WO2019155697A1 - Game system, game control device, and program - Google Patents
Game system, game control device, and program Download PDFInfo
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- WO2019155697A1 WO2019155697A1 PCT/JP2018/040753 JP2018040753W WO2019155697A1 WO 2019155697 A1 WO2019155697 A1 WO 2019155697A1 JP 2018040753 W JP2018040753 W JP 2018040753W WO 2019155697 A1 WO2019155697 A1 WO 2019155697A1
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- game
- information
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- games
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating 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
- A63F13/63—Generating 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 the player, e.g. authoring using a level editor
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/798—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
Definitions
- the present invention relates to a game system, a game control device, and a program.
- a game having a function of changing the rank (or level, category, group, etc.) of a user based on a predetermined number of game results is known.
- a sports game for example, a baseball game or a soccer game
- Game a sports game (for example, a baseball game or a soccer game) having a function of promoting, maintaining, or demoting the rank of the user based on points given to the user according to the result of a predetermined number of matches. Game).
- the unexecuted game is a so-called digestion game.
- the digestion game is less necessary to be executed by the user, the processing load on the game system increases as the digestion game is executed.
- the present invention has been made in view of the above problems, and its object is to reduce the processing load of the game system (game control device) by not executing a game that is less necessary for the user to execute.
- a game system, a game control device, and a program are provided.
- a game system associates one of a plurality of pieces of hierarchical information with identification information related to a user based on a predetermined number of game results according to a predetermined rule.
- determining means for determining whether or not the hierarchical information to be specified can be specified, and determining that the hierarchical information determined by the determining means can be specified at the time when the at least one game is not executed.
- a restricting means for restricting execution of the at least one game that has not been executed.
- the game control apparatus determines, based on a predetermined number of game results, according to a predetermined rule, one of a plurality of pieces of hierarchical information as hierarchical information associated with identification information related to a user. And at the time when at least one of the predetermined number of games has not been executed, the hierarchy information determined by the determining means can be identified based on the result of the executed game and the predetermined rule.
- FIG. 1 shows a configuration of a game system according to an embodiment of the present invention.
- the game system 1 according to the present embodiment includes a server device 10 and a plurality of game terminals 30-1, 30-2,..., 30-N.
- the game terminals 30-1 to 30-N are used by different users.
- the game terminals 30-1 to 30-N can perform data communication with the server device 10 via the network N.
- the server device 10 is, for example, a server computer. As illustrated in FIG. 1, the server device 10 includes a control unit 11, a storage unit 12, and a communication unit 13.
- the control unit 11 includes at least one microprocessor (CPU), and executes information processing according to an operating system and other programs stored in the storage unit 12.
- the storage unit 12 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, a nonvolatile semiconductor memory, a hard disk drive, or a solid state drive).
- the storage unit 12 is for storing programs and data.
- the communication unit 13 is for communicating with other devices via the network N.
- the server device 10 can access the database DB.
- the database DB may be built in the server device 10 or may be built in another server computer.
- Each of the game terminals 30-1 to 30-N is a computer used for playing a game.
- the game terminals 30-1 to 30-N are mobile phones (including smart phones), portable information terminals (including tablet computers), portable game machines, home game machines (stationary game machines), amusement facilities An arcade game machine, a laptop computer, or a desktop computer installed in a computer.
- the game terminals 30-1 to 30-N may not be the same type of computer, and the game terminals 30-1 to 30-N may include different types of computers.
- the game terminal 30-1 includes a control unit 31, a storage unit 32, a communication unit 33, an operation unit 34, a display unit 35, and an audio output unit 36.
- the control unit 31, the storage unit 32, and the communication unit 33 are the same as the control unit 11, the storage unit 12, and the communication unit 13 of the server device 10.
- the operation unit 34 is for the user to perform various operations.
- the operation unit 34 includes, for example, a button (key), a stick (lever), a touch panel, a mouse, a microphone, or a sensor.
- the operation unit 34 may be for the user to perform an operation by voice or gesture.
- the display unit 35 is for displaying an image in accordance with control by the control unit 31 and is, for example, a liquid crystal display or an organic EL display.
- the audio output unit 36 is for outputting audio in accordance with control by the control unit 31, and is, for example, a speaker or headphones.
- the operation unit 34, the display unit 35, and the audio output unit 36 may be provided in the game terminal 30-1 itself, or may be provided as an external device connected to the game terminal 30-1.
- the game terminals 30-2 to 30-N also have a control unit 31, a storage unit 32, a communication unit 33, an operation unit 34, and a display unit 35, respectively. And an audio output unit 36.
- the program and data are supplied to the server device 10 or the game terminals 30-1 to 30-N from a remote location via the network N and stored in the storage unit 12 or the storage unit 32.
- a component for example, an optical disk drive or memory card slot
- an information storage medium for example, an optical disk or a memory card
- the program and data may be supplied to the server device 10 or the game terminals 30-1 to 30-N via the information storage medium.
- game terminals 30-1 to 30-N are smartphones or tablet computers equipped with touch panels.
- game terminals 30-1 to 30-N are collectively referred to as “game terminal 30”.
- a game is executed by executing a program on the game terminal 30.
- the game may be executed by the game terminal 30 alone, or may be executed by performing data communication between the game terminal 30 and the server device 10.
- the game terminal 30 can execute various games. For example, sports games, race games, fighting games, fighting games, card games, role-playing games, simulation games, adventure games, or training games based on sports (baseball, soccer, tennis, American football, basketball, volleyball, etc.) As described above, various games can be executed regardless of the game format and genre. Below, a baseball game is demonstrated as an example of the game performed with the game terminal 30. FIG.
- the user forms his / her baseball team using a game character representing a baseball player (hereinafter referred to as “player character”), and the opponent team. And baseball games.
- the user can draw a player character by using a game item or the like.
- a player character selected based on the lottery process is given to the user.
- the user collects the player characters given in this way, and forms his baseball team using the collected player characters.
- the user may be able to create an original player character. Then, the user may be able to form his / her baseball team using the original player character created by himself / herself.
- a baseball team selected by a user from a plurality of baseball teams prepared in advance by a game developer or the like is used for a match, not a baseball team organized using player characters collected or created by the user himself / herself. You may make it do.
- a baseball team that a user uses as his / her team in a battle (that is, a baseball team formed by the user) is referred to as a “user team”.
- a rank is set for each user.
- ranks A, B, C, D, and E are prepared as ranks that can be set by the user.
- Rank A is the highest rank and rank E is the lowest rank.
- the user is set to an initial rank (for example, rank E).
- rank E the initial rank
- the user can raise his / her rank by playing a match between the user team and the opponent team.
- An opponent may be another user or a computer. For example, it may be another user having the same rank as the user, or a computer set to a strength corresponding to the user's rank.
- the opponent is a computer, the computer may use a team prepared by the game developer, or may use a team organized by another user.
- the “game” may be such that the user performs operations on the player characters of the user team from the beginning to the end, and basically proceeds by the player characters of both teams being operated by the computer (match)
- the progress may be generated), and the user may perform an operation on the player character only when a predetermined situation (for example, a chance or a pinch situation for the user's team) is reached.
- the “game” may be performed by operating the player characters of both teams by a computer, and the user may only give instructions for the user team's strategy or player change, or during the game It may be the one that proceeds by operating the player characters of both teams by the computer without accepting the user's instruction.
- points are given to the user according to the result of the game.
- the amount of points given to the user is determined based on the situation of the game. For example, when the user team wins, more points are given to the user than when the user team loses. When the user team is defeated, points may not be given to the user, or minus points (a predetermined point is decreased from the points owned by the user) may be used.
- the amount of points given to the user is determined based on the play performed by the player characters of the user team during the match. For example, in the baseball game according to the present embodiment, “hit a single hit”, “hit a second strike”, “hit a third strike”, “hit a home run”, “raise a hit point”, “successfully steal”, “four ball” Alternatively, points are determined for each type of play that is preferred, such as “defeat with a dead ball”, “take away strikeout”, “take a kill”. When a player character of the user team plays a game belonging to the above type during a game, points corresponding to the type are given to the user.
- a point corresponding to “take away a strikeout” is given to the user.
- points may be further added or the points may be doubled.
- the rank of the user varies based on the total number of points given to the user in a predetermined number of matches.
- the total of points given to the user (that is, the total of points acquired by the user) will be referred to as “total acquired points”, and the predetermined number of games used as a basis for determining the change in the rank of the user This is called “one season”.
- the predetermined number of games (that is, the number of games in one season)” is 30 games.
- FIG. 2 is a diagram for explaining an example of a user rank variation condition.
- a process of promoting the rank of the user is executed. Specifically, when the total earned point of the user at the end of the season is equal to or higher than the first threshold (1000 points in the example shown in FIG. 2), the user's rank is changed to a rank one higher than the current rank. Is done.
- a process of demoting the user's rank is executed. Specifically, when the total earned point of the user at the end of the season is less than the second threshold (a value lower than the first threshold: 500 points in the example shown in FIG. 2), the user's rank is higher than the current rank. Changed to the next lower rank.
- the second threshold a value lower than the first threshold: 500 points in the example shown in FIG. 2
- the user's total acquisition points at the end of the season do not satisfy both the promotion condition and the demotion condition, the user's total acquisition points at the end of the season will satisfy the remaining conditions, leaving the user remaining Is executed. Specifically, when the total earned point of the user at the end of the season is equal to or higher than the second threshold (500 points) and lower than the first threshold (1000 points), the user's rank is maintained at the current rank.
- the second threshold 500 points
- the first threshold 1000 points
- the total earned points of the user may not be 500 points (second threshold) or more, and “demotion” may be determined.
- second threshold 500 points
- “demotion” since the maximum points that can be given to the user in one game are determined, even if the points given to the user in all unimplemented games are the maximum points, the user's total acquisition points are 500 points There is a case where the above cannot be achieved.
- FIG. 3 is a diagram showing an example of such a state.
- the total number of points acquired by the user at the end of the 25th game is 240 points, and the maximum point that can be given to the user in one game is 50 points.
- the maximum points (50 points) are given to the user in each of the five unexecuted games (26th to 30th games)
- the total earned point of the user is only 490 points, Demotion conditions (less than 500 points) will be satisfied.
- the game system 1 terminates the current season without executing the remaining five games (26th to 30th games), and performs a process of demoting the user's rank. To make it possible to proceed.
- the season is ended (in other words, when the next season is started), the user's total earned points are reset to an initial value (for example, zero).
- the user's total earned points may not be less than 1000 points (first threshold), and “promotion” may be determined. That is, since the minimum point given to the user in one game is determined, even if the points given to the user in all unimplemented games are the minimum points, the total earned point of the user is 1000 points It may become a state that cannot become less.
- FIG. 4 is a diagram showing an example of such a state.
- the total points acquired by the user at the time of finishing the 25th game is 975 points
- the minimum point that can be given to the user in one game is 5 points.
- the game system 1 ends the current season without executing the remaining five games (26th to 30th games), and executes a process of promoting the rank of the user. To make it possible to proceed.
- the user's total acquisition points will not be 1000 points (first threshold) or more, and will not be less than 500 points (second threshold) “Residual” may be determined.
- first threshold points
- second threshold 500 points
- “Residual” may be determined.
- the maximum points and minimum points given to a user in a single game are fixed, so even if the maximum points are given to the user in all unplayed games, the total points earned by the user is 1000 points. Even if the points given to the user in all unimplemented matches are the minimum points, the total points earned by the user may not be less than 500 points. .
- FIG. 5 is a diagram showing an example of such a state.
- the maximum points and the minimum points that can be given to the user in one game are 50 points and 5 points, respectively. Is assumed.
- the total earned point of the user is 725 It is only a point and does not satisfy the promotion condition (1000 points or more).
- the right diagram in FIG. 5 shows that the maximum points (50 points) are given to the user in each of the five unexecuted games (26th to 30th games).
- the game system 1 ends the current season without carrying out the remaining five games (26th to 30th games), and executes a process of leaving the user at the current rank. Get ready for the season.
- the game system 1 usually, when all the games of one season (30 games) are completed, whether or not the rank of the user has changed based on the total points given to the user in those 30 games.
- the change destination when at least one game has not been executed, the presence / absence of change in the rank of the user and the change destination can be specified, and at least one game that has not been executed is executed. Restrict. According to the game system 1, it is possible to limit the performance of a game that is less necessary for the user, and as a result, the load on the game system 1 can be reduced.
- points are also given to the user in consideration of the play performed by the player characters of the user team, but points may be given to the user only according to the winning / losing result of the user team. For example, when the user team wins, 3 points are given to the user, when the user team draws with the opponent team, 1 point is given to the user, and when the user team loses, the point is given to the user. You may make it not give.
- the promotion condition, the demotion condition, and the remaining condition may be set in accordance with the amount of points that can be given to the user.
- points are given to users and ranks are set.
- points may be given to teams and ranks may be set. For example, when a user selects a team to be used in one season from a plurality of teams owned by the user and the game is executed by the selected team, the selected team The points according to the result of the game may be given, and the rank of the team may be changed according to the total points given to the team.
- the game executed on the game terminal 30 may be a game other than a baseball game.
- the game executed on the game terminal 30 is not limited to a game in which teams play against each other, and may be a game in which one game character of a user and one game character of an opponent play against each other (for example, Tennis games and fighting games).
- points may be given to game characters or ranks may be set.
- the game executed on the game terminal 30 may be a card game in which a user battles with an opponent using a card deck. In this case, points may be given to the card deck or ranks may be set.
- FIG. 6 shows an example of functional blocks realized by the game system 1.
- the game system 1 includes a data storage unit 100, a numerical information change unit 110, a first determination unit 120, a determination unit 130, a restriction unit 140, and a second determination unit 150.
- These functional blocks may be realized by the server device 10 or the game terminal 30.
- all the functional blocks may be realized by the server device 10
- all the functional blocks may be realized by the game terminal 30, or some of the functional blocks are realized by the server device 10, and the remaining functions A block may be realized by the game terminal 30.
- the data storage unit 100 is realized by at least one of the storage unit 12, the storage unit 32, and the database DB, and the remaining functional blocks are realized by the control unit 11 or the control unit 31.
- the data storage unit 100 stores data necessary for executing the game.
- data necessary for executing the above-described baseball game is shown as an example of data stored in the data storage unit 100.
- user data D101, player character data D102, team data D103, battle history data D104, and play type data D105 are data storage unit 100 as data necessary for executing the above-mentioned baseball game. Is remembered. Note that the data shown in FIG. 6 is merely an example, and the data necessary for executing the baseball game is not limited to the data shown in FIG.
- User data D101 is data indicating a list of users who use the game system 1.
- FIG. 7 shows an example of user data D101.
- the user data D101 includes “user ID”, “user name”, “rank”, “number of played games”, and “total earned points” fields.
- the “user ID” field indicates identification information for uniquely identifying a user.
- the “user name” field indicates the name of the user.
- the “Rank” field indicates the current rank of the user.
- the “number of played games” field indicates the number of games played by the user in the current season.
- the “total earned points” field indicates the total points earned by the user in the current season.
- the values of the “number of played games” field and the “total earned points” field are initialized to initial values (for example, zero).
- initial values for example, zero.
- the value of the “number of played games” field is incremented, and the value of the “total earned points” field is increased by the amount of points acquired by the user in the game.
- Player character data D102 is data indicating a list of player characters of each user.
- the player character data D102 is stored for each user (in association with the user ID).
- Team data D103 is data relating to the team organized by each user. Team data D103 is stored for each user (in association with the user ID).
- Battle history data D104 is data indicating the battle history of each user.
- the battle history data D104 is stored for each user (in association with the user ID). For example, the battle date and time, the opponent team, the winning and losing points, the acquired points, etc. are stored as the battle history data D104.
- the play type data D105 includes a type of play that can be performed by the player character during the game and points given to the user when the player character of the user team performs the play during the game. It is data indicating a correspondence relationship.
- the play type data D105 may be “sing a single hit”, “hit a second strike”, “hit a third strike”, “hit a home run”, “raise a hit point”, “successfully steal”, “four or dead ball” This is data in which points are determined for each type of preferred play such as “defeat”, “take away strikeout”, “take a kill”.
- the numerical information changing unit 110 changes numerical information associated with the identification information related to the user based on the result of the executed game.
- Identity information related to the user is, for example, identification information of the user itself.
- “User identification information” is identification information that uniquely identifies the user. In other words, it is information for identifying a user. For example, an ID, a name, or an e-mail address corresponds to an example of “user's own identification information”.
- the “identification information related to the user” may be identification information of the user's game object, for example.
- a “game object” is a target that can be used in a game.
- a game character, a game card, a game item, or the like corresponds to an example of “game object”.
- a player character corresponds to an example of a “game object”.
- “Identification information of a user's game object” is identification information that uniquely identifies a game object owned by the user (in other words, a game object used by the user in the game).
- the “identification information relating to the user” may be identification information of the user's game object group, for example.
- the “game object group” is a group including a plurality of game objects as members. It may be called by a name other than “group” (for example, team, party, guild, etc.). For example, in the case of a sports game, a team (such as a baseball team or a soccer team) corresponds to an example of a “game object group”.
- “Identification information of a user's game object group” is identification information that uniquely identifies a game object group owned by the user (in other words, a game object group used by a user in a game).
- “Numerical information” is information indicating numerical values that change as the user plays the game.
- the “numerical information” may be information indicating a numerical value that changes when the user uses a game object or a game object group in a game.
- the total of points given to the user corresponds to an example of “numerical information”.
- the total of points given to the user's game object or game object group is an example of “numerical information” It corresponds to.
- the “numerical information” may be such that the better the game result, the larger the numerical value, or the better the game result, the smaller the numerical value.
- the “numerical information” may be increased but not decreased, may be decreased but not increased, or may be increased or decreased.
- the result of the game is, for example, whether or not the objective in the game has been achieved.
- winning the battle corresponds to an example of “purpose”
- whether or not the battle is won corresponds to an example of “game result”.
- game result In the case of a competitive game in which scores are competed, the score difference from the opponent is also an example of “game result”.
- clearing the game corresponds to an example of “purpose”, and whether or not the game can be cleared corresponds to an example of “game result”.
- the “game result” may be, for example, the content of play performed by the user in the game or the result stored by the user in the game.
- the “game result” may be, for example, the action content performed by the user's game object or game object group in the game, or the result of the user's game object or game object group stored in the game.
- the user's player character or team performance corresponds to an example of “game result”.
- points such as scoring, losing points, number of hits (numbers of single hits, double hits, triple strikes, home runs, stealing numbers, hit points, four-ball counts, strikeouts, etc.) It corresponds to.
- the number of goals, the number of assists, the number of passes, the number of shots, the number of dribblings, the number of intercepts, and the like correspond to examples of “game results”.
- the number of attack targets that the user has extinct (destroyed) or the score obtained by the user extermination (destroy) the attack target corresponds to an example of “score”.
- Changing numerical information may mean, for example, increasing or decreasing numerical information, or only increasing numerical information, or only decreasing numerical information. It may be.
- “Change the numerical information based on the game result” may be to increase the numerical information when the game result is good, or to decrease the numerical information when the game result is good Good. In other words, the numerical information may be decreased when the game result is bad, or the numerical information may be increased when the game result is bad. Alternatively, the better the game result (or the worse the game result), the greater the degree to which the numerical information is increased. Alternatively, the better the game result (or the worse the game result), the larger the degree to which the numerical information is reduced.
- the value stored in the “total acquired points” field of the user data D101 corresponds to an example of “numerical information”.
- the numerical information changing unit 110 adds the amount of points corresponding to the game played by the player character of the user's team in the game to the total acquisition points of the user.
- the first determination unit 120 determines one of a plurality of pieces of hierarchical information as hierarchical information to be associated with identification information related to the user, based on a predetermined number of game results, according to a predetermined rule.
- the “predetermined number of times” is a number greater than one.
- the “predetermined number of times” may not be fixed to a specific number of times and may have a width. For example, each number of times not less than m and not more than n may correspond to a “predetermined number”.
- each battle corresponds to “one game”. That is, in the case of a sports game such as a baseball game or a soccer game, each game corresponds to “one game”. In the case of a shogi game, a go game, a mahjong game, or a card game, each game corresponds to “one game”.
- the “match result” may include a draw.
- the result of a predetermined number of games can be rephrased as the result of a game when the game is played a predetermined number of times.
- the “predetermined rule” is a rule for determining hierarchical information to be associated with identification information related to the user from a plurality of hierarchical information based on the result of a predetermined number of games.
- Multiple hierarchy information is information for dividing a target (for example, a user, a user's game object, or a game object group) into a plurality of hierarchies. For example, if rank information, level information, category information, or the like is associated with target identification information, rank information, level information, category information, or the like corresponds to an example of “hierarchy information”. Also, for example, if any of group information (for example, the highest level group, the higher level group, the middle level group, or the lower level group) is associated with the target identification information, the group information is an example of “hierarchical information”. Equivalent to.
- Determining hierarchical information associated with identification information means, for example, determining hierarchical information associated with identification information in a state where hierarchical information is not associated with identification information.
- “determined as hierarchical information associated with identification information” means, for example, whether or not to update hierarchical information associated with identification information in a state where hierarchical information is associated with identification information, It may be that new hierarchical information to be associated with is determined. Specifically, the hierarchical information associated with the identification information is determined from the current hierarchical information, hierarchical information above the current hierarchical information, and hierarchical information below the current hierarchical information. May be. Note that the hierarchy information associated with the identification information may be determined from the current hierarchy information and the hierarchy information above the current hierarchy information. Alternatively, the hierarchy information associated with the identification information may be determined from the current hierarchy information and the hierarchy information below the current hierarchy information.
- the first determination unit 120 converts predetermined hierarchical information of the plurality of hierarchical information into identification information related to the user. Determine as hierarchical information to be associated.
