユーザ端末10のスカッドデータDT3は、所定のタイミングでサーバ30にアップロードされ、ユーザデータベースDB2に格納される。このため、各ユーザ端末10のスカッドデータDT3と、サーバ30のユーザデータベースDB2に格納されたスカッドデータDT3と、は整合性が取られている。サーバ30のユーザデータベースDB2に格納されたスカッドデータDT3は、対戦相手チームを決定するときに参照されるようにしてよい。 Note that the squad data DT3 of each user terminal 10 is uploaded to the server 30 at a predetermined timing and stored in the user database DB2. For this reason, the squad data DT3 of each user terminal 10 and the squad data DT3 stored in the user database DB2 of the server 30 are consistent. The squad data DT3 stored in the user database DB2 of the server 30 may be referred to when determining an opponent team.
 図13は、ゲーム状況データDT4の一例を示す図である。図13示すように、ゲーム状況データDT4は、試合の状況に関するデータである。ゲーム状況データDT4は、試合が開始すると生成され、試合の進行に応じて更新される。図13に示すように、ゲーム状況データDT4には、仮想世界の現在の様子を示す情報や現在の戦況を示す情報が格納される。例えば、仮想世界の現在の様子としては、ユーザチームのゲームキャラクタ、対戦相手チームのゲームキャラクタ、及びボールの現在位置と移動方向が格納される。また例えば、ゲーム状況データDT4には、ユーザの操作対象に設定されているゲームキャラクタを識別する情報が格納される。また例えば、戦況を示す情報には、ユーザチームの得点と、対戦相手チームの得点と、試合の残り時間又は経過時間と、が格納される。 FIG. 13 is a diagram showing an example of the game situation data DT4. As shown in FIG. 13, the game situation data DT4 is data relating to the game situation. The game situation data DT4 is generated when the game starts and is updated as the game progresses. As shown in FIG. 13, the game situation data DT4 stores information indicating the current state of the virtual world and information indicating the current battle situation. For example, as the current state of the virtual world, the game character of the user team, the game character of the opponent team, and the current position and moving direction of the ball are stored. Further, for example, the game situation data DT4 stores information for identifying a game character set as a user operation target. Further, for example, the information indicating the game situation stores the score of the user team, the score of the opponent team, and the remaining time or elapsed time of the game.
 なお、データ記憶部100が記憶するデータは、上記の例に限られない。例えば、保有キャラクタデータDT2には、他の情報が含まれていてもよく、ゲームキャラクタがユーザに付与されるたびに新たなIDを振り直す場合には、当該IDが格納されていてもよい。即ち、同じゲームキャラクタが複数のユーザに付与されたり、ある1人のユーザが同じゲームキャラクタを複数取得可能にしたりする場合には、個々のゲームキャラクタを当該IDによって識別可能にしてもよい。また例えば、スカッドデータDT3には、他の情報が含まれていてもよく、スターティングメンバーやベンチ入りメンバーの能力パラメータなどが格納されていてもよい。また例えば、ゲーム状況データDT4には、他の情報が含まれていてもよく、対戦相手チームのレベルやゲームキャラクタの能力パラメータが格納されていてもよいし、試合中にイエローカードやレッドカードを受けたゲームキャラクタのゲームキャラクタIDが格納されていてもよい。また例えば、データ記憶部100は、上記説明したデータ以外のデータを記憶してもよく、ゲーム状況データDT4を時系列的に履歴として残していてもよい。また例えば、データ記憶部100は、ゲームキャラクタの動作を定義したモーションデータを記憶してもよい。また例えば、データ記憶部100は、仮想空間に配置される3次元モデルデータやテクスチャ画像データなどを記憶してもよい。 Note that the data stored in the data storage unit 100 is not limited to the above example. For example, the retained character data DT2 may include other information, and when a new ID is reassigned every time a game character is given to the user, the ID may be stored. That is, when the same game character is given to a plurality of users, or when one user can acquire a plurality of the same game characters, each game character may be identified by the ID. In addition, for example, the squad data DT3 may include other information, and may include ability parameters of a starting member or a member with a bench. Further, for example, the game situation data DT4 may include other information, and may store the level of the opponent team and the ability parameter of the game character, or the yellow card or the red card during the match. The game character ID of the received game character may be stored. Further, for example, the data storage unit 100 may store data other than the data described above, and may leave the game situation data DT4 as a history in time series. Further, for example, the data storage unit 100 may store motion data that defines the action of the game character. For example, the data storage unit 100 may store 3D model data, texture image data, and the like arranged in the virtual space.
[パラメータ取得部]
 パラメータ取得部101は、制御部11を主として実現される。パラメータ取得部101は、ゲームキャラクタに関連付けられた、ゲームが行われる仮想世界での当該ゲームキャラクタの動作に影響する能力パラメータと、ユーザIDに関連付けられる報酬に影響する基本ボーナスと、を取得する。パラメータ取得部101は、データ記憶部100に記憶された保有キャラクタデータDT2を参照することによって、能力パラメータと基本ボーナスを取得する。
[Parameter acquisition unit]
The parameter acquisition unit 101 is realized mainly by the control unit 11. The parameter acquisition unit 101 acquires an ability parameter that is associated with the game character and affects the action of the game character in the virtual world where the game is played, and a basic bonus that affects the reward associated with the user ID. The parameter acquisition unit 101 acquires the ability parameter and the basic bonus by referring to the retained character data DT2 stored in the data storage unit 100.
 なお、パラメータ取得部101が能力パラメータを取得するタイミングと、基本ボーナスを取得するタイミングと、は異なっていてもよく、これらを同時に取得する必要はない。即ち、パラメータ取得部101は、能力パラメータを取得する機能と、基本ボーナスを取得する機能と、を有していればよく、後述する動作制御部102の処理で必要なときに能力パラメータを取得し、報酬決定部106の処理で必要なときに基本ボーナスを取得すればよい。更に、パラメータ取得部101は、能力パラメータと基本ボーナス以外のパラメータを取得してもよい。 Note that the timing at which the parameter acquisition unit 101 acquires the ability parameter may be different from the timing at which the basic bonus is acquired, and it is not necessary to acquire them simultaneously. In other words, the parameter acquisition unit 101 only needs to have a function to acquire an ability parameter and a function to acquire a basic bonus, and acquire an ability parameter when necessary in processing of the operation control unit 102 described later. What is necessary is just to acquire a basic bonus when it is required for the processing of the reward determination unit 106. Furthermore, the parameter acquisition unit 101 may acquire parameters other than ability parameters and basic bonuses.
[動作制御部]
 動作制御部102は、制御部11を主として実現される。動作制御部102は、仮想世界でゲームキャラクタを動作させる場合、パラメータ取得部101により取得された当該ゲームキャラクタに関連付けられた能力パラメータに基づいて、当該仮想世界で当該ゲームキャラクタを動作させる。別の言い方をすれば、動作制御部102は、ゲームキャラクタの能力パラメータに応じた動作を当該ゲームキャラクタにさせる。例えば、動作制御部102は、能力パラメータに基づいて定まる速さ、強さ、又は精度でゲームキャラクタを動作させる。また例えば、動作制御部102は、能力パラメータに基づいて、所定の動作の成否を決定するようにしてもよい。この場合、動作制御部102は、能力パラメータが高いほど動作が成功する確率が高くなり、能力パラメータが低いほど動作が成功する確率が低くなるようにしてもよい。
[Operation control unit]
The operation control unit 102 is realized mainly by the control unit 11. When moving the game character in the virtual world, the motion control unit 102 moves the game character in the virtual world based on the ability parameter associated with the game character acquired by the parameter acquisition unit 101. In other words, the motion control unit 102 causes the game character to perform a motion according to the ability parameter of the game character. For example, the motion control unit 102 moves the game character with a speed, strength, or accuracy determined based on the ability parameter. Further, for example, the operation control unit 102 may determine whether or not the predetermined operation is successful based on the capability parameter. In this case, the motion control unit 102 may be configured such that the higher the capability parameter, the higher the probability of successful operation, and the lower the capability parameter, the lower the probability of successful operation.
 例えば、動作制御部102は、スタミナパラメータやスピードパラメータに基づいて定まる速さで、ゲームキャラクタを移動させる。また例えば、動作制御部102は、シュートパラメータに基づいて定まる強さ及び精度で、ゲームキャラクタにボールをシュートさせる。また例えば、動作制御部102は、ディフェンスパラメータに基づいて定まる精度で、対戦相手チームのゲームキャラクタからボールを奪取させる。また例えば、動作制御部102は、フィジカルパラメータに基づいて定まる強さで、ゲームキャラクタを対戦相手チームのゲームキャラクタに接触させる。また例えば、動作制御部102は、パスパラメータに基づいて定まる精度で、ゲームキャラクタにボールをパスさせる。また例えば、動作制御部102は、ドリブルパラメータに基づいて定まる速さ及び精度で、ゲームキャラクタにドリブルをさせる。また例えば、動作制御部102は、セービングパラメータに基づいて定まる精度で、ゲームキャラクタにボールをキャッチ又はパンチングさせる。 For example, the motion control unit 102 moves the game character at a speed determined based on the stamina parameter and the speed parameter. Also, for example, the motion control unit 102 causes the game character to shoot the ball with strength and accuracy determined based on the shoot parameter. Further, for example, the motion control unit 102 causes the ball to be taken from the game character of the opponent team with an accuracy determined based on the defense parameter. Further, for example, the motion control unit 102 causes the game character to contact the game character of the opponent team with a strength determined based on the physical parameter. Further, for example, the motion control unit 102 allows the game character to pass the ball with an accuracy determined based on the pass parameter. Further, for example, the motion control unit 102 causes the game character to dribble at a speed and accuracy determined based on the dribble parameter. Further, for example, the motion control unit 102 causes the game character to catch or punch the ball with an accuracy determined based on the saving parameter.
 なお、本実施形態では、ユーザチームのゲームキャラクタのうちの何れかが操作対象に設定されるので、操作対象に設定されたゲームキャラクタに関しては、動作制御部102は、ユーザの操作に応じて、当該ゲームキャラクタに関連付けられた能力パラメータに基づいて、仮想世界で当該ゲームキャラクタを動作させることになる(または、ユーザの操作と、当該ゲームキャラクタに関連付けられた能力パラメータとに基づいて、仮想世界で当該ゲームキャラクタを動作させることとしてもよい)。ゲームキャラクタは、複数種類の動作をすることができ、操作内容と動作との対応関係は、予めゲームプログラムに記述されていてもよいし、数式形式やテーブル形式のデータとしてデータ記憶部100に記憶されていてもよい。この対応関係には、複数種類の操作の各々と、複数種類の動作の各々と、が関連付けられていることになる。動作制御部102は、ユーザの操作に関連付けられた動作をゲームキャラクタが行うように、ゲームキャラクタの能力パラメータに基づいて動作を制御する。 In the present embodiment, any one of the game characters of the user team is set as an operation target. Therefore, for the game character set as the operation target, the motion control unit 102 responds to the user operation. Based on the ability parameter associated with the game character, the game character is moved in the virtual world (or in the virtual world based on the user's operation and the ability parameter associated with the game character. The game character may be operated). The game character can perform a plurality of types of actions, and the correspondence between the operation contents and the actions may be described in advance in the game program, or stored in the data storage unit 100 as data in a mathematical formula format or a table format. May be. This correspondence relationship is associated with each of a plurality of types of operations and each of a plurality of types of operations. The motion control unit 102 controls the motion based on the ability parameter of the game character so that the game character performs the motion associated with the user's operation.
 なお、動作制御部102は、操作対象に設定されたゲームキャラクタだけではなく、操作対象以外のゲームキャラクタの動作も制御する。動作制御部102は、操作対象以外のゲームキャラクタの動作を、当該ゲームキャラクタの能力パラメータと、所定のアルゴリズムと、に基づいて制御する。また、ゲームキャラクタの動作制御自体は、公知の種々の手法を適用可能であり、例えば、動作制御部102は、データ記憶部100に記憶されたモーションデータに基づいて、ゲームキャラクタの各部位を動かすようにしてもよい。 Note that the action control unit 102 controls not only the game character set as the operation target but also the action of the game character other than the operation target. The action control unit 102 controls the action of the game character other than the operation target based on the ability parameter of the game character and a predetermined algorithm. Various known techniques can be applied to the motion control of the game character. For example, the motion control unit 102 moves each part of the game character based on the motion data stored in the data storage unit 100. You may do it.
 また、先述したように、能力パラメータは、基本ボーナスとは切り離された別のパラメータなので、動作制御部102は、ゲームキャラクタに関連付けられた基本ボーナスに基づくことなく、仮想世界で当該ゲームキャラクタを動作させることになる。「基本ボーナスに基づくことなく」とは、基本ボーナスの値がどの値であったとしても、ゲームキャラクタの動作(例えば、速さ、強さ、精度、又は成否)が変わらないことである。別の言い方をすれば、動作制御部102は、ゲームキャラクタの動作を決定する処理において、基本ボーナスを参照しない。つまり、基本ボーナスはゲームキャラクタの動作に影響を与えることがないということができる。 Further, as described above, since the ability parameter is another parameter separated from the basic bonus, the motion control unit 102 moves the game character in the virtual world without being based on the basic bonus associated with the game character. I will let you. “Not based on the basic bonus” means that the action (for example, speed, strength, accuracy, or success or failure) of the game character does not change regardless of the value of the basic bonus. In other words, the action control unit 102 does not refer to the basic bonus in the process of determining the action of the game character. That is, it can be said that the basic bonus does not affect the action of the game character.
[表示制御部]
 表示制御部103は、制御部11を主として実現される。表示制御部103は、ゲームが行われる仮想世界の様子を示す仮想世界画像G2を表示部15に表示させる。本実施形態では、仮想世界が3次元空間であるので、表示制御部103は、仮想カメラの視野内の様子を示す仮想世界画像G2を生成することになる。仮想カメラを利用して画像を生成する処理自体は、公知の種々のレンダリング処理を適用可能であり、例えば、表示制御部103は、仮想カメラの視野内の3次元モデルの頂点の3次元座標に対し、所定の行列変換処理を実行して2次元座標に変換することによって、仮想世界画像G2を生成し、表示部15に表示させる。なお、仮想世界が2次元的な平面で表される場合、表示制御部103は、仮想世界の全体を仮想世界画像G2として表示させてもよいし、仮想世界の一部を切り出した画像を仮想世界画像G2として表示させてもよい。
[Display control unit]
The display control unit 103 is realized mainly by the control unit 11. The display control unit 103 causes the display unit 15 to display a virtual world image G2 indicating the state of the virtual world where the game is played. In the present embodiment, since the virtual world is a three-dimensional space, the display control unit 103 generates a virtual world image G2 showing a state in the visual field of the virtual camera. Various known rendering processes can be applied to the process itself of generating an image using the virtual camera. For example, the display control unit 103 uses the three-dimensional coordinates of the vertex of the three-dimensional model in the field of view of the virtual camera. On the other hand, a virtual matrix image G2 is generated and displayed on the display unit 15 by executing a predetermined matrix conversion process and converting it into two-dimensional coordinates. When the virtual world is represented by a two-dimensional plane, the display control unit 103 may display the entire virtual world as the virtual world image G2, or a virtual image obtained by cutting out a part of the virtual world. You may display as world image G2.
[操作受付部]
 操作受付部104は、制御部11を主として実現される。操作受付部104は、表示部15に仮想世界画像G2が表示された状態で、ユーザによる操作を受け付ける。ユーザは、複数種類の操作をすることが可能であり、操作受付部104は、入力部14の検出信号に基づいて、ユーザが行った操作を特定する。操作内容の特定方法自体は、公知の種々の手法を適用可能であり、入力部14に採用する入力デバイスの種類に応じて定めればよい。例えば、入力部14としてタッチパネルなどのポインティングデバイスを採用する場合には、操作受付部104は、入力部14により検出される座標情報に基づいてユーザの操作を特定すればよい。また例えば、入力部14としてボタンやレバーなどの入力部材を有するゲームコントローラを採用する場合には、操作受付部104は、各入力部材の押圧状態を示す検出信号に基づいてユーザの操作を特定すればよい。
[Operation reception part]
The operation receiving unit 104 is realized mainly by the control unit 11. The operation receiving unit 104 receives an operation by the user in a state where the virtual world image G2 is displayed on the display unit 15. The user can perform a plurality of types of operations, and the operation reception unit 104 identifies the operation performed by the user based on the detection signal of the input unit 14. Various known methods can be applied to the operation content specifying method itself, and it may be determined according to the type of the input device employed in the input unit 14. For example, when a pointing device such as a touch panel is adopted as the input unit 14, the operation receiving unit 104 may specify a user operation based on the coordinate information detected by the input unit 14. Further, for example, when a game controller having an input member such as a button or a lever is adopted as the input unit 14, the operation receiving unit 104 specifies a user operation based on a detection signal indicating a pressing state of each input member. That's fine.
[結果取得部]
 結果取得部105は、制御部11を主として実現される。結果取得部105は、ゲームキャラクタを動作させることで得られるゲームの結果を取得する。「ゲームの結果」とは、ゲームの内容や勝敗である。例えば、結果取得部105が取得するゲームの結果は、ゲームキャラクタが取った行動によって変化する。また例えば、対戦ゲームであれば、ゲームの結果は、終了したゲームにおける対戦相手の強さ、レベル、又は能力の高さであってもよい。また例えば、ゲームの結果は、対戦において獲得した得点であったり、対戦における得失点差であったりしてもよい。
[Result acquisition unit]
The result acquisition unit 105 is realized mainly by the control unit 11. The result acquisition unit 105 acquires a game result obtained by operating the game character. The “game result” is the content of the game or the winning or losing. For example, the game result acquired by the result acquisition unit 105 changes depending on the action taken by the game character. Further, for example, in the case of a battle game, the game result may be the strength, level, or ability of the opponent in the finished game. Further, for example, the result of the game may be a score obtained in the battle or a difference in points scored in the battle.