- the “predetermined condition” is a condition related to the result of a predetermined number of games.
- the “predetermined condition” is a condition that should be satisfied by a predetermined number of game results in order that the hierarchical information associated with the identification information related to the user is determined as the predetermined hierarchical information.
- the first determination unit 120 associates the predetermined hierarchy information with the identification information related to the user when the numerical information at the time when all the predetermined number of games are completed is included in the predetermined range. Determined as hierarchical information.
- the “predetermined range” is a numerical range in which at least one of an upper limit and a lower limit is defined.
- the first determining unit 120 sets the hierarchical information associated with the identification information related to the user, It is determined to change to hierarchical information lower than the hierarchical information currently associated with the identification information.
- the first determination unit 120 currently associates the hierarchical information associated with the identification information related to the user with the identification information. It is decided not to change from the hierarchy information.
- the first determination unit 120 currently associates the hierarchical information associated with the identification information related to the user with the identification information. It is decided to change to hierarchical information above the existing hierarchical information.
- the “second predetermined range” is a numerical range different from the “first predetermined range”.
- the “third predetermined range” is a numerical range different from the “first predetermined range” and the “second predetermined range”.
- the “second predetermined range” is a numerical range that does not overlap with the “first predetermined range”, and the “first predetermined range” A numerical range including a numerical value larger than the numerical value included in “range”.
- the “third predetermined range” is a numerical range that does not overlap with the “first predetermined range” and the “second predetermined range”, and includes a numerical value that is larger than the numerical value included in the “second predetermined range”. Numeric range.
- the “second predetermined range” is a numerical range that does not overlap with the “first predetermined range”, and “first A numerical range including a numerical value smaller than the numerical value included in the “predetermined range”.
- the “third predetermined range” is a numerical range that does not overlap with the “first predetermined range” and the “second predetermined range”, and includes a numerical value that is smaller than the numerical value included in the “second predetermined range”. Numeric range.
- the “hierarchical information below the hierarchical information currently associated with the identification information” is hierarchical information one level below the hierarchical information currently associated with the identification information. Note that the hierarchy information may be two or more hierarchy information lower than the hierarchy information currently associated with the identification information.
- the hierarchical information above the hierarchical information currently associated with the identification information is hierarchical information that is one level above the hierarchical information currently associated with the identification information. Note that the hierarchy information may be two or more levels higher than the hierarchy information currently associated with the identification information.
- one season (30 games) corresponds to an example of “a predetermined number of games”.
- the promotion condition, the demotion condition, and the remaining condition shown in FIG. 2 correspond to an example of “predetermined rule”.
- the ranks A to E correspond to an example of “plurality of hierarchy information”.
- the first determination unit 120 determines to change the rank of the user to a rank one lower than the current rank.
- the first determination unit 120 determines to maintain the user's rank at the current rank.
- the first determination unit 120 determines to change the rank of the user to a rank that is one higher than the current rank.
- the determination unit 130 is determined by the first determination unit 120 based on the result of a game that has been executed and a predetermined rule when at least one of the predetermined number of games has not been executed. It is determined whether or not the hierarchy information to be specified can be specified.
- the point in time when at least one of the predetermined number of games has not been executed is a time before all the predetermined number of games are completed. In other words, it is a time when at least one game that can be played by the user remains.
- the hierarchical information determined by the first determining unit 120 can be specified is a case where the hierarchical information that can be determined by the first determining unit 120 is narrowed down to any one of a plurality of hierarchical information. .
- the hierarchy information that can be determined by the first determination unit 120 is determined as any one of the plurality of hierarchy information regardless of the result of at least one game that has not been executed.
- the first determination unit 120 determines specific hierarchical information among a plurality of hierarchical information. This is a case where there is no possibility that other hierarchical information is determined by the first determination unit 120.
- the hierarchy information determined by the first determination unit 120 becomes the hierarchy information X regardless of the result of the at least one game at the time when at least one game is not executed, This corresponds to the case where the hierarchy information determined by the determination unit 120 can be specified.
- the determination unit 130 is not executed at the time when at least one game is not executed. Regardless of the result of at least one game, whether or not the predetermined condition is satisfied when all the predetermined number of games are completed is determined based on the result of the executed game. For example, if the result of at least one unexecuted game is any result, there is only a possibility that the predetermined condition is satisfied, and there is no possibility that the predetermined condition is not satisfied, the determination unit 130 Regardless of the result of at least one unexecuted game, it is determined that the predetermined condition is satisfied when all the predetermined number of games are completed.
- the determination unit 130 determines that at the time point when at least one game has not been executed. Whether or not the numerical information at the time when the predetermined number of games are all completed is included in the predetermined range is determined regardless of the result of at least one unexecuted game. For example, no matter what the result of at least one game that has not been executed, the numerical information at the time when all the predetermined number of games have been completed can only be included in the predetermined range, and is included in the predetermined range. When there is no possibility of failure, the determination unit 130 determines that numerical information at the time when the predetermined number of games are all completed is included in the predetermined range regardless of the result of at least one game that has not been executed. To do.
- the determination unit 130 determines the maximum value or the minimum value that can be obtained by the numerical information at the time when the predetermined number of games are all completed based on the numerical information at the time when at least one game has not been executed. May be obtained. Then, the determination unit 130 determines whether the numerical value information at the time when the predetermined number of games are completed is included in the predetermined range regardless of the result of at least one game that has not been executed. The determination may be made based on the minimum value.
- the determination unit 130 may predict the “maximum value” assuming that the result of the unexecuted game is the best, and acquire the current numerical value information as the “minimum value”. .
- the determination unit 130 obtains the “maximum value” assuming that the result of the unexecuted game is the best, and assumes the case where the result of the unexecuted game is the worst.
- the “minimum value” may be acquired.
- the determination unit 130 predicts the “minimum value” assuming that the result of the unexecuted game is the worst, and acquires the current numerical value information as the “maximum value”. Good.
- the determination unit 130 predicts the “minimum value” assuming that the result of the unexecuted game is the best, and acquires the current numerical value information as the “maximum value”. Good.
- the determination unit 130 determines that the numerical information at the time when the predetermined number of games are all completed is included in the predetermined range. May be.
- the determination unit 130 determines that at the time point when at least one game has not been executed. Whether the range including the numerical information at the time when the predetermined number of games have been completed is narrowed to any one of the first predetermined range, the second predetermined range, and the third predetermined range based on the numerical information in Determine whether. For example, when the numerical information at the time when the predetermined number of games are all completed is only possible in the first predetermined range and is not likely to be included in the second predetermined range and the third predetermined range, the determination unit 130 determines the predetermined information. It is determined that the range including the numerical information at the time when all the games are completed is narrowed down to the first predetermined range. The same applies to the second predetermined range or the third predetermined range.
- the determination unit 130 determines the total number of points acquired by the user at that time when at least one game in one season (30 games) has not been performed. And whether or not the user has changed the rank and whether or not the change destination can be specified based on the rank change condition (FIG. 2).
- the determination unit 130 determines whether or not the user's total earned points at the time when all the season games (30 games) are completed will satisfy the demotion condition. In other words, the determination unit 130 determines whether or not there is a possibility that the user's total earned points at the time when all the season matches are finished satisfy the promotion condition and the remaining condition. For example, the determination unit 130 acquires the maximum value or the minimum value that the user's earned points at the time when all the season matches are finished, and the user's total earned points at the time when all the season matches are always 500 points. It is determined whether it is less than 500 points or more (see FIG. 3).
- the determination unit 130 determines whether or not the user's total acquired points at the time when all the season games (30 games) are completed satisfy the residual condition. In other words, the determination unit 130 determines whether or not there is a possibility that the user's earned points at the time when all the season matches are completed satisfy the promotion condition or the demotion condition. For example, the determination unit 130 acquires the maximum value or the minimum value that the user's earned points at the time when all the season matches are finished, and the user's total earned points at the time when all the season matches are always 500 points. Whether or not it is less than 1000 points and less than 500 points or 1000 points or more is determined (see FIG. 5).
- the determination unit 130 determines whether or not the total acquired points of the user at the time when all the season games (30 games) are completed satisfy the promotion condition. In other words, the determination unit 130 determines whether or not there is a possibility that the user's earned points at the time when all the season matches are completed satisfy the residual condition or the demoting condition. For example, the determination unit 130 acquires the maximum value or the minimum value that can be obtained by the user's acquisition points when all the season matches are finished, and the user's acquisition points are always 1000 points or more when all the season matches are ended. It is determined whether it is less than 1000 points (see FIG. 4).
- the restriction unit 140 has at least an unexecuted game. Limit the execution of one game.
- “To restrict execution of at least one game that has not been executed” means, for example, that at least one game that has not been executed is not executed. That is, the execution of at least one unexecuted game is omitted, and the hierarchical information associated with the identification information related to the user is determined. Execution of at least one unexecuted game unconditionally when it is determined that the hierarchical information determined by the first determining unit 120 can be specified at the time when at least one game has not been executed. Or at least one unexecuted game execution may be restricted under predetermined conditions. For example, the execution of at least one unexecuted game may be restricted only when the user does not want to execute at least one unexecuted game.
- the restriction unit 140 is not executed at the time when at least one game is not executed. Regardless of the result of at least one game, the execution of at least one unexecuted game is restricted when it is determined that the predetermined condition is satisfied when all the predetermined number of games are completed. .
- the restriction unit 140 is not executed at the time when at least one game is not executed. Regardless of the result of at least one game, the execution of at least one unexecuted game is executed when it is determined that the numerical information at the time when the predetermined number of games are all completed is included in the predetermined range. Restrict.
- the restriction unit 140 performs the predetermined number of times at the time when at least one game is not executed. If it is determined that the range including the numerical information at the time when all the games are completed is narrowed down to any one of the first predetermined range, the second predetermined range, and the third predetermined range, at least one that has not been executed Limit the execution of the game.
- the second determination unit 150 prompts the user.
- Hierarchical information to be associated with related identification information is determined.
- the second determining unit 150 determines the same hierarchical information as the hierarchical information specified by the first determining unit 120 as the hierarchical information associated with the identification information related to the user. For example, when it is determined that the hierarchy information determined by the first determination unit 120 becomes the hierarchy information X regardless of the result of the at least one game at the time when at least one game is not executed. The second determination unit 150 determines the hierarchy information X as the hierarchy information associated with the identification information related to the user.
- the second determination unit 150 determines that at least one game has not been executed. Regardless of the result of at least one unexecuted game, when it is determined that the predetermined condition is satisfied when all of the predetermined number of games are completed, the predetermined hierarchy information is used as identification information related to the user. It is determined as hierarchical information to be associated with.
- the second determination unit 150 determines that at least one game has not been executed. Regardless of the result of at least one unexecuted game, when it is determined that numerical information at the time when all the predetermined number of games are completed is included in the predetermined range, the predetermined hierarchical information is related to the user. It is determined as hierarchical information associated with identification information.
- the second determination unit 150 determines that at least one game has not been executed.
- the hierarchical information associated with the identification information related to the user is currently associated with the identification information. It is decided to change to hierarchical information below the existing hierarchical information.
- the second determining unit 150 determines that the range including the numerical information at the time when all the predetermined number of games are completed is narrowed to the second predetermined range at the time when at least one game is not executed. In this case, it is determined that the hierarchical information associated with the identification information related to the user is not changed from the hierarchical information currently associated with the identification information.
- the second determination unit 150 determines that the range including the numerical information at the time when the predetermined number of games are all completed is narrowed to the third predetermined range at the time when at least one game is not executed. In this case, it is determined that the hierarchical information associated with the identification information related to the user is changed to hierarchical information higher than the hierarchical information currently associated with the identification information.
- the second determination unit 150 Decide to keep the rank at the current rank.
- the second determination unit 150 determines that the user's rank is 1 higher than the current rank when the total score of the user at the time when all the matches are finished is always 1000 points or more and cannot be less than 1000 points). Decide to change to a higher rank.
- FIG. 8A and FIG. 8B show an example of processing executed every time one game is finished in the above-mentioned baseball game.
- user authentication is performed.
- user authentication is performed on the server device 10 using the user ID and password, for example, a user token is issued from the server device 10 as information for specifying a user (hereinafter referred to as “user specification information”).
- user specification information information for specifying a user
- all data transmitted from the game terminal 30 to the server device 10 is transmitted together with the user specifying information.
- data relating to the result of the game is transmitted from the game terminal 30 to the server device 10 together with user specifying information for specifying the user.
- the server device 10 executes the processes shown in FIGS. 8A and 8B.
- the control unit 11 of the server device 10 acquires the amount of points to be given to the user in this game (S100).
- the amount of points to be given to the user in the current game is calculated on the game terminal 30 side, and transmitted from the game terminal 30 to the server device 10 as a part of the data relating to the result of the game. And the control part 11 acquires the quantity of the point provided to a user in this game from the data received from the game terminal 30.
- FIG. 1 the amount of points to be given to the user in the current game is calculated on the game terminal 30 side, and transmitted from the game terminal 30 to the server device 10 as a part of the data relating to the result of the game.
- the control part 11 acquires the quantity of the point provided to a user in this game from the data received from the game terminal 30.
- the amount of points given to the user in this game may be calculated on the server device 10 side.
- data indicating the history of play performed by the player characters of the user's team during the match is transmitted from the game terminal 30 to the server device 10 as a part of the data regarding the result of the match, and the control unit 11 Based on the data, the amount of points given to the user in this game may be calculated.
- operation data indicating an operation performed by the user at the game terminal 30 during the game is transmitted from the game terminal 30 to the server device 10, and the control unit 11 provides the user with the current game based on the operation data.
- the amount of points to be given may be calculated.
- control unit 11 updates the user's total acquisition points and the like stored in the user data D101 (S102). That is, the control unit 11 adds the amount of points acquired in step S100 to the total acquired points stored in association with the user ID specified by the received user specifying information in the user data D101. Further, the control unit 11 increments the number of played games stored in association with the user ID specified by the received user specifying information in the user data D101.
- the control unit 11 determines whether or not all the matches of the season have been performed with respect to the received user specifying information (S104). For example, when the number of played games stored in association with the user ID specified by the received user specifying information is “30” in the user data D101, the control unit 11 is received It is determined that all the games of the season have been performed regarding the user identification information.
- the control unit 11 acquires the total acquired points (P) of the user from the user data D101 (S106). ). That is, the control unit 11 acquires the total acquired points (P) stored in association with the user ID specified by the received user specifying information in the user data D101. Then, the control unit 11 determines whether or not the total acquired points (P) acquired in step S106 is less than 500 (S108). That is, the control unit 11 determines whether or not the demoting condition is satisfied.
- the control unit 11 When it is determined that the total acquired points (P) are less than 500 (S108: Yes), the control unit 11 changes the rank of the user stored in the user data D101 to a rank one lower than the current rank. (S114). That is, in the user data D101, the control unit 11 changes the rank stored in association with the user ID specified by the received user specifying information to a rank that is one lower than the current rank. Demote rank.
- the control unit 11 determines whether the total acquired point (P) acquired in step S106 is 1000 or more. (S110). That is, the control unit 11 determines whether or not the promotion condition is satisfied.
- the control unit 11 When it is determined that the total acquired points (P) are 1000 or more (S110: Yes), the control unit 11 changes the rank of the user stored in the user data D101 to a rank one higher than the current rank. (S112). That is, in the user data D101, the control unit 11 changes the rank stored in association with the user ID specified by the received user specifying information to a rank that is one higher than the current rank. Promote your rank.
- the control unit 11 executes step S116 described later without changing the rank of the user stored in the user data D101. To do. That is, in this case, the control unit 11 does not change the rank stored in the user data D101 in association with the user ID specified by the received user identification information from the current rank, thereby changing the user to the current rank. Let it remain.
- step S112 or S114 When step S112 or S114 is executed, or when it is determined in step S110 that the total acquired points (P) acquired in step S106 are not 1000 or more (S110: No), the control unit 11 selects the season.
- a season end process for ending is executed (S116).
- the control unit 11 initially sets the number of played games and the total earned points stored in association with the user ID specified by the received user specifying information to predetermined initial values (for example, zero), respectively. Turn into. And the control part 11 transmits the season end data which show that the season was complete
- step S104 when it is determined that all the games of the season have not been performed with respect to the received user identification information (S104: No), as shown in FIG. A point (P) is acquired from the user data D101 (S120). That is, the control unit 11 acquires the total acquired points (P) currently stored in association with the user ID specified by the received user specifying information in the user data D101.
- control part 11 determines whether the total acquisition point (P) acquired by step S120 is 1000 or more (S122). That is, the control unit 11 determines whether or not the promotion condition is satisfied at the present time.
- the control part 11 performs the process which promotes a user's rank, without performing an unimplemented game. That is, the control unit 11 changes the rank stored in association with the user ID specified by the received user specifying information in the user data D101 to a rank one higher than the current rank (S136). Moreover, the control part 11 performs a season end process (S142), and transmits season end data to the game terminal 30 via the communication part 13 (S144). Steps S142 and S144 are the same as steps S116 and S118 of FIG. 8A.
- the control unit 11 takes the total earned points of the user when all the season matches are finished.
- the maximum value (Pmax) to be obtained is acquired (S124). For example, when the maximum point that can be given to the user in one game is ⁇ Pmax, the number of games that have not been played is N, and the total points gained by the user does not decrease during the season, the maximum value (Pmax) is “P + ⁇ Pmax * N”.
- control unit 11 determines whether or not the maximum value (Pmax) is less than 500 (S126).
- the control part 11 performs the process which demotes a user's rank, without performing an unimplemented game. That is, the control unit 11 changes the rank stored in association with the user ID specified by the received user specifying information in the user data D101 to a rank one lower than the current rank (S138). Moreover, the control part 11 performs a season end process (S144), and transmits season end data to the game terminal 30 via the communication part 13 (S146).
- the control part 11 is the minimum value (Pmin) which a user's total acquisition point can take at the time of complete
- the minimum value (Pmin) is “P + ⁇ Pmin * N”.
- the control unit 11 determines whether or not the minimum value (Pmin) is 1000 or more (S130). When it is determined that the minimum value (Pmin) is 1000 or more (S130: Yes), even if the points given to the user in each of the unimplemented games are the minimum points, This is a case where the total number of points acquired by the user at the time when all the operations are completed is 1000 or more (see FIG. 4). That is, it is a case where it is determined that the promotion conditions are satisfied when all the season matches are completed. In this case, the control part 11 performs the process which promotes a user's rank, without performing an unimplemented game.
- control unit 11 changes the rank stored in association with the user ID specified by the received user specifying information in the user data D101 to a rank one higher than the current rank (S140). Moreover, the control part 11 performs a season end process (S142), and transmits season end data to the game terminal 30 via the communication part 13 (S144).
- the control unit 11 has the minimum value (Pmin) of 500 or more and the maximum value (Pmax) of 1000. It is determined whether it is less than (S132).
- the control part 11 performs the process which makes a user remain in the present rank, without performing an unexecuted game. That is, the control unit 11 executes the season end process without changing the rank stored in the user data D101 in association with the user ID specified by the received user specifying information from the current rank (S142).
- the season end data is transmitted to the game terminal 30 via the communication unit 13 (S144).
- the control part 11 transmits the season continuation data which shows continuing a season to the game terminal 30 via the communication part 13 (S134).
- step S132 it is determined whether or not the current total user acquisition point (P) is 500 or more and the maximum value (Pmax) acquired in step S124 is less than 1000. You can do it.
- the rank of the user is determined based on the total points (total earned points) given to the users in those 30 games.
- the presence / absence of the change and the change destination are determined, if it is determined that the presence / absence of the change in the user's rank and the change destination can be specified at the time when at least one game has not been executed, By limiting the performance of the game, it is possible to limit the performance of the game that is less necessary for the user, and as a result, the load on the game system 1 can be reduced.
- the user's total earned points did not decrease according to the game result, but the user's total earned points may decrease according to the game result.
- the points given to the user may be reduced.
- the amount of points given to the user in one game becomes negative, the total acquired points of the user may be decreased.
- the maximum value (Pmax) or the minimum value (Pmin) that the total acquisition point of the user can take at the end of the season is also taken into consideration in consideration of the decrease of the total acquisition point of the user. May be calculated. For example, an upper limit of the reduction amount of the user's total acquired points by one game may be set, and the maximum value (Pmax) or the minimum value (Pmin) may be calculated based on the upper limit.
- the present invention can also be applied to a game other than a baseball game.
- the present invention can be applied to other sports games such as a soccer game.
- the present invention can be applied to games other than sports games.
- the present invention can also be applied to a mahjong game, a shogi game, a go game, or a card game that uses a card deck.
- the present invention can be applied to a game in which one of a plurality of pieces of hierarchical information is determined as hierarchical information associated with identification information related to a user based on a predetermined number of game results in accordance with a predetermined rule.
- a game system (1) has a plurality of hierarchical information (for example, ranks A to E) according to a predetermined rule (for example, FIG. 2) based on the results of a predetermined number of games (for example, 30 games).
- determining means (120) for determining one of the above as hierarchical information (for example, rank) associated with identification information (for example, user ID) related to the user, and at least one of the predetermined number of games has not been
- a determination means (130) for determining whether or not the hierarchy information determined by the determination means (120) can be specified based on the result of the executed game and the predetermined rule at the time of execution; When it is determined that the hierarchy information determined by the determining means (120) can be specified at the time when the at least one game is not executed. It includes a limiting means for limiting the execution of the at least one game unexecuted (140), the.
- the game control device (10 or 30) associates any one of a plurality of pieces of hierarchical information with identification information related to the user according to a predetermined rule based on a result of a predetermined number of games.
- Determining means (120) for determining as hierarchical information, and at the time when at least one of the predetermined number of games is not executed, the determining means based on the result of the executed game and the predetermined rule;
- the determination means (130) for determining whether or not the hierarchical information determined by (120) can be specified, and the determination means (120) at the time when the at least one game is not executed.
- restricting means (140) for restricting execution of the at least one unexecuted game when it is determined that the hierarchical information can be specified. .
- a program according to an aspect of the present invention is a computer as the game control device (10 or 30) according to any one of 1) to 9) described in the game system (1) or 10). Is a program for making
- An information storage medium is a computer-readable information storage medium recording the program described in 11).
- the control method of the game system (1) relates one of a plurality of pieces of hierarchical information to identification information related to a user according to a predetermined rule based on a result of a predetermined number of games.
- a determination step S108 to S112 for determining as hierarchical information and the result of the executed game and the predetermined rule at the time when at least one of the predetermined number of games is not executed
- a determination step S120 to S132, S136 to S140 for determining whether or not the hierarchy information determined by the determination steps (S108 to S112) can be specified, and at the time when the at least one game is not executed.
- Kutomo includes a one game limit step of limiting execution of (S142, S144), the.
- the control method of the game control apparatus (10 or 30) is based on a result of a predetermined number of games, and according to a predetermined rule, identifies one of a plurality of hierarchical information related to a user.
- a decision step (S108 to S112) for determining as hierarchical information to be associated with information, and a result of the executed game and the predetermined rule at a time when at least one of the predetermined number of games is not executed.
- a determination step (S120 to S132, S136 to S140) for determining whether or not the hierarchy information determined by the determination steps (S108 to S112) can be specified, and the at least one game has not been executed. If it is determined that the hierarchical information determined by the determination step can be specified at a certain point in time, It said containing and limiting step of limiting execution of at least one game (S142, S144), the.
- the hierarchical information to be associated with the identification information related to the user is usually determined according to a predetermined rule based on the result of the predetermined number of games.
- execution of at least one game that is not executed can be restricted. That is, it is possible to limit the execution of a game that is less necessary for the user, and as a result, the load on the game system can be reduced.
- the determining means (120) may determine the plurality of hierarchies when the result of the predetermined number of games satisfies a predetermined condition (for example, promotion condition (or demotion condition, remaining condition)).
- a predetermined condition for example, promotion condition (or demotion condition, remaining condition)
- Predetermined hierarchical information for example, a rank one higher than the current rank (or a rank higher than the current rank, the current rank)
- the determination means (130) when the at least one game has not been executed, at the time when all of the predetermined number of games have been completed, regardless of the result of the at least one game that has not been executed.
- the limiting means (140) is a time point when the at least one game is not executed. However, when it is determined that the predetermined condition is satisfied when all the predetermined number of games are completed regardless of the result of at least one unexecuted game, the at least the unexecuted game You may make it restrict
- the predetermined hierarchical information of the plurality of hierarchical information is associated with identification information related to the user.
- the execution of at least one game that has not been executed can be restricted. That is, in a game system that associates predetermined hierarchical information of a plurality of hierarchical information with identification information related to the user when the result of a predetermined number of games satisfies a predetermined condition, it is less necessary for the user to execute. The execution of the game can be restricted, and as a result, the processing load on the game system can be reduced.
- it further includes changing means (110) for changing numerical information (for example, total acquired points) associated with the identification information based on the result of the executed game, 120), when the numerical information at the time when the predetermined number of games are all completed is included in a predetermined range (for example, a range of 1000 or more (or a range of less than 500, a range of 500 or more and less than 1000)).
- a predetermined range for example, a range of 1000 or more (or a range of less than 500, a range of 500 or more and less than 1000).
- Hierarchical information (for example, a rank one higher than the current rank (or a rank one higher than the current rank, the current rank)) is determined as hierarchical information associated with the identification information, and the determination means ( 130), at the time when the at least one game is not executed, based on the numerical information at the time, Regardless of the result of one game, it is determined whether or not the numerical information at the time when the predetermined number of games are all completed is included in the predetermined range, and the limiting means (140) When the at least one game has not been executed, the numerical value information at the time when all of the predetermined number of games have been completed is included in the predetermined range regardless of the result of the at least one unexecuted game. If it is determined that it will happen, the execution of the unexecuted game at least once may be restricted.
- the predetermined hierarchical information of the plurality of hierarchical information is related to the user. Associating with information, when at least one game has not been executed, numerical information at the time when all of the predetermined number of games have been completed is included in the predetermined range regardless of the result of at least one game that has not been executed yet. If it is determined that the game is to be executed, execution of at least one game that has not been executed can be restricted.
- the determination means (130) completes the predetermined number of games at the time when the at least one game has not been executed based on the numerical information at the time. Regardless of the means for obtaining the maximum value (for example, Pmax) or the minimum value (for example, Pmin) that can be taken by the numerical information at the time point and the result of at least one unexecuted game, all the predetermined number of games are completed. And means for determining whether or not the numerical information at the time point is included in the predetermined range based on the maximum value or the minimum value.
- the determining means (120) is configured such that when the numerical information at the time when the predetermined number of games are all completed is included in a first predetermined range (for example, a range less than 500), Means (S112) for determining that the hierarchical information associated with the identification information is changed to hierarchical information lower than the hierarchical information currently associated with the identification information, and the numerical information when the predetermined number of games are all completed. Means for determining that the hierarchical information associated with the identification information is not changed from the hierarchical information currently associated with the identification information (S114). When the predetermined number of games are all completed, the numerical information is within a third predetermined range (for example, a range of 1000 or more).
- a third predetermined range for example, a range of 1000 or more.
- Means for determining that the hierarchical information associated with the identification information should be changed to hierarchical information higher than the hierarchical information currently associated with the identification information (S110: No).
- (130) is a range in which the numerical information at the time when the predetermined number of games are all completed is included in the first time based on the numerical information at the time when the at least one game is not executed. It is determined whether or not to be narrowed down to any one of a predetermined range, the second predetermined range, and the third predetermined range, and the limiting means (140) has not executed the at least one game.
- the ranges including the numerical information at the time when all the predetermined number of games are completed are the first predetermined range, the second predetermined range, and the third If it is determined to be narrowed down to one of the constant range, the may be limited to execution of at least one game unexecuted.
- the hierarchy information associated with the identification information related to the user is determined from the hierarchy information below the current hierarchy information, the current hierarchy information, and the hierarchy information above the current hierarchy information.
- the range including numerical information at the time when all the predetermined number of games are completed is any one of the first predetermined range, the second predetermined range, and the third predetermined range.
- the hierarchical information associated with the identification information related to the user is based on whether the numerical information at the time when the predetermined number of games are all completed is included in the first predetermined range, the second predetermined range, or the third predetermined range.
- a game system in which determination is made among hierarchical information below the current hierarchical information, current hierarchical information, and hierarchical information above the current hierarchical information, a game that is less necessary for the user to execute As a result, the processing load on the game system can be reduced.
- the identification information when it is determined that the hierarchy information determined by the determining means (120) can be specified at the time when the at least one game is not executed, the identification information A second determination means (150) for determining hierarchical information associated with the information may be included.
- Hierarchical information associated with identification information related to the user can be determined while restricting execution of a game that is less necessary for the user. That is, it is possible to reduce the load on the game system while ensuring that hierarchical information associated with identification information related to the user is determined.
- the second determination means (150) is configured to execute at least one unexecuted game at the time when the at least one game is unexecuted.
- the predetermined condition for example, the promotion condition (or the demotion condition, the remaining condition)
- the predetermined hierarchy information may be determined as hierarchical information associated with the identification information.
- the predetermined hierarchical information among a plurality of hierarchical information is associated with identification information related to the user.
- the load on the game system can be reduced while ensuring that the hierarchical information associated with the identification information related to the user is determined.
- the second determining means (150) is configured to execute at least one unexecuted game at the time when the at least one game is unexecuted. Regardless of the result, when the predetermined number of games are all completed, the numerical information (for example, total acquired points) is within the predetermined range (for example, a range of 1000 or more (or a range of less than 500, a range of 500 or more and less than 1000)).
- the predetermined hierarchy information may be determined as hierarchy information associated with the identification information.
- the predetermined hierarchical information of the plurality of hierarchical information is associated with the identification information related to the user.
- the second determination unit (150) is configured to perform the time when all the predetermined number of games are completed when the at least one game is not executed. If it is determined that the range including the numerical information is narrowed down to the first predetermined range, the hierarchical information associated with the identification information is lower than the hierarchical information currently associated with the identification information. Means for determining to change to (S138), and when the at least one game has not been executed, the range including the numerical information at the time when the predetermined number of games are all completed is the second predetermined range. If it is determined to be narrowed down, the hierarchical information associated with the identification information is not changed from the hierarchical information currently associated with the identification information.
- the means for determining (S132: No) and the range including the numerical information at the time when the predetermined number of games are all completed at the time when the at least one game is not executed are narrowed down to the third predetermined range.
- the user is related to the user based on whether the numerical information at the time when the predetermined number of games are all completed is included in the first predetermined range, the second predetermined range, or the third predetermined range.
- the user It is possible to reduce the load on the game system while ensuring that the hierarchical information associated with the identification information related to is determined.
- 1 game system N network, DB database, 10 server device, 11, 31 control unit, 12, 32 storage unit, 13, 33 communication unit, 30-1, 30-2, 30-N game terminal, 34 operation unit, 35 display unit, 36 audio output unit, 100 data storage unit, D101 user data, D102 player character data, D103 team data, D104 match history data, D105 play type data, 110 numerical information change unit, 120 first determination unit, 130 Determination unit, 140 restriction unit, 150 second determination unit.
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Abstract
On the basis of the results of a prescribed number of games, and according to a prescribed rule, a deciding means (120) decides any of multiple pieces of hierarchy information as hierarchy information associated with identification information relating to the user. At a time when at least one game of the prescribed multiple games has not been played, a determination means (130) determines, on the basis of the results of the already played games and a prescribed rule, whether or not the hierarchy information decided by the deciding means (120) can be identified. At a time when at least one game has not been played, if it has been determined that the hierarchy information decided by the deciding means (120) is identifiable, a restriction means (140) restricts playing of at least one unplayed game.
Description
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.
所定回数のゲームの結果に基づいて、ユーザのランク(又はレベル、カテゴリ、グループ等)を変動させる機能を備えたゲームが知られている。例えば、所定回数の試合の結果に応じてユーザに付与されるポイントに基づいて、当該ユーザのランクを昇格させたり、維持させたり、降格させたりする機能を備えたスポーツゲーム(例えば野球ゲームやサッカーゲーム等)が知られている。
A game having a function of changing the rank (or level, category, group, etc.) of a user based on a predetermined number of game results is known. For example, a sports game (for example, a baseball game or a soccer game) having a function of promoting, maintaining, or demoting the rank of the user based on points given to the user according to the result of a predetermined number of matches. Game).
上記のようなゲームでは、未実行の試合が残っている時点で、ユーザのランクの変動の有無又は変動先が確定された状態になってしまう場合がある。すなわち、未実行の試合がどのような結果であったとしても、ユーザのランクの変動には影響がない状態になってしまう場合がある。例えば、未実行の試合にすべて勝利したとしても「降格」を避けられない状態、未実行の試合にすべて敗北したとしても「昇格」になる状態、又は、未実行の試合にすべて勝利又は敗北したとしても「昇格」にも「降格」にもならず「残留(維持)」になる状態になってしまう場合がある。このような場合、未実行の試合はいわゆる消化試合となる。消化試合はユーザによって実行する必要性の低いものであるにもかかわらず、消化試合を実行する分、ゲームシステムの処理負荷が増加する。
In the game as described above, at the time when an unexecuted game remains, there is a case where the presence / absence of the rank of the user or the change destination is determined. In other words, no matter what the result of an unexecuted game is, there is a case in which there is no influence on the fluctuation of the rank of the user. For example, even if you have won all the unexecuted matches, you can't avoid "demotion", you will be "promoted" even if you lose all the unexecuted matches, or you have won or lost all the unexecuted matches However, there is a case where the state becomes “residual (maintained)” instead of “promotion” or “demotion”. In such a case, the unexecuted game is a so-called digestion game. Although the digestion game is less necessary to be executed by the user, the processing load on the game system increases as the digestion game is executed.
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、ユーザにとって実行する必要性の低いゲームを実行しないことによって、ゲームシステム(ゲーム制御装置)の処理負荷を軽減す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である。
The present invention has been made in view of the above problems, and its object is to reduce the processing load of the game system (game control device) by not executing a game that is less necessary for the user to execute. A game system, a game control device, and a program are provided.
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、所定回数のゲームの結果に基づき、所定規則に従って、複数の階層情報のうちのいずれかを、ユーザに関わる識別情報に関連付ける階層情報として決定する決定手段と、前記所定回数のゲームのうちの少なくとも1回のゲームが未実行である時点において、実行済みのゲームの結果と前記所定規則とに基づき、前記決定手段によって決定される階層情報を特定可能であるか否かを判定する判定手段と、前記少なくとも1回のゲームが未実行である時点において、前記決定手段によって決定される階層情報を特定可能であると判定された場合に、未実行の前記少なくとも1回のゲームの実行を制限する制限手段と、を含む。
In order to solve the above-described problem, a game system according to an aspect of the present invention associates one of a plurality of pieces of hierarchical information with identification information related to a user based on a predetermined number of game results according to a predetermined rule. Determining means for determining as hierarchical information, and at the time when at least one of the predetermined number of games has not been executed, the determination means determines the result based on the result of the executed game and the predetermined rule. And determining means for determining whether or not the hierarchical information to be specified can be specified, and determining that the hierarchical information determined by the determining means can be specified at the time when the at least one game is not executed. And a restricting means for restricting execution of the at least one game that has not been executed.
本発明の一態様に係るゲーム制御装置は、所定回数のゲームの結果に基づき、所定規則に従って、複数の階層情報のうちのいずれかを、ユーザに関わる識別情報に関連付ける階層情報として決定する決定手段と、前記所定回数のゲームのうちの少なくとも1回のゲームが未実行である時点において、実行済みのゲームの結果と前記所定規則とに基づき、前記決定手段によって決定される階層情報を特定可能であるか否かを判定する判定手段と、前記少なくとも1回のゲームが未実行である時点において、前記決定手段によって決定される階層情報を特定可能であると判定された場合に、未実行の前記少なくとも1回のゲームの実行を制限する制限手段と、を含む。
The game control apparatus according to one aspect of the present invention determines, based on a predetermined number of game results, according to a predetermined rule, one of a plurality of pieces of hierarchical information as hierarchical information associated with identification information related to a user. And at the time when at least one of the predetermined number of games has not been executed, the hierarchy information determined by the determining means can be identified based on the result of the executed game and the predetermined rule. A determination means for determining whether or not the hierarchy information determined by the determination means can be specified at a time when the at least one game is not executed; Limiting means for limiting the execution of at least one game.
以下、本発明の実施形態の例を図面に基づいて説明する。
Hereinafter, an example of an embodiment of the present invention will be described with reference to the drawings.
[1.ゲームシステムの構成]図1は、本発明の実施形態に係るゲームシステムの構成を示す。図1に示すように、本実施形態に係るゲームシステム1はサーバ装置10と複数のゲーム端末30-1,30-2,・・・,30-Nとを含む。ゲーム端末30-1~30-Nは異なるユーザによって利用される。ゲーム端末30-1~30-Nはサーバ装置10とネットワークNを介して相互にデータ通信を行うことが可能である。
[1. Configuration of Game System] FIG. 1 shows a 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 server device 10 and a plurality of game terminals 30-1, 30-2,..., 30-N. The game terminals 30-1 to 30-N are used by different users. The game terminals 30-1 to 30-N can perform data communication with the server device 10 via the network N.
サーバ装置10は例えばサーバコンピュータである。図1に示すように、サーバ装置10は制御部11、記憶部12、及び通信部13を含む。制御部11は少なくとも一つのマイクロプロセッサ(CPU)を含み、記憶部12に記憶された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情報処理を実行する。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、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)を含む。記憶部12はプログラムやデータを記憶するためのものである。通信部13は、ネットワークNを介して他の装置と通信するためのものである。サーバ装置10はデータベースDBにアクセス可能である。データベースDBはサーバ装置10内に構築されてもよいし、他のサーバコンピュータ内に構築されてもよい。
The server device 10 is, for example, a server computer. As illustrated in FIG. 1, the server device 10 includes a control unit 11, a storage unit 12, and a communication unit 13. The control unit 11 includes at least one microprocessor (CPU), and executes information processing according to an operating system and other programs stored in the storage unit 12. The storage unit 12 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, a nonvolatile semiconductor memory, a hard disk drive, or a solid state drive). The storage unit 12 is for storing programs and data. The communication unit 13 is for communicating with other devices via the network N. The server device 10 can access the database DB. The database DB may be built in the server device 10 or may be built in another server computer.
ゲーム端末30-1~30-Nは、それぞれ、ゲームをプレイするために利用されるコンピュータである。例えば、ゲーム端末30-1~30-Nは、携帯電話機(スマートフォンを含む)、携帯情報端末(タブレット型コンピュータを含む)、携帯用ゲーム機、家庭用ゲーム機(据置型ゲーム機)、遊戯施設等に設置される業務用ゲーム機、ラップトップ型コンピュータ、又はデスクトップ型コンピュータである。ゲーム端末30-1~30-Nは同じ種類のコンピュータでなくてもよく、ゲーム端末30-1~30-Nには異なる種類のコンピュータが含まれていてもよい。
Each of the game terminals 30-1 to 30-N is a computer used for playing a game. For example, the game terminals 30-1 to 30-N are mobile phones (including smart phones), portable information terminals (including tablet computers), portable game machines, home game machines (stationary game machines), amusement facilities An arcade game machine, a laptop computer, or a desktop computer installed in a computer. The game terminals 30-1 to 30-N may not be the same type of computer, and the game terminals 30-1 to 30-N may include different types of computers.
図1に示すように、ゲーム端末30-1は制御部31、記憶部32、通信部33、操作部34、表示部35、及び音声出力部36を含む。制御部31、記憶部32、及び通信部33はサーバ装置10の制御部11、記憶部12、及び通信部13と同様である。
As shown in FIG. 1, the game terminal 30-1 includes a control unit 31, a storage unit 32, a communication unit 33, an operation unit 34, a display unit 35, and an audio output unit 36. The control unit 31, the storage unit 32, and the communication unit 33 are the same as the control unit 11, the storage unit 12, and the communication unit 13 of the server device 10.
操作部34は、ユーザが各種操作を行うためのものである。操作部34は、例えばボタン(キー)、スティック(レバー)、タッチパネル、マウス、マイク、又はセンサ等を含む。操作部34は、ユーザが音声又はジェスチャによって操作を行うためのものであってもよい。表示部35は制御部31による制御に応じて画像を表示するためのものであり、例えば液晶ディスプレイ又は有機ELディスプレイ等である。音声出力部36は制御部31による制御に応じて音声を出力するためのものであり、例えばスピーカ又はヘッドホン等である。操作部34、表示部35、及び音声出力部36はゲーム端末30-1自体に設けられていてもよいし、ゲーム端末30-1に接続された外部装置として設けられてもよい。
The operation unit 34 is for the user to perform various operations. The operation unit 34 includes, for example, a button (key), a stick (lever), a touch panel, a mouse, a microphone, or a sensor. The operation unit 34 may be for the user to perform an operation by voice or gesture. The display unit 35 is for displaying an image in accordance with control by the control unit 31 and is, for example, a liquid crystal display or an organic EL display. The audio output unit 36 is for outputting audio in accordance with control by the control unit 31, and is, for example, a speaker or headphones. The operation unit 34, the display unit 35, and the audio output unit 36 may be provided in the game terminal 30-1 itself, or may be provided as an external device connected to the game terminal 30-1.
図1では省略されているが、ゲーム端末30-1と同様に、ゲーム端末30-2~30-Nも、それぞれ、制御部31、記憶部32、通信部33、操作部34、表示部35、及び音声出力部36を含む。
Although omitted in FIG. 1, like the game terminal 30-1, the game terminals 30-2 to 30-N also have a control unit 31, a storage unit 32, a communication unit 33, an operation unit 34, and a display unit 35, respectively. And an audio output unit 36.
プログラムやデータはネットワークNを介して遠隔地からサーバ装置10又はゲーム端末30-1~30-Nに供給されて、記憶部12又は記憶部32に記憶される。なお、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やデータを読み取るための構成要素(例えば光ディスクドライブ又はメモリーカードスロット等)がサーバ装置10又はゲーム端末30-1~30-Nに備えられていてもよい。そして、プログラムやデータが情報記憶媒体を介してサーバ装置10又はゲーム端末30-1~30-Nに供給されるようにしてもよい。
The program and data are supplied to the server device 10 or the game terminals 30-1 to 30-N from a remote location via the network N and stored in the storage unit 12 or the storage unit 32. A component (for example, an optical disk drive or memory card slot) for reading a program or data stored in an information storage medium (for example, an optical disk or a memory card) is the server device 10 or game terminals 30-1 to 30-N. May be provided. The program and data may be supplied to the server device 10 or the game terminals 30-1 to 30-N via the information storage medium.
なお以下では、ゲーム端末30-1~30-Nが、タッチパネルを備えたスマートフォン又はタブレット型コンピュータである場合を想定する。また以下では、ゲーム端末30-1~30-Nを総称して「ゲーム端末30」と記載する。
In the following, it is assumed that game terminals 30-1 to 30-N are smartphones or tablet computers equipped with touch panels. Hereinafter, the game terminals 30-1 to 30-N are collectively referred to as “game terminal 30”.