 例えば、結果取得部105は、ゲーム状況データDT4に基づいて、ゲームの結果を取得する。例えば、結果取得部105は、試合終了時のゲーム状況データDT4を参照し、ユーザチーム及び対戦相手チームの得点を特定したり、ユーザチームの得失点差を特定したりすることによって、ゲームの結果を取得してもよい。また例えば、結果取得部105は、ゲーム状況データDT4の時系列的な変化を参照し、ゲームキャラクタが取った行動を特定することによって、ゲームの結果を取得してもよい。また例えば、結果取得部105は、試合開始時の対戦相手チームのレベルや能力パラメータを参照することによって、ゲームの結果を取得してもよい。 For example, the result acquisition unit 105 acquires a game result based on the game situation data DT4. For example, the result acquisition unit 105 refers to the game situation data DT4 at the end of the match, specifies the score of the user team and the opponent team, or specifies the difference between the points of the user team, thereby determining the game result. You may get it. Further, for example, the result acquisition unit 105 may acquire the game result by referring to the time-series change of the game situation data DT4 and specifying the action taken by the game character. Further, for example, the result acquisition unit 105 may acquire the result of the game by referring to the level of the opponent team and the ability parameter at the start of the match.
 なお、本実施形態で「ゲームキャラクタを動作させる」と記載したときは、ゲームキャラクタが試合に出場して実際に仮想世界で動作することを意味する。一方、後述するように、「ゲームキャラクタが用いられる」と記載したときは、ゲームキャラクタが仮想世界で実際に動作すること(例えば、試合に出場してピッチ上を動くこと)、及び、仮想世界で動作する可能性のあるゲームキャラクタとして選択されること(例えば、ベンチ入りメンバーとして選択されること)、の少なくともいずれか一方または両方を意味する。即ち、例えば、スターティングメンバー及びベンチ入りメンバーの両方の基本ボーナス及び期間別ボーナスに基づいてスカッドボーナスが決定されるようにしてもよいし、スターティングメンバー又はベンチ入りメンバーの何れか一方のみの基本ボーナス及び期間別ボーナスに基づいてスカッドボーナスが決定されるようにしてもよい。このため、本実施形態において、「ゲームキャラクタを動作させる」ことが示す意味と、「ゲームキャラクタが用いられる」が示す意味と、は必ずしも一致しない。 In addition, when it is described in this embodiment as “move a game character”, it means that the game character participates in the game and actually operates in the virtual world. On the other hand, as described later, when “game character is used” is described, the game character actually moves in the virtual world (for example, moves in the game and moves on the pitch), and the virtual world This means at least one or both of being selected as a game character that may be operated in (for example, being selected as a member with a bench). That is, for example, the scud bonus may be determined based on the basic bonus and the period-specific bonus of both the starting member and the bench member, or the basic of only one of the starting member and the bench member. The scud bonus may be determined based on the bonus and the period-specific bonus. For this reason, in the present embodiment, the meaning of “acting a game character” does not necessarily match the meaning of “a game character is used”.
[報酬決定部]
 報酬決定部106は、制御部11を主として実現される。報酬決定部106は、ゲームキャラクタが用いられることを条件として、パラメータ取得部101により取得された当該ゲームキャラクタに関連付けられた基本ボーナスに基づいて、付与ポイントを決定する。
[Reward decision section]
The reward determination unit 106 is realized mainly by the control unit 11. The reward determination unit 106 determines the grant points based on the basic bonus associated with the game character acquired by the parameter acquisition unit 101 on condition that the game character is used.
 「ゲームキャラクタが用いられる」とは、先述したように、例えば、仮想世界でゲームキャラクタが用いられる(仮想世界で実際に動作する)ことと、仮想世界で用いられる可能性のあるゲームキャラクタとして選択されることと、の両方を含む意味である。例えば、ユーザIDに関連付けられたゲームキャラクタ(別の言い方をすれば、ユーザが保有するゲームキャラクタ)の中から、仮想世界で動作させる対象又はその候補として選択されることであってよい。この選択は、ユーザ自身が行ってもよいし、所定の条件のもとでコンピュータが自動的に選択してもよい。例えば、対戦ゲームにおいて、実際に試合に出場することであってもよいし、試合に途中出場する可能性のあるゲームキャラクタとして選択されることであってもよい。別の言い方をすれば、ゲームの開始時点では仮想世界で動作せず(例えば、試合の開始時点では出場せず)、ゲームの途中において仮想世界で動作する(例えば、試合に途中出場する)可能性のあるゲームキャラクタであってよい。なお、ゲームが終了するまでの間に、実際に仮想世界で動作するゲームキャラクタとなる必要はない。即ち、仮想世界で用いられる可能性のあるゲームキャラクタとして選択されたが、実際には仮想世界で動作しなくてもよい。例えば、実施形態で説明するようなスポーツゲームの場合、スターティングメンバー又はベンチ入りメンバーとして選択されることである。ベンチ入りメンバーとして選択されていればよく、実際に試合に出場しないまま試合終了を迎えたとしてもよい。本実施形態では、ゲームキャラクタをスカッドに入れることが、ゲームキャラクタが用いられることに相当する。このため、ゲームキャラクタをスカッドに入れると、ゲームキャラクタが用いられる条件を満たすことになる。 “Game character is used” means that, for example, a game character is used in the virtual world (actually operates in the virtual world) and is selected as a game character that may be used in the virtual world. Is meant to include both. For example, it may be selected as an object to be operated in the virtual world or a candidate thereof from game characters associated with the user ID (in other words, game characters held by the user). This selection may be performed by the user himself or may be automatically selected by the computer under a predetermined condition. For example, in a competitive game, the player may actually participate in a game, or may be selected as a game character that may participate in the game halfway. In other words, it does not work in the virtual world at the beginning of the game (for example, it does not play at the start of the game) and can operate in the virtual world in the middle of the game (for example, it can play in the game) It may be a sex game character. It is not necessary to become a game character that actually operates in the virtual world until the game ends. That is, although it was selected as a game character that may be used in the virtual world, it may not actually operate in the virtual world. For example, in the case of a sports game as described in the embodiment, it is selected as a starting member or a member with a bench. It is only necessary to be selected as a member with a bench, and the match may end without actually participating in the match. In the present embodiment, putting a game character in a squad corresponds to using the game character. For this reason, when a game character is placed in a squad, the conditions for using the game character are satisfied.
 報酬決定部106は、スカッドデータDT3に基づいて、ゲームキャラクタIDが格納されているかを判定することによって、ゲームキャラクタが用いられるかを判定する。報酬決定部106は、この条件を満たさないゲームキャラクタの基本ボーナスには基づかず、条件を満たすゲームキャラクタの基本ボーナスに基づいて、付与ポイントを決定することになる。即ち、報酬決定部106は、付与ポイントを決定するにあたり、スカッドではないゲームキャラクタの基本ボーナスは参照せず、スカッドの基本ボーナスのみを参照する。別の言い方をすれば、報酬決定部106が決定する付与ポイントは、スカッドではないゲームキャラクタの基本ボーナスがどの値であっても変化しないが、スカッドの基本ボーナスの値によっては変化することになる。 The reward determining unit 106 determines whether or not a game character is used by determining whether or not a game character ID is stored based on the squad data DT3. The reward determination unit 106 determines the points to be awarded based on the basic bonus of the game character that does not satisfy the basic bonus of the game character that does not satisfy this condition. In other words, the reward determining unit 106 refers to only the basic bonus of the squad without referring to the basic bonus of the game character that is not a squad when determining the grant points. In other words, the reward point determined by the reward determination unit 106 does not change regardless of the value of the basic bonus of the game character that is not a squad, but changes depending on the value of the basic bonus of the squad. .
 また、本実施形態のゲームでは、複数のゲームキャラクタのうちの少なくとも1つが用いられ、複数のゲームキャラクタの各々には、当該ゲームキャラクタに固有の値を有する基本ボーナスが関連付けられているので、報酬決定部106は、ゲームで用いられる少なくとも1つのゲームキャラクタに固有の値を有する基本ボーナスに基づいて、付与ポイントを決定する。「固有の値」とは、ゲームキャラクタごとに値が決められていることであり、ゲームキャラクタとパラメータとが1対1の関係にあることである。ゲームキャラクタごとにパラメータが用意されているので、報酬決定部106は、あるゲームキャラクタと他のゲームキャラクタとで共通のパラメータを用いないことになる。 In the game of the present embodiment, at least one of a plurality of game characters is used, and a basic bonus having a value unique to the game character is associated with each of the plurality of game characters. The determination unit 106 determines the awarded points based on a basic bonus having a value unique to at least one game character used in the game. “Unique value” means that a value is determined for each game character, and that the game character and the parameter have a one-to-one relationship. Since parameters are prepared for each game character, the reward determination unit 106 does not use parameters common to a certain game character and other game characters.
 また、本実施形態のゲームでは、複数のゲームキャラクタが用いられるので、報酬決定部106は、複数のゲームキャラクタの各々の基本ボーナスに基づいてスカッドボーナスを取得し、スカッドボーナスに基づいて、付与ポイントを決定する。スカッドボーナスは、複数の基本ボーナスを所定の数式に代入して得られる1つのパラメータであり、第1の構成に係る第3パラメータの一例である。基本ボーナスと、スカッドボーナスと、の関係式は、データ記憶部100に記憶されているものとする。この関係式は、基本ボーナスを代入するとスカッドボーナスが計算される数式であり、基本ボーナスが多いほどスカッドボーナスが多くなり、基本ボーナスが少ないほどスカッドボーナスが少なくなるように定義されている。 In the game of this embodiment, since a plurality of game characters are used, the reward determination unit 106 acquires a scud bonus based on each basic bonus of the plurality of game characters, and grant points based on the scud bonus To decide. The squad bonus is one parameter obtained by substituting a plurality of basic bonuses into a predetermined mathematical formula, and is an example of a third parameter according to the first configuration. It is assumed that the relational expression between the basic bonus and the squad bonus is stored in the data storage unit 100. This relational expression is a mathematical formula in which a scud bonus is calculated when a basic bonus is substituted, and is defined such that the more the basic bonus is, the more the scud bonus is, and the fewer the basic bonus is, the less the scud bonus is.
 ここでは、関係式の一例として、下記の数式1及び2を説明する。数式1は、個々のスカッドがボーナス増加分に影響を与える程度を示す個人ボーナスを算出するためのものであり、数式2は、各スカッドの個人ボーナスからスカッド全体のスカッドボーナスを算出するためのものである。なお、数式1における特効ボーナス、イベントボーナス、及びシーズンボーナスの各々は、後述する第2の構成の効果発生部112により、これらが発生する場合にのみ計上される。また、数式1のスタメンベンチ調整係数は、スターティングメンバーであるか、ベンチ入りメンバーであるか、によって異なる係数であり、スターティングメンバーの方がベンチ入りメンバーよりも高くなる。なお、本実施形態では、スターティングメンバーとベンチ入りメンバーとでボーナス増加分を異ならせる場合を説明するが、特にこれらで重み付けをすることなく同等の扱いとしてもよい。
[数式1]個人ボーナス=総合値*基本ボーナス*特効ボーナス*イベントボーナス*シーズンボーナス*スタメンベンチ調整係数
[数式2]スカッドボーナス=スカッドの個々のゲームキャラクタの個人ボーナスの合計値/所定値
Here, the following formulas 1 and 2 will be described as an example of the relational expression. Formula 1 is used to calculate a personal bonus indicating the degree to which each squad affects the bonus increase, and Formula 2 is used to calculate the scud bonus for the entire squad from the individual bonus of each squad. It is. It should be noted that each of the special effect bonus, event bonus, and season bonus in Equation 1 is counted only when they are generated by the effect generating unit 112 of the second configuration described later. Further, the starter bench adjustment coefficient of Formula 1 is a different coefficient depending on whether it is a starting member or a member with a bench, and the starting member is higher than the member with a bench. In the present embodiment, a case is described in which the bonus increase is made different between the starting member and the bench member, but they may be treated equally without weighting them.
[Formula 1] Individual Bonus = Overall Value * Basic Bonus * Special Effect Bonus * Event Bonus * Season Bonus * Stamen Bench Adjustment Factor [Formula 2] Scud Bonus = Total Value of Individual Bonus of Individual Game Characters of Scud / Predetermined Value
 なお、個人ボーナスは、ゲームキャラクタの基本ボーナスや期間別ボーナスだけで決まってもよいが、上記の数式1のように、個人ボーナスを計算するにあたり、基本ボーナスと期間別ボーナスだけでなく、能力パラメータの総合値を考慮してもよい。言い換えれば、単純にゲームキャラクタに関連付けられたボーナスだけでそのゲームキャラクタの個人ボーナスが決まるのではなく、能力パラメータをある程度考慮してもよい。なお、この場合、総合値が個人ボーナスに与える影響は、基本ボーナスや期間別ボーナスが個人ボーナスに与える影響よりも小さくなるようにしてよい。本実施形態では、数式1のように、能力パラメータの総合値が個人ボーナスにある程度は影響する場合を説明するので、報酬決定部106は、能力パラメータと基本ボーナスとに基づいて、付与ポイントを決定することになる。なお、この場合、能力パラメータが付与ポイントに影響すればよく、例えば、能力パラメータ及び基本ボーナスと、付与ポイントと、の関係式がデータ記憶部100に記憶されていてもよい。この関係式は、上記の数式1に限られず、能力パラメータが高いほど付与ポイントが高くなり、能力パラメータが低いほど付与ポイントが低くなるように定義されていればよい。報酬決定部106は、能力パラメータ及び基本ボーナスに関連付けられた付与ポイントを取得することになる。 Note that the personal bonus may be determined only by the basic bonus of the game character or the bonus for each period. You may consider the total value of. In other words, the personal bonus of the game character is not determined simply by the bonus associated with the game character, but the ability parameter may be considered to some extent. In this case, the influence of the total value on the personal bonus may be made smaller than the influence of the basic bonus and the period bonus on the personal bonus. In the present embodiment, a case will be described in which the total value of the ability parameter affects the individual bonus to some extent as expressed by Equation 1, so that the reward determination unit 106 determines the grant points based on the ability parameter and the basic bonus. Will do. In this case, it is only necessary that the ability parameter affects the granted points. For example, a relational expression between the ability parameter and the basic bonus and the given points may be stored in the data storage unit 100. This relational expression is not limited to the above mathematical formula 1, and it may be defined so that the higher the ability parameter, the higher the granted point, and the lower the ability parameter, the lower the granted point. The reward determination unit 106 acquires the grant points associated with the ability parameter and the basic bonus.
 また、先述したように、本実施形態では、報酬決定部106は、上記のように算出したスカッドボーナスを、ゲームの結果に応じた基本ポイントに乗算するので、報酬決定部106は、基本ボーナスとゲームの結果とに基づいて、付与ポイントを決定することになる。例えば、報酬決定部106は、ゲームの結果に基づいて基本報酬を決定し、基本ボーナスに基づいて基本報酬を変化させることによって、付与ポイントを決定する。「基本報酬」とは、ゲームの結果に応じて定まる報酬である。ゲームの結果と基本報酬との関係は、予め数式やテーブルなどによって定められているものとする。本実施形態では、基本ポイントが基本報酬に相当する場合を説明する。 Further, as described above, in this embodiment, the reward determination unit 106 multiplies the basic points according to the game result by the scud bonus calculated as described above. Based on the result of the game, the grant points are determined. For example, the reward determination unit 106 determines the basic reward based on the game result, and determines the grant points by changing the basic reward based on the basic bonus. The “basic reward” is a reward determined according to the game result. It is assumed that the relationship between the game result and the basic reward is determined in advance by a mathematical formula or a table. In the present embodiment, a case where the basic point corresponds to the basic reward will be described.
 なお、報酬決定部106がゲームの結果に基づいて付与ポイントを決定する方法は、基本ポイントを変化させる方法に限られない。例えば、本実施形態のように、報酬決定部106は、基本ポイントとスカッドボーナスとに基づいて定まる値を、更に変化させることによって、付与ポイントを決定するようにしてもよい。また例えば、報酬決定部106は、特に基本ポイントを算出しなくてもよい。例えば、ゲームの結果及び基本ボーナスと、付与ポイントと、の関係式がデータ記憶部100に記憶されていてもよい。この関係式には、ゲームの結果が所定の結果である場合に、ゲームの結果が所定の結果でない場合よりも付与ポイントが高くなるように定義されていればよい。報酬決定部106は、ゲームの結果及び基本ボーナスに関連付けられた付与ポイントを取得することになる。更に、報酬決定部106は、ゲームの結果に特に基づかずに、スカッドボーナスに基づいて付与ポイントを決定してもよい。この場合、スカッドが同じであれば、ゲームの結果に関係なく、同じ付与ポイントとなる。 Note that the method by which the reward determining unit 106 determines the granted points based on the game result is not limited to the method of changing the basic points. For example, as in the present embodiment, the reward determination unit 106 may determine the awarded points by further changing the value determined based on the basic points and the squad bonus. Further, for example, the reward determining unit 106 does not have to calculate the basic points. For example, a relational expression between the game result and the basic bonus and the granted points may be stored in the data storage unit 100. The relational expression only needs to be defined such that when the game result is a predetermined result, the awarded points are higher than when the game result is not the predetermined result. The reward deciding unit 106 obtains the grant points associated with the game result and the basic bonus. Furthermore, the reward determination unit 106 may determine the points to be awarded based on the squad bonus without being particularly based on the game result. In this case, if the scud is the same, the same points are given regardless of the game result.
[3-2-2.第2の構成に関する機能]
 次に、第2の構成に関する機能を説明する。第2の構成では、主に、データ記憶部100、データ取得部107、期間特定部108、期間属性取得部109、ゲームキャラクタ属性取得部110、属性判定部111、効果発生部112、及び効果変更部113が実現される。なお、第1の構成と同様の機能は説明を省略し、第1の構成とは異なる機能を説明する。
[3-2-2. Function related to second configuration]
Next, functions related to the second configuration will be described. In the second configuration, mainly the data storage unit 100, the data acquisition unit 107, the period specifying unit 108, the period attribute acquisition unit 109, the game character attribute acquisition unit 110, the attribute determination unit 111, the effect generation unit 112, and the effect change Unit 113 is realized. The description of functions similar to those of the first configuration is omitted, and functions different from those of the first configuration are described.
[データ記憶部]
 第2の構成に係るデータは、第1の構成で説明したものと同様であってよい。このため、第2の構成に係るデータ記憶部100の機能は、第1の構成で説明した機能と同様であってよい。
[Data storage section]
The data according to the second configuration may be the same as that described in the first configuration. For this reason, the function of the data storage unit 100 according to the second configuration may be the same as the function described in the first configuration.