[2.ゲームの概要]ゲーム端末30では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。ゲームはゲーム端末30単体で実行されてもよいし、ゲーム端末30とサーバ装置10との間でデータ通信が行われることによって実行されてもよい。
[2. Outline of Game] A game is executed by executing a program on the game terminal 30. The game may be executed by the game terminal 30 alone, or may be executed by performing data communication between the game terminal 30 and the server device 10.
ゲーム端末30では各種ゲームを実行可能である。例えば、スポーツ(野球、サッカー、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)を題材としたスポーツゲーム、レースゲーム、格闘ゲーム、戦闘ゲーム、カードゲーム、ロールプレイングゲーム、シミュレーションゲーム、アドベンチャーゲーム、又は育成ゲームのように、ゲーム形式・ジャンルを問わず様々なゲームを実行可能である。以下では、ゲーム端末30で実行されるゲームの一例として、野球ゲームについて説明する。
The game terminal 30 can execute various games. For example, sports games, race games, fighting games, fighting games, card games, role-playing games, simulation games, adventure games, or training games based on sports (baseball, soccer, tennis, American football, basketball, volleyball, etc.) As described above, various games can be executed regardless of the game format and genre. Below, a baseball game is demonstrated as an example of the game performed with the game terminal 30. FIG.
[2-1]本実施形態に係る野球ゲームでは、ユーザは、野球の選手を表すゲームキャラクタ(以下「選手キャラクタ」と記載する。)を使用して自らの野球チームを編成し、対戦相手チームと野球の試合を行う。
[2-1] In the baseball game according to the present embodiment, the user forms his / her baseball team using a game character representing a baseball player (hereinafter referred to as “player character”), and the opponent team. And baseball games.
例えば、ユーザはゲームアイテム等を使用することによって選手キャラクタの抽選を行うことができる。選手キャラクタの抽選を行うと、抽選処理に基づいて選出された選手キャラクタがユーザに付与される。ユーザはこのようにして付与される選手キャラクタを収集し、収集した選手キャラクタを使用して自らの野球チームを編成する。
For example, the user can draw a player character by using a game item or the like. When a player character is drawn, a player character selected based on the lottery process is given to the user. The user collects the player characters given in this way, and forms his baseball team using the collected player characters.
なお、ユーザがオリジナルの選手キャラクタを作成できるようにしてもよい。そして、ユーザが自らの作成したオリジナルの選手キャラクタを使用して自らの野球チームを編成できるようにしてもよい。
Note that the user may be able to create an original player character. Then, the user may be able to form his / her baseball team using the original player character created by himself / herself.
また、ユーザ自らが収集又は作成した選手キャラクタを使用して編成した野球チームではなく、ゲーム開発者等によって予め用意された複数の野球チームのうちからユーザによって選択された野球チームが対戦に使用されるようにしてもよい。
In addition, a baseball team selected by a user from a plurality of baseball teams prepared in advance by a game developer or the like is used for a match, not a baseball team organized using player characters collected or created by the user himself / herself. You may make it do.
以下では、ユーザが対戦で自らのチームとして使用する野球チーム(すなわち、ユーザが編成した野球チーム)のことを「ユーザチーム」と記載する。
Hereinafter, a baseball team that a user uses as his / her team in a battle (that is, a baseball team formed by the user) is referred to as a “user team”.
[2-2]本実施形態に係る野球ゲームでは、各ユーザに対してランクが設定される。例えば、ユーザに設定され得るランクとして、ランクA,B,C,D,Eが用意される。ランクAは最も高いランクであり、ランクEが最も低いランクである。
[2-2] In the baseball game according to this embodiment, a rank is set for each user. For example, ranks A, B, C, D, and E are prepared as ranks that can be set by the user. Rank A is the highest rank and rank E is the lowest rank.
最初、ユーザは初期ランク(例えばランクE)に設定される。下記に説明するように、ユーザはユーザチームと対戦相手チームとの試合を行うことによって、自らのランクを上げることができる。
First, the user is set to an initial rank (for example, rank E). As will be described below, the user can raise his / her rank by playing a match between the user team and the opponent team.
「対戦相手」は他のユーザであってもよいし、コンピュータであってもよい。例えば、ユーザと同じランクの他のユーザであってもよいし、ユーザのランクに対応する強さに設定されたコンピュータであってもよい。対戦相手がコンピュータである場合、コンピュータはゲーム開発者によって用意されたチームを使用してもよいし、他のユーザが編成したチームを使用してもよい。
“An opponent” may be another user or a computer. For example, it may be another user having the same rank as the user, or a computer set to a strength corresponding to the user's rank. When the opponent is a computer, the computer may use a team prepared by the game developer, or may use a team organized by another user.
「試合」は、最初から最後までユーザがユーザチームの選手キャラクタに対する操作を行うようなものであってもよいし、基本的にコンピュータによって両チームの選手キャラクタが操作されることによって進行し(試合経過が生成され)、所定の状況(例えばユーザのチームにとってチャンス又はピンチの状況)になった場合にのみ、ユーザが選手キャラクタに対する操作を行うようなものであってもよい。または、「試合」は、コンピュータによって両チームの選手キャラクタが操作されることによって進行し、ユーザはユーザチームの作戦や選手交代の指示のみを与えるようなものであってもよいし、試合中にユーザの指示を受け付けることなくコンピュータによって両チームの選手キャラクタが操作されることによって進行するようなものであってもよい。
The “game” may be such that the user performs operations on the player characters of the user team from the beginning to the end, and basically proceeds by the player characters of both teams being operated by the computer (match) The progress may be generated), and the user may perform an operation on the player character only when a predetermined situation (for example, a chance or a pinch situation for the user's team) is reached. Alternatively, the “game” may be performed by operating the player characters of both teams by a computer, and the user may only give instructions for the user team's strategy or player change, or during the game It may be the one that proceeds by operating the player characters of both teams by the computer without accepting the user's instruction.
ユーザチームが試合を行うごとに、試合の結果に応じたポイントがユーザに付与される。ユーザに付与されるポイントの量は、試合の状況に基づいて決定される。例えば、ユーザチームが勝利した場合には、ユーザチームが敗北した場合よりも、ユーザに付与されるポイントが多くなりやすい。ユーザチームが敗北した場合にはポイントをユーザに付与しないようにしてもよいし、マイナスポイント(ユーザの所有しているポイントから所定のポイントを減少させる)としてもよい。
Every time the user team plays a game, points are given to the user according to the result of the game. The amount of points given to the user is determined based on the situation of the game. For example, when the user team wins, more points are given to the user than when the user team loses. When the user team is defeated, points may not be given to the user, or minus points (a predetermined point is decreased from the points owned by the user) may be used.
また、ユーザに付与されるポイントの量は、試合中にユーザチームの選手キャラクタが行ったプレイにも基づいて決定される。例えば、本実施形態に係る野球ゲームでは、「単打を打つ」、「二塁打を打つ」、「三塁打を打つ」、「本塁打を打つ」、「打点をあげる」、「盗塁に成功する」、「四球又は死球で出塁する」、「三振を奪う」、「併殺をとる」等の好ましいプレイの類型ごとにポイントが定められている。試合中にユーザチームの選手キャラクタが上記類型に属するプレイを行うと、当該類型に対応するポイントがユーザに付与される。例えば、ユーザチームの投手キャラクタが対戦相手チームの打者キャラクタから三振を奪うと、「三振を奪う」に対応するポイントがユーザに付与される。また、連続して「三振を奪う」プレイが行われると、ポイントがさらに加算されたり、ポイントが2倍になったりしてもよい。
Also, the amount of points given to the user is determined based on the play performed by the player characters of the user team during the match. For example, in the baseball game according to the present embodiment, “hit a single hit”, “hit a second strike”, “hit a third strike”, “hit a home run”, “raise a hit point”, “successfully steal”, “four ball” Alternatively, points are determined for each type of play that is preferred, such as “defeat with a dead ball”, “take away strikeout”, “take a kill”. When a player character of the user team plays a game belonging to the above type during a game, points corresponding to the type are given to the user. For example, when the pitcher character of the user team takes a strikeout from the batter character of the opponent team, a point corresponding to “take away a strikeout” is given to the user. In addition, when “play away” is continuously performed, points may be further added or the points may be doubled.
本実施形態に係る野球ゲームでは、所定数の試合でユーザに付与したポイントの合計に基づいて、ユーザのランクが変動する。なお以下では、ユーザに付与したポイントの合計(すなわち、ユーザが獲得したポイントの合計)のことを「合計獲得ポイント」と記載し、ユーザのランクの変動の判断の基準となる上記所定数の試合のことを「1シーズン」と呼ぶ。また以下では、「所定数の試合(すなわち1シーズンの試合数)」が30試合である場合を想定する。
In the baseball game according to the present embodiment, the rank of the user varies based on the total number of points given to the user in a predetermined number of matches. In the following, the total of points given to the user (that is, the total of points acquired by the user) will be referred to as “total acquired points”, and the predetermined number of games used as a basis for determining the change in the rank of the user This is called “one season”. In the following, it is assumed that the “predetermined number of games (that is, the number of games in one season)” is 30 games.
図2はユーザのランクの変動条件の一例について説明するための図である。図2に示すように、シーズン終了時のユーザの合計獲得ポイントが昇格条件を満足すると、ユーザのランクを昇格させる処理が実行される。具体的には、シーズン終了時のユーザの合計獲得ポイントが第1閾値(図2に示す例では1000ポイント)以上である場合に、ユーザのランクが現在のランクよりも一つ上のランクに変更される。
FIG. 2 is a diagram for explaining an example of a user rank variation condition. As shown in FIG. 2, when the total earned points of the user at the end of the season satisfy the promotion condition, a process of promoting the rank of the user is executed. Specifically, when the total earned point of the user at the end of the season is equal to or higher than the first threshold (1000 points in the example shown in FIG. 2), the user's rank is changed to a rank one higher than the current rank. Is done.
一方、シーズン終了時のユーザの合計獲得ポイントが降格条件を満足すると、ユーザのランクを降格させる処理が実行される。具体的には、シーズン終了時のユーザの合計獲得ポイントが第2閾値(第1閾値よりも低い値:図2に示す例では500ポイント)未満である場合、ユーザのランクが現在のランクよりも一つ下のランクに変更される。
On the other hand, when the user's total earned points at the end of the season satisfy the demoting conditions, a process of demoting the user's rank is executed. Specifically, when the total earned point of the user at the end of the season is less than the second threshold (a value lower than the first threshold: 500 points in the example shown in FIG. 2), the user's rank is higher than the current rank. Changed to the next lower rank.
なお、シーズン終了時のユーザの合計獲得ポイントが昇格条件及び降格条件のどちらも満足しなかった場合には、シーズン終了時のユーザの合計獲得ポイントが残留条件を満足することになり、ユーザを残留させる処理が実行される。具体的には、シーズン終了時のユーザの合計獲得ポイントが第2閾値(500ポイント)以上であって、第1閾値(1000ポイント)未満である場合に、ユーザのランクは現在のランクに維持される。
If the user's total acquisition points at the end of the season do not satisfy both the promotion condition and the demotion condition, the user's total acquisition points at the end of the season will satisfy the remaining conditions, leaving the user remaining Is executed. Specifically, when the total earned point of the user at the end of the season is equal to or higher than the second threshold (500 points) and lower than the first threshold (1000 points), the user's rank is maintained at the current rank. The
[2-3]上記のような野球ゲームでは、1シーズンのすべての試合が実施し終える前の時点で、ユーザのランクの変動の有無及び変動先が確定された状態になる場合がある。
[2-3] In the baseball game as described above, there may be a case where the presence / absence of the change of the rank of the user and the change destination are determined before all the games of one season are completed.
例えば、未実施の試合がすべて実施されたとしても、ユーザの合計獲得ポイントが500ポイント(第2閾値)以上になり得ず、「降格」が確定された状態になる場合がある。すなわち、一つの試合でユーザに付与され得る最大ポイントは決まっているため、未実施のすべての各試合でユーザに付与されるポイントが最大ポイントであったとしても、ユーザの合計獲得ポイントが500ポイント以上になり得ない状態になる場合がある。
For example, even if all the unexecuted matches are executed, the total earned points of the user may not be 500 points (second threshold) or more, and “demotion” may be determined. In other words, since the maximum points that can be given to the user in one game are determined, even if the points given to the user in all unimplemented games are the maximum points, the user's total acquisition points are 500 points There is a case where the above cannot be achieved.
図3はこのような状態の一例を示す図である。図3に示す例では、25試合目を終了した時点のユーザの合計獲得ポイントが240ポイントであり、一つの試合でユーザに付与され得る最大ポイントが50ポイントである場合を想定している。図3に示すように、この場合、未実施の5試合(26~30試合目)の各々で最大ポイント(50ポイント)をユーザに付与したとしても、ユーザの合計獲得ポイントは490ポイントにしかならず、降格条件(500ポイント未満)を満足してしまう。ゲームシステム1では、このような場合に、残りの5試合(26~30試合目)を実施させずに現在のシーズンを終了し、ユーザのランクを降格させる処理を実行し、ユーザが次のシーズンを進むことが可能な状態にする。なお、シーズンを終了した場合(言い換えれば、次のシーズンを開始する場合)にユーザの合計獲得ポイントは初期値(例えば零)にリセットされる。
FIG. 3 is a diagram showing an example of such a state. In the example shown in FIG. 3, it is assumed that the total number of points acquired by the user at the end of the 25th game is 240 points, and the maximum point that can be given to the user in one game is 50 points. As shown in FIG. 3, in this case, even if the maximum points (50 points) are given to the user in each of the five unexecuted games (26th to 30th games), the total earned point of the user is only 490 points, Demotion conditions (less than 500 points) will be satisfied. In such a case, the game system 1 terminates the current season without executing the remaining five games (26th to 30th games), and performs a process of demoting the user's rank. To make it possible to proceed. Note that when the season is ended (in other words, when the next season is started), the user's total earned points are reset to an initial value (for example, zero).
また例えば、未実施の試合がすべて実施されたとしても、ユーザの合計獲得ポイントが1000ポイント(第1閾値)未満になり得ず、「昇格」が確定された状態になる場合がある。すなわち、一つの試合でユーザに付与される最小ポイントは決まっているため、未実施のすべての各試合でユーザに付与されるポイントが最小ポイントであったとしても、ユーザの合計獲得ポイントが1000ポイント未満になり得ない状態になる場合がある。
Also, for example, even if all the unplayed matches are played, the user's total earned points may not be less than 1000 points (first threshold), and “promotion” may be determined. That is, since the minimum point given to the user in one game is determined, even if the points given to the user in all unimplemented games are the minimum points, the total earned point of the user is 1000 points It may become a state that cannot become less.
図4はこのような状態の一例を示す図である。図4に示す例では、25試合目を終了した時点のユーザの合計獲得ポイントが975ポイントであり、一つの試合でユーザに付与され得る最小ポイントが5ポイントである場合を想定している。図4に示すように、この場合、未実施の5試合(26~30試合目)の各々でユーザに付与されるポイントが最小ポイント(5ポイント)であったとしても、ユーザの合計獲得ポイントは1000ポイントになり、昇格条件(1000ポイント以上)を満足する。ゲームシステム1では、このような場合に、残りの5試合(26~30試合目)を実施させずに現在のシーズンを終了し、ユーザのランクを昇格させる処理を実行し、ユーザが次のシーズンを進むことが可能な状態にする。
FIG. 4 is a diagram showing an example of such a state. In the example illustrated in FIG. 4, it is assumed that the total points acquired by the user at the time of finishing the 25th game is 975 points, and the minimum point that can be given to the user in one game is 5 points. As shown in FIG. 4, in this case, even if the points given to the user in each of the five unplayed games (26th to 30th games) are the minimum points (5 points), It becomes 1000 points and satisfies the promotion condition (1000 points or more). In such a case, the game system 1 ends the current season without executing the remaining five games (26th to 30th games), and executes a process of promoting the rank of the user. To make it possible to proceed.
また例えば、ユーザが未実施の試合をすべて実施したとしても、ユーザの合計獲得ポイントが1000ポイント(第1閾値)以上になることもなく、500ポイント(第2閾値)未満になることもなく、「残留」が確定された状態になる場合がある。先述の通り、一つの試合でユーザに付与される最大ポイント及び最小ポイントは決まっているため、未実施のすべての各試合で最大ポイントをユーザに付与したとしても、ユーザの合計獲得ポイントが1000ポイント以上になり得ず、かつ、未実施のすべての各試合でユーザに付与されるポイントが最小ポイントであったとしても、ユーザの合計獲得ポイントが500ポイント未満になり得ない状態になる場合がある。
Also, for example, even if the user has played all the unplayed matches, the user's total acquisition points will not be 1000 points (first threshold) or more, and will not be less than 500 points (second threshold) “Residual” may be determined. As mentioned above, the maximum points and minimum points given to a user in a single game are fixed, so even if the maximum points are given to the user in all unplayed games, the total points earned by the user is 1000 points. Even if the points given to the user in all unimplemented matches are the minimum points, the total points earned by the user may not be less than 500 points. .
図5はこのような状態の一例を示す図である。図5に示す例では、25試合目を終了した時点のユーザの合計獲得ポイントが475ポイントであり、一つの試合でユーザに付与され得る最大ポイント及び最小ポイントがそれぞれ50ポイント及び5ポイントである場合を想定している。図5内の左図に示すように、この場合、未実施の5試合(26~30試合目)の各々で最大ポイント(50ポイント)をユーザに付与したとしても、ユーザの合計獲得ポイントは725ポイントにしかならず、昇格条件(1000ポイント以上)を満足しない。また、図5内の右図に示すように、未実施の5試合(26~30試合目)の各々でユーザに付与されるポイントが最小ポイント(5ポイント)であったとしても、ユーザの合計獲得ポイントは500ポイントになり、降格条件(500ポイント未満)を満足しない。ゲームシステム1では、このような場合に、残りの5試合(26~30試合目)を実施させずに現在のシーズンを終了し、ユーザを現在のランクに残留させる処理を実行し、ユーザが次のシーズンを進むことが可能な状態にする。
FIG. 5 is a diagram showing an example of such a state. In the example shown in FIG. 5, when the total acquisition points of the user at the time of finishing the 25th game are 475 points, the maximum points and the minimum points that can be given to the user in one game are 50 points and 5 points, respectively. Is assumed. As shown in the left diagram of FIG. 5, in this case, even if the maximum points (50 points) are given to the user in each of the five unexecuted games (26th to 30th games), the total earned point of the user is 725 It is only a point and does not satisfy the promotion condition (1000 points or more). In addition, as shown in the right diagram in FIG. 5, even if the points given to the user in each of the five unimplemented games (26th to 30th games) are the minimum points (5 points), the total number of users Acquired points will be 500 points and will not satisfy the demote condition (less than 500 points). In such a case, the game system 1 ends the current season without carrying out the remaining five games (26th to 30th games), and executes a process of leaving the user at the current rank. Get ready for the season.
以上のように、ゲームシステム1では、通常は、1シーズンの試合(30試合)がすべて終了した時点で、それら30試合でユーザに付与したポイントの合計に基づいて、ユーザのランクの変動の有無及び変動先が決定されるところ、少なくとも1つの試合が未実施である時点において、ユーザのランクの変動の有無及び変動先を特定可能である場合に、未実施の少なくとも1回のゲームの実行を制限する。ゲームシステム1によれば、ユーザにとって実施する必要性の低い試合の実施を制限でき、その結果として、ゲームシステム1の負荷を軽減できる。
As described above, in the game system 1, usually, when all the games of one season (30 games) are completed, whether or not the rank of the user has changed based on the total points given to the user in those 30 games When the change destination is determined, when at least one game has not been executed, the presence / absence of change in the rank of the user and the change destination can be specified, and at least one game that has not been executed is executed. Restrict. According to the game system 1, it is possible to limit the performance of a game that is less necessary for the user, and as a result, the load on the game system 1 can be reduced.
なお、上記の例では、ユーザチームの選手キャラクタが行ったプレイも考慮したポイントをユーザに付与していたが、ユーザチームの勝敗結果のみに応じてポイントをユーザに付与してもよい。例えば、ユーザチームが勝利した場合には3ポイントをユーザに付与し、ユーザチームが対戦相手チームと引き分けた場合には1ポイントをユーザに付与し、ユーザチームが敗北した場合にはポイントをユーザに付与しないようにしてもよい。この場合、ユーザに付与され得るポイントの量に合わせて、昇格条件、降格条件や、残留条件を設定すればよい。
In the above example, points are also given to the user in consideration of the play performed by the player characters of the user team, but points may be given to the user only according to the winning / losing result of the user team. For example, when the user team wins, 3 points are given to the user, when the user team draws with the opponent team, 1 point is given to the user, and when the user team loses, the point is given to the user. You may make it not give. In this case, the promotion condition, the demotion condition, and the remaining condition may be set in accordance with the amount of points that can be given to the user.
また、上記の例では、ユーザに対してポイントを付与したり、ランクを設定したりしていたが、チームに対してポイントを付与したり、ランクを設定したりしてもよい。例えば、ユーザの所有している複数のチームのうちから、1つのシーズンで使用するチームの選択を受け付けて、選択されたチームによって試合が実行されるような場合には、選択されたチームに対して試合の結果に応じたポイントを付与し、当該チームに付与されたポイントの合計に応じて、当該チームのランクを変動させてもよい。
In the above example, points are given to users and ranks are set. However, points may be given to teams and ranks may be set. For example, when a user selects a team to be used in one season from a plurality of teams owned by the user and the game is executed by the selected team, the selected team The points according to the result of the game may be given, and the rank of the team may be changed according to the total points given to the team.
また以上では、野球チームの例について説明したが、ゲーム端末30で実行されるゲームは野球ゲーム以外のゲームであってもよい。例えば、ゲーム端末30で実行されるゲームは、チーム同士で対戦するゲームに限られず、ユーザの1人のゲームキャラクタと対戦相手の1人のゲームキャラクタとが対戦するゲームであってもよい(例えば、テニスゲームや格闘ゲーム等)。この場合、ゲームキャラクタに対してポイントを付与したり、ランクを設定したりしてもよい。また例えば、ゲーム端末30で実行されるゲームは、ユーザがカードデッキを使用して対戦相手と対戦するカードゲーム等であってもよい。この場合、カードデッキに対してポイントを付与したり、ランクを設定したりしてもよい。
In addition, although an example of a baseball team has been described above, the game executed on the game terminal 30 may be a game other than a baseball game. For example, the game executed on the game terminal 30 is not limited to a game in which teams play against each other, and may be a game in which one game character of a user and one game character of an opponent play against each other (for example, Tennis games and fighting games). In this case, points may be given to game characters or ranks may be set. Further, for example, the game executed on the game terminal 30 may be a card game in which a user battles with an opponent using a card deck. In this case, points may be given to the card deck or ranks may be set.
[3.機能ブロック]次に、以上に説明した動作を実現するための構成について説明する。図6はゲームシステム1で実現される機能ブロックの一例を示す。
[3. Functional Block] Next, a configuration for realizing the operation described above will be described. FIG. 6 shows an example of functional blocks realized by the game system 1.
図6に示すように、ゲームシステム1は、データ記憶部100と、数値情報変化部110と、第1決定部120と、判定部130と、制限部140と、第2決定部150とを含む。これらの機能ブロックはサーバ装置10で実現されてもよいし、ゲーム端末30で実現されてもよい。例えば、すべての機能ブロックがサーバ装置10で実現されてもよいし、すべての機能ブロックがゲーム端末30で実現されてもよいし、一部の機能ブロックがサーバ装置10で実現され、残りの機能ブロックがゲーム端末30で実現されてもよい。
As shown in FIG. 6, the game system 1 includes a data storage unit 100, a numerical information change unit 110, a first determination unit 120, a determination unit 130, a restriction unit 140, and a second determination unit 150. . These functional blocks may be realized by the server device 10 or the game terminal 30. For example, all the functional blocks may be realized by the server device 10, all the functional blocks may be realized by the game terminal 30, or some of the functional blocks are realized by the server device 10, and the remaining functions A block may be realized by the game terminal 30.
例えば、データ記憶部100は記憶部12と記憶部32とデータベースDBとの少なくとも一つによって実現され、残りの各機能ブロックは制御部11又は制御部31によって実現される。
For example, the data storage unit 100 is realized by at least one of the storage unit 12, the storage unit 32, and the database DB, and the remaining functional blocks are realized by the control unit 11 or the control unit 31.
[3-1]データ記憶部100はゲームを実行するために必要なデータを記憶する。図6では、データ記憶部100に記憶されるデータの一例として、先述の野球ゲームを実行するために必要なデータが示されている。図6に示すように、先述の野球ゲームを実行するために必要なデータとして、ユーザデータD101、選手キャラクタデータD102、チームデータD103、対戦履歴データD104、及び、プレイ類型データD105がデータ記憶部100に記憶される。なお、図6に示されたデータは一例にすぎず、先述の野球ゲームを実行するために必要なデータは図6に示したデータに限られない。
[3-1] The data storage unit 100 stores data necessary for executing the game. In FIG. 6, data necessary for executing the above-described baseball game is shown as an example of data stored in the data storage unit 100. As shown in FIG. 6, user data D101, player character data D102, team data D103, battle history data D104, and play type data D105 are data storage unit 100 as data necessary for executing the above-mentioned baseball game. Is remembered. Note that the data shown in FIG. 6 is merely an example, and the data necessary for executing the baseball game is not limited to the data shown in FIG.
[3-1-1]ユーザデータD101は、ゲームシステム1を利用するユーザのリストを示すデータである。図7はユーザデータD101の一例を示す。図6に示すように、ユーザデータD101は、「ユーザID」、「ユーザ名」、「ランク」、「実施済み試合数」、及び、「合計獲得ポイント」フィールドを含む。「ユーザID」フィールドは、ユーザを一意に識別する識別情報を示す。「ユーザ名」フィールドはユーザの名前を示す。「ランク」フィールドはユーザの現在のランクを示す。「実施済み試合数」フィールドは、ユーザが現在のシーズンで実施済みの試合数を示す。「合計獲得ポイント」フィールドは、ユーザが現在のシーズンで獲得したポイントの合計を示す。シーズン開始時に「実施済み試合数」フィールドや「合計獲得ポイント」フィールドの値は初期値(例えば零)に初期化される。そして、ユーザが試合を行うごとに、「実施済み試合数」フィールドの値がインクリメントされ、ユーザが試合で獲得したポイントの量だけ「合計獲得ポイント」フィールドの値が増加される。
[3-1-1] User data D101 is data indicating a list of users who use the game system 1. FIG. 7 shows an example of user data D101. As shown in FIG. 6, the user data D101 includes “user ID”, “user name”, “rank”, “number of played games”, and “total earned points” fields. The “user ID” field indicates identification information for uniquely identifying a user. The “user name” field indicates the name of the user. The “Rank” field indicates the current rank of the user. The “number of played games” field indicates the number of games played by the user in the current season. The “total earned points” field indicates the total points earned by the user in the current season. At the start of the season, the values of the “number of played games” field and the “total earned points” field are initialized to initial values (for example, zero). Each time the user plays a game, the value of the “number of played games” field is incremented, and the value of the “total earned points” field is increased by the amount of points acquired by the user in the game.
[3-1-2]選手キャラクタデータD102は、各ユーザの選手キャラクタのリストを示すデータである。選手キャラクタデータD102はユーザごとに(ユーザIDと関連付けて)記憶される。
[3-1-2] Player character data D102 is data indicating a list of player characters of each user. The player character data D102 is stored for each user (in association with the user ID).
[3-1-3]チームデータD103は、各ユーザが編成したチームに関するデータである。チームデータD103はユーザごとに(ユーザIDと関連付けて)記憶される。
[3-1-3] Team data D103 is data relating to the team organized by each user. Team data D103 is stored for each user (in association with the user ID).
[3-1-4]対戦履歴データD104は、各ユーザの対戦履歴を示すデータである。対戦履歴データD104はユーザごとに(ユーザIDと関連付けて)記憶される。例えば、対戦日時、対戦相手チーム、勝敗、獲得ポイント等が対戦履歴データD104として記憶される。
[3-1-4] Battle history data D104 is data indicating the battle history of each user. The battle history data D104 is stored for each user (in association with the user ID). For example, the battle date and time, the opponent team, the winning and losing points, the acquired points, etc. are stored as the battle history data D104.
[3-1-5]プレイ類型データD105は、試合中に選手キャラクタによって行われ得るプレイの類型と、試合中にユーザチームの選手キャラクタが当該プレイを行った場合にユーザに付与するポイントとの対応関係を示すデータである。例えば、プレイ類型データD105は、「単打を打つ」、「二塁打を打つ」、「三塁打を打つ」、「本塁打を打つ」、「打点をあげる」、「盗塁に成功する」、「四球又は死球で出塁する」、「三振を奪う」、「併殺をとる」等の好ましいプレイの類型ごとにポイントを定めたデータである。
[3-1-5] The play type data D105 includes a type of play that can be performed by the player character during the game and points given to the user when the player character of the user team performs the play during the game. It is data indicating a correspondence relationship. For example, the play type data D105 may be “sing a single hit”, “hit a second strike”, “hit a third strike”, “hit a home run”, “raise a hit point”, “successfully steal”, “four or dead ball” This is data in which points are determined for each type of preferred play such as “defeat”, “take away strikeout”, “take a kill”.
[3-2]数値情報変化部110は、実行済みのゲームの結果に基づいて、ユーザに関わる識別情報に関連付けられる数値情報を変化させる。
[3-2] The numerical information changing unit 110 changes numerical information associated with the identification information related to the user based on the result of the executed game.
「ユーザに関わる識別情報」とは、例えば、ユーザ自体の識別情報である。「ユーザ自体の識別情報」とは、ユーザ自体を一意に識別する識別情報である。言い換えれば、ユーザを特定するための情報である。例えば、ID、名前、又は電子メールアドレスが「ユーザ自体の識別情報」の一例に相当する。
“Identification information related to the user” is, for example, identification information of the user itself. “User identification information” is identification information that uniquely identifies the user. In other words, it is information for identifying a user. For example, an ID, a name, or an e-mail address corresponds to an example of “user's own identification information”.
または、「ユーザに関わる識別情報」とは、例えば、ユーザのゲームオブジェクトの識別情報であってもよい。「ゲームオブジェクト」とは、ゲームで使用され得る対象である。例えば、ゲームキャラクタ、ゲームカード、又はゲームアイテム等が「ゲームオブジェクト」の一例に相当する。例えば、スポーツゲームの場合、選手キャラクタが「ゲームオブジェクト」の一例に相当する。「ユーザのゲームオブジェクトの識別情報」とは、ユーザの所有するゲームオブジェクト(言い換えれば、ユーザがゲームで使用するゲームオブジェクト)を一意に識別する識別情報である。
Alternatively, the “identification information related to the user” may be identification information of the user's game object, for example. A “game object” is a target that can be used in a game. For example, a game character, a game card, a game item, or the like corresponds to an example of “game object”. For example, in the case of a sports game, a player character corresponds to an example of a “game object”. “Identification information of a user's game object” is identification information that uniquely identifies a game object owned by the user (in other words, a game object used by the user in the game).
あるいは、「ユーザに関わる識別情報」とは、例えば、ユーザのゲームオブジェクトグループの識別情報であってもよい。「ゲームオブジェクトグループ」とは、複数のゲームオブジェクトをメンバとして含むグループである。なお、「グループ」以外の名称(例えば、チーム、パーティ、ギルド等)で呼ばれるものであってもよい。例えば、スポーツゲームの場合、チーム(野球チーム又はサッカーチーム等)が「ゲームオブジェクトグループ」の一例に相当する。「ユーザのゲームオブジェクトグループの識別情報」とは、ユーザの所有するゲームオブジェクトグループ(言い換えれば、ユーザがゲームで使用するゲームオブジェクトグループ)を一意に識別する識別情報である。
Alternatively, the “identification information relating to the user” may be identification information of the user's game object group, for example. The “game object group” is a group including a plurality of game objects as members. It may be called by a name other than “group” (for example, team, party, guild, etc.). For example, in the case of a sports game, a team (such as a baseball team or a soccer team) corresponds to an example of a “game object group”. “Identification information of a user's game object group” is identification information that uniquely identifies a game object group owned by the user (in other words, a game object group used by a user in a game).
「数値情報」とは、ユーザがゲームをプレイすることによって変化する数値を示す情報である。「数値情報」は、ユーザがゲームでゲームオブジェクト又はゲームオブジェクトグループを使用することによって変化する数値を示す情報であってもよい。
“Numerical information” is information indicating numerical values that change as the user plays the game. The “numerical information” may be information indicating a numerical value that changes when the user uses a game object or a game object group in a game.
例えば、ユーザのゲームプレイに応じてポイントがユーザに付与されるゲームの場合、ユーザに付与されたポイントの合計が「数値情報」の一例に相当する。また例えば、ユーザのゲームプレイに応じてポイントがユーザのゲームオブジェクト又はゲームオブジェクトグループに付与されるゲームの場合、ユーザのゲームオブジェクト又はゲームオブジェクトグループに付与されたポイントの合計が「数値情報」の一例に相当する。
For example, in the case of a game in which points are given to the user according to the user's game play, the total of points given to the user corresponds to an example of “numerical information”. Further, for example, in the case of a game in which points are given to the user's game object or game object group according to the user's game play, the total of points given to the user's game object or game object group is an example of “numerical information” It corresponds to.
「数値情報」は、ゲームの結果が良いほど数値が大きくなるものであってもよいし、ゲームの結果が良いほど数値が小さくなるようものであってもよい。また、「数値情報」は、増加されるが減少されないものであってもよいし、減少されるが増加されないものであってもよいし、増加も減少もされるものであってもよい。
The “numerical information” may be such that the better the game result, the larger the numerical value, or the better the game result, the smaller the numerical value. The “numerical information” may be increased but not decreased, may be decreased but not increased, or may be increased or decreased.
「ゲームの結果」とは、例えば、ゲームにおける目的を達成できたか否かである。対戦に勝利することを目指す対戦ゲームの場合、対戦に勝利することが「目的」の一例に相当し、対戦に勝利したか否かが「ゲームの結果」の一例に相当する。得点を競う対戦ゲームの場合、対戦相手との得点差も「ゲームの結果」の一例に相当する。また、ゲームクリアを目指すゲームの場合、ゲームをクリアすることが「目的」の一例に相当し、ゲームをクリアできたか否かが「ゲームの結果」の一例に相当する。
“The result of the game” is, for example, whether or not the objective in the game has been achieved. In the case of a battle game aiming to win the battle, winning the battle corresponds to an example of “purpose”, and whether or not the battle is won corresponds to an example of “game result”. In the case of a competitive game in which scores are competed, the score difference from the opponent is also an example of “game result”. Further, in the case of a game aimed at clearing the game, clearing the game corresponds to an example of “purpose”, and whether or not the game can be cleared corresponds to an example of “game result”.
または、「ゲームの結果」とは、例えば、ユーザがゲームにおいて行ったプレイ内容、又は、ユーザがゲームにおいて収めた成績であってもよい。あるいは、「ゲームの結果」とは、例えば、ユーザのゲームオブジェクト又はゲームオブジェクトグループがゲームにおいて行った行動内容、又は、ユーザのゲームオブジェクト又はゲームオブジェクトグループがゲームにおいて収めた成績であってもよい。
Alternatively, the “game result” may be, for example, the content of play performed by the user in the game or the result stored by the user in the game. Alternatively, the “game result” may be, for example, the action content performed by the user's game object or game object group in the game, or the result of the user's game object or game object group stored in the game.
例えば、スポーツゲームの場合、ユーザの選手キャラクタ又はチームの成績(スタッツ)が「ゲームの結果」の一例に相当する。具体的には、野球ゲームの場合、得点、失点、安打数(単打、二塁打、三塁打、本塁打の各々の数)、盗塁数、打点、四球数、奪三振数等が「ゲームの結果」の一例に相当する。また、サッカーゲームの場合、ゴール数、アシスト数、パス回数、シュート回数、ドリブル回数、インターセプト回数等が「ゲーム結果」の一例に相当する。また例えば、攻撃対象を攻撃するゲームの場合、ユーザが退治(破壊)した攻撃対象の数や、ユーザが攻撃対象を退治(破壊)することによって得た得点が「成績」の一例に相当する。
For example, in the case of a sports game, the user's player character or team performance (stats) corresponds to an example of “game result”. Specifically, in the case of a baseball game, points such as scoring, losing points, number of hits (numbers of single hits, double hits, triple strikes, home runs, stealing numbers, hit points, four-ball counts, strikeouts, etc.) It corresponds to. In the case of a soccer game, the number of goals, the number of assists, the number of passes, the number of shots, the number of dribblings, the number of intercepts, and the like correspond to examples of “game results”. Further, for example, in the case of a game that attacks an attack target, the number of attack targets that the user has extinct (destroyed) or the score obtained by the user extermination (destroy) the attack target corresponds to an example of “score”.
「数値情報を変化させる」とは、例えば、数値情報を増加又は減少させることであってもよいし、数値情報の増加のみを行うことであってもよいし、数値情報の減少のみを行うことであってもよい。
“Changing numerical information” may mean, for example, increasing or decreasing numerical information, or only increasing numerical information, or only decreasing numerical information. It may be.
「ゲーム結果に基づいて数値情報を変化させる」とは、ゲーム結果が良い場合に数値情報を増加させることであってもよいし、ゲーム結果が良い場合に数値情報を減少させることであってもよい。言い換えれば、ゲーム結果が悪い場合に数値情報を減少させることであってもよいし、ゲーム結果が悪い場合に数値情報を増加させることであってもよい。または、ゲームの結果が良いほど(又はゲームの結果が悪いほど)、数値情報を増加させる程度を大きくすることであってもよい。あるいは、ゲームの結果が良いほど(又はゲームの結果が悪いほど)、数値情報を減少させる程度を大きくすることであってもよい。
“Change the numerical information based on the game result” may be to increase the numerical information when the game result is good, or to decrease the numerical information when the game result is good Good. In other words, the numerical information may be decreased when the game result is bad, or the numerical information may be increased when the game result is bad. Alternatively, the better the game result (or the worse the game result), the greater the degree to which the numerical information is increased. Alternatively, the better the game result (or the worse the game result), the larger the degree to which the numerical information is reduced.
先述の野球ゲームの例の場合、ユーザデータD101の「合計獲得ポイント」フィールドに記憶される値が「数値情報」の一例に相当する。数値情報変化部110は、ユーザが試合を実施するごとに、試合の勝敗や、試合でユーザのチームの選手キャラクタが行ったプレイに応じた量のポイントをユーザの合計獲得ポイントに加算する。
In the example of the baseball game described above, the value stored in the “total acquired points” field of the user data D101 corresponds to an example of “numerical information”. Each time the user performs a game, the numerical information changing unit 110 adds the amount of points corresponding to the game played by the player character of the user's team in the game to the total acquisition points of the user.
[3-3]第1決定部120は、所定回数のゲームの結果に基づき、所定規則に従って、複数の階層情報のうちのいずれかを、ユーザに関わる識別情報に関連付ける階層情報として決定する。
[3-3] The first determination unit 120 determines one of a plurality of pieces of hierarchical information as hierarchical information to be associated with identification information related to the user, based on a predetermined number of game results, according to a predetermined rule.
「所定回数」とは、1よりも多い回数である。「所定回数」とは、特定の回数に固定されていなくてもよく、幅を有していてもよい。例えば、m回以上であってn回以下の各々の回数が「所定回数」に相当してもよい。
The “predetermined number of times” is a number greater than one. The “predetermined number of times” may not be fixed to a specific number of times and may have a width. For example, each number of times not less than m and not more than n may correspond to a “predetermined number”.
目的の達成を目指すゲームの場合、目的を達成できたか又はできなかったかが確定した場合に「1回のゲーム」が実行されたことになる。
In the case of a game aiming at achievement of an objective, “one game” is executed when it is determined whether or not the objective has been achieved.
例えば、対戦に勝利することを目指す対戦ゲームの場合、最終的な対戦の結果(勝敗)が確定した場合に「1回のゲーム」が実行されたことになる。要するに、個々の対戦が「1回のゲーム」に相当する。すなわち、野球ゲーム又はサッカーゲーム等のスポーツゲームの場合、個々の試合が「1回のゲーム」に相当する。また、将棋ゲーム、囲碁ゲーム、麻雀ゲーム、又はカードゲームの場合、個々の対局が「1回のゲーム」に相当する。なお、「対戦の結果」には引き分けが含まれてもよい。
For example, in the case of a battle game aiming to win the battle, the “one game” is executed when the final battle result (win / loss) is confirmed. In short, each battle corresponds to “one game”. That is, in the case of a sports game such as a baseball game or a soccer game, each game corresponds to “one game”. In the case of a shogi game, a go game, a mahjong game, or a card game, each game corresponds to “one game”. The “match result” may include a draw.
また例えば、ゲームクリアを目指すゲームの場合、ゲームクリア又はゲームオーバーになった場合に「1回のゲーム」が実行されたことになる。
Also, for example, in the case of a game aiming at game clear, “one game” is executed when the game is cleared or the game is over.
「所定回数のゲームの結果」とは、ゲームが所定回数プレイされた場合のゲームの結果と言い換えることができる。
“The result of a predetermined number of games” can be rephrased as the result of a game when the game is played a predetermined number of times.
「所定規則」とは、所定回数のゲームの結果に基づいて、ユーザに関わる識別情報に関連付けるべき階層情報を複数の階層情報のうちから決定するための規則である。
The “predetermined rule” is a rule for determining hierarchical information to be associated with identification information related to the user from a plurality of hierarchical information based on the result of a predetermined number of games.
「複数の階層情報」とは、対象(例えば、ユーザ、ユーザのゲームオブジェクト、又はゲームオブジェクトグループ等)を複数の階層に分けるための情報である。例えば、ランク情報、レベル情報、又はカテゴリ情報等が、対象の識別情報に関連付けられる場合であれば、ランク情報、レベル情報、又はカテゴリ情報等が「階層情報」の一例に相当する。また例えば、グループ情報(例えば最上位グループ、上位グループ、中位グループ、又は下位グループ等)のいずれかが、対象の識別情報に関連付けられる場合であれば、グループ情報が「階層情報」の一例に相当する。
“Multiple hierarchy information” is information for dividing a target (for example, a user, a user's game object, or a game object group) into a plurality of hierarchies. For example, if rank information, level information, category information, or the like is associated with target identification information, rank information, level information, category information, or the like corresponds to an example of “hierarchy information”. Also, for example, if any of group information (for example, the highest level group, the higher level group, the middle level group, or the lower level group) is associated with the target identification information, the group information is an example of “hierarchical information”. Equivalent to.
「識別情報に関連付ける階層情報を決定する」とは、例えば、識別情報に階層情報が関連付けられていない状態で、識別情報に関連付ける階層情報を決定することである。
“Determining hierarchical information associated with identification information” means, for example, determining hierarchical information associated with identification information in a state where hierarchical information is not associated with identification information.