[データ取得部]
 データ取得部107は、制御部11を主として実現される。データ取得部107は、ゲームキャラクタに関連付けられた、互いに長さの異なる複数のボーナス発生期間にそれぞれ対応する複数の効果を示す期間別ボーナスデータDT1を取得する。本実施形態では、期間別ボーナスデータDT1は、イベントデータベースDB3内の一部のデータとして格納されているので、データ取得部107は、サーバ30のデータ記憶部300にイベントデータベースDB3の参照要求を送ることによって、イベントデータベースDB3内の期間別ボーナスデータDT1を取得することになる。
[Data acquisition unit]
The data acquisition unit 107 is realized mainly by the control unit 11. The data acquisition unit 107 acquires period-specific bonus data DT1 associated with the game character and indicating a plurality of effects respectively corresponding to a plurality of bonus generation periods having different lengths. In the present embodiment, the period-specific bonus data DT1 is stored as part of the data in the event database DB3, so the data acquisition unit 107 sends a reference request for the event database DB3 to the data storage unit 300 of the server 30. Thus, the period-specific bonus data DT1 in the event database DB3 is acquired.
 ボーナス発生期間は、例えば、ある時点から、当該時点よりも後の時点まで、の間であってよい。ここでの時点とは、現実世界の日時であってもよいし、ゲーム内の仮想世界での日時であってもよい。また例えば、ボーナス発生期間は、連続した期間である必要はなく、途中で間が空いていてもよい。即ち、イベントボーナス発生期間のように、互いに時間的な隔たりのある複数の期間からなるものであってもよい。また例えば、ボーナス発生期間の数は、2つ以上であればよく、本実施形態のような3つに限られない。また例えば、全ゲームキャラクタでボーナス発生期間の数は共通であってもよいし、ゲームキャラクタに応じてボーナス発生期間の数が異なってもよい。更に、各ボーナス発生期間は、少なくとも1つの他のボーナス発生期間と長さが異なっていればよい。 The bonus generation period may be, for example, from a certain point in time to a point after that point. The time point here may be the date and time in the real world or the date and time in the virtual world in the game. In addition, for example, the bonus generation period does not have to be a continuous period, and may be spaced in the middle. That is, it may consist of a plurality of periods that are separated from each other in time, such as an event bonus generation period. Further, for example, the number of bonus generation periods may be two or more, and is not limited to three as in the present embodiment. Further, for example, the number of bonus generation periods may be the same for all game characters, or the number of bonus generation periods may be different depending on the game character. Further, each bonus generation period only needs to be different in length from at least one other bonus generation period.
 「効果」とは、ゲームにおいてユーザが有利になることである。例えば、効果は、報酬を良くすることであってよい。また例えば、報酬がポイントなどのゲーム内通貨であれば、付与されるポイントが増えることが、報酬が良くなることに相当してもよい。また例えば、報酬がゲームアイテムであれば、付与されるゲームアイテムの価値が高くなることが、報酬が良くなることに相当してもよい。また例えば、ゲームの実行中に有利になることが効果に相当してもよい。この場合、例えば、ゲームキャラクタの能力が上がったり、特殊能力が発動したりしてもよい。本実施形態では、複数の効果の各々は、ユーザの識別情報に関連付けられる報酬に影響する効果である場合を説明する。このため、ゲームキャラクタには、図6を参照して説明したような複数の期間別ボーナスが関連付けられていることになる。 “Effect” means that the user has an advantage in the game. For example, the effect may be to improve the reward. For example, if the reward is an in-game currency such as points, an increase in the points awarded may correspond to an improvement in reward. Further, for example, if the reward is a game item, an increase in the value of the assigned game item may correspond to an improvement in the reward. Further, for example, it may correspond to an effect that it becomes advantageous during execution of the game. In this case, for example, the ability of the game character may be improved or a special ability may be activated. In the present embodiment, a case will be described in which each of the plurality of effects is an effect that affects a reward associated with the user identification information. For this reason, the game character is associated with a plurality of period bonuses as described with reference to FIG.
[期間特定部]
 期間特定部108は、制御部31を主として実現される。期間特定部108は、複数のボーナス発生期間のうち、ゲームの実行時点が含まれるボーナス発生期間を特定する。
[Period specific part]
The period specifying unit 108 is realized mainly by the control unit 31. The period specifying unit 108 specifies a bonus generation period including a game execution time point out of a plurality of bonus generation periods.
 「ゲームの実行時点」とは、ゲームが実行される時点である。例えば、ゲームを開始するための処理を実行する時点であってよく、実際にゲームが始まる前の時点であってもよいし、ゲームを開始してから終了するまでの任意の時点であってもよいし、ゲームを終了した時点であってもよいし、ゲームを終了した後、ゲーム内容を評価する時点であってもよい。ゲームを開始するための処理とは、ゲームの設定をする処理であり、例えば、ゲームで用いるキャラクタを選択する処理であってもよいし、ゲームの対戦相手を選出する処理であってもよい。例えば、ゲームの開始前に、ゲームキャラクタにどのボーナス発生期間の効果が適用されるかを案内する画面を表示させる場合には、当該画面を表示させる時点であってよい。別の言い方をすれば、実行時点は、例えば、期間特定部108がボーナス発生期間を特定する処理を実行する時点であってよい。 "The game execution time" is the time when the game is executed. For example, it may be a time point at which a process for starting a game is executed, may be a time point before the game actually starts, or may be an arbitrary time point from the start to the end of the game. It may be the time when the game is finished, or the time when the game content is evaluated after the game is finished. The process for starting a game is a process for setting a game. For example, the process for selecting a character used in the game or a process for selecting an opponent of the game may be used. For example, when a screen for guiding which bonus generation period effect is applied to the game character is displayed before the start of the game, it may be the time when the screen is displayed. In other words, the execution time point may be, for example, a time point when the period specifying unit 108 executes processing for specifying the bonus generation period.
 期間特定部108がボーナス発生期間を特定するためのデータは、データ記憶部100に記憶されていればよく、ここでは、期間別ボーナスデータDT1を利用する場合を説明する。例えば、期間特定部108は、スカッドに含まれるそれぞれのゲームキャラクタのゲームキャラクタIDが期間別ボーナスデータDT1に格納されているかを判定することによって、現時点が特効ボーナス発生期間であるかを判定する。また例えば、期間特定部108は、スカッドに含まれるそれぞれのゲームキャラクタの属性が期間別ボーナスデータDT1に格納されているかを判定することによって、現時点がイベントボーナス発生期間であるかを判定する。また例えば、期間特定部108は、スカッドに含まれるそれぞれのゲームキャラクタのバージョンが期間別ボーナスデータDT1に格納されているかを判定することによって、現時点がシーズンボーナス発生期間であるかを判定する。 The data for the period specifying unit 108 to specify the bonus generation period may be stored in the data storage unit 100. Here, a case where the period-specific bonus data DT1 is used will be described. For example, the period specifying unit 108 determines whether or not the current time is the special bonus generation period by determining whether or not the game character ID of each game character included in the squad is stored in the period-specific bonus data DT1. Further, for example, the period specifying unit 108 determines whether or not the current time is the event bonus generation period by determining whether or not the attribute of each game character included in the squad is stored in the period-specific bonus data DT1. Further, for example, the period specifying unit 108 determines whether the current time is the season bonus generation period by determining whether the version of each game character included in the squad is stored in the period-specific bonus data DT1.
 なお、期間特定部108によるボーナス発生期間の特定方法は、上記の例に限られない。各ボーナス発生期間を特定するためのデータの形式に応じて特定方法が変化してもよい。例えば、本実施形態のように、ゲームイベントの開催期間ごとに期間別ボーナスデータDT1を用意しておくのではなく、ゲームキャラクタごとに、各ボーナス発生期間を定義したデータを用意しておく場合には、期間特定部108は、現時点が当該データに定義された期間内であるかを判定することによって、ボーナス発生期間を特定してもよい。 Note that the method for specifying the bonus generation period by the period specifying unit 108 is not limited to the above example. The specifying method may be changed according to the data format for specifying each bonus generation period. For example, when the bonus data DT1 for each period is not prepared for each holding period of the game event as in this embodiment, but data defining each bonus occurrence period is prepared for each game character. The period specifying unit 108 may specify the bonus generation period by determining whether the current time is within the period defined in the data.
[期間属性取得部]
 期間属性取得部109は、制御部11を主として実現される。期間属性取得部109は、複数のボーナス発生期間のうちの少なくとも1つに対応する所定の期間に関連付けられた、複数の属性のうちの少なくとも1つを取得する。
[Period attribute acquisition part]
The period attribute acquisition unit 109 is realized mainly by the control unit 11. The period attribute acquisition unit 109 acquires at least one of a plurality of attributes associated with a predetermined period corresponding to at least one of the plurality of bonus generation periods.
 「複数のボーナス発生期間のうちの少なくとも1つに対応する」とは、例えば、複数のボーナス発生期間のうちの何れか1つ又は2つ以上のボーナス発生期間に対応することである。なお、ボーナス発生期間が対応するとは、例えば、時間的に一部又は全部が一致することであってよい。別の言い方をすれば、期間別ボーナスデータDT1により特定可能な複数のボーナス発生期間のうち、属性に応じたボーナスが発生するボーナス発生期間として指定されていることである。 “To correspond to at least one of a plurality of bonus generation periods” means to correspond to any one or two or more bonus generation periods of a plurality of bonus generation periods, for example. Note that the bonus generation period corresponds to, for example, a part or all of the time coincides. In other words, it is designated as a bonus generation period in which a bonus corresponding to the attribute is generated among a plurality of bonus generation periods that can be specified by the period-specific bonus data DT1.
 「所定の期間」とは、予め定められた一定期間であり、「複数のボーナス発生期間」の何れかと同じ長さの期間であってもよいし、異なる長さの期間であってもよい。本実施形態では、ゲームイベントの開催期間が所定の期間である場合を説明する。各ゲームイベントの開催期間は、当該開催期間に関連付けられた属性に応じて発生するイベントボーナスの発生期間に対応するものなので、本実施形態では、イベントボーナス発生期間とゲームイベントの開催期間とが対応していることになる。 The “predetermined period” is a predetermined fixed period, and may be a period having the same length as any of the “plurality of bonus generation periods” or may be a period having a different length. In the present embodiment, a case where the game event is held for a predetermined period will be described. Since the holding period of each game event corresponds to the generating period of the event bonus that occurs according to the attribute associated with the holding period, in this embodiment, the event bonus generating period corresponds to the holding period of the game event. Will be.
 なお、ゲームイベントの開催期間には、複数の属性が関連付けられているので、期間属性取得部109は、ゲームイベントの開催期間に関連付けられた複数の属性を取得することになる。本実施形態では、期間属性取得部109は、期間別ボーナスデータDT1を参照することによって複数の属性を取得する。なお、ゲームイベントの開催期間には属性が1つのみ関連付けられていてもよく、この場合は、期間属性取得部109は、開催期間に関連付けられた1つの属性を取得することになる。 In addition, since a plurality of attributes are associated with the holding period of the game event, the period attribute acquiring unit 109 acquires a plurality of attributes associated with the holding period of the game event. In the present embodiment, the period attribute acquisition unit 109 acquires a plurality of attributes by referring to the period-specific bonus data DT1. Note that only one attribute may be associated with the holding period of the game event, and in this case, the period attribute acquiring unit 109 acquires one attribute associated with the holding period.
[ゲームキャラクタ属性取得部]
 ゲームキャラクタ属性取得部110は、制御部11を主として実現される。ゲームキャラクタ属性取得部110は、ゲームキャラクタに関連付けられた、複数の属性のうちの少なくとも1つを取得する。例えば、ゲームキャラクタ属性取得部110は、保有キャラクタデータDT2を参照することによって、ゲームキャラクタの属性を取得する。本実施形態では、ゲームキャラクタには、複数の属性が関連付けられているので、ゲームキャラクタ属性取得部110は、ゲームキャラクタに関連付けられた複数の属性を取得することになる。なお、ゲームキャラクタに属性が1つのみ関連付けられていてもよく、この場合は、ゲームキャラクタ属性取得部110は、ゲームキャラクタに関連付けられた1つの属性を取得することになる。
[Game character attribute acquisition unit]
The game character attribute acquisition unit 110 is realized mainly by the control unit 11. The game character attribute acquisition unit 110 acquires at least one of a plurality of attributes associated with the game character. For example, the game character attribute acquisition unit 110 acquires the attribute of the game character by referring to the possessed character data DT2. In the present embodiment, since a plurality of attributes are associated with the game character, the game character attribute acquisition unit 110 acquires a plurality of attributes associated with the game character. Note that only one attribute may be associated with the game character. In this case, the game character attribute acquisition unit 110 acquires one attribute associated with the game character.
[属性判定部]
 属性判定部111は、制御部11を主として実現される。属性判定部111は、期間属性取得部109により取得された属性と、ゲームキャラクタ属性取得部110により取得された属性と、が一致するかを判定する。属性判定部111は、期間属性取得部109が取得した属性と、ゲームキャラクタ属性取得部110が取得した属性と、を比較し、これらの少なくとも1つが一致するかを判定することになる。例えば、属性がパラメータによって表されている場合、属性判定部111は、期間属性取得部109が取得した値と、ゲームキャラクタ属性取得部110が取得した値と、が一致するかを判定することになる。
[Attribute determination section]
The attribute determination unit 111 is realized mainly by the control unit 11. The attribute determination unit 111 determines whether the attribute acquired by the period attribute acquisition unit 109 matches the attribute acquired by the game character attribute acquisition unit 110. The attribute determination unit 111 compares the attribute acquired by the period attribute acquisition unit 109 with the attribute acquired by the game character attribute acquisition unit 110 and determines whether at least one of them matches. For example, when the attribute is represented by a parameter, the attribute determination unit 111 determines whether the value acquired by the period attribute acquisition unit 109 matches the value acquired by the game character attribute acquisition unit 110. Become.
[効果発生部]
 効果発生部112は、制御部11を主として実現される。効果発生部112は、ゲームキャラクタが用いられることを条件にして、当該ゲームキャラクタに関連付けられた、期間特定部108により特定されたボーナス発生期間に対応する、データ取得部107により取得された期間別効果データが示す期間別ボーナスを発生させる。
[Effect generation part]
The effect generating unit 112 is realized mainly by the control unit 11. The effect generating unit 112 is classified by the period acquired by the data acquiring unit 107 corresponding to the bonus generation period specified by the period specifying unit 108 associated with the game character on condition that the game character is used. A bonus for each period indicated by the effect data is generated.
 効果発生部112は、ゲームキャラクタに関連付けられた期間別ボーナスのうち、期間特定部108により特定されたボーナス発生期間に対応しないボーナスは発生させず、期間特定部108により特定されたボーナス発生期間に対応するボーナスを発生させる。言い換えれば、効果発生部112は、ゲームキャラクタに関連付けられた期間別ボーナスのうち、期間特定部108により特定されたボーナス発生期間に対応しないボーナスは無効とし、期間特定部108により特定されたボーナス発生期間に対応するボーナスを有効とする。 The effect generating unit 112 does not generate a bonus that does not correspond to the bonus generation period specified by the period specifying unit 108 among the period-specific bonuses associated with the game character, and during the bonus generation period specified by the period specifying unit 108. Generate a corresponding bonus. In other words, the effect generating unit 112 invalidates bonuses not corresponding to the bonus generation period specified by the period specifying unit 108 among the period-specific bonuses associated with the game character, and generates the bonus specified by the period specifying unit 108. The bonus corresponding to the period is valid.
 また、本実施形態では、複数のボーナス発生期間の各々は、互いに重複する期間なので、効果発生部112は、期間特定部108により複数のボーナス発生期間が特定された場合に、当該複数のボーナス発生期間の各々に対応する期間別ボーナスを重複して発生させる。「重複する期間」とは、ある期間の一部又は全部と、他の期間の一部又は全部と、が重複することである。「重複して発生」とは、複数の効果が同時に発生することである。別の言い方をすれば、複数の効果が累積して発生することである。即ち、効果発生部112は、期間特定部108により特定された複数のボーナス発生期間の各々に対応する期間別ボーナスを全て有効とする。 In the present embodiment, since each of the plurality of bonus generation periods overlaps each other, the effect generating unit 112 generates the plurality of bonus generations when the plurality of bonus generation periods are specified by the period specifying unit 108. Duplicate period bonuses corresponding to each period are generated. “Overlapping period” means that part or all of a certain period overlaps with part or all of another period. “Duplicate” means that multiple effects occur simultaneously. In other words, multiple effects are cumulative. That is, the effect generating unit 112 validates all the period-specific bonuses corresponding to each of the plurality of bonus generating periods specified by the period specifying unit 108.
 また、本実施形態のゲームでは、複数のゲームキャラクタのうちの少なくとも1つが用いられ、当該複数のゲームキャラクタの各々には、当該ゲームキャラクタに固有の効果を示す期間別ボーナスデータDT1が関連付けられているので、効果発生部112は、ゲームで用いられる少なくとも1つのゲームキャラクタに固有の効果を発生させることになる。「固有の効果」とは、ゲームキャラクタごとに効果が決められていることである。別の言い方をすれば、ゲームキャラクタごとに効果を定義したデータが用意されており、あるゲームキャラクタと他のゲームキャラクタとで共通のデータを用いないことである。 In the game of the present embodiment, at least one of a plurality of game characters is used, and each of the plurality of game characters is associated with period-specific bonus data DT1 indicating an effect specific to the game character. Therefore, the effect generating unit 112 generates an effect specific to at least one game character used in the game. “Inherent effect” means that an effect is determined for each game character. In other words, data defining the effect is prepared for each game character, and common data is not used for a certain game character and other game characters.