または、「識別情報に関連付ける階層情報として決定する」とは、例えば、識別情報に階層情報が関連付けられている状態で、識別情報に関連付ける階層情報を更新するか否かを決定したり、識別情報に関連付ける新たな階層情報を決定したりすることであってもよい。具体的には、識別情報に関連付ける階層情報として、現在の階層情報と、現在の階層情報よりも上の階層情報と、現在の階層情報よりも下の階層情報とのうちから決定することであってもよい。なお、識別情報に関連付ける階層情報として、現在の階層情報と、現在の階層情報よりも上の階層情報とのうちから決定することであってもよい。または、識別情報に関連付ける階層情報として、現在の階層情報と、現在の階層情報よりも下の階層情報とのうちから決定することであってもよい。
Or, “determined as hierarchical information associated with identification information” means, for example, whether or not to update hierarchical information associated with identification information in a state where hierarchical information is associated with identification information, It may be that new hierarchical information to be associated with is determined. Specifically, the hierarchical information associated with the identification information is determined from the current hierarchical information, hierarchical information above the current hierarchical information, and hierarchical information below the current hierarchical information. May be. Note that the hierarchy information associated with the identification information may be determined from the current hierarchy information and the hierarchy information above the current hierarchy information. Alternatively, the hierarchy information associated with the identification information may be determined from the current hierarchy information and the hierarchy information below the current hierarchy information.
[3-3-1]例えば、第1決定部120は、所定回数のゲームの結果が所定条件を満足する場合に、複数の階層情報のうちの所定の階層情報を、ユーザに関わる識別情報に関連付ける階層情報として決定する。
[3-3-1] For example, when the result of a predetermined number of games satisfies a predetermined condition, the first determination unit 120 converts predetermined hierarchical information of the plurality of hierarchical information into identification information related to the user. Determine as hierarchical information to be associated.
ここで、「所定条件」とは、所定回数のゲームの結果に関する条件である。「所定条件」とは、ユーザに関わる識別情報に関連付ける階層情報が所定の階層情報に決定されるために、所定回数のゲームの結果によって満足されるべき条件である。
Here, the “predetermined condition” is a condition related to the result of a predetermined number of games. The “predetermined condition” is a condition that should be satisfied by a predetermined number of game results in order that the hierarchical information associated with the identification information related to the user is determined as the predetermined hierarchical information.
[3-3-2]例えば、第1決定部120は、所定回数のゲームがすべて完了した時点における数値情報が所定範囲に含まれる場合に、所定の階層情報を、ユーザに関わる識別情報に関連付ける階層情報として決定する。ここで、「所定範囲」とは、上限及び下限の少なくとも一方が定められた数値範囲である。
[3-3-2] For example, the first determination unit 120 associates the predetermined hierarchy information with the identification information related to the user when the numerical information at the time when all the predetermined number of games are completed is included in the predetermined range. Determined as hierarchical information. Here, the “predetermined range” is a numerical range in which at least one of an upper limit and a lower limit is defined.
[3-3-3]例えば、第1決定部120は、所定回数のゲームがすべて完了した時点における数値情報が第1所定範囲に含まれる場合に、ユーザに関わる識別情報に関連付ける階層情報を、当該識別情報に現在関連付けられている階層情報よりも下の階層情報に変更すると決定する。
[3-3-3] For example, when the numerical information at the time when all the predetermined number of games have been completed is included in the first predetermined range, the first determining unit 120 sets the hierarchical information associated with the identification information related to the user, It is determined to change to hierarchical information lower than the hierarchical information currently associated with the identification information.
また例えば、第1決定部120は、所定回数のゲームがすべて完了した時点における数値情報が第2所定範囲に含まれる場合に、ユーザに関わる識別情報に関連付ける階層情報を、当該識別情報に現在関連付けられている階層情報から変更しないと決定する。
Further, for example, when the numerical information at the time when the predetermined number of games are all completed is included in the second predetermined range, the first determination unit 120 currently associates the hierarchical information associated with the identification information related to the user with the identification information. It is decided not to change from the hierarchy information.
また例えば、第1決定部120は、所定回数のゲームがすべて完了した時点における数値情報が第3所定範囲に含まれる場合に、ユーザに関わる識別情報に関連付ける階層情報を、当該識別情報に現在関連付けられている階層情報よりも上の階層情報に変更すると決定する。
Further, for example, when the numerical information at the time when all the predetermined number of games have been completed is included in the third predetermined range, the first determination unit 120 currently associates the hierarchical information associated with the identification information related to the user with the identification information. It is decided to change to hierarchical information above the existing hierarchical information.
ここで、「第2所定範囲」は、「第1所定範囲」とは異なる数値範囲である。また、「第3所定範囲」は、「第1所定範囲」及び「第2所定範囲」とは異なる数値範囲である。
Here, the “second predetermined range” is a numerical range different from the “first predetermined range”. The “third predetermined range” is a numerical range different from the “first predetermined range” and the “second predetermined range”.
例えば、数値情報が、ゲームの結果が良いほど数値が大きくなるものである場合、「第2所定範囲」は、「第1所定範囲」と重複しない数値範囲であって、かつ、「第1所定範囲」に含まれる数値よりも大きい数値を含む数値範囲である。また、「第3所定範囲」は、「第1所定範囲」及び「第2所定範囲」と重複しない数値範囲であって、かつ、「第2所定範囲」に含まれる数値よりも大きい数値を含む数値範囲である。
For example, when the numerical information is such that the better the game result, the larger the numerical value, the “second predetermined range” is a numerical range that does not overlap with the “first predetermined range”, and the “first predetermined range” A numerical range including a numerical value larger than the numerical value included in “range”. The “third predetermined range” is a numerical range that does not overlap with the “first predetermined range” and the “second predetermined range”, and includes a numerical value that is larger than the numerical value included in the “second predetermined range”. Numeric range.
また例えば、数値情報が、ゲームの結果が良いほど数値が小さくなるものである場合、「第2所定範囲」は、「第1所定範囲」と重複しない数値範囲であって、かつ、「第1所定範囲」に含まれる数値よりも小さい数値を含む数値範囲である。また、「第3所定範囲」は、「第1所定範囲」及び「第2所定範囲」と重複しない数値範囲であって、かつ、「第2所定範囲」に含まれる数値よりも小さい数値を含む数値範囲である。
Further, for example, when the numerical information is such that the numerical value becomes smaller as the game result is better, the “second predetermined range” is a numerical range that does not overlap with the “first predetermined range”, and “first A numerical range including a numerical value smaller than the numerical value included in the “predetermined range”. The “third predetermined range” is a numerical range that does not overlap with the “first predetermined range” and the “second predetermined range”, and includes a numerical value that is smaller than the numerical value included in the “second predetermined range”. Numeric range.
「識別情報に現在関連付けられている階層情報よりも下の階層情報」とは、識別情報に現在関連付けられている階層情報の一つ下の階層情報である。なお、識別情報に現在関連付けられている階層情報よりも二つ以上下の階層情報であってもよい。
The “hierarchical information below the hierarchical information currently associated with the identification information” is hierarchical information one level below the hierarchical information currently associated with the identification information. Note that the hierarchy information may be two or more hierarchy information lower than the hierarchy information currently associated with the identification information.
「識別情報に現在関連付けられている階層情報よりも上の階層情報」とは、識別情報に現在関連付けられている階層情報の一つ上の階層情報である。なお、識別情報に現在関連付けられている階層情報よりも二つ以上上の階層情報であってもよい。
“The hierarchical information above the hierarchical information currently associated with the identification information” is hierarchical information that is one level above the hierarchical information currently associated with the identification information. Note that the hierarchy information may be two or more levels higher than the hierarchy information currently associated with the identification information.
[3-3-4]先述の野球ゲームの例の場合、1シーズン(30試合)が「所定回数のゲーム」の一例に相当する。図2に示した昇格条件、降格条件、及び残留条件が「所定規則」の一例に相当する。また、ランクA~Eが「複数の階層情報」の一例に相当する。
[3-3-4] In the example of the baseball game described above, one season (30 games) corresponds to an example of “a predetermined number of games”. The promotion condition, the demotion condition, and the remaining condition shown in FIG. 2 correspond to an example of “predetermined rule”. The ranks A to E correspond to an example of “plurality of hierarchy information”.
先述の野球ゲームの例の場合、1シーズンの試合(30試合)がすべて終了した時点におけるユーザの合計獲得ポイントが降格条件(所定条件の一例)を満足する場合、すなわち、ユーザの合計獲得ポイントが500ポイント未満(第1所定範囲の一例)である場合に、第1決定部120は、ユーザのランクを現在のランクよりも下の1つ下のランクに変更すると決定する。
In the case of the example of the baseball game described above, when the total acquisition points of the user at the time when all the games of one season (30 games) are completed satisfy the demotion condition (an example of the predetermined condition), that is, the total acquisition points of the user is If it is less than 500 points (an example of the first predetermined range), the first determination unit 120 determines to change the rank of the user to a rank one lower than the current rank.
また、1シーズンの試合がすべて終了した時点におけるユーザの合計獲得ポイントが残留条件(所定条件の一例)を満足する場合、すなわち、ユーザの合計獲得ポイントが500ポイント以上かつ1000ポイント未満(第2所定範囲の一例)である場合に、第1決定部120は、ユーザのランクを現在のランクに維持すると決定する。
In addition, when the user's total acquisition points at the time when all the games of one season are completed satisfy the remaining condition (an example of the predetermined condition), that is, the user's total acquisition points are 500 points or more and less than 1000 points (second predetermined point) If it is an example of a range, the first determination unit 120 determines to maintain the user's rank at the current rank.
また、1シーズンの試合がすべて終了した時点におけるユーザの合計獲得ポイントが昇格条件(所定条件の一例)を満足する場合、すなわち、ユーザの獲得ポイントが1000ポイント以上(第3所定範囲の一例)である場合に、第1決定部120は、ユーザのランクを現在のランクよりも1つ上のランクに変更すると決定する。
In addition, when the total acquisition points of the user at the time when all the games of one season are completed satisfy the promotion condition (an example of the predetermined condition), that is, the acquisition points of the user are 1000 points or more (an example of the third predetermined range). In some cases, the first determination unit 120 determines to change the rank of the user to a rank that is one higher than the current rank.
[3-4]判定部130は、所定回数のゲームのうちの少なくとも1回のゲームが未実行である時点において、実行済みのゲームの結果と所定規則とに基づき、第1決定部120によって決定される階層情報を特定可能であるか否かを判定する。
[3-4] The determination unit 130 is determined by the first determination unit 120 based on the result of a game that has been executed and a predetermined rule when at least one of the predetermined number of games has not been executed. It is determined whether or not the hierarchy information to be specified can be specified.
「所定回数のゲームのうちの少なくとも1回のゲームが未実行である時点」とは、所定回数のゲームがすべて完了される前の時点である。言い換えれば、ユーザがプレイ可能な少なくとも1回のゲームが残っている時点である。
“The point in time when at least one of the predetermined number of games has not been executed” is a time before all the predetermined number of games are completed. In other words, it is a time when at least one game that can be played by the user remains.
「第1決定部120によって決定される階層情報を特定可能である」とは、第1決定部120によって決定され得る階層情報が複数の階層情報のうちのいずれか一つに絞り込まれる場合である。言い換えれば、未実行の少なくとも1回のゲームの結果に関わらず、第1決定部120によって決定され得る階層情報が複数の階層情報のうちのいずれか一つに確定される場合である。さらに言い換えれば、未実行の少なくとも1回のゲームの結果がどのような結果であったとしても、複数の階層情報のうちの特定の階層情報が第1決定部120によって決定される可能性しかなく、他の階層情報が第1決定部120によって決定される可能性がない場合である。少なくとも1回のゲームが未実行である時点において、当該少なくとも1回のゲームの結果に関わらず、第1決定部120によって決定される階層情報が階層情報Xになると判定される場合、「第1決定部120によって決定される階層情報を特定可能である」場合に相当することになる。
“The hierarchical information determined by the first determining unit 120 can be specified” is a case where the hierarchical information that can be determined by the first determining unit 120 is narrowed down to any one of a plurality of hierarchical information. . In other words, the hierarchy information that can be determined by the first determination unit 120 is determined as any one of the plurality of hierarchy information regardless of the result of at least one game that has not been executed. Furthermore, in other words, regardless of the result of at least one game that has not been executed, there is only a possibility that the first determination unit 120 determines specific hierarchical information among a plurality of hierarchical information. This is a case where there is no possibility that other hierarchical information is determined by the first determination unit 120. When it is determined that the hierarchy information determined by the first determination unit 120 becomes the hierarchy information X regardless of the result of the at least one game at the time when at least one game is not executed, This corresponds to the case where the hierarchy information determined by the determination unit 120 can be specified.
[3-4-1]例えば、第1決定部120が[3-3-1]で説明した構成を有する場合、判定部130は、少なくとも1回のゲームが未実行である時点において、未実行の少なくとも1回のゲームの結果に関わらず、所定回数のゲームがすべて完了した時点で所定条件が満足されることになるか否かを実行済みのゲームの結果に基づいて判定する。例えば、未実行の少なくとも1回のゲームの結果がどのような結果であったとしても、所定条件が満足される可能性しかなく、所定条件が満足されない可能性がない場合に、判定部130は、未実行の少なくとも1回のゲームの結果に関わらず、所定回数のゲームがすべて完了した時点で前記所定条件が満足されることになると判定する。
[3-4-1] For example, when the first determination unit 120 has the configuration described in [3-3-1], the determination unit 130 is not executed at the time when at least one game is not executed. Regardless of the result of at least one game, whether or not the predetermined condition is satisfied when all the predetermined number of games are completed is determined based on the result of the executed game. For example, if the result of at least one unexecuted game is any result, there is only a possibility that the predetermined condition is satisfied, and there is no possibility that the predetermined condition is not satisfied, the determination unit 130 Regardless of the result of at least one unexecuted game, it is determined that the predetermined condition is satisfied when all the predetermined number of games are completed.
[3-4-2]例えば、第1決定部120が[3-3-2]で説明した構成を有する場合、判定部130は、少なくとも1回のゲームが未実行である時点において、当該時点における数値情報に基づき、未実行の少なくとも1回のゲームの結果に関わらず、所定回数のゲームがすべて完了した時点における数値情報が所定範囲に含まれることになるか否かを判定する。例えば、未実行の少なくとも1回のゲームの結果がどのような結果であったとしても、所定回数のゲームがすべて完了した時点における数値情報が所定範囲に含まれる可能性しかなく、所定範囲に含まれない可能性がない場合に、判定部130は、未実行の少なくとも1回のゲームの結果に関わらず、所定回数のゲームがすべて完了した時点における数値情報が所定範囲に含まれることになると判定する。
[3-4-2] For example, when the first determination unit 120 has the configuration described in [3-3-2], the determination unit 130 determines that at the time point when at least one game has not been executed. Whether or not the numerical information at the time when the predetermined number of games are all completed is included in the predetermined range is determined regardless of the result of at least one unexecuted game. For example, no matter what the result of at least one game that has not been executed, the numerical information at the time when all the predetermined number of games have been completed can only be included in the predetermined range, and is included in the predetermined range. When there is no possibility of failure, the determination unit 130 determines that numerical information at the time when the predetermined number of games are all completed is included in the predetermined range regardless of the result of at least one game that has not been executed. To do.
この場合の判定部130は、少なくとも1回のゲームが未実行である時点において、当該時点における数値情報に基づいて、所定回数のゲームがすべて完了した時点における数値情報がとり得る最大値又は最小値を取得するようにしてもよい。そして、判定部130は、未実行の少なくとも1回のゲームの結果に関わらず、所定回数のゲームがすべて完了した時点における数値情報が所定範囲に含まれることになるか否かを、最大値又は最小値に基づいて判定するようにしてもよい。
In this case, the determination unit 130 determines the maximum value or the minimum value that can be obtained by the numerical information at the time when the predetermined number of games are all completed based on the numerical information at the time when at least one game has not been executed. May be obtained. Then, the determination unit 130 determines whether the numerical value information at the time when the predetermined number of games are completed is included in the predetermined range regardless of the result of at least one game that has not been executed. The determination may be made based on the minimum value.
例えば、数値情報が、ゲームの結果が良いほど数値が大きくなるものであって、かつ、増加されるが減少されないものである場合(すなわち、ゲームの結果の良さに応じて増加されるものである場合)であれば、判定部130は、未実行のゲームの結果が最も良い場合を想定して「最大値」を予測し、現時点の数値情報を「最小値」として取得するようにしてもよい。
For example, when the numerical information is such that the numerical value becomes larger as the game result is better and is increased but not decreased (that is, the numerical information is increased according to the goodness of the game result). ), The determination unit 130 may predict the “maximum value” assuming that the result of the unexecuted game is the best, and acquire the current numerical value information as the “minimum value”. .
また例えば、数値情報が、ゲームの結果が良いほど数値が大きくなるものであって、かつ、増加も減少もされるものである場合(すなわち、ゲームの結果の良さ又は悪さに応じて増減されるものである場合)であれば、判定部130は、未実行のゲームの結果が最も良い場合を想定して「最大値」を取得し、未実行のゲームの結果が最も悪い場合を想定して「最小値」を取得するようにしてもよい。
Further, for example, when the numerical information is such that the numerical value becomes larger as the game result is better and is increased or decreased (that is, the numerical information is increased or decreased according to the good or bad of the game result). The determination unit 130 obtains the “maximum value” assuming that the result of the unexecuted game is the best, and assumes the case where the result of the unexecuted game is the worst The “minimum value” may be acquired.
また例えば、数値情報が、ゲームの結果が良いほど数値が大きくなるものであって、かつ、減少されるが増加されないものである場合(すなわち、ゲームの結果の悪さに応じて減少されるものである場合)であれば、判定部130は、未実行のゲームの結果が最も悪い場合を想定して「最小値」を予測し、現時点の数値情報を「最大値」として取得するようにしてもよい。
In addition, for example, when the numerical information is such that the numerical value becomes larger as the game result is better and is reduced but not increased (that is, the numerical information is reduced according to the badness of the game result). If there is, the determination unit 130 predicts the “minimum value” assuming that the result of the unexecuted game is the worst, and acquires the current numerical value information as the “maximum value”. Good.
また例えば、数値情報が、ゲームの結果が良いほど数値が小さくなるものであって、かつ、減少されるが増加されないものである場合(すなわち、ゲームの結果の良さに応じて減少されるものである場合)であれば、判定部130は、未実行のゲームの結果が最も良い場合を想定して「最小値」を予測し、現時点の数値情報を「最大値」として取得するようにしてもよい。
Further, for example, when the numerical information is such that the better the game result is, the smaller the numerical value is, and the numerical value is reduced but not increased (that is, the numerical information is reduced according to the goodness of the game result). If there is, the determination unit 130 predicts the “minimum value” assuming that the result of the unexecuted game is the best, and acquires the current numerical value information as the “maximum value”. Good.
そして、例えば、最大値及び最小値の両方が所定範囲に含まれる場合に、判定部130は、所定回数のゲームがすべて完了した時点における数値情報が所定範囲に含まれることになると判定するようにしてもよい。
For example, when both the maximum value and the minimum value are included in the predetermined range, the determination unit 130 determines that the numerical information at the time when the predetermined number of games are all completed is included in the predetermined range. May be.
[3-4-3]例えば、第1決定部120が[3-3-3]で説明した構成を有する場合、判定部130は、少なくとも1回のゲームが未実行である時点において、当該時点における数値情報に基づき、所定回数のゲームがすべて完了した時点における数値情報が含まれる範囲が第1所定範囲と第2所定範囲と第3所定範囲とのうちのいずれか一つに絞り込まれるか否かを判定する。例えば、所定回数のゲームがすべて完了した時点における数値情報が第1所定範囲に可能性しかなく、第2所定範囲及び第3所定範囲に含まれる可能性がない場合に、判定部130は、所定回数のゲームがすべて完了した時点における数値情報が含まれる範囲が第1所定範囲に絞り込まれると判定する。第2所定範囲又は第3所定範囲に関しても同様である。
[3-4-3] For example, when the first determination unit 120 has the configuration described in [3-3-3], the determination unit 130 determines that at the time point when at least one game has not been executed. Whether the range including the numerical information at the time when the predetermined number of games have been completed is narrowed to any one of the first predetermined range, the second predetermined range, and the third predetermined range based on the numerical information in Determine whether. For example, when the numerical information at the time when the predetermined number of games are all completed is only possible in the first predetermined range and is not likely to be included in the second predetermined range and the third predetermined range, the determination unit 130 determines the predetermined information. It is determined that the range including the numerical information at the time when all the games are completed is narrowed down to the first predetermined range. The same applies to the second predetermined range or the third predetermined range.
[3-4-4]先述の野球ゲームの例の場合、判定部130は、1シーズン(30試合)のうちの少なくとも1つの試合が未実施である時点において、その時点のユーザの合計獲得ポイントとランクの変動条件(図2)とに基づいて、ユーザのランクの変動の有無及び変動先を特定可能であるか否かを判定する。
[3-4-4] In the case of the above-described baseball game example, the determination unit 130 determines the total number of points acquired by the user at that time when at least one game in one season (30 games) has not been performed. And whether or not the user has changed the rank and whether or not the change destination can be specified based on the rank change condition (FIG. 2).
具体的には、判定部130は、シーズンの試合(30試合)をすべて終了した時点におけるユーザの合計獲得ポイントが降格条件を必ず満足することになるか否かを判定する。言い換えれば、判定部130は、シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが昇格条件や残留条件を満足する可能性がないか否かを判定する。例えば、判定部130は、シーズンの試合をすべて終了した時点におけるユーザの獲得ポイントがとり得る最大値又は最小値を取得し、シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが必ず500ポイント未満になり、500ポイント以上になり得ないか否かを判定する(図3参照)。
Specifically, the determination unit 130 determines whether or not the user's total earned points at the time when all the season games (30 games) are completed will satisfy the demotion condition. In other words, the determination unit 130 determines whether or not there is a possibility that the user's total earned points at the time when all the season matches are finished satisfy the promotion condition and the remaining condition. For example, the determination unit 130 acquires the maximum value or the minimum value that the user's earned points at the time when all the season matches are finished, and the user's total earned points at the time when all the season matches are always 500 points. It is determined whether it is less than 500 points or more (see FIG. 3).