 また、効果発生部112は、ゲームイベントの開催期間において期間特定部108により少なくとも1つのボーナス発生期間(ここでは、イベントボーナス発生期間)が特定された場合、属性判定部111の判定結果に基づいて、当該少なくとも1つのボーナス発生期間に対応する期間別ボーナスを発生させる。例えば、効果発生部112は、属性が一致した場合にのみイベントボーナスを発生させるようにしてもよいし、効果発生部112は、属性が一致した場合に、属性が一致しなかった場合よりも高いイベントボーナスを発生させるようにしてもよい。言い換えれば、効果発生部112は、属性判定部111の判定結果に基づいて、イベントボーナスの発生有無を決定したり、イベントボーナスの大きさを変化したりする。 Further, the effect generating unit 112 is based on the determination result of the attribute determining unit 111 when at least one bonus generating period (here, event bonus generating period) is specified by the period specifying unit 108 during the game event holding period. A period-specific bonus corresponding to the at least one bonus generation period is generated. For example, the effect generating unit 112 may generate an event bonus only when the attributes match, or the effect generating unit 112 is higher than when the attributes do not match when the attributes match. An event bonus may be generated. In other words, the effect generating unit 112 determines whether or not an event bonus is generated based on the determination result of the attribute determining unit 111, or changes the size of the event bonus.
 また、本実施形態では、少なくとも1つのボーナス発生期間には、ゲームキャラクタの属性ごとに効果が対応付けられているので、効果発生部112は、属性判定部111により複数の属性が一致すると判定された場合、少なくとも1つのボーナス発生期間に対応する当該複数の属性の各々に対応する期間別ボーナスのうち、最も効果の高いものを発生させる。「最も効果の高い」とは、ゲームにおいてユーザを最も有利にさせる効果である。例えば、効果が報酬を良くすることであれば、報酬の増加量が最も多い効果である。例えば、効果がゲームキャラクタの能力を上げることであれば、能力の上昇値が最も高い効果である。本実施形態では、効果発生部112は、複数のイベントボーナスのうち、最も増加分の高いイベントボーナスを発生させることになる。 In this embodiment, since the effect is associated with each attribute of the game character in at least one bonus generation period, the effect generation unit 112 determines that the attribute determination unit 111 matches a plurality of attributes. In such a case, the most effective one of the period-specific bonuses corresponding to each of the plurality of attributes corresponding to at least one bonus generation period is generated. “The most effective” is an effect that makes the user most advantageous in the game. For example, if the effect is to improve the reward, the increase in the reward is the largest. For example, if the effect is to increase the ability of the game character, the effect has the highest increase in ability. In the present embodiment, the effect generating unit 112 generates an event bonus with the highest increase among a plurality of event bonuses.
[効果変更部]
 効果変更部113は、制御部11を主として実現される。効果変更部113は、複数のボーナス発生期間のうちの少なくとも1つに対応する効果を、ゲームの実行時点に基づいて変更する。例えば、効果変更部113は、時間経過に応じてボーナスの程度を変化させる。ゲームの実行時点と発生する効果との関係は、例えば数式やテーブルによって予め定められていてよい。この関係には、時間が経過するほど効果が低くなるように定められているようにしてもよいし、時間が経過するほど効果が高くなるように定られていてもよい。効果変更部113は、ゲームの実行時点に関連付けられた内容の効果に変更することになる。本実施形態では、シーズンボーナスが徐々に減っていくので、効果変更部113は、シーズンボーナスの効果を変更することになる。
[Effect change section]
The effect changing unit 113 is realized mainly by the control unit 11. The effect changing unit 113 changes the effect corresponding to at least one of the plurality of bonus generation periods based on the game execution time. For example, the effect changing unit 113 changes the degree of bonus as time passes. The relationship between the game execution time and the effect to be generated may be determined in advance by a mathematical expression or a table, for example. This relationship may be as effective as time passes is defined to be lower, or may be constant because so high effect as time passes. The effect change unit 113 changes the effect to the content associated with the game execution time. In the present embodiment, since the season bonus is gradually reduced, the effect changing unit 113 changes the effect of the season bonus.
[4.ゲームシステム1において実行される処理]
 図14及び図15は、ゲームシステム1において実行される処理の一例を示すフロー図である。図14及び図15に示す処理は、制御部11が記憶部12に記憶されたプログラムに従って動作し、制御部31が記憶部32に記憶されたプログラムに従って動作することによって実行される。下記に説明する処理は、図7に示す各機能ブロックによる処理の一例である。なお、下記に説明する処理が実行されるにあたり、対戦相手チームは既に決定されており、対戦相手チームのスカッドデータDT3や各ゲームキャラクタの能力パラメータや画像データなどは、サーバ30からユーザ端末10に送信されているものとする。
[4. Processing executed in game system 1]
14 and 15 are flowcharts showing an example of processing executed in the game system 1. The processing shown in FIGS. 14 and 15 is executed by the control unit 11 operating according to the program stored in the storage unit 12 and the control unit 31 operating according to the program stored in the storage unit 32. The processing described below is an example of processing by each functional block shown in FIG. In executing the processing described below, the opponent team has already been determined, and the opponent team's squad data DT3, the ability parameters of each game character, image data, and the like are transmitted from the server 30 to the user terminal 10. Assume that it has been sent.
 図14に示すように、まず、ユーザ端末10においては、ユーザが入力部14から所定の操作を行うと、制御部11は、期間別ボーナスデータDT1の取得要求をサーバ30に送信する(S101)。S101における取得要求は、所定のデータ形式によって行われるようにすればよい。なお、ユーザ端末10からサーバ30に対してデータが送信される場合、ユーザ端末10のIPアドレスやユーザIDなども送信され、サーバ30は、どのユーザ端末10からデータを受信したかを特定できるようになっているものとする。 As shown in FIG. 14, first, in the user terminal 10, when the user performs a predetermined operation from the input unit 14, the control unit 11 transmits an acquisition request for bonus data DT1 by period to the server 30 (S101). . The acquisition request in S101 may be made in a predetermined data format. When data is transmitted from the user terminal 10 to the server 30, the IP address and user ID of the user terminal 10 are also transmitted, so that the server 30 can identify from which user terminal 10 the data has been received. Suppose that
 サーバ30においては、取得要求を受信すると、制御部31は、記憶部32に記憶されたイベントデータベースDB3を参照し、現時点に対応する期間別ボーナスデータDT1をユーザ端末10に送信する(S301)。S301においては、制御部31は、リアルタイムクロック等を利用して現在日時を取得し、現在日時を含むシーズンや開催期間を特定する。そして、制御部31は、イベントデータベースDB3の全レコードのうち、当該特定したシーズンや開催期間に対応するレコードに格納された期間別ボーナスデータDT1をユーザ端末10に送信することになる。 In the server 30, when receiving the acquisition request, the control unit 31 refers to the event database DB3 stored in the storage unit 32 and transmits the period-specific bonus data DT1 corresponding to the current time to the user terminal 10 (S301). In S301, the control unit 31 obtains the current date and time using a real-time clock or the like, and identifies a season and a holding period including the current date and time. And the control part 31 will transmit to the user terminal 10 the period-specific bonus data DT1 stored in the record corresponding to the specified season or holding period among all the records of the event database DB3.
 ユーザ端末10においては、期間別ボーナスデータDT1を受信すると、制御部11は、現在のスカッドに含まれる個々のゲームキャラクタにそれぞれ発生するボーナスを特定するためのボーナス特定処理を実行する(S103)。なお、制御部11は、受信した期間別ボーナスデータDT1を記憶部12に記録するようにしてよい。 In the user terminal 10, when the period-specific bonus data DT1 is received, the control unit 11 executes a bonus specifying process for specifying a bonus generated for each game character included in the current squad (S103). The control unit 11 may record the received period-specific bonus data DT1 in the storage unit 12.
 図16は、ボーナス特定処理の詳細を示す図である。図16に示すように、制御部11は、記憶部12に記憶された保有キャラクタデータDT2とスカッドデータDT3とに基づいて、スカッドの個々のゲームキャラクタの総合値と基本ボーナスとを取得する(S1031)。S1031においては、制御部11は、スカッドデータDT3に格納されたゲームキャラクタIDを取得し、保有キャラクタデータDT2の各レコードのうち、当該ゲームキャラクタIDに対応するレコードを参照することによって、スカッドの個々のゲームキャラクタの総合値と基本ボーナスとを取得する。 FIG. 16 is a diagram showing details of the bonus specifying process. As shown in FIG. 16, the control unit 11 acquires the total value and basic bonus of each game character of the squad based on the retained character data DT2 and the squad data DT3 stored in the storage unit 12 (S1031). ). In S1031, the control unit 11 acquires the game character ID stored in the squad data DT3, and by referring to the record corresponding to the game character ID among the records of the retained character data DT2, the individual of the squad The total value and basic bonus of the game characters are acquired.
 制御部11は、期間別ボーナスデータDT1に基づいて、スカッドの個々のゲームキャラクタの特効ボーナス発生期間のうち、現時点を含む特効ボーナス発生期間を特定する(S1033)。S1033においては、制御部11は、スカッドデータDT3に格納されたゲームキャラクタIDと、期間別ボーナスデータDT1に格納された特効ボーナスが発生するゲームキャラクタIDと、が一致するかを判定する。制御部11は、ゲームキャラクタIDが一致する場合、当該ゲームキャラクタIDが示すゲームキャラクタの特効ボーナス発生期間であると判定し、ゲームキャラクタIDが一致しない場合、当該ゲームキャラクタIDが示すゲームキャラクタの特効ボーナス発生期間ではないと判定する。即ち、制御部11は、現時点がイベントの開催中であり、かつ、開催中のイベントに関連付けられたゲームキャラクタIDとスカッドの個々のゲームキャラクタのゲームキャラクタIDとが一致する場合に、特効ボーナス発生期間であると判定する。 The control unit 11 specifies the special bonus generation period including the current time among the special bonus generation periods of the individual game characters of the squad based on the period-specific bonus data DT1 (S1033). In S1033, the control unit 11 determines whether or not the game character ID stored in the squad data DT3 matches the game character ID in which the special bonus stored in the period-specific bonus data DT1 is generated. When the game character IDs match, the control unit 11 determines that it is the special bonus generation period of the game character indicated by the game character ID. When the game character IDs do not match, the control unit 11 determines the special effect of the game character It is determined that it is not a bonus generation period. In other words, the control unit 11 generates a special bonus when the current event is being held and the game character ID associated with the current event matches the game character ID of each Scud game character. It is determined that it is a period.
 制御部11は、S1033の特定結果に基づいて、現在のスカッドの個々のゲームキャラクタそれぞれについて発生する特効ボーナスを取得する(S1035)。S1035においては、制御部11は、期間別ボーナスデータDT1を参照し、S1033においてゲームキャラクタIDが一致した特効ボーナスの大きさを取得する。 The control unit 11 acquires a special effect bonus generated for each individual game character of the current squad based on the specific result of S1033 (S1035). In S1035, the control unit 11 refers to the period-specific bonus data DT1, and acquires the size of the special bonus with the matching game character ID in S1033.
 制御部11は、期間別ボーナスデータDT1に基づいて、スカッドの個々のゲームキャラクタのイベントボーナス発生期間のうち、現時点を含むイベント発生期間を特定する(S1037)。S1037においては、まず、制御部11は、期間別ボーナスデータDT1に格納されたイベントボーナスが発生する属性を取得する。そして、制御部11は、保有キャラクタデータDT2とスカッドデータDT3とに基づいて、スカッドの個々のゲームキャラクタの属性を取得する。制御部11は、イベントボーナスが発生する属性と、スカッドの属性と、が一致するかを判定する。制御部11は、少なくとも1つの属性が一致する場合、イベントボーナス発生期間であると判定し、属性が1つも一致しない場合、イベントボーナス発生期間ではないと判定する。即ち、制御部11は、現時点がイベントの開催中であり、かつ、開催中のイベントに関連付けられた属性とスカッドのゲームキャラクタの属性とが一致する場合に、イベントボーナス発生期間であると判定する。 The control unit 11 specifies the event occurrence period including the current time among the event bonus occurrence periods of the individual game characters of the squad based on the period-specific bonus data DT1 (S1037). In S1037, first, the control unit 11 acquires an attribute for generating an event bonus stored in the period-specific bonus data DT1. And the control part 11 acquires the attribute of each game character of a squad based on possessed character data DT2 and the squad data DT3. The control unit 11 determines whether the attribute in which the event bonus occurs and the attribute of the squad match. If at least one attribute matches, the control unit 11 determines that it is an event bonus occurrence period, and if no attribute matches, determines that the event bonus is not generated. That is, the control unit 11 determines that it is the event bonus generation period when the current event is being held and the attribute associated with the current event matches the attribute of the Scud game character. .
 制御部11は、S1037の特定結果に基づいて、現在のスカッドの個々のゲームキャラクタそれぞれについて発生するイベントボーナスを取得する(S1039)。S1039においては、制御部11は、期間別ボーナスデータDT1を参照し、S1037において属性が一致したイベントボーナスの大きさを取得する。なお、制御部11は、S1037において複数の属性が一致すると判定されたゲームキャラクタのイベントボーナスは、当該複数の属性の各々に対応するイベントボーナスのうち、最も数値の高いもののみを取得する。 The control unit 11 acquires an event bonus generated for each game character of the current squad based on the specific result of S1037 (S1039). In S1039, the control unit 11 refers to the period-specific bonus data DT1, and acquires the size of the event bonus whose attributes match in S1037. Note that the control unit 11 acquires only the event bonus having the highest numerical value among the event bonuses corresponding to each of the plurality of attributes as the event bonus of the game character determined to match the plurality of attributes in S1037.
 制御部11は、期間別ボーナスデータDT1に基づいて、スカッドの個々のゲームキャラクタのシーズンボーナス発生期間のうち、現時点を含むシーズンボーナス発生期間を特定する(S1041)。S1041においては、制御部11は、保有キャラクタデータDT2とスカッドデータDT3とに基づいて、スカッドの個々のゲームキャラクタのバージョンを取得する。そして、制御部11は、各ゲームキャラクタのバージョンと、期間別ボーナスデータDT1のシーズンボーナスの発生条件であるバージョンと、が一致するかを判定する。制御部11は、バージョンが一致する場合、シーズンボーナス発生期間であると判定し、バージョンが一致しない場合、シーズンボーナス発生期間ではないと判定する。即ち、制御部11は、現在のシーズンに関連付けられたバージョンとスカッドの個々のゲームキャラクタのバージョンとが一致する場合に、シーズンボーナス発生期間であると判定する。 The control unit 11 specifies the season bonus generation period including the current time among the season bonus generation periods of the individual game characters of the squad based on the period-specific bonus data DT1 (S1041). In S1041, the control unit 11 acquires the version of each game character of the squad based on the retained character data DT2 and the squad data DT3. Then, the control unit 11 determines whether the version of each game character matches the version that is the season bonus generation condition of the period-specific bonus data DT1. If the versions match, the control unit 11 determines that it is a season bonus generation period, and if the versions do not match, determines that the version is not a season bonus generation period. That is, the control unit 11 determines that it is the season bonus generation period when the version associated with the current season matches the version of each game character of the squad.
 制御部11は、S1041の特定結果に基づいて、現在のスカッドの個々のゲームキャラクタそれぞれについて発生するシーズンボーナスを取得する(S1043)。S1043においては、制御部11は、期間別ボーナスデータDT1を参照し、S1041においてバージョンが一致すると判定されたシーズンボーナスの大きさを取得する。 The control unit 11 acquires a season bonus generated for each individual game character of the current squad based on the identification result of S1041 (S1043). In S1043, the control unit 11 refers to the period-specific bonus data DT1, and acquires the size of the season bonus determined to be the same version in S1041.
 制御部11は、S1031で取得した総合値及び基本ボーナス、S1035で取得した特効ボーナス、S1039で取得したイベントボーナス、及びS1043で取得したシーズンボーナスに基づいて、スカッドボーナスを取得する(S1045)。S1045においては、制御部11は、先述した数式1及び2に基づいてスカッドボーナスを取得する。 The control unit 11 acquires a scud bonus based on the total value and basic bonus acquired in S1031, the special effect bonus acquired in S1035, the event bonus acquired in S1039, and the season bonus acquired in S1043 (S1045). In S <b> 1045, the control unit 11 acquires a squad bonus based on Equations 1 and 2 described above.
 図14に戻り、制御部11は、記憶部12に記憶された保有キャラクタデータDT2及びスカッドデータDT3と、S1045で取得したスカッドボーナスと、に基づいて、チーム編成画像G1を表示部15に表示させる(S105)。 Returning to FIG. 14, the control unit 11 causes the display unit 15 to display the team organization image G1 based on the retained character data DT2 and the squad data DT3 stored in the storage unit 12 and the squad bonus acquired in S1045. (S105).
 制御部11は、入力部14からの入力を参照する(S107)。ここでは、スカッドを編集するための編集操作と、ゲームキャラクタの情報を表示する表示操作と、試合を開始するための開始操作と、の何れかが行われるものとする。編集操作は、例えば、入れ替えボタンB10を選択したり、アイコンIを入れ替えたりする操作である。表示操作は、例えば、アイコンIを選択する操作である。開始操作は、例えば、試合開始ボタンB11を選択する操作である。なお、各アイコンIとゲームキャラクタIDとの関係は、記憶部12に記憶されているものとする。また、試合をキャンセルする操作などの他の操作が行われた場合には、本処理が終了するようにしてよい。 The control unit 11 refers to the input from the input unit 14 (S107). Here, it is assumed that any one of an editing operation for editing a squad, a display operation for displaying game character information, and a start operation for starting a game is performed. The editing operation is, for example, an operation of selecting the replacement button B10 or replacing the icon I. The display operation is an operation for selecting the icon I, for example. The start operation is, for example, an operation for selecting the game start button B11. It is assumed that the relationship between each icon I and the game character ID is stored in the storage unit 12. Further, when another operation such as an operation for canceling the game is performed, the present process may be terminated.
 編集操作が行われた場合(S107;編集操作)、制御部11は、入力部14からの入力に基づいて、スカッドを編集し(S109)、S103の処理に戻る。この場合、制御部11は、編集後のスカッドに基づいてスカッドボーナスの値を再計算し、チーム編成画像G1におけるスカッドボーナスG15の表示を更新することになる。また、制御部11は、編集後のスカッドを示すように、記憶部12に記憶されたスカッドデータDT3を更新する。 When the editing operation is performed (S107; editing operation), the control unit 11 edits the squad based on the input from the input unit 14 (S109), and returns to the process of S103. In this case, the control unit 11 recalculates the value of the scud bonus based on the edited squad, and updates the display of the scud bonus G15 in the team organization image G1. Further, the control unit 11 updates the squad data DT3 stored in the storage unit 12 so as to indicate the edited squad.