または、判定部130は、シーズンの試合(30試合)をすべて終了した時点におけるユーザの合計獲得ポイントが残留条件を必ず満足することになるか否かを判定する。言い換えれば、判定部130は、シーズンの試合をすべて終了した時点におけるユーザの獲得ポイントが昇格条件や降格条件を満足する可能性がないか否かを判定する。例えば、判定部130は、シーズンの試合をすべて終了した時点におけるユーザの獲得ポイントがとり得る最大値又は最小値を取得し、シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが必ず500ポイント以上かつ1000ポイント未満になり、500ポイント未満や1000ポイント以上になり得ないか否かを判定する(図5参照)。
Alternatively, the determination unit 130 determines whether or not the user's total acquired points at the time when all the season games (30 games) are completed satisfy the residual condition. In other words, the determination unit 130 determines whether or not there is a possibility that the user's earned points at the time when all the season matches are completed satisfy the promotion condition or the demotion condition. For example, the determination unit 130 acquires the maximum value or the minimum value that the user's earned points at the time when all the season matches are finished, and the user's total earned points at the time when all the season matches are always 500 points. Whether or not it is less than 1000 points and less than 500 points or 1000 points or more is determined (see FIG. 5).
あるいは、判定部130は、シーズンの試合(30試合)をすべて終了した時点におけるユーザの合計獲得ポイントが昇格条件を必ず満足することになるか否かを判定する。言い換えれば、判定部130は、シーズンの試合をすべて終了した時点におけるユーザの獲得ポイントが残留条件や降格条件を満足する可能性がないか否かを判定する。例えば、判定部130は、シーズンの試合をすべて終了した時点におけるユーザの獲得ポイントがとり得る最大値又は最小値を取得し、シーズンの試合をすべて終了した時点におけるユーザの獲得ポイントが必ず1000ポイント以上になり、1000ポイント未満になり得ないか否かを判定する(図4参照)。
Alternatively, the determination unit 130 determines whether or not the total acquired points of the user at the time when all the season games (30 games) are completed satisfy the promotion condition. In other words, the determination unit 130 determines whether or not there is a possibility that the user's earned points at the time when all the season matches are completed satisfy the residual condition or the demoting condition. For example, the determination unit 130 acquires the maximum value or the minimum value that can be obtained by the user's acquisition points when all the season matches are finished, and the user's acquisition points are always 1000 points or more when all the season matches are ended. It is determined whether it is less than 1000 points (see FIG. 4).
[3-5]制限部140は、少なくとも1回のゲームが未実行である時点において、第1決定部120によって決定される階層情報を特定可能であると判定された場合に、未実行の少なくとも1回のゲームの実行を制限する。
[3-5] When it is determined that the hierarchy information determined by the first determination unit 120 can be specified at the time when at least one game has not been executed, the restriction unit 140 has at least an unexecuted game. Limit the execution of one game.
「未実行の少なくとも1回のゲームの実行を制限する」とは、例えば、未実行の少なくとも1回のゲームを実行しないようにすることである。すなわち、未実行の少なくとも1回のゲームの実行を省略して、ユーザに関わる識別情報に関連付ける階層情報を決定することである。少なくとも1回のゲームが未実行である時点において、第1決定部120によって決定される階層情報を特定可能であると判定された場合に、無条件に、未実行の少なくとも1回のゲームの実行を制限してもよいし、所定の条件の下で、未実行の少なくとも1回のゲームの実行を制限してもよい。例えば、ユーザが未実行の少なくとも1回のゲームの実行を望まなかった場合に限って、未実行の少なくとも1回のゲームの実行を制限してもよい。
“To restrict execution of at least one game that has not been executed” means, for example, that at least one game that has not been executed is not executed. That is, the execution of at least one unexecuted game is omitted, and the hierarchical information associated with the identification information related to the user is determined. Execution of at least one unexecuted game unconditionally when it is determined that the hierarchical information determined by the first determining unit 120 can be specified at the time when at least one game has not been executed. Or at least one unexecuted game execution may be restricted under predetermined conditions. For example, the execution of at least one unexecuted game may be restricted only when the user does not want to execute at least one unexecuted game.
[3-5-1]例えば、第1決定部120が[3-3-1]で説明した構成を有する場合、制限部140は、少なくとも1回のゲームが未実行である時点において、未実行の少なくとも1回のゲームの結果に関わらず、所定回数のゲームがすべて完了した時点で所定条件が満足されることになると判定された場合に、未実行の少なくとも1回のゲームの実行を制限する。
[3-5-1] For example, when the first determination unit 120 has the configuration described in [3-3-1], the restriction unit 140 is not executed at the time when at least one game is not executed. Regardless of the result of at least one game, the execution of at least one unexecuted game is restricted when it is determined that the predetermined condition is satisfied when all the predetermined number of games are completed. .
[3-5-2]例えば、第1決定部120が[3-3-2]で説明した構成を有する場合、制限部140は、少なくとも1回のゲームが未実行である時点において、未実行の少なくとも1回のゲームの結果に関わらず、所定回数のゲームがすべて完了した時点における数値情報が所定範囲に含まれることになると判定された場合に、未実行の少なくとも1回のゲームの実行を制限する。
[3-5-2] For example, when the first determination unit 120 has the configuration described in [3-3-2], the restriction unit 140 is not executed at the time when at least one game is not executed. Regardless of the result of at least one game, the execution of at least one unexecuted game is executed when it is determined that the numerical information at the time when the predetermined number of games are all completed is included in the predetermined range. Restrict.
[3-5-3]例えば、第1決定部120が[3-3-3]で説明した構成を有する場合、制限部140は、少なくとも1回のゲームが未実行である時点において、所定回数のゲームがすべて完了した時点における数値情報が含まれる範囲が第1所定範囲と第2所定範囲と第3所定範囲とのいずれか一つに絞り込まれると判定された場合に、未実行の少なくとも1回のゲームの実行を制限する。
[3-5-3] For example, when the first determination unit 120 has the configuration described in [3-3-3], the restriction unit 140 performs the predetermined number of times at the time when at least one game is not executed. If it is determined that the range including the numerical information at the time when all the games are completed is narrowed down to any one of the first predetermined range, the second predetermined range, and the third predetermined range, at least one that has not been executed Limit the execution of the game.
[3-5-4]先述の野球ゲームの例では、ユーザが1シーズン(30試合)のうちの少なくとも1つの試合を未実施である時点で判定部130によって下記のような判定がなされた場合に、制限部140は未実施の試合をユーザに実施させずに、現在のシーズンを終了させる。
(a)シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが降格条件を必ず満足することになる(シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが必ず500ポイント未満になり、500ポイント以上になり得ない)と判定された場合(図3参照)
(b)シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが残留条件を必ず満足することになる(シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが必ず500ポイント以上かつ1000ポイント未満になり、500ポイント未満や1000ポイント以上になり得ない)と判定された場合(図5参照)
(c)シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが昇格条件を必ず満足することになる(シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが必ず1000ポイント以上になり、1000ポイント未満になり得ない)と判定された場合(図4参照) [3-5-4] In the above-described example of the baseball game, when thedetermination unit 130 makes the following determination when the user has not performed at least one game in one season (30 games) In addition, the restriction unit 140 ends the current season without allowing the user to perform an unplayed game.
(A) The user's total earned points at the end of all season matches will always satisfy the demote conditions (the user's total earned points at the end of all season matches will always be less than 500 points, If it is determined that it cannot exceed 500 points) (see Figure 3)
(B) The user's total earned points at the end of all the season matches will always satisfy the residual condition (the user's total earned points at the end of all the season matches must be 500 points or more and 1000 points) When it is determined that it is less than 500 points or less than 1000 points) (see FIG. 5)
(C) The user's total earned points at the end of all season matches will always meet the promotion conditions (the user's total earned points at the end of all season matches will always be 1000 points or more, When it is determined that it cannot be less than 1000 points (see Fig. 4)
(a)シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが降格条件を必ず満足することになる(シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが必ず500ポイント未満になり、500ポイント以上になり得ない)と判定された場合(図3参照)
(b)シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが残留条件を必ず満足することになる(シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが必ず500ポイント以上かつ1000ポイント未満になり、500ポイント未満や1000ポイント以上になり得ない)と判定された場合(図5参照)
(c)シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが昇格条件を必ず満足することになる(シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが必ず1000ポイント以上になり、1000ポイント未満になり得ない)と判定された場合(図4参照) [3-5-4] In the above-described example of the baseball game, when the
(A) The user's total earned points at the end of all season matches will always satisfy the demote conditions (the user's total earned points at the end of all season matches will always be less than 500 points, If it is determined that it cannot exceed 500 points) (see Figure 3)
(B) The user's total earned points at the end of all the season matches will always satisfy the residual condition (the user's total earned points at the end of all the season matches must be 500 points or more and 1000 points) When it is determined that it is less than 500 points or less than 1000 points) (see FIG. 5)
(C) The user's total earned points at the end of all season matches will always meet the promotion conditions (the user's total earned points at the end of all season matches will always be 1000 points or more, When it is determined that it cannot be less than 1000 points (see Fig. 4)
[3-6]第2決定部150は、少なくとも1回のゲームが未実行である時点において、第1決定部120によって決定される階層情報を特定可能であると判定された場合に、ユーザに関わる識別情報に関連付ける階層情報を決定する。
[3-6] When it is determined that the hierarchy information determined by the first determination unit 120 can be specified at the time when at least one game has not been executed, the second determination unit 150 prompts the user. Hierarchical information to be associated with related identification information is determined.
すなわち、第2決定部150は、第1決定部120によって決定されると特定された階層情報と同じ階層情報を、ユーザに関わる識別情報に関連付ける階層情報として決定する。例えば、少なくとも1回のゲームが未実行である時点において、当該少なくとも1回のゲームの結果に関わらず、第1決定部120によって決定される階層情報が階層情報Xになると判定される場合に、第2決定部150は、階層情報Xを、ユーザに関わる識別情報に関連付ける階層情報として決定する。
That is, the second determining unit 150 determines the same hierarchical information as the hierarchical information specified by the first determining unit 120 as the hierarchical information associated with the identification information related to the user. For example, when it is determined that the hierarchy information determined by the first determination unit 120 becomes the hierarchy information X regardless of the result of the at least one game at the time when at least one game is not executed. The second determination unit 150 determines the hierarchy information X as the hierarchy information associated with the identification information related to the user.
[3-6-1]例えば、第1決定部120が[3-3-1]で説明した構成を有する場合、第2決定部150は、少なくとも1回のゲームが未実行である時点において、未実行の少なくとも1回のゲームの結果に関わらず、所定回数のゲームがすべて完了した時点で所定条件が満足されることになると判定された場合に、所定の階層情報を、ユーザに関わる識別情報に関連付ける階層情報として決定する。
[3-6-1] For example, when the first determination unit 120 has the configuration described in [3-3-1], the second determination unit 150 determines that at least one game has not been executed. Regardless of the result of at least one unexecuted game, when it is determined that the predetermined condition is satisfied when all of the predetermined number of games are completed, the predetermined hierarchy information is used as identification information related to the user. It is determined as hierarchical information to be associated with.
[3-6-2]例えば、第1決定部120が[3-3-2]で説明した構成を有する場合、第2決定部150は、少なくとも1回のゲームが未実行である時点において、未実行の少なくとも1回のゲームの結果に関わらず、所定回数のゲームがすべて完了した時点における数値情報が所定範囲に含まれることになると判定された場合に、所定の階層情報を、ユーザに関わる識別情報に関連付ける階層情報として決定する。
[3-6-2] For example, when the first determination unit 120 has the configuration described in [3-3-2], the second determination unit 150 determines that at least one game has not been executed. Regardless of the result of at least one unexecuted game, when it is determined that numerical information at the time when all the predetermined number of games are completed is included in the predetermined range, the predetermined hierarchical information is related to the user. It is determined as hierarchical information associated with identification information.
[3-6-3]例えば、第1決定部120が[3-3-3]で説明した構成を有する場合、第2決定部150は、少なくとも1回のゲームが未実行である時点において、所定回数のゲームがすべて完了した時点における数値情報が含まれる範囲が第1所定範囲に絞り込まれると判定された場合に、ユーザに関わる識別情報に関連付ける階層情報を、当該識別情報に現在関連付けられている階層情報よりも下の階層情報に変更すると決定する。
[3-6-3] For example, when the first determination unit 120 has the configuration described in [3-3-3], the second determination unit 150 determines that at least one game has not been executed. When it is determined that the range including the numerical information at the time when all the predetermined number of games are completed is narrowed down to the first predetermined range, the hierarchical information associated with the identification information related to the user is currently associated with the identification information. It is decided to change to hierarchical information below the existing hierarchical information.
また、第2決定部150は、少なくとも1回のゲームが未実行である時点において、所定回数のゲームがすべて完了した時点における数値情報が含まれる範囲が第2所定範囲に絞り込まれると判定された場合に、ユーザに関わる識別情報に関連付ける階層情報を、当該識別情報に現在関連付けられている階層情報から変更しないと決定する。
In addition, the second determining unit 150 determines that the range including the numerical information at the time when all the predetermined number of games are completed is narrowed to the second predetermined range at the time when at least one game is not executed. In this case, it is determined that the hierarchical information associated with the identification information related to the user is not changed from the hierarchical information currently associated with the identification information.
さらに、第2決定部150は、少なくとも1回のゲームが未実行である時点において、所定回数のゲームがすべて完了した時点における数値情報が含まれる範囲が第3所定範囲に絞り込まれると判定された場合に、ユーザに関わる識別情報と関連付ける階層情報を、当該識別情報に現在関連付けられている階層情報よりも上の階層情報に変更すると決定する。
Further, the second determination unit 150 determines that the range including the numerical information at the time when the predetermined number of games are all completed is narrowed to the third predetermined range at the time when at least one game is not executed. In this case, it is determined that the hierarchical information associated with the identification information related to the user is changed to hierarchical information higher than the hierarchical information currently associated with the identification information.
[3-6-4]先述の野球ゲームの例では、1シーズン(30試合)のうちの少なくとも1つの試合が未実施である時点において、シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが降格条件を必ず満足することになる(すなわち、シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが必ず500ポイント未満になり、500ポイント以上になり得ない)と判定された場合、第2決定部150はユーザのランクを現在のランクよりも下の1つ下のランクに変更すると決定する。
[3-6-4] In the above-described baseball game example, when at least one game in one season (30 games) has not been executed, the total points earned by the user when all the games in the season are finished Is determined to satisfy the demotion condition (ie, the total points earned by the user at the end of all season matches will always be less than 500 points and cannot exceed 500 points) 2 The determination unit 150 determines to change the rank of the user to one rank lower than the current rank.
または、1シーズン(30試合)のうちの少なくとも1つの試合が未実施である時点において、シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが残留条件を必ず満足することになる(シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが必ず500ポイント以上かつ1000ポイント未満になり、500ポイント未満や1000ポイント以上になり得ない)と判定された場合、第2決定部150はユーザのランクを現在のランクに維持すると決定する。
Alternatively, when at least one game in one season (30 games) is not yet performed, the user's total acquisition points at the time when all the games of the season are finished always satisfy the residual condition (the season's When it is determined that the total points acquired by the user at the time of finishing all the matches is 500 points or more and less than 1000 points and cannot be less than 500 points or 1000 points or more), the second determination unit 150 Decide to keep the rank at the current rank.
あるいは、1シーズン(30試合)のうちの少なくとも1つの試合が未実施である時点において、シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが昇格条件を必ず満足することになる(シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが必ず1000ポイント以上になり、1000ポイント未満になり得ない)と判定された場合、第2決定部150はユーザのランクを現在のランクよりも1つ上のランクに変更すると決定する。
Alternatively, when at least one of the seasons (30 games) has not been performed, the user's total earned points at the time when all the season games are finished will surely satisfy the promotion condition (for the season) The second determination unit 150 determines that the user's rank is 1 higher than the current rank when the total score of the user at the time when all the matches are finished is always 1000 points or more and cannot be less than 1000 points). Decide to change to a higher rank.
[4.処理]次に、以上に説明した機能ブロックを実現するためにゲームシステム1で実行される処理について説明する。
[4. Processing] Next, processing executed in the game system 1 to realize the functional blocks described above will be described.
図8A及び図8Bは、先述の野球ゲームにおいて1試合が終了するごとに実行される処理の一例を示す。なお、野球ゲームを開始する場合にはユーザ認証が行われる。ユーザIDとパスワードを使用してサーバ装置10に対してユーザ認証が行われると、ユーザを特定する情報(以下「ユーザ特定情報」と記載する。)として、例えばユーザトークンがサーバ装置10から発行される。以後、ゲーム端末30からサーバ装置10に送信されるデータはすべて当該ユーザ特定情報とともに送信される。例えば、1試合が終了した場合には、当該試合の結果に関するデータが当該ユーザを特定するユーザ特定情報とともにゲーム端末30からサーバ装置10に送信される。当該データがユーザ特定情報とともにサーバ装置10で受信された場合に、図8A及び図8Bに示す処理がサーバ装置10で実行される。
FIG. 8A and FIG. 8B show an example of processing executed every time one game is finished in the above-mentioned baseball game. When starting a baseball game, user authentication is performed. When user authentication is performed on the server device 10 using the user ID and password, for example, a user token is issued from the server device 10 as information for specifying a user (hereinafter referred to as “user specification information”). The Thereafter, all data transmitted from the game terminal 30 to the server device 10 is transmitted together with the user specifying information. For example, when one game is over, data relating to the result of the game is transmitted from the game terminal 30 to the server device 10 together with user specifying information for specifying the user. When the data is received by the server device 10 together with the user identification information, the server device 10 executes the processes shown in FIGS. 8A and 8B.
図8Aに示すように、まず、サーバ装置10の制御部11は、今回の試合でユーザに付与するポイントの量を取得する(S100)。
As shown in FIG. 8A, first, the control unit 11 of the server device 10 acquires the amount of points to be given to the user in this game (S100).
例えば、今回の試合でユーザに付与するポイントの量はゲーム端末30側で算出され、試合の結果に関する上記データの一部としてゲーム端末30からサーバ装置10に送信される。そして、制御部11は、ゲーム端末30から受信したデータから、今回の試合でユーザに付与するポイントの量を取得する。
For example, the amount of points to be given to the user in the current game is calculated on the game terminal 30 side, and transmitted from the game terminal 30 to the server device 10 as a part of the data relating to the result of the game. And the control part 11 acquires the quantity of the point provided to a user in this game from the data received from the game terminal 30. FIG.
なお、今回の試合でユーザに付与するポイントの量をサーバ装置10側で算出してもよい。例えば、試合中にユーザのチームの選手キャラクタによって行われたプレイの履歴を示すデータを、試合の結果に関する上記データの一部として、ゲーム端末30からサーバ装置10に送信し、制御部11が、当該データに基づいて、今回の試合でユーザに付与するポイントの量を算出してもよい。また例えば、試合中にゲーム端末30でユーザによって行われた操作を示す操作データをゲーム端末30からサーバ装置10に送信し、制御部11が、当該操作データに基づいて、今回の試合でユーザに付与するポイントの量を算出してもよい。
Note that the amount of points given to the user in this game may be calculated on the server device 10 side. For example, data indicating the history of play performed by the player characters of the user's team during the match is transmitted from the game terminal 30 to the server device 10 as a part of the data regarding the result of the match, and the control unit 11 Based on the data, the amount of points given to the user in this game may be calculated. Further, for example, operation data indicating an operation performed by the user at the game terminal 30 during the game is transmitted from the game terminal 30 to the server device 10, and the control unit 11 provides the user with the current game based on the operation data. The amount of points to be given may be calculated.
ステップS100の実行後、制御部11は、ユーザデータD101に記憶されるユーザの合計獲得ポイント等を更新する(S102)。すなわち、制御部11は、ユーザデータD101において、受信されたユーザ特定情報によって特定されるユーザIDに関連付けて記憶される合計獲得ポイントに対して、ステップS100で取得された量のポイントを加算する。さらに、制御部11は、ユーザデータD101において、受信されたユーザ特定情報によって特定されるユーザIDに関連付けて記憶される実施済み試合数をインクリメントする。
After the execution of step S100, the control unit 11 updates the user's total acquisition points and the like stored in the user data D101 (S102). That is, the control unit 11 adds the amount of points acquired in step S100 to the total acquired points stored in association with the user ID specified by the received user specifying information in the user data D101. Further, the control unit 11 increments the number of played games stored in association with the user ID specified by the received user specifying information in the user data D101.
ステップS102の実行後、制御部11は、受信されたユーザ特定情報に関して、シーズンのすべての試合が実施済みであるか否かを判定する(S104)。例えば、制御部11は、ユーザデータD101において、受信されたユーザ特定情報によって特定されるユーザIDと関連付けて記憶される実施済み試合数が「30」である場合、制御部11は、受信されたユーザ特定情報に関して、シーズンのすべての試合が実施済みであると判定する。
After execution of step S102, the control unit 11 determines whether or not all the matches of the season have been performed with respect to the received user specifying information (S104). For example, when the number of played games stored in association with the user ID specified by the received user specifying information is “30” in the user data D101, the control unit 11 is received It is determined that all the games of the season have been performed regarding the user identification information.