 表示操作が行われた場合(S107;表示操作)、制御部11は、記憶部12に記憶された保有キャラクタデータDT2に基づいて、ゲームキャラクタの情報をチーム編成画像に表示させる(S111)。S111においては、制御部11は、ユーザが選択したゲームキャラクタの基本情報G11、能力パラメータG12、及び基本ボーナスG13を表示させる。また、制御部11は、ユーザが選択したゲームキャラクタについて、S1033~S1043と同様の処理を実行し、各期間別ボーナスが発生するか否かを判定する。そして、制御部11は、発生する期間別ボーナスについては、その大きさを期間別ボーナスG14に表示させる。 When the display operation is performed (S107; display operation), the control unit 11 displays the game character information on the team-organized image based on the stored character data DT2 stored in the storage unit 12 (S111). In S111, the control unit 11 displays the basic information G11, the ability parameter G12, and the basic bonus G13 of the game character selected by the user. Further, the control unit 11 performs the same processing as S1033 to S1043 on the game character selected by the user, and determines whether or not a bonus for each period is generated. And the control part 11 displays the magnitude | size about the bonus according to a period to generate | occur | produce on the bonus according to period G14.
 一方、試合を開始する操作が行われた場合(S107;開始操作)、図15に移り、制御部11は、現在のスカッドに基づいて、試合を開始する(S113)。S113においては、制御部11は、ゲーム状況データDT4を生成し、記憶部12に記録する。制御部11は、記憶部12に記憶されたゲーム状況データDT4に基づいて、仮想世界画像G2を表示部15に表示させ(S115)、記憶部12に記憶されたゲームキャラクタの能力パラメータに基づいて、入力部14からの入力に応じて操作対象のゲームキャラクタを動作させたり、アルゴリズムに応じて他のゲームキャラクタを動作させたりする(S117)。制御部11は、ゲーム状況データDT4に基づいて、試合が終了したかを判定する(S119)。S119においては、制御部11は、試合の終了時刻が訪れたかを判定することになる。試合が終了したと判定されない場合(S119;N)、S115の処理に戻り、試合が続行される。 On the other hand, when an operation for starting the game is performed (S107; start operation), the process proceeds to FIG. 15, and the control unit 11 starts the game based on the current squad (S113). In S113, the control unit 11 generates game situation data DT4 and records it in the storage unit 12. The control unit 11 displays the virtual world image G2 on the display unit 15 based on the game situation data DT4 stored in the storage unit 12 (S115), and based on the ability parameter of the game character stored in the storage unit 12 Then, the game character to be operated is operated according to the input from the input unit 14, or another game character is operated according to the algorithm (S117). The control unit 11 determines whether the game is over based on the game situation data DT4 (S119). In S119, the control unit 11 determines whether the end time of the game has come. When it is not determined that the game is over (S119; N), the process returns to S115 and the game is continued.
 一方、試合が終了したと判定された場合(S119;Y)、制御部11は、記憶部12に記憶されたゲーム状況データDT4を参照して試合の結果を取得し、当該試合の結果に基づいて、基本ポイントを決定する(S121)。ここでは、試合結果に関する条件とポイントとの関係を示すデータが記憶部12に記憶されているものとする。この関係は、数式形式であってもよいし、テーブル形式であってもよい。試合結果に関する条件は、ゲーム状況データDT4に格納されたパラメータの値に関する条件であり、例えば、得失点差に関する条件、試合の勝敗に関する条件、試合中のゲームキャラクタの行動に関する条件などであってよい。S121においては、制御部11は、ゲーム状況データDT4に基づいて、試合結果に関する条件が満たされるかを判定する。そして、制御部11は、満たされると判定された条件に関連付けられたポイントに基づいて、基本ポイントを決定する。例えば、制御部11は、複数の条件が満たされると判定した場合、これら複数の条件の各々に関連付けられたポイントの累積値を基本ポイントとするようにしてもよい。 On the other hand, when it is determined that the game is over (S119; Y), the control unit 11 refers to the game situation data DT4 stored in the storage unit 12 to acquire the result of the game, and based on the result of the game The basic point is determined (S121). Here, it is assumed that data indicating the relationship between the condition relating to the game result and the points is stored in the storage unit 12. This relationship may be a mathematical expression format or a table format. The condition relating to the game result is a condition relating to the value of the parameter stored in the game situation data DT4, and may be, for example, a condition relating to a difference in points, a condition relating to the winning or losing of the game, or a condition relating to the action of the game character during the game. In S121, the control part 11 determines whether the conditions regarding a game result are satisfy | filled based on game situation data DT4. And the control part 11 determines a basic point based on the point linked | related with the conditions determined to be satisfy | filled. For example, when it is determined that a plurality of conditions are satisfied, the control unit 11 may use a cumulative value of points associated with each of the plurality of conditions as a basic point.
 制御部11は、S121で決定した基本ポイントと、試合で用いたスカッドのスカッドボーナスと、に基づいて付与ポイントを決定し、当該決定した付与ポイントをサーバ30に送信する(S123)。スカッドボーナスは、S1045において計算された試合開始時のものが記憶部12に記憶されているものとする。S123においては、制御部11は、S121で決定した基本ポイントと、記憶部12に記憶されたスカッドボーナスと、を乗算し、試合結果に応じて増減することによって付与ポイントを決定することになる。 The control unit 11 determines a grant point based on the basic point determined in S121 and the Scud bonus of the Scud used in the game, and transmits the determined grant point to the server 30 (S123). It is assumed that the scud bonus at the start of the game calculated in S1045 is stored in the storage unit 12. In S123, the control unit 11 multiplies the basic points determined in S121 by the scud bonus stored in the storage unit 12, and determines the grant points by increasing or decreasing according to the game result.
 サーバ30においては、付与ポイントを受信すると、制御部31は、記憶部32に記憶されたユーザデータベースDB2の累積ポイント及びランキングを更新し、最新の累積ポイント及びランキングをユーザ端末10に送信する(S303)。S303においては、制御部31は、受信した付与ポイントを、ユーザの累積ポイントに加算することによって、累積ポイントを更新する。そして、制御部31は、他のユーザの累積ポイントを参照することによって、ユーザのランキングを決定し、ユーザデータベースDB2のランキングを更新する。 In the server 30, when the grant points are received, the control unit 31 updates the accumulated points and rankings of the user database DB2 stored in the storage unit 32, and transmits the latest accumulated points and rankings to the user terminal 10 (S303). ). In S303, the control unit 31 updates the accumulated points by adding the received granted points to the accumulated points of the user. And the control part 31 determines a user's ranking by referring the accumulation point of another user, and updates the ranking of user database DB2.
 ユーザ端末10においては、最新の累積ポイント及びランキングを受信すると、制御部11は、ポイント付与画像G3を表示部15に表示させ(S125)、本処理は終了する。S125においては、制御部11は、S123で決定した付与ポイントと、受信した累積ポイント及びランキングと、を含むポイント付与画像G3を表示部15に表示させることになる。 In the user terminal 10, when the latest accumulated points and rankings are received, the control unit 11 displays the point grant image G3 on the display unit 15 (S125), and this process ends. In S125, the control unit 11 causes the display unit 15 to display the point grant image G3 including the grant points determined in S123 and the received accumulated points and rankings.
[第1の構成のまとめ]
 以上説明したゲームシステム1の第1の構成によれば、ゲームキャラクタの動作に影響する能力パラメータだけでなく、報酬に影響する基本ボーナスによってゲームキャラクタの価値が決まるので、例えば、ゲームキャラクタの価値を高め続けることができる。即ち、例えば、能力パラメータを変化させなくても、基本ボーナスによってゲームキャラクタの魅力を感じさせることができるので、新たなゲームキャラクタを定期的に追加する場合であったとしても、仮に能力パラメータを変化させなくても、新たに追加するゲームキャラクタの価値(魅力)を基本ボーナスによって上げることができる。このため、ゲームの興趣性が下がってしまうような不自然な動作をゲームキャラクタがすることも防止することができ、ゲームキャラクタの価値を上げつつ、ゲームのリアリティも維持することができる。
[Summary of the first configuration]
According to the first configuration of the game system 1 described above, the value of the game character is determined not only by the ability parameter that affects the action of the game character but also by the basic bonus that affects the reward. Can continue to increase. That is, for example, even if the ability parameter is not changed, it is possible to make the game character attractive by the basic bonus, so even if a new game character is regularly added, the ability parameter is changed temporarily. Even if not, the value (attraction) of the newly added game character can be increased by the basic bonus. For this reason, it is possible to prevent the game character from performing an unnatural action that would reduce the interest of the game, and to maintain the game reality while increasing the value of the game character.
 また、仮想世界画像G2が表示された状態でユーザの操作に応じてゲームキャラクタが動作する場合には、ゲームキャラクタの価値を高めるべく、能力パラメータを高めすぎてしまうと、ゲームキャラクタがユーザの操作に応じて現実にはありえないような不自然な動作を行う様子が表示されてしまい、リアリティのなさをユーザが直接的に感じてしまうおそれがあるが、本発明によれば、能力パラメータを変化させなくても、基本ボーナスを変化させることによって、ゲームキャラクタの価値を高めることが可能になる。即ち、リアリティを損なうことなく、より価値の高いゲームキャラクタを提供し続けることができる。ユーザがゲームキャラクタを操作するゲームでは、例えばゲームキャラクタが現実にはありえないような不自然な動作をすると、リアリティのなさをユーザが直接的に感じてしまうが、このようなゲームであっても、リアリティを維持しつつ、ゲームキャラクタの価値を高め続けることができる。 In addition, when the game character moves in response to the user's operation with the virtual world image G2 displayed, if the ability parameter is increased too much in order to increase the value of the game character, the game character However, according to the present invention, the ability parameter may be changed according to the present invention. Even if not, it is possible to increase the value of the game character by changing the basic bonus. That is, it is possible to continue providing more valuable game characters without losing reality. In a game in which a user operates a game character, for example, if the game character performs an unnatural action that is impossible in reality, the user will directly feel the lack of reality. While maintaining the reality, the value of the game character can be continuously increased.
 また、能力パラメータによる動作の良し悪しだけでなく、ゲームキャラクタの動作とは切り離された基本ボーナスによってゲームキャラクタの価値を表わすことができる。 In addition, the value of the game character can be expressed by a basic bonus separated from the motion of the game character as well as the performance of the ability parameter.
 また、各ゲームキャラクタに固有の基本ボーナスを設定し、基本ボーナスに差をつけることによって、ゲームキャラクタ間の価値に差をつけることができる。また、基本ボーナスをゲームキャラクタに固有の値とすることで、ゲームキャラクタに多様性を持たせることもできる。 Also, by setting a basic bonus unique to each game character and making a difference in the basic bonus, it is possible to make a difference in value between game characters. In addition, by making the basic bonus unique to the game character, the game character can be made diverse.
 また、ゲームで用いられる複数のゲームキャラクタの総合的な価値の高さを表すスカッドボーナスを用意することで、例えば、より多くの報酬を得るためのゲームキャラクタの組み合わせをユーザに考えさせることができ、ゲームの興趣性を効果的に向上させることができる。 Also, by preparing a squad bonus that represents the overall value of a plurality of game characters used in the game, for example, the user can think of combinations of game characters to obtain more rewards. It is possible to effectively improve the interest of the game.
 また、能力パラメータの価値が動作の良し悪しだけではなく、報酬の良し悪しにも影響するので、能力パラメータの価値を多面的なものとすることができる。 Also, since the value of the ability parameter affects not only whether the operation is good or bad, but also whether the reward is good or bad, the value of the ability parameter can be multifaceted.
 また、基本ボーナスだけでなくゲームの結果に基づいて報酬が決まり、ゲームの結果は、ゲームキャラクタの動作によって決まるので、能力パラメータを間接的に報酬に影響させることができ、能力パラメータの価値を多面的なものとすることができる。 In addition, not only the basic bonus but also the reward is determined based on the game result, and the game result is determined by the action of the game character, so the ability parameter can indirectly affect the reward, and the value of the ability parameter is multifaceted. It can be a typical one.
 また、基本ボーナスを、基本ポイントを変化させるためのものとすることで、基本ボーナスの価値をより分かりやすいものとすることができる。その結果、ゲームキャラクタの価値をユーザが評価しやすいものとすることができる。 In addition, the value of the basic bonus can be made easier to understand by changing the basic bonus to change the basic points. As a result, the value of the game character can be easily evaluated by the user.
 また、新たなゲームキャラクタを付与候補として登録する場合に、能力パラメータを向上させなくても、基本ボーナスを向上させることで、新たに登録するゲームキャラクタの価値を高めて魅力的なものとすることができる。 In addition, when registering a new game character as a candidate for grant, it is possible to increase the value of the newly registered game character and make it attractive by improving the basic bonus without improving the ability parameter. Can do.
[第2の構成のまとめ]
 以上説明したゲームシステム1の第2の構成によれば、互いに長さの異なる複数のボーナス発生期間の各々に期間別ボーナスが対応付いており、あるボーナス発生期間の効果がなくなったとしても他のボーナス発生期間の効果は有効とすることができるので、例えばゲームキャラクタの価値が急激に下がるのを防止することが可能になる。その結果、ゲームキャラクタをある程度長い期間使用させる動機付けをユーザに与えることができる。また、ある特定のゲームキャラクタだけを使い続けるとゲームに変化がなくなってしまい、逆にゲームの興趣性が低下する可能性もあるが、第2の構成によれば、時間経過に応じて効果を徐々に減らすこともできるので、使用するゲームキャラクタを程よいタイミングで入れ替えさせる動機付けも与えることができる。
[Summary of the second configuration]
According to the second configuration of the game system 1 described above, a bonus for each period is associated with each of a plurality of bonus generation periods having different lengths, and even if the effect of a certain bonus generation period is lost, Since the effect of the bonus generation period can be effective, for example, it is possible to prevent the value of the game character from rapidly decreasing. As a result, the user can be motivated to use the game character for a certain period of time. Also, if you continue to use only a specific game character, there will be no change in the game, and there is a possibility that the interest of the game will be reduced. However, according to the second configuration, the effect will be improved over time. Since it can also be gradually reduced, it is possible to provide motivation to replace the game characters to be used at an appropriate timing.
 また、ゲームキャラクタを用いる時期によっては、複数の期間別ボーナスが重複して発生し、非常に高い効果を得ることができるので、その時期におけるゲームキャラクタの価値を効果的に高めることができる。このため、当該時期を狙ってゲームキャラクタを使用させる動機付けをユーザに与えることができる。 Also, depending on the time when the game character is used, a plurality of time period bonuses are generated in duplicate, and a very high effect can be obtained. Therefore, the value of the game character at that time can be effectively increased. For this reason, the motivation to use a game character aiming at the said time can be given to a user.
 また、各ゲームキャラクタに固有の期間別ボーナスを設定することで、発生する期間別ボーナスに差をつけることができ、ゲームキャラクタ間の価値に差をつけることができる。また、ゲームキャラクタに固有の効果とすることで、ゲームキャラクタに多様性を持たせることもできる。 In addition, by setting a bonus for each game character that is unique to each period, it is possible to make a difference in the generated bonus for each period, and to make a difference in value between game characters. In addition, the game character can be varied by providing an effect unique to the game character.
 また、ボーナス発生期間に応じて期間別ボーナスの発生の有無を切り替えたり、期間別ボーナスの内容や強弱を調整したりすることができるので、ゲームキャラクタを使用する時期に応じてその価値を柔軟に変化させることができる。その結果、ゲームキャラクタの価値に多様性を持たせることができる。 In addition, since it is possible to switch the occurrence of bonuses by period according to the bonus generation period, and to adjust the contents and strength of bonuses by period, the value can be flexibly changed according to the time when the game character is used Can be changed. As a result, the game character value can be varied.
 また、複数の属性が一致した場合に期間別ボーナスを累積させるのではなく、最も高い期間別ボーナスを発生させることで、発生する期間別ボーナスが高くなりすぎないように制限することができる。その結果、ある特定のゲームキャラクタを用いたときにだけ有利になりすぎるような状況を防止することができ、ユーザ間の公平さを保つことができる。 In addition, when a plurality of attributes match, the period-specific bonus is not accumulated, but by generating the highest period-specific bonus, it is possible to limit the generated period-specific bonus from becoming too high. As a result, it is possible to prevent a situation that becomes too advantageous only when a specific game character is used, and maintain fairness among users.
 また、ゲームの実行時点に応じて期間別ボーナスを変更することによって、ゲームキャラクタの価値をゲームの実行時点に応じて調整することができる。即ち、あるボーナス発生期間に対応する効果が発生する場合に、ゲームの実行時点において、期間別ボーナスの内容を変更したり、期間別ボーナスの強弱を調整したりすることができるので、ゲームキャラクタの価値に変化を付けることができる。 Also, the value of the game character can be adjusted according to the game execution time by changing the period-specific bonus according to the game execution time. That is, when an effect corresponding to a certain bonus generation period occurs, the contents of the bonus for each period can be changed or the strength of the bonus for each period can be adjusted at the time of execution of the game. Can change value.
 また、新たに追加するゲームキャラクタの効果が発生するボーナス発生期間をより後のボーナス発生期間とすることで、それまで登録されていたゲームキャラクタよりも期間別ボーナスが発生する期間を長くすることができるので、新たに追加するゲームキャラクタの価値を高めることができる。その結果、例えば、ゲームキャラクタを追加するときに、能力などを高めなくても、ゲームキャラクタとしての価値を高めることができるので、ゲームキャラクタを追加するたびに能力が延々と上がり続けるような状況を防止することができる。 Also, by setting the bonus generation period in which the effect of the newly added game character is generated as a later bonus generation period, the period in which the bonus for each period is generated can be made longer than that of the previously registered game characters. Therefore, the value of the newly added game character can be increased. As a result, for example, when adding a game character, the value as a game character can be increased without increasing the ability, etc., so that the situation where the ability continues to increase every time a game character is added. Can be prevented.
 また、実施形態のように、効果の一例として報酬を増加させる期間別ボーナスを発生させることで、ゲームの終了後にユーザに付与される報酬を増加させる効果を発生させることによって、ゲームキャラクタの価値を高めることができる。 In addition, as in the embodiment, by generating a bonus for each period that increases the reward as an example of the effect, by generating an effect of increasing the reward given to the user after the game is finished, the value of the game character is increased. Can be increased.
[5.変形例]
 なお、本発明は、以上に説明した実施の形態に限定されるものではない。本発明の趣旨を逸脱しない範囲で、適宜変更可能である。
[5. Modified example]
The present invention is not limited to the embodiment described above. Modifications can be made as appropriate without departing from the spirit of the present invention.
[5-1.第1の構成に関する変形例]
 例えば、実施形態では、ゲームシステム1において、第1の構成だけでなく、第2の構成も実現される場合を説明したが、ゲームシステム1は、第1の構成だけを有していてもよい。即ち、ゲームキャラクタには、期間別ボーナスが関連付けられておらず、期間別ボーナスは発生しないようにしてもよい。このため、ゲームシステム1は、第2の構成に係る機能を省略してもよい。また例えば、第1の構成では、パラメータ取得部101、動作制御部102、及び報酬決定部106以外の機能を省略してもよい。
[5-1. Modification regarding first configuration]
For example, in the embodiment, a case has been described in which not only the first configuration but also the second configuration is realized in the game system 1, but the game system 1 may have only the first configuration. . That is, the game character is not associated with the period bonus, and the period bonus may not be generated. For this reason, the game system 1 may omit the function according to the second configuration. Further, for example, in the first configuration, functions other than the parameter acquisition unit 101, the operation control unit 102, and the reward determination unit 106 may be omitted.
 また例えば、ゲームの実行中において、仮想世界画像G2が表示部15に表示されず、仮想世界の様子を示すテキストや音声などだけが出力されるようにしてもよい。あるいは、実行中のゲームの状況が特にユーザに通知されずに、ゲーム終了後に結果だけがユーザに通知されるようにしてもよい。また例えば、基本ボーナスは、ゲームキャラクタの動作の良し悪し又は行動の成否に影響するようにしてもよい。また例えば、スカッド全体のボーナスパラメータであるスカッドボーナスが特に算出されることなく、スカッドに含まれるゲームキャラクタ全員の基本ボーナスを所定の数式に代入することによって付与ポイントが算出されるようにしてもよい。 Further, for example, during the execution of the game, the virtual world image G2 may not be displayed on the display unit 15, and only text or voice indicating the state of the virtual world may be output. Alternatively, the user may be notified of only the result after the game is finished without particularly notifying the user of the status of the game being executed. Further, for example, the basic bonus may affect the quality of the game character or the success or failure of the action. Further, for example, the granted points may be calculated by substituting the basic bonuses of all the game characters included in the squad into a predetermined formula without particularly calculating the squad bonus that is the bonus parameter of the entire squad. .
 また例えば、ユーザのプレイスキルやゲームキャラクタの能力パラメータによって左右する基本ポイントが算出されることなく、基本ボーナスだけに基づいて付与ポイントが決まってもよい。即ち、特に試合の結果に基づくことなく、基本ボーナスだけに基づいて付与ポイントが決まってもよい。 Also, for example, the granted points may be determined based only on the basic bonus, without calculating the basic points that depend on the user's play skills and the ability parameters of the game character. That is, the points to be given may be determined based only on the basic bonus, not based on the result of the game.
[5-2.第2の構成に関する変形例]
 また例えば、実施形態では、ゲームシステム1において、第2の構成だけでなく、第1の構成も実現される場合を説明したが、ゲームシステム1は、第2の構成だけを有していてもよい。即ち、ゲームキャラクタには、基本ボーナスが関連付けられておらず、基本ボーナスは発生しないようにしてもよい。このため、ゲームシステム1は、第1の構成に係る機能を省略してもよい。また例えば、第2の構成では、データ取得部107、期間特定部108、及び効果発生部112以外の機能を省略してもよい。また例えば、ゲームシステム1において第2の構成だけが実現される場合、ゲームキャラクタの能力パラメータによって仮想世界での動作が変わらなくてもよい。この場合、例えば、ゲームキャラクタの能力パラメータに関係なく動作が一定であるが、能力パラメータに基づいて敵のダメージが決まる格闘ゲームであってもよいし、特にゲームキャラクタが動かないカードバトル形式の対戦ゲームであってもよい。
[5-2. Modification regarding second configuration]
Further, for example, in the embodiment, a case has been described in which the game system 1 has not only the second configuration but also the first configuration, but the game system 1 may have only the second configuration. Good. That is, the basic bonus is not associated with the game character, and the basic bonus may not be generated. For this reason, the game system 1 may omit the function according to the first configuration. For example, in the second configuration, functions other than the data acquisition unit 107, the period specifying unit 108, and the effect generation unit 112 may be omitted. Further, for example, when only the second configuration is realized in the game system 1, the motion in the virtual world may not be changed depending on the ability parameter of the game character. In this case, for example, although the action is constant regardless of the ability parameter of the game character, it may be a fighting game in which the enemy's damage is determined based on the ability parameter, or a card battle type battle in which the game character does not move. It may be a game.
 また例えば、ボーナス発生期間が互いに重複している場合を説明したが、特にボーナス発生期間が重複していなくてもよい。また例えば、属性が発生条件となるイベントボーナスが期間別ボーナスに含まれる場合を説明したが、特に属性が発生条件となるボーナスが含まれていなくてもよい。また例えば、シーズンボーナスのように試合の実行時点によって変化するボーナスが期間別ボーナスに含まれる場合を説明したが、特に時間経過に応じてボーナスは変化しなくてもよい。また例えば、報酬が増加すること以外の効果が期間別に発生してもよい。この場合の効果は、先述したように、ゲームの実行中に能力パラメータが向上することであってもよいし、特殊スキルが発動することであってもよい。この場合、第2の構成に係る「期間」は、能力パラメータの向上期間ということもできるし、特殊スキルの発動期間ということもできる。即ち、期間ごとに、能力パラメータの増加分や発動する特殊スキルが決められているようにしてもよい。 For example, although the case where the bonus generation periods overlap each other has been described, the bonus generation periods do not have to overlap. In addition, for example, the case where the event bonus whose attribute is the generation condition is included in the period-specific bonus has been described, but the bonus whose attribute is the generation condition may not be included. In addition, for example, a case has been described in which a bonus that varies depending on the execution time of a match, such as a season bonus, is included in the period-specific bonus, but the bonus may not change with the passage of time. Further, for example, effects other than the increase in reward may occur for each period. As described above, the effect in this case may be that the ability parameter is improved during the execution of the game, or that the special skill is activated. In this case, the “period” according to the second configuration can be referred to as an ability parameter improvement period or a special skill activation period. That is, for each period, an increase in ability parameter or a special skill to be activated may be determined.
[5-3.その他変形例]
 また例えば、上記説明した変形例の2つ以上を組み合わせてもよい。
[5-3. Other variations]
Further, for example, two or more of the modified examples described above may be combined.
 また例えば、ゲームキャラクタは、特に定期的又は不定期的に追加されるものでなくてもよい。即ち、付与対象となるゲームキャラクタが予め決まっており、途中で追加されなくてもよい。また例えば、付与対象データの中からユーザにゲームキャラクタが付与される場合を説明したが、抽選などによってユーザがゲームキャラクタを取得せず、予めユーザが使用可能なゲームキャラクタが固定されているゲームであってもよい。 Also, for example, the game character may not be added regularly or irregularly. That is, the game character to be given is determined in advance and may not be added midway. In addition, for example, a case has been described in which a game character is given to the user from the grant target data. There may be.
 また例えば、ゲームシステム1は、基本ボーナスや期間別ボーナス以外のボーナスが発生するゲームにおいて、チーム編成画像G1と同様の画像を表示させてもよい。例えば、ユーザが複数のゲームキャラクタを用いるゲームにおいて、ゲームキャラクタごとに、当該ゲームキャラクタが用いられた場合に発生するボーナスが関連付けられている場合に、ゲームの開始前や実行中に表示されるチーム編成画像G1において、現状のスカッドで発生するボーナスが表示されたり、ユーザが指定したゲームキャラクタを用いた場合に発生するボーナスが表示されたりしてもよい。この場合、ユーザ端末10の制御部11は、現状のスカッドの個々のゲームキャラクタに関連付けられた各ボーナスを特定し、当該特定した個々のボーナス又はその累計値に関する情報を、チーム編成画像G1に表示させるようにしてよい。また、制御部11は、ユーザが指定したゲームキャラクタのボーナスが発生するかを判定し、その判定結果をチーム編成画像G1に表示させる。なお、ボーナスの発生条件は、予め定められた条件であればよく、ボーナスごと又はゲームキャラクタごとに発生条件が定められていてよい。例えば、発生条件は、期間別ボーナスのように時期的なものであってもよいし、対戦相手のレベルや属性に関する条件であってもよい。また例えば、発生条件は、ゲームで用いられるゲームキャラクタの組み合わせに関する条件であってもよいし、ユーザのレベルやランキングに関する条件であってもよい。例えば、制御部11は、ユーザが指定したゲームキャラクタのボーナス発生有無又はそのボーナスの大きさを識別する情報を表示させてもよい。あるいはまた、実施形態で説明したサッカーチームのように、複数のゲームキャラクタが用いられるゲームの場合には、制御部11は、これら複数のゲームキャラクタの組み合わせにより発生するボーナスを示す情報(実施形態では、スカッドボーナス)を表示させてもよい。なお、実施形態では、サッカーゲームを例に挙げて説明したので、サッカー用語であるスカッドという言葉を用いてスカッドボーナスと記載したが、本発明に係る処理は他のゲームにも適用可能なので、ゲームキャラクタの組み合わせによって発生するボーナスは、組み合わせボーナスということもできる。即ち、実施形態で説明したスカッドボーナスは、組み合わせボーナスの一例である。更に、ゲームで用いるゲームキャラクタをユーザが変更した場合に、制御部11は、変更後のゲームキャラクタの組み合わせにより発生するボーナスを再計算し、上記情報をリアルタイムで更新するようにしてもよい。 For example, the game system 1 may display an image similar to the team-organized image G1 in a game in which a bonus other than the basic bonus or the bonus for each period is generated. For example, in a game in which a user uses a plurality of game characters, a team displayed before or during the start of the game when a bonus generated when the game character is used is associated with each game character. In the knitting image G1, a bonus generated by the current squad may be displayed, or a bonus generated when a game character designated by the user is used may be displayed. In this case, the control unit 11 of the user terminal 10 identifies each bonus associated with each game character of the current Scud, and displays information regarding the identified individual bonus or the accumulated value thereof on the team organization image G1. You may make it. Moreover, the control part 11 determines whether the bonus of the game character designated by the user generate | occur | produces, and displays the determination result on the team organization image G1. The bonus generation condition may be a predetermined condition, and the generation condition may be determined for each bonus or for each game character. For example, the generation condition may be a periodical condition such as a period-specific bonus, or may be a condition related to the level or attribute of the opponent. Further, for example, the generation condition may be a condition related to a combination of game characters used in the game, or may be a condition related to a user level or ranking. For example, the control unit 11 may display information for identifying whether or not a bonus has occurred for the game character designated by the user or the size of the bonus. Alternatively, in the case of a game in which a plurality of game characters are used like the soccer team described in the embodiment, the control unit 11 is information indicating a bonus generated by a combination of the plurality of game characters (in the embodiment, , Scud Bonus) may be displayed. In the embodiment, since the soccer game is described as an example, the word “scud” which is a soccer term is used to describe “scud bonus”, but the processing according to the present invention can be applied to other games, so the game The bonus generated by the combination of characters can also be called a combination bonus. That is, the squad bonus described in the embodiment is an example of a combination bonus. Further, when the user changes the game character used in the game, the control unit 11 may recalculate the bonus generated by the combination of the changed game characters and update the information in real time.
 また例えば、スカッドボーナスは、基本ボーナス及び期間別ボーナス以外の要素に基づいて変化してもよく、例えば、スカッドのその時の精神状態や勢いを示すパラメータを用意しておき、当該パラメータに基づいてスカッドボーナスが変化してもよい。 Further, for example, the squad bonus may change based on factors other than the basic bonus and the bonus for each period. For example, a parameter indicating the current mental state and momentum of the squad is prepared, and the squad Bonuses may change.
 また例えば、ユーザ端末10で主要な機能が実現され、本発明に係るゲーム制御装置がユーザ端末10である場合を説明したが、主要な機能がサーバ30で実現されるようにしてもよい。この場合、サーバ30がゲーム制御装置となる。例えば、データ記憶部300は、各ユーザの保有キャラクタデータDT2、スカッドデータDT3、及びゲーム状況データDT4を記憶してもよい。また、パラメータ取得部101、動作制御部102、及び報酬決定部106等の第1の構成に係る機能がサーバ30で実現される場合、これらは制御部31を主として実現される。同様に、データ取得部107、期間特定部108、及び効果発生部112等の第2の構成に係る機能がサーバ30で実現される場合、これらは制御部31を主として実現される。サーバ30は、各画像の表示データをユーザ端末10に送信し、ユーザ端末10は、受信した当該表示データに基づいて各画像を表示部15に表示させる。そして、ユーザ端末10は、入力部14が受け付けた操作内容をサーバ30に送信し、サーバ30は、受信した操作内容に基づいて各処理を実行する。 Further, for example, a case has been described in which main functions are realized in the user terminal 10 and the game control apparatus according to the present invention is the user terminal 10, but the main functions may be realized in the server 30. In this case, the server 30 is a game control device. For example, the data storage unit 300 may store possessed character data DT2, squad data DT3, and game situation data DT4 of each user. Further, when the functions related to the first configuration such as the parameter acquisition unit 101, the operation control unit 102, and the reward determination unit 106 are realized by the server 30, these are realized mainly by the control unit 31. Similarly, when functions related to the second configuration such as the data acquisition unit 107, the period specifying unit 108, and the effect generation unit 112 are realized by the server 30, these are realized mainly by the control unit 31. The server 30 transmits display data of each image to the user terminal 10, and the user terminal 10 causes the display unit 15 to display each image based on the received display data. Then, the user terminal 10 transmits the operation content received by the input unit 14 to the server 30, and the server 30 executes each process based on the received operation content.
 また例えば、上記とは逆に、サーバ30で実現されるものとして説明した機能が、ユーザ端末10で実現されるようにしてもよい。例えば、データ記憶部100は、付与候補データベースDB1、ユーザデータベースDB2、及びイベントデータベースDB3を記憶してもよい。また例えば、ゲームキャラクタ追加部301がユーザ端末10で実現されるようにしてもよい。この場合、ゲームキャラクタ追加部301は、制御部11を主として実現される。ユーザ端末10は、ネットワークNを介して追加するゲームキャラクタに関するデータを受信し、付与候補データベースDB1に追加する。 Also, for example, contrary to the above, the functions described as being realized by the server 30 may be realized by the user terminal 10. For example, the data storage unit 100 may store a grant candidate database DB1, a user database DB2, and an event database DB3. Further, for example, the game character adding unit 301 may be realized by the user terminal 10. In this case, the game character adding unit 301 is realized mainly by the control unit 11. The user terminal 10 receives data related to the game character to be added via the network N and adds it to the grant candidate database DB1.
 また例えば、ユーザ端末10とサーバ30とで各機能が分担されてもよい。例えば、パラメータ取得部101がサーバ30で実現される場合には、サーバ30は、データ記憶部300を参照して能力パラメータ及び基本ボーナスを取得し、ユーザ端末10に送信する。また例えば、動作制御部102がサーバ30で実現される場合には、サーバ30は、ユーザ端末10からゲーム状況データDT4を取得し、ゲームキャラクタの動作結果を示すデータをユーザ端末10に送信する。また例えば、報酬決定部106がサーバ30で実現される場合には、サーバ30は、ユーザ端末10から試合の結果や基本ボーナスなどを取得し、付与ポイントを決定する。また例えば、データ取得部107がサーバ30で実現される場合には、サーバ30は、データ記憶部300を参照して期間別ボーナスデータDT1を取得する。また例えば、期間特定部108がサーバ30で実現される場合には、サーバ30は、ユーザ端末10から試合を開始する旨の通知を受信した場合に、スカッドの個々のゲームキャラクタのボーナス発生期間であるかを判定する。また例えば、効果発生部112がサーバ30で実現される場合には、サーバ30は、ユーザ端末10から期間特定部108の特定結果を取得し、当該特定結果に基づいて期間別ボーナスを発生させる。 For example, each function may be shared by the user terminal 10 and the server 30. For example, when the parameter acquisition unit 101 is realized by the server 30, the server 30 acquires the capability parameter and the basic bonus with reference to the data storage unit 300 and transmits them to the user terminal 10. Further, for example, when the motion control unit 102 is realized by the server 30, the server 30 acquires the game situation data DT 4 from the user terminal 10, and transmits data indicating the motion result of the game character to the user terminal 10. Further, for example, when the reward determining unit 106 is realized by the server 30, the server 30 acquires a game result, a basic bonus, and the like from the user terminal 10 and determines a grant point. For example, when the data acquisition unit 107 is realized by the server 30, the server 30 refers to the data storage unit 300 and acquires the period-specific bonus data DT 1. Further, for example, when the period specifying unit 108 is realized by the server 30, the server 30 receives the notification that the game is started from the user terminal 10, and the bonus generation period of each game character of Scud. Determine if there is. Further, for example, when the effect generating unit 112 is realized by the server 30, the server 30 acquires the specified result of the period specifying unit 108 from the user terminal 10 and generates a period-specific bonus based on the specified result.
 また例えば、サッカーゲームが実行される場合を説明したが、他のゲームに本発明に係る処理を適用してもよい。例えば、サッカーゲーム以外のスポーツゲーム(例えば、野球、テニス、アメリカンフットボール、バスケットボール、バレーボール等を題材としたゲーム)に本発明に係る処理を適用してもよい。また例えば、スポーツゲーム以外にも、アクションゲーム、ロールプレイングゲーム、シミュレーションゲーム、カードバトルゲーム、又は育成ゲームなどのように、ゲーム形式・ジャンルを問わず種々のゲームに本発明に係る処理を適用してもよい。 For example, the case where a soccer game is executed has been described, but the processing according to the present invention may be applied to other games. For example, the processing according to the present invention may be applied to sports games other than soccer games (for example, games based on baseball, tennis, American football, basketball, volleyball, etc.). Further, for example, in addition to a sports game, the processing according to the present invention is applied to various games such as action games, role playing games, simulation games, card battle games, and breeding games regardless of game formats and genres. May be.
[6.付記]
 以上のような記載から、本発明は例えば以下のように把握される。
[6. Addendum]
From the above description, the present invention is grasped as follows, for example.
[6-1.第1の構成に係る発明]
 1-1)本発明の一態様に係るゲームシステム(1)は、ゲームオブジェクトに関連付けられた、ゲームが行われる仮想世界での当該ゲームオブジェクトの動作に影響する第1パラメータと、ユーザの識別情報に関連付けられる報酬に影響する第2パラメータと、を取得するパラメータ取得手段(101)と、前記仮想世界で前記ゲームオブジェクトを動作させる場合、前記取得された当該ゲームオブジェクトに関連付けられた前記第1パラメータに基づいて、当該仮想世界で当該ゲームオブジェクトを動作させる動作制御手段(102)と、前記ゲームオブジェクトが用いられることを条件として、前記取得された当該ゲームオブジェクトに関連付けられた前記第2パラメータに基づいて、前記報酬を決定する報酬決定手段(106)と、を含むことを特徴とする。
[6-1. Invention according to first configuration]
1-1) A game system (1) according to an aspect of the present invention includes a first parameter associated with a game object and affecting the operation of the game object in a virtual world where the game is performed, and user identification information Parameter acquisition means (101) for acquiring a second parameter that affects the reward associated with the game object, and when the game object is operated in the virtual world, the first parameter associated with the acquired game object Based on the second parameter associated with the acquired game object on the condition that the game object is used and the motion control means (102) for operating the game object in the virtual world. Remuneration determining means (106) for determining the remuneration; Characterized in that it contains.
 1-10)本発明の一態様に係るゲーム制御装置(10,30)は、ゲームオブジェクトに関連付けられた、ゲームが行われる仮想世界での当該ゲームオブジェクトの動作に影響する第1パラメータと、ユーザの識別情報に関連付けられる報酬に影響する第2パラメータと、を取得するパラメータ取得手段(101)と、前記仮想世界で前記ゲームオブジェクトを動作させる場合、前記取得された当該ゲームオブジェクトに関連付けられた前記第1パラメータに基づいて、当該仮想世界で当該ゲームオブジェクトを動作させる動作制御手段(102)と、前記ゲームオブジェクトが用いられることを条件として、前記取得された当該ゲームオブジェクトに関連付けられた前記第2パラメータに基づいて、前記報酬を決定する報酬決定手段(106)と、を含むことを特徴とする。 1-10) The game control device (10, 30) according to one aspect of the present invention includes a first parameter associated with a game object and affecting the operation of the game object in a virtual world in which the game is performed, Parameter acquisition means (101) for acquiring a second parameter that affects the reward associated with the identification information, and when operating the game object in the virtual world, the game object associated with the acquired game object Based on the first parameter, the motion control means (102) for operating the game object in the virtual world and the second associated with the acquired game object on condition that the game object is used. Reward determining means for determining the reward based on a parameter ( And 06), characterized in that it comprises a.
 1-11)本発明の一態様に係るプログラムは、1-1)~1-9)の何れかに記載のゲームシステム又は1-10)に記載のゲーム制御装置としてコンピュータを機能させる。 1-11) A program according to an aspect of the present invention causes a computer to function as the game system according to any one of 1-1) to 1-9) or the game control device according to 1-10).
 1-12)本発明の一態様に係る情報記憶媒体は、1-11)のプログラムを記録したコンピュータで読み取り可能な情報記憶媒体である。 1-12) An information storage medium according to an aspect of the present invention is a computer-readable information storage medium storing the program 1-11).
 第1の構成に係る発明によれば、ゲームオブジェクトの動作に影響する第1パラメータだけでなく、報酬に影響する第2パラメータによってゲームオブジェクトの価値が決まるので、例えば、ゲームオブジェクトの価値を高め続けることができる。即ち、例えば、第1パラメータを変化させなくても、第2パラメータによってゲームオブジェクトの魅力を感じさせることができるので、新たなゲームオブジェクトを定期的に追加する場合であったとしても、仮に第1パラメータを変化させなくても、新たに追加するゲームオブジェクトの価値(魅力)を第2パラメータによって上げることができる。このため、ゲームの興趣性が下がってしまうような不自然な動作をゲームオブジェクトがすることも防止することができ、ゲームオブジェクトの価値を上げつつ、ゲームのリアリティも維持することができる。 According to the first aspect of the invention, the value of the game object is determined not only by the first parameter that affects the motion of the game object but also by the second parameter that affects the reward. For example, the value of the game object is continuously increased. be able to. That is, for example, the attractiveness of the game object can be felt by the second parameter without changing the first parameter. Therefore, even if a new game object is periodically added, Even if the parameter is not changed, the value (attraction) of the newly added game object can be increased by the second parameter. For this reason, it is possible to prevent the game object from performing an unnatural action that would reduce the interest of the game, and to maintain the reality of the game while increasing the value of the game object.
 1-2)本発明の一態様では、前記ゲームシステム(1)は、前記ゲームが行われる前記仮想世界の様子を示す仮想世界画像を表示手段(15)に表示させる表示制御手段(103)と、前記表示手段(15)に前記仮想世界画像が表示された状態で、前記ユーザによる操作を受け付ける操作受付手段(104)と、を更に含み、前記動作制御手段(102)は、前記ユーザの操作に応じて、前記ゲームオブジェクトに関連付けられた前記第1パラメータに基づいて、前記仮想世界で当該ゲームオブジェクトを動作させる、ことを特徴とする。 1-2) In one aspect of the present invention, the game system (1) includes a display control means (103) for causing the display means (15) to display a virtual world image indicating a state of the virtual world in which the game is performed. And an operation accepting means (104) for accepting an operation by the user in a state where the virtual world image is displayed on the display means (15), wherein the operation control means (102) is an operation of the user. Accordingly, the game object is operated in the virtual world based on the first parameter associated with the game object.
 1-2)の態様によれば、仮想世界画像が表示された状態でユーザの操作に応じてゲームオブジェクトが動作する場合には、ゲームオブジェクトの価値を高めるべく、第1パラメータを変化させてしまうと、ゲームオブジェクトがユーザの操作に応じて現実にはありえないような不自然な動作を行う様子が表示されてしまい、リアリティのなさをユーザが直接的に感じてしまうおそれがあるが、本発明によれば、第1パラメータを変化させなくても、第2パラメータを変化させることによって、ゲームオブジェクトの価値を高めることが可能になる。即ち、リアリティを損なうことなく、より価値の高いゲームオブジェクトを提供し続けることができる。ユーザがゲームオブジェクトを操作するゲームでは、例えばゲームオブジェクトが現実にはありえないような不自然な動作をすると、リアリティのなさをユーザが直接的に感じてしまうが、1-2)の態様によれば、このようなゲームであっても、リアリティを維持しつつ、ゲームオブジェクトの価値を高め続けることができる。 According to the aspect 1-2), when the game object operates in response to the user's operation in a state where the virtual world image is displayed, the first parameter is changed to increase the value of the game object. However, the game object may be displayed in an unnatural manner in response to the user's operation, and the user may directly feel the lack of reality. Accordingly, even if the first parameter is not changed, the value of the game object can be increased by changing the second parameter. That is, it is possible to continue providing more valuable game objects without losing reality. In a game in which a user operates a game object, for example, if the game object performs an unnatural action that is impossible in reality, the user will directly feel the lack of reality. According to the aspect 1-2) Even in such a game, the value of the game object can be continuously increased while maintaining the reality.
 1-3)本発明の一態様では、前記動作制御手段(102)は、前記ゲームオブジェクトに関連付けられた前記第2パラメータに基づくことなく、前記仮想世界で当該ゲームオブジェクトを動作させる、ことを特徴とする。 1-3) In one aspect of the present invention, the motion control means (102) operates the game object in the virtual world without being based on the second parameter associated with the game object. And
 1-3)の態様によれば、ゲームオブジェクトの動作とは切り離された第2パラメータによってゲームオブジェクトの価値を表わすことができる。 According to the aspect 1-3), the value of the game object can be expressed by the second parameter separated from the action of the game object.
 1-4)本発明の一態様では、前記ゲームでは、複数の前記ゲームオブジェクトのうちの少なくとも1つが用いられ、前記複数のゲームオブジェクトの各々には、当該ゲームオブジェクトに固有の値を有する前記第2パラメータが関連付けられており、前記報酬決定手段(106)は、前記ゲームで用いられる前記少なくとも1つのゲームオブジェクトに固有の値を有する前記第2パラメータに基づいて、前記報酬を決定する、ことを特徴とする。 1-4) In one aspect of the present invention, in the game, at least one of the plurality of game objects is used, and each of the plurality of game objects has a value unique to the game object. Two parameters are associated, and the reward determining means (106) determines the reward based on the second parameter having a value unique to the at least one game object used in the game. Features.
 1-4)の態様によれば、各ゲームオブジェクトに固有の第2パラメータを設定し、第2パラメータに差をつけることによって、ゲームオブジェクト間の価値に差をつけることができる。また、第2パラメータをゲームオブジェクトに固有の値とすることで、ゲームオブジェクトに多様性を持たせることもできる。 According to the aspect 1-4), it is possible to make a difference in value between game objects by setting a second parameter unique to each game object and making a difference in the second parameter. In addition, the game object can be varied by setting the second parameter to a value unique to the game object.
 1-5)本発明の一態様では、前記ゲームでは、複数の前記ゲームオブジェクトが用いられ、前記報酬決定手段(106)は、前記複数のゲームオブジェクトの各々の前記第2パラメータに基づいて第3パラメータを取得し、前記第3パラメータに基づいて、前記報酬を決定する、ことを特徴とする。 1-5) In one aspect of the present invention, a plurality of the game objects are used in the game, and the reward determining means (106) performs a third operation based on the second parameter of each of the plurality of game objects. A parameter is acquired, and the reward is determined based on the third parameter.
 1-5)の態様によれば、ゲームで用いられる複数のゲームオブジェクトの総合的な価値の高さを表す第3パラメータを用意することで、例えば、より多くの報酬を得るためのゲームオブジェクトの組み合わせをユーザに考えさせることができ、ゲームの興趣性を効果的に向上させることができる。 According to the aspect 1-5), by preparing the third parameter representing the total value of the plurality of game objects used in the game, for example, the game object for obtaining more rewards. A combination can be made to think about a user, and the interest property of a game can be improved effectively.
 1-6)本発明の一態様では、前記報酬決定手段(106)は、前記第1パラメータと前記第2パラメータとに基づいて、前記報酬を決定する、ことを特徴とする。 1-6) One aspect of the present invention is characterized in that the reward determining means (106) determines the reward based on the first parameter and the second parameter.
 1-6)の態様によれば、第1パラメータの価値が動作の良し悪しだけではなく、報酬の良し悪しにも影響するので、第1パラメータの価値を多面的なものとすることができる。 According to the aspect 1-6), since the value of the first parameter affects not only the quality of the operation but also the quality of the reward, the value of the first parameter can be multifaceted.
 1-7)本発明の一態様では、前記ゲームシステム(1)は、前記ゲームオブジェクトを動作させることで得られる前記ゲームの結果を取得する結果取得手段(105)を更に含み、前記報酬決定手段(106)は、前記第2パラメータと前記ゲームの結果とに基づいて、前記報酬を決定する、ことを特徴とする。 1-7) In one aspect of the present invention, the game system (1) further includes a result acquisition means (105) for acquiring the result of the game obtained by operating the game object, and the reward determination means (106) is characterized in that the reward is determined based on the second parameter and the result of the game.
 1-7)の態様によれば、第2パラメータだけでなくゲームの結果に基づいて報酬が決まり、ゲームの結果は、ゲームオブジェクトの動作によって決まるので、第1パラメータを間接的に報酬に影響させることができ、第1パラメータの価値を多面的なものとすることができる。 According to the aspect 1-7), the reward is determined based not only on the second parameter but also on the game result, and the game result is determined by the action of the game object, so the first parameter indirectly affects the reward. And the value of the first parameter can be multifaceted.
 1-8)本発明の一態様では、前記報酬決定手段(106)は、前記ゲームの結果に基づいて基本報酬を決定し、前記第2パラメータに基づいて前記基本報酬を変化させることによって、前記報酬を決定する、ことを特徴とする。 1-8) In one aspect of the present invention, the reward determining means (106) determines the basic reward based on the result of the game, and changes the basic reward based on the second parameter, thereby It is characterized by determining a reward.
 1-8)の態様によれば、第2パラメータを、基本報酬を変化させるためのものとすることで、第2パラメータの価値をより分かりやすいものとすることができる。その結果、ゲームオブジェクトの価値をユーザが評価しやすいものとすることができる。 According to the aspect 1-8), the value of the second parameter can be made easier to understand by changing the second parameter to change the basic reward. As a result, the value of the game object can be easily evaluated by the user.
 1-9)本発明の一態様では、前記ゲームオブジェクトは、付与候補として登録された複数の前記ゲームオブジェクトの中からユーザに付与されたものであり、前記ゲームシステム(1)は、前記付与候補として登録された前記複数のゲームオブジェクトよりも多くの報酬を付与可能な前記第2パラメータが関連付けられた新たなゲームオブジェクトを、前記付与候補として追加するゲームオブジェクト追加手段(301)、を更に含むことを特徴とする。 1-9) In one aspect of the present invention, the game object is given to a user from among the plurality of game objects registered as grant candidates, and the game system (1) A game object adding means (301) for adding a new game object associated with the second parameter capable of giving more reward than the plurality of game objects registered as the grant candidate. It is characterized by.
 1-9)の態様によれば、新たなゲームオブジェクトを付与候補として登録する場合に、第1パラメータを向上させなくても、第2パラメータを向上させることで、新たに登録するゲームオブジェクトの価値を高めて魅力的なものとすることができる。 According to the aspect 1-9), when registering a new game object as a candidate for grant, the value of the newly registered game object can be improved by improving the second parameter without improving the first parameter. Can be made attractive.
[6-2.第2の構成に係る発明]
 2-1)本発明の一態様に係るゲームシステム(1)は、ゲームオブジェクトに関連付けられた、互いに長さの異なる複数の期間にそれぞれ対応する複数の効果を示す期間別効果データを取得するデータ取得手段(107)と、前記複数の期間のうち、ゲームの実行時点が含まれる期間を特定する期間特定手段(108)と、前記ゲームオブジェクトが用いられることを条件にして、当該ゲームオブジェクトに関連付けられた前記期間特定手段(108)により特定された期間に対応する前記取得された期間別効果データが示す効果を発生させる効果発生手段(112)と、を含むことを特徴とする。
[6-2. Invention according to second configuration]
2-1) The game system (1) according to one aspect of the present invention obtains period-specific effect data indicating a plurality of effects associated with a game object and corresponding to a plurality of periods having different lengths. An acquisition means (107), a period specifying means (108) for specifying a period including a game execution time out of the plurality of periods, and the game object is used on the condition that the game object is used. Effect generating means (112) for generating the effect indicated by the acquired period-specific effect data corresponding to the period specified by the specified period specifying means (108).
 2-9)本発明の一態様に係るゲーム制御装置(10,30)は、ゲームオブジェクトに関連付けられた、互いに長さの異なる複数の期間にそれぞれ対応する複数の効果を示す期間別効果データを取得するデータ取得手段(107)と、前記複数の期間のうち、ゲームの実行時点が含まれる期間を特定する期間特定手段(108)と、前記ゲームオブジェクトが用いられることを条件にして、当該ゲームオブジェクトに関連付けられた前記期間特定手段(108)により特定された期間に対応する前記取得された期間別効果データが示す効果を発生させる効果発生手段(112)と、を含むことを特徴とする。 2-9) The game control device (10, 30) according to one aspect of the present invention provides period-specific effect data indicating a plurality of effects respectively associated with a plurality of periods having different lengths associated with the game object. On the condition that the data acquisition means (107) to be acquired, the period specifying means (108) for specifying the period in which the game execution time is included among the plurality of periods, and the game object are used, the game And effect generating means (112) for generating the effect indicated by the acquired period-specific effect data corresponding to the period specified by the period specifying means (108) associated with the object.
 2-10)本発明の一態様に係るプログラムは、2-1)~2-8)の何れかに記載のゲームシステム又は2-9)に記載のゲーム制御装置としてコンピュータを機能させる。 2-10) A program according to an aspect of the present invention causes a computer to function as the game system described in any one of 2-1) to 2-8) or the game control device described in 2-9).
 2-11)本発明の一態様に係る情報記憶媒体は、上記プログラムを記録したコンピュータで読み取り可能な情報記憶媒体である。 2-11) An information storage medium according to an aspect of the present invention is a computer-readable information storage medium storing the above program.
 第2の構成に係る発明によれば、互いに長さの異なる複数の期間の各々に効果が対応付いており、ある期間の効果がなくなったとしても他の期間の効果は有効とすることができるので、例えばゲームオブジェクトの価値が急激に下がるのを防止することが可能になる。その結果、ゲームオブジェクトをある程度長い期間使用させる動機付けをユーザに与えることができる。また、ある特定のゲームオブジェクトだけを使い続けるとゲームに変化がなくなってしまい、逆にゲームの興趣性が低下する可能性もあるが、第2の構成に係る発明によれば、時間経過に応じて効果を徐々に減らすこともできるので、使用するゲームオブジェクトを程よいタイミングで入れ替えさせる動機付けも与えることができる。 According to the second aspect of the invention, the effect is associated with each of a plurality of periods having different lengths, and even if the effect of a certain period disappears, the effect of another period can be effective. Therefore, for example, it is possible to prevent the value of the game object from rapidly decreasing. As a result, the user can be motivated to use the game object for a certain period of time. Further, if only a specific game object is used continuously, there is a possibility that the game will not change, and conversely, there is a possibility that the interest of the game will be reduced. Since the effects can be gradually reduced, it is possible to provide a motivation to replace game objects to be used at an appropriate timing.
 2-2)本発明の一態様では、前記複数の期間の各々は、互いに重複する期間であり、前記効果発生手段(112)は、前記期間特定手段(108)により複数の期間が特定された場合に、当該複数の期間の各々に対応する効果を重複して発生させる、ことを特徴とする。 2-2) In one aspect of the present invention, each of the plurality of periods overlaps each other, and the effect generating means (112) has the plurality of periods specified by the period specifying means (108). In some cases, the effect corresponding to each of the plurality of periods is generated in an overlapping manner.
 2-2)の態様によれば、ゲームオブジェクトを用いる時期によっては、複数の効果が重複して発生し、非常に高い効果を得ることができるので、その時期におけるゲームオブジェクトの価値を効果的に高めることができる。このため、当該時期を狙ってゲームオブジェクトを使用させる動機付けをユーザに与えることができる。 According to the aspect 2-2), depending on the time when the game object is used, a plurality of effects are generated in duplicate, and a very high effect can be obtained. Therefore, the value of the game object at that time can be effectively reduced. Can be increased. For this reason, the user can be motivated to use the game object aiming at the time.
 2-3)本発明の一態様では、前記ゲームでは、複数の前記ゲームオブジェクトのうちの少なくとも1つが用いられ、前記複数のゲームオブジェクトの各々には、当該ゲームオブジェクトに固有の効果を示す前記期間別効果データが関連付けられており、前記効果発生手段(112)は、前記ゲームで用いられる前記少なくとも1つのゲームオブジェクトに固有の効果を発生させる、ことを特徴とする。 2-3) In one aspect of the present invention, in the game, at least one of the plurality of game objects is used, and each of the plurality of game objects has the period indicating an effect specific to the game object. Different effect data is associated, and the effect generating means (112) generates an effect specific to the at least one game object used in the game.
 2-3)の態様によれば、各ゲームオブジェクトに固有の効果を設定することで、発生する効果に差をつけることができ、ゲームオブジェクト間の価値に差をつけることができる。また、ゲームオブジェクトに固有の効果とすることで、ゲームオブジェクトに多様性を持たせることもできる。 According to the aspect 2-3), by setting an effect specific to each game object, it is possible to make a difference in the generated effect and to make a difference in value between game objects. In addition, by making the effect unique to the game object, it is possible to give the game object diversity.
 2-4)本発明の一態様では、前記ゲームシステム(1)は、前記複数の期間のうちの少なくとも1つに対応する所定の期間に関連付けられた、複数の属性のうちの少なくとも1つを取得する期間属性取得手段(109)と、前記ゲームオブジェクトに関連付けられた、前記複数の属性のうちの少なくとも1つを取得するゲームオブジェクト属性取得手段(110)と、前記期間属性取得手段(109)により取得された属性と、前記ゲームオブジェクト属性取得手段(110)により取得された属性と、が一致するかを判定する属性判定手段(111)と、を更に含み、前記効果発生手段(112)は、前記所定の期間において前記期間特定手段(108)により前記少なくとも1つの期間が特定された場合、前記属性判定手段(111)の判定結果に基づいて、当該少なくとも1つの期間に対応する効果を発生させる、ことを特徴とする。 2-4) In one aspect of the present invention, the game system (1) has at least one of a plurality of attributes associated with a predetermined period corresponding to at least one of the plurality of periods. Period attribute acquisition means (109) for acquiring, game object attribute acquisition means (110) for acquiring at least one of the plurality of attributes associated with the game object, and period attribute acquisition means (109) And attribute determination means (111) for determining whether or not the attribute acquired by the game object attribute acquisition means (110) matches, the effect generation means (112) When the at least one period is specified by the period specifying means (108) in the predetermined period, the attribute determining means (111 Based on the determination result, the generating the effectively corresponds to at least one period, and wherein the.
 2-4)の態様によれば、期間に応じて効果の発生の有無を切り替えたり、効果の内容や強弱を調整したりすることができるので、ゲームオブジェクトを使用する時期に応じてその価値を柔軟に変化させることができる。その結果、ゲームオブジェクトの価値に多様性を持たせることができる。 According to the aspect of 2-4), it is possible to switch the presence / absence of the effect according to the period, and to adjust the content and strength of the effect, so that the value is given according to the time when the game object is used. Can be changed flexibly. As a result, the game object value can be varied.
 2-5)本発明の一態様では、前記所定の期間には、複数の属性が関連付けられており、前記ゲームオブジェクトには、複数の属性が関連付けられており、前記少なくとも1つの期間には、前記ゲームオブジェクトの属性ごとに効果が対応付けられており、前記効果発生手段(112)は、前記属性判定手段(111)により複数の属性が一致すると判定された場合、前記少なくとも1つの期間に対応する当該複数の属性の各々に対応する効果のうち、最も効果の高いものを発生させる、ことを特徴とする。 2-5) In one aspect of the present invention, a plurality of attributes are associated with the predetermined period, a plurality of attributes are associated with the game object, and the at least one period includes An effect is associated with each attribute of the game object, and the effect generating means (112) corresponds to the at least one period when the attribute determining means (111) determines that a plurality of attributes match. Among the effects corresponding to each of the plurality of attributes, the most effective one is generated.
 2-5)の態様によれば、複数の属性が一致した場合に効果を累積させるのではなく、最も高い効果を発生させることで、発生する効果が高くなりすぎないように制限することができる。その結果、ある特定のゲームオブジェクトを用いたときにだけ有利になりすぎるような状況を防止することができ、ユーザ間の公平さを保つことができる。 According to the aspect 2-5), it is possible to limit the generated effect not to be too high by generating the highest effect instead of accumulating the effect when a plurality of attributes match. . As a result, it is possible to prevent a situation that becomes too advantageous only when a specific game object is used, and to maintain fairness among users.
 2-6)本発明の一態様では、前記ゲームシステム(1)は、前記複数の期間のうちの少なくとも1つに対応する効果を、前記ゲームの実行時点に基づいて変更する効果変更手段(113)を更に含む、ことを特徴とする。 2-6) In one aspect of the present invention, the game system (1) changes the effect corresponding to at least one of the plurality of periods based on the execution time of the game (113). ) Is further included.
 2-6)の態様によれば、ゲームの実行時点に応じて効果を変更することによって、ゲームオブジェクトの価値をゲームの実行時点に応じて調整することができる。即ち、ある期間に対応する効果が発生する場合に、ゲームの実行時点において、効果の内容を変更したり、効果の強弱を調整したりすることができるので、ゲームオブジェクトの価値に変化を付けることができる。 According to the aspect 2-6), the value of the game object can be adjusted according to the game execution time by changing the effect according to the game execution time. In other words, when an effect corresponding to a certain period occurs, the content of the effect can be changed or the strength of the effect can be adjusted at the time of execution of the game. Can do.
 2-7)本発明の一態様では、前記ゲームオブジェクトは、付与候補として登録された複数の前記ゲームオブジェクトの中からユーザに付与されたものであり、前記ゲームシステム(1)は、前記付与候補として登録された前記複数のゲームオブジェクトよりも後の期間における効果を示す前記期間別効果データが関連付けられた新たなゲームオブジェクトを、前記付与候補として追加するゲームオブジェクト追加手段(301)、を更に含むことを特徴とする。 2-7) In one aspect of the present invention, the game object is given to a user from among the plurality of game objects registered as grant candidates, and the game system (1) Game object adding means (301) for adding, as the grant candidate, a new game object associated with the period-specific effect data indicating an effect in a period later than the plurality of game objects registered as It is characterized by that.
 2-7)の態様によれば、新たに追加するゲームオブジェクトの効果が発生する期間をより後の期間とすることで、それまで登録されていたゲームオブジェクトよりも効果が発生する期間を長くすることができるので、新たに追加するゲームオブジェクトの価値を高めることができる。その結果、例えば、ゲームオブジェクトを追加するときに、能力などを高めなくても、ゲームオブジェクトとしての価値を高めることができるので、ゲームオブジェクトを追加するたびに能力が延々と上がり続けるような状況を防止することができる。 According to the aspect 2-7), the period during which the effect of the newly added game object is generated is set to a later period, so that the period during which the effect is generated is longer than that of the previously registered game object. Therefore, the value of the newly added game object can be increased. As a result, for example, when adding a game object, the value as a game object can be increased without increasing the ability, etc., so the situation where the ability continues to increase every time a game object is added. Can be prevented.
 2-8)本発明の一態様では、前記複数の効果の各々は、ユーザの識別情報に関連付けられる報酬に影響する効果である、ことを特徴とする。 2-8) One aspect of the present invention is characterized in that each of the plurality of effects is an effect affecting a reward associated with user identification information.
 2-8)の態様によれば、ゲームの終了後にユーザに付与される報酬を増加させる効果を発生させることによって、ゲームオブジェクトの価値を高めることができる。 According to the aspect 2-8), it is possible to increase the value of the game object by generating the effect of increasing the reward given to the user after the game is over.
 1 ゲームシステム、10 ユーザ端末、30 サーバ、11,31 制御部、12,32 記憶部、13,33 通信部、14 入力部、15 表示部、G1 チーム編成画像、I アイコン、G10 ピッチ画像、G11 基本情報、G12 能力パラメータ、G13 基本ボーナス、G14 期間別ボーナス、G15 スカッドボーナス、G16 設定情報、B10 入れ替えボタン、B11 試合開始ボタン、W 仮想世界、P ピッチ、C1,C2 ゲームキャラクタ、B ボール、GL ゴール、VC 仮想カメラ、G2 仮想世界画像、G3 ポイント付与画像、300 データ記憶部、301 ゲームキャラクタ追加部、100 データ記憶部、101 パラメータ取得部、102 動作制御部、103 表示制御部、104 操作受付部、105 結果取得部、106 報酬決定部、107 データ取得部、108 期間特定部、109 期間属性取得部、110 ゲームキャラクタ属性取得部、111 属性判定部、112 効果発生部、113 効果変更部、DB1 付与候補データベース、DB2 ユーザデータベース、DB3 イベントデータベース、DT1 期間別ボーナスデータ、DT2 保有キャラクタデータ、DT3
 スカッドデータ、DT4 ゲーム状況データ。
1 game system, 10 user terminals, 30 servers, 11, 31 control unit, 12, 32 storage unit, 13, 33 communication unit, 14 input unit, 15 display unit, G1 team organization image, I icon, G10 pitch image, G11 Basic information, G12 ability parameter, G13 basic bonus, G14 Period bonus, G15 Scud bonus, G16 setting information, B10 replacement button, B11 game start button, W virtual world, P pitch, C1, C2 game character, B ball, GL Goal, VC virtual camera, G2 virtual world image, G3 point grant image, 300 data storage unit, 301 game character addition unit, 100 data storage unit, 101 parameter acquisition unit, 102 motion control unit, 103 display control unit, 104 operation acceptance Part, 105 result acquisition part, 106 reward Fixed unit, 107 data acquisition unit, 108 period identification unit, 109 period attribute acquisition unit, 110 game character attribute acquisition unit, 111 attribute determination unit, 112 effect generation unit, 113 effect change unit, DB1 grant candidate database, DB2 user database, DB3 event database, DT1 period bonus data, DT2 possessed character data, DT3
Scud data, DT4 game situation data.

Claims (11)

  1.  ゲームオブジェクトに関連付けられた、ゲームが行われる仮想世界での当該ゲームオブジェクトの動作に影響する第1パラメータと、ユーザの識別情報に関連付けられる報酬に影響する第2パラメータと、を取得するパラメータ取得手段と、
     前記仮想世界で前記ゲームオブジェクトを動作させる場合、前記取得された当該ゲームオブジェクトに関連付けられた前記第1パラメータに基づいて、当該仮想世界で当該ゲームオブジェクトを動作させる動作制御手段と、
     前記ゲームオブジェクトが用いられることを条件として、前記取得された当該ゲームオブジェクトに関連付けられた前記第2パラメータに基づいて、前記報酬を決定する報酬決定手段と、
     を含むことを特徴とするゲームシステム。
    Parameter acquisition means for acquiring a first parameter associated with the game object and affecting the action of the game object in the virtual world where the game is played, and a second parameter affecting the reward associated with the user identification information When,
    When operating the game object in the virtual world, based on the first parameter associated with the acquired game object, operation control means for operating the game object in the virtual world;
    Reward determining means for determining the reward based on the second parameter associated with the acquired game object on condition that the game object is used;
    A game system comprising:
  2.  前記ゲームシステムは、
     前記ゲームが行われる前記仮想世界の様子を示す仮想世界画像を表示手段に表示させる表示制御手段と、
     前記表示手段に前記仮想世界画像が表示された状態で、前記ユーザによる操作を受け付ける操作受付手段と、
     を更に含み、
     前記動作制御手段は、前記ユーザの操作に応じて、前記ゲームオブジェクトに関連付けられた前記第1パラメータに基づいて、前記仮想世界で当該ゲームオブジェクトを動作させる、
     ことを特徴とする請求項1に記載のゲームシステム。
    The game system includes:
    Display control means for causing a display means to display a virtual world image indicating a state of the virtual world in which the game is performed;
    Operation accepting means for accepting an operation by the user in a state where the virtual world image is displayed on the display means;
    Further including
    The action control means causes the game object to move in the virtual world based on the first parameter associated with the game object in response to the operation of the user.
    The game system according to claim 1.
  3.  前記動作制御手段は、前記ゲームオブジェクトに関連付けられた前記第2パラメータに基づくことなく、前記仮想世界で当該ゲームオブジェクトを動作させる、
     ことを特徴とする請求項1又は2に記載のゲームシステム。
    The motion control means moves the game object in the virtual world without being based on the second parameter associated with the game object.
    The game system according to claim 1 or 2, wherein
  4.  前記ゲームでは、複数の前記ゲームオブジェクトのうちの少なくとも1つが用いられ、
     前記複数のゲームオブジェクトの各々には、当該ゲームオブジェクトに固有の値を有する前記第2パラメータが関連付けられており、
     前記報酬決定手段は、前記ゲームで用いられる前記少なくとも1つのゲームオブジェクトに固有の値を有する前記第2パラメータに基づいて、前記報酬を決定する、
     ことを特徴とする請求項1~3の何れかに記載のゲームシステム。
    In the game, at least one of the plurality of game objects is used,
    Each of the plurality of game objects is associated with the second parameter having a value unique to the game object,
    The reward determination means determines the reward based on the second parameter having a value specific to the at least one game object used in the game.
    The game system according to any one of claims 1 to 3, wherein:
  5.  前記ゲームでは、複数の前記ゲームオブジェクトが用いられ、
     前記報酬決定手段は、前記複数のゲームオブジェクトの各々の前記第2パラメータに基づいて第3パラメータを取得し、前記第3パラメータに基づいて、前記報酬を決定する、
     ことを特徴とする請求項1~4の何れかに記載のゲームシステム。
    In the game, a plurality of the game objects are used,
    The reward determining means acquires a third parameter based on the second parameter of each of the plurality of game objects, and determines the reward based on the third parameter;
    The game system according to any one of claims 1 to 4, wherein:
  6.  前記報酬決定手段は、前記第1パラメータと前記第2パラメータとに基づいて、前記報酬を決定する、
     ことを特徴とする請求項1~5の何れかに記載のゲームシステム。
    The reward determining means determines the reward based on the first parameter and the second parameter.
    The game system according to any one of claims 1 to 5, wherein:
  7.  前記ゲームシステムは、前記ゲームオブジェクトを動作させることで得られる前記ゲームの結果を取得する結果取得手段を更に含み、
     前記報酬決定手段は、前記第2パラメータと前記ゲームの結果とに基づいて、前記報酬を決定する、
     ことを特徴とする請求項1~6の何れかに記載のゲームシステム。
    The game system further includes result acquisition means for acquiring a result of the game obtained by operating the game object,
    The reward determining means determines the reward based on the second parameter and the result of the game.
    The game system according to any one of claims 1 to 6, wherein:
  8.  前記報酬決定手段は、前記ゲームの結果に基づいて基本報酬を決定し、前記第2パラメータに基づいて前記基本報酬を変化させることによって、前記報酬を決定する、
     ことを特徴とする請求項7に記載のゲームシステム。
    The reward determining means determines a basic reward based on the result of the game, and determines the reward by changing the basic reward based on the second parameter.
    The game system according to claim 7.
  9.  前記ゲームオブジェクトは、付与候補として登録された複数の前記ゲームオブジェクトの中からユーザに付与されたものであり、
     前記ゲームシステムは、前記付与候補として登録された前記複数のゲームオブジェクトよりも多くの報酬を付与可能な前記第2パラメータが関連付けられた新たなゲームオブジェクトを、前記付与候補として追加するゲームオブジェクト追加手段、
     を更に含むことを特徴とする請求項1~8の何れかに記載のゲームシステム。
    The game object is given to the user from among the plurality of game objects registered as grant candidates,
    The game system adds game object addition means for adding a new game object associated with the second parameter capable of giving more reward than the plurality of game objects registered as the grant candidate as the grant candidate ,
    The game system according to any one of claims 1 to 8, further comprising:
  10.  ゲームオブジェクトに関連付けられた、ゲームが行われる仮想世界での当該ゲームオブジェクトの動作に影響する第1パラメータと、ユーザの識別情報に関連付けられる報酬に影響する第2パラメータと、を取得するパラメータ取得手段と、
     前記仮想世界で前記ゲームオブジェクトを動作させる場合、前記取得された当該ゲームオブジェクトに関連付けられた前記第1パラメータに基づいて、当該仮想世界で当該ゲームオブジェクトを動作させる動作制御手段と、
     前記ゲームオブジェクトが用いられることを条件として、前記取得された当該ゲームオブジェクトに関連付けられた前記第2パラメータに基づいて、前記報酬を決定する報酬決定手段と、
     を含むことを特徴とするゲーム制御装置。
    Parameter acquisition means for acquiring a first parameter associated with the game object and affecting the action of the game object in the virtual world where the game is played, and a second parameter affecting the reward associated with the user identification information When,
    When operating the game object in the virtual world, based on the first parameter associated with the acquired game object, operation control means for operating the game object in the virtual world;
    Reward determining means for determining the reward based on the second parameter associated with the acquired game object on condition that the game object is used;
    A game control apparatus comprising:
  11.  請求項1~9の何れかに記載のゲーム制御装置又は請求項10に記載のゲームシステムとしてコンピュータを機能させるためのプログラム。 A program for causing a computer to function as the game control device according to any one of claims 1 to 9 or the game system according to claim 10.
PCT/JP2017/022324 2016-06-30 2017-06-16 Game system, game control device, and program WO2018003552A1 (en)

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