受信されたユーザ特定情報に関して、シーズンのすべての試合が実施済みであると判定された場合(S104:Yes)、制御部11はユーザの合計獲得ポイント(P)をユーザデータD101から取得する(S106)。すなわち、制御部11は、ユーザデータD101において、受信されたユーザ特定情報によって特定されるユーザIDと関連付けて記憶される合計獲得ポイント(P)を取得する。そして、制御部11は、ステップS106で取得された合計獲得ポイント(P)が500未満であるか否かを判定する(S108)。すなわち、制御部11は降格条件が満足されているか否かを判定する。
When it is determined that all the games of the season have been performed with respect to the received user identification information (S104: Yes), the control unit 11 acquires the total acquired points (P) of the user from the user data D101 (S106). ). That is, the control unit 11 acquires the total acquired points (P) stored in association with the user ID specified by the received user specifying information in the user data D101. Then, the control unit 11 determines whether or not the total acquired points (P) acquired in step S106 is less than 500 (S108). That is, the control unit 11 determines whether or not the demoting condition is satisfied.
合計獲得ポイント(P)が500未満であると判定された場合(S108:Yes)、制御部11は、ユーザデータD101に記憶されるユーザのランクを現在のランクよりも一つ下のランクに変更する(S114)。すなわち、制御部11は、ユーザデータD101において、受信されたユーザ特定情報によって特定されるユーザIDと関連付けて記憶されるランクを現在のランクよりも一つ下のランクに変更することによって、ユーザのランクを降格させる。
When it is determined that the total acquired points (P) are less than 500 (S108: Yes), the control unit 11 changes the rank of the user stored in the user data D101 to a rank one lower than the current rank. (S114). That is, in the user data D101, the control unit 11 changes the rank stored in association with the user ID specified by the received user specifying information to a rank that is one lower than the current rank. Demote rank.
一方、合計獲得ポイント(P)が500未満でないと判定された場合(S108:No)、制御部11は、ステップS106で取得された合計獲得ポイント(P)が1000以上であるか否かを判定する(S110)。すなわち、制御部11は昇格条件が満足されているか否かを判定する。
On the other hand, when it is determined that the total acquired point (P) is not less than 500 (S108: No), the control unit 11 determines whether the total acquired point (P) acquired in step S106 is 1000 or more. (S110). That is, the control unit 11 determines whether or not the promotion condition is satisfied.
合計獲得ポイント(P)が1000以上であると判定された場合(S110:Yes)、制御部11は、ユーザデータD101に記憶されるユーザのランクを現在のランクよりも一つ上のランクに変更する(S112)。すなわち、制御部11は、ユーザデータD101において、受信されたユーザ特定情報によって特定されるユーザIDと関連付けて記憶されるランクを現在のランクよりも一つ上のランクに変更することによって、ユーザのランクを昇格させる。
When it is determined that the total acquired points (P) are 1000 or more (S110: Yes), the control unit 11 changes the rank of the user stored in the user data D101 to a rank one higher than the current rank. (S112). That is, in the user data D101, the control unit 11 changes the rank stored in association with the user ID specified by the received user specifying information to a rank that is one higher than the current rank. Promote your rank.
一方、合計獲得ポイント(P)が1000以上でないと判定された場合(S110:No)、制御部11は、ユーザデータD101に記憶されるユーザのランクを変更せずに、後述のステップS116を実行する。すなわち、この場合、制御部11は、ユーザデータD101において、受信されたユーザ特定情報によって特定されるユーザIDと関連付けて記憶されるランクを現在のランクから変更しないことによって、ユーザを現在のランクに残留させる。
On the other hand, when it is determined that the total acquired points (P) are not 1000 or more (S110: No), the control unit 11 executes step S116 described later without changing the rank of the user stored in the user data D101. To do. That is, in this case, the control unit 11 does not change the rank stored in the user data D101 in association with the user ID specified by the received user identification information from the current rank, thereby changing the user to the current rank. Let it remain.
ステップS112又はS114が実行された場合、又は、ステップS110において、ステップS106で取得された合計獲得ポイント(P)が1000以上でないと判定された場合(S110:No)、制御部11は、シーズンを終了させるためのシーズン終了処理を実行する(S116)。例えば、制御部11は、ユーザデータD101において、受信されたユーザ特定情報によって特定されるユーザIDと関連付けて記憶される実施済み試合数や合計獲得ポイントをそれぞれ所定の初期値(例えば零)に初期化する。そして、制御部11は、通信部13を介して、シーズンが終了したことやユーザのランクの変動結果を示すシーズン終了データをゲーム端末30に送信する(S118)。この場合、ゲーム端末30では、シーズンが終了したことやユーザのランクの変動結果(変動の有無及び変動先)を示す画像が当該シーズン終了データに基づいて表示部35に表示される。
When step S112 or S114 is executed, or when it is determined in step S110 that the total acquired points (P) acquired in step S106 are not 1000 or more (S110: No), the control unit 11 selects the season. A season end process for ending is executed (S116). For example, in the user data D101, the control unit 11 initially sets the number of played games and the total earned points stored in association with the user ID specified by the received user specifying information to predetermined initial values (for example, zero), respectively. Turn into. And the control part 11 transmits the season end data which show that the season was complete | finished and the fluctuation | variation result of a user's rank to the game terminal 30 via the communication part 13 (S118). In this case, on the game terminal 30, an image indicating that the season has ended and the user's rank change result (change presence / absence and change destination) is displayed on the display unit 35 based on the season end data.
ステップS104において、受信されたユーザ特定情報に関して、シーズンのすべての試合を実施済みでないと判定された場合(S104:No)、図8Bに示すように、制御部11は、現在におけるユーザの合計獲得ポイント(P)をユーザデータD101から取得する(S120)。すなわち、制御部11は、ユーザデータD101において、受信されたユーザ特定情報によって特定されるユーザIDと関連付けて現在記憶されている合計獲得ポイント(P)を取得する。
In step S104, when it is determined that all the games of the season have not been performed with respect to the received user identification information (S104: No), as shown in FIG. A point (P) is acquired from the user data D101 (S120). That is, the control unit 11 acquires the total acquired points (P) currently stored in association with the user ID specified by the received user specifying information in the user data D101.
そして、制御部11は、ステップS120で取得された合計獲得ポイント(P)が1000以上であるか否かを判定する(S122)。すなわち、制御部11は現時点で昇格条件が満足されているか否かを判定する。
And the control part 11 determines whether the total acquisition point (P) acquired by step S120 is 1000 or more (S122). That is, the control unit 11 determines whether or not the promotion condition is satisfied at the present time.
先述の野球ゲームの例では、シーズン中にユーザの合計獲得ポイントは減少しないため、ステップS120で取得された合計獲得ポイント(P)が1000以上であると判定された場合(S122:Yes)とは、未実施の試合の結果に関わらず、シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが1000以上になる場合である。すなわち、未実施の試合の結果に関わらず、昇格条件が満足される場合である。この場合、制御部11は未実施の試合を実施させることなく、ユーザのランクを昇格させる処理を実行する。すなわち、制御部11は、ユーザデータD101において、受信されたユーザ特定情報によって特定されるユーザIDと関連付けて記憶されるランクを現在のランクよりも一つ上のランクに変更する(S136)。また、制御部11はシーズン終了処理を実行し(S142)、通信部13を介して、シーズン終了データをゲーム端末30に送信する(S144)。ステップS142,S144は図8AのステップS116,S118と同様である。
In the example of the baseball game described above, since the total earned points of the user does not decrease during the season, the case where it is determined that the total earned points (P) obtained in step S120 is 1000 or more (S122: Yes). Regardless of the result of an unimplemented game, the total earned points of the user at the time when all the games of the season are finished are 1000 or more. That is, the promotion condition is satisfied regardless of the result of the unimplemented game. In this case, the control part 11 performs the process which promotes a user's rank, without performing an unimplemented game. That is, the control unit 11 changes the rank stored in association with the user ID specified by the received user specifying information in the user data D101 to a rank one higher than the current rank (S136). Moreover, the control part 11 performs a season end process (S142), and transmits season end data to the game terminal 30 via the communication part 13 (S144). Steps S142 and S144 are the same as steps S116 and S118 of FIG. 8A.
一方、ステップS120で取得された合計獲得ポイント(P)が1000以上でないと判定された場合(S122:No)、制御部11は、シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントがとり得る最大値(Pmax)を取得する(S124)。例えば、1試合でユーザに付与され得る最大ポイントがΔPmaxであり、未実施の試合数がNであり、シーズン中にユーザの合計獲得ポイントが減少することがない場合、上記最大値(Pmax)は「P+ΔPmax*N」である。
On the other hand, when it is determined that the total earned points (P) acquired in step S120 is not 1000 or more (S122: No), the control unit 11 takes the total earned points of the user when all the season matches are finished. The maximum value (Pmax) to be obtained is acquired (S124). For example, when the maximum point that can be given to the user in one game is ΔPmax, the number of games that have not been played is N, and the total points gained by the user does not decrease during the season, the maximum value (Pmax) is “P + ΔPmax * N”.
ステップS124の実行後、制御部11は上記最大値(Pmax)が500未満であるか否かを判定する(S126)。
After execution of step S124, the control unit 11 determines whether or not the maximum value (Pmax) is less than 500 (S126).
上記最大値(Pmax)が500未満であると判定された場合(S126:Yes)とは、未実施の試合の各々で最大ポイントをユーザに付与したとしても、シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが500未満になる場合である(図3参照)。すなわち、シーズンの試合をすべて終了した時点で降格条件を満足することが確定している場合である。この場合、制御部11は未実施の試合を実施させることなく、ユーザのランクを降格させる処理を実行する。すなわち、制御部11は、ユーザデータD101において、受信されたユーザ特定情報によって特定されるユーザIDと関連付けて記憶されるランクを現在のランクよりも一つ下のランクに変更する(S138)。また、制御部11はシーズン終了処理を実行し(S144)、通信部13を介して、シーズン終了データをゲーム端末30に送信する(S146)。
When it is determined that the maximum value (Pmax) is less than 500 (S126: Yes), even if the maximum points are given to the user in each of the unimplemented matches, the seasons are all over This is a case where the total points acquired by the user is less than 500 (see FIG. 3). That is, it is a case where it is determined that the demotion conditions are satisfied when all the season matches are completed. In this case, the control part 11 performs the process which demotes a user's rank, without performing an unimplemented game. That is, the control unit 11 changes the rank stored in association with the user ID specified by the received user specifying information in the user data D101 to a rank one lower than the current rank (S138). Moreover, the control part 11 performs a season end process (S144), and transmits season end data to the game terminal 30 via the communication part 13 (S146).
一方、上記最大値(Pmax)が500未満でないと判定された場合(S126:No)、制御部11は、シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントがとり得る最小値(Pmin)を取得する(S128)。例えば、1試合でユーザに付与され得る最小ポイントがΔPminであり、未実施の試合数がNであり、シーズン中にユーザの合計獲得ポイントが減少することがない場合、上記最小値(Pmin)は「P+ΔPmin*N」である。
On the other hand, when it determines with the said maximum value (Pmax) not being less than 500 (S126: No), the control part 11 is the minimum value (Pmin) which a user's total acquisition point can take at the time of complete | finishing all the games of a season. Is acquired (S128). For example, when the minimum point that can be given to the user in one game is ΔPmin, the number of games that have not been played is N, and the total points earned by the user does not decrease during the season, the minimum value (Pmin) is “P + ΔPmin * N”.
ステップS128の実行後、制御部11は上記最小値(Pmin)が1000以上であるか否かを判定する(S130)。上記最小値(Pmin)が1000以上であると判定された場合(S130:Yes)とは、未実施の試合の各々でユーザに付与されるポイントが最小ポイントであったとしても、シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが1000以上になる場合である(図4参照)。すなわち、シーズンの試合をすべて終了した時点で昇格条件を満足することが確定している場合である。この場合、制御部11は未実施の試合を実施させることなく、ユーザのランクを昇格させる処理を実行する。すなわち、制御部11は、ユーザデータD101において、受信されたユーザ特定情報によって特定されるユーザIDと関連付けて記憶されるランクを現在のランクよりも一つ上のランクに変更する(S140)。また、制御部11はシーズン終了処理を実行し(S142)、通信部13を介して、シーズン終了データをゲーム端末30に送信する(S144)。
After execution of step S128, the control unit 11 determines whether or not the minimum value (Pmin) is 1000 or more (S130). When it is determined that the minimum value (Pmin) is 1000 or more (S130: Yes), even if the points given to the user in each of the unimplemented games are the minimum points, This is a case where the total number of points acquired by the user at the time when all the operations are completed is 1000 or more (see FIG. 4). That is, it is a case where it is determined that the promotion conditions are satisfied when all the season matches are completed. In this case, the control part 11 performs the process which promotes a user's rank, without performing an unimplemented game. That is, the control unit 11 changes the rank stored in association with the user ID specified by the received user specifying information in the user data D101 to a rank one higher than the current rank (S140). Moreover, the control part 11 performs a season end process (S142), and transmits season end data to the game terminal 30 via the communication part 13 (S144).
一方、上記最小値(Pmin)が1000以上でないと判定された場合(S130:No)、制御部11は、上記最小値(Pmin)が500以上であり、かつ、上記最大値(Pmax)が1000未満であるか否かを判定する(S132)。
On the other hand, when it is determined that the minimum value (Pmin) is not 1000 or more (S130: No), the control unit 11 has the minimum value (Pmin) of 500 or more and the maximum value (Pmax) of 1000. It is determined whether it is less than (S132).
上記最小値(Pmin)が500以上であり、かつ、上記最大値(Pmax)が1000未満であると判定された場合(S132:Yes)とは、未実施の試合の各々でユーザに付与されるポイントが最小ポイントであったとしても、シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが500以上になり、未実施の試合の各々で最大ポイントをユーザに付与したとしても、シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが1000以上にならない場合である。すなわち、未実施の試合の結果に関わらず、シーズンの試合をすべて終了した時点におけるユーザの合計獲得ポイントが500以上かつ1000未満になる場合である。つまり、シーズンの試合をすべて終了した時点で残留条件を満足することが確定している場合である。この場合、制御部11は未実施の試合を実施させることなく、ユーザを現在のランクに残留させる処理を実行する。すなわち、制御部11は、ユーザデータD101において、受信されたユーザ特定情報によって特定されるユーザIDと関連付けて記憶されるランクを現在のランクから変更せずに、シーズン終了処理を実行し(S142)、通信部13を介して、シーズン終了データをゲーム端末30に送信する(S144)。
When it is determined that the minimum value (Pmin) is 500 or more and the maximum value (Pmax) is less than 1000 (S132: Yes), it is given to the user in each unimplemented game. Even if the points are the minimum points, the total points gained by the user at the time when all the season matches are over 500, and even if the maximum points are given to the users in each of the unplayed matches, This is a case where the total earned points of the user at the time when all of the above are finished do not become 1000 or more. In other words, regardless of the result of an unimplemented game, the total points gained by the user at the time when all the games of the season are finished are 500 or more and less than 1000. That is, it is a case where it is determined that the remaining conditions are satisfied when all the season matches are completed. In this case, the control part 11 performs the process which makes a user remain in the present rank, without performing an unexecuted game. That is, the control unit 11 executes the season end process without changing the rank stored in the user data D101 in association with the user ID specified by the received user specifying information from the current rank (S142). The season end data is transmitted to the game terminal 30 via the communication unit 13 (S144).
一方、上記最小値(Pmin)が500以上であり、かつ、上記最大値(Pmax)が1000未満であると判定されなかった場合(S132:No)とは、現時点でユーザのランクの変動の有無及び変動先が確定していない場合である。言い換えれば、未実施の試合の結果によって、ユーザのランクの変動の有無及び変動先が変化し得る場合である。この場合、制御部11は、通信部13を介して、シーズンを続行することを示すシーズン続行データをゲーム端末30に送信する(S134)。
On the other hand, when it is not determined that the minimum value (Pmin) is 500 or more and the maximum value (Pmax) is less than 1000 (S132: No), whether or not the rank of the user has changed at this time And the destination of change is not fixed. In other words, it is a case where the presence / absence of the change in the rank of the user and the change destination can change depending on the result of the unimplemented game. In this case, the control part 11 transmits the season continuation data which shows continuing a season to the game terminal 30 via the communication part 13 (S134).
なお、一つの試合でユーザに付与され得る最小ポイント(ΔPmin)が零である場合、図8BのステップS128,S130,S140を省略してもよい。また、この場合、ステップS132では、現在におけるユーザの合計獲得ポイント(P)が500以上であり、かつ、ステップS124で取得された最大値(Pmax)が1000未満であるか否かを判定するようにすればよい。
If the minimum point (ΔPmin) that can be given to the user in one game is zero, steps S128, S130, and S140 in FIG. 8B may be omitted. Further, in this case, in step S132, it is determined whether or not the current total user acquisition point (P) is 500 or more and the maximum value (Pmax) acquired in step S124 is less than 1000. You can do it.
[5.まとめ]ゲームシステム1では、通常は、1シーズンの試合(30試合)がすべて終了した時点で、それら30試合でユーザに付与されたポイントの合計(合計獲得ポイント)に基づいて、ユーザのランクの変動の有無及び変動先が決定されるところ、少なくとも1つの試合が未実施である時点において、ユーザのランクの変動の有無及び変動先を特定可能であると判定された場合には、未実施の試合の実施を制限するようにしたことによって、ユーザにとって実施する必要性の低い試合の実施を制限でき、その結果として、ゲームシステム1の負荷を軽減できる。
[5. Summary] Normally, in the game system 1, when all the games of one season (30 games) are finished, the rank of the user is determined based on the total points (total earned points) given to the users in those 30 games. When the presence / absence of the change and the change destination are determined, if it is determined that the presence / absence of the change in the user's rank and the change destination can be specified at the time when at least one game has not been executed, By limiting the performance of the game, it is possible to limit the performance of the game that is less necessary for the user, and as a result, the load on the game system 1 can be reduced.
[6.変形例]本発明は以上に説明した実施形態に限定されるものではない。
[6. Modification] The present invention is not limited to the embodiment described above.
以上に説明した野球ゲームでは、試合の結果に応じてユーザの合計獲得ポイントが減少することはなかったが、試合の結果に応じてユーザの合計獲得ポイントが減少してもよい。例えば、好ましくないプレイ(例えば三振等)がユーザのチームの選手キャラクタによって行われた場合、ユーザに付与されるポイントを減らすようにしてもよい。その結果、一つの試合でユーザに付与されるポイントの量がマイナスになった場合には、ユーザの合計獲得ポイントを減少させるようにしてもよい。
In the baseball game described above, the user's total earned points did not decrease according to the game result, but the user's total earned points may decrease according to the game result. For example, when an unfavorable play (for example, strikeout) is performed by a player character of the user's team, the points given to the user may be reduced. As a result, when the amount of points given to the user in one game becomes negative, the total acquired points of the user may be decreased.
この場合、図8BのステップS124又はS128では、ユーザの合計獲得ポイントが減少されることも考慮して、シーズン終了時におけるユーザの合計獲得ポイントがとり得る最大値(Pmax)又は最小値(Pmin)を算出すればよい。例えば、一つの試合によるユーザの合計獲得ポイントの減少量の上限を設定しておき、当該上限に基づいて、上記最大値(Pmax)又は最小値(Pmin)を算出してもよい。
In this case, in step S124 or S128 of FIG. 8B, the maximum value (Pmax) or the minimum value (Pmin) that the total acquisition point of the user can take at the end of the season is also taken into consideration in consideration of the decrease of the total acquisition point of the user. May be calculated. For example, an upper limit of the reduction amount of the user's total acquired points by one game may be set, and the maximum value (Pmax) or the minimum value (Pmin) may be calculated based on the upper limit.
また以上では、本発明を野球ゲームに適用した例について主に説明したが、本発明は野球ゲーム以外のゲームにも適用できる。例えば、本発明は、サッカーゲーム等の他のスポーツゲームにも適用できる。また例えば、本発明は、スポーツゲーム以外のゲームにも適用できる。例えば、本発明は、麻雀ゲーム、将棋ゲーム、囲碁ゲーム、又は、カードデッキを使用して対戦するカードゲーム等にも適用できる。本発明は、所定回数のゲームの結果に基づき、所定規則に従って、複数の階層情報のうちのいずれかを、ユーザに関わる識別情報に関連付ける階層情報として決定するようなゲームに適用できる。
In the foregoing, the example in which the present invention is applied to a baseball game has been mainly described, but the present invention can also be applied to a game other than a baseball game. For example, the present invention can be applied to other sports games such as a soccer game. Also, for example, the present invention can be applied to games other than sports games. For example, the present invention can also be applied to a mahjong game, a shogi game, a go game, or a card game that uses a card deck. The present invention can be applied to a game in which one of a plurality of pieces of hierarchical information is determined as hierarchical information associated with identification information related to a user based on a predetermined number of game results in accordance with a predetermined rule.
[7.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。なお、本発明の理解を容易にするために、適宜図面に記載された符号を括弧書きで記載するが、それにより本発明が図示の態様に限定されるものではない。
[7. Supplementary Note] From the above description, the present invention is grasped as follows, for example. In addition, in order to make an understanding of this invention easy, the code | symbol described in drawing suitably is described in parenthesis, However, This invention is not limited to the aspect of illustration by it.
1)本発明の一態様に係るゲームシステム(1)は、所定回数のゲーム(例えば30試合)の結果に基づき、所定規則(例えば図2)に従って、複数の階層情報(例えばランクA~E)のうちのいずれかを、ユーザに関わる識別情報(例えばユーザID)に関連付ける階層情報(例えばランク)として決定する決定手段(120)と、前記所定回数のゲームのうちの少なくとも1回のゲームが未実行である時点において、実行済みのゲームの結果と前記所定規則とに基づき、前記決定手段(120)によって決定される階層情報を特定可能であるか否かを判定する判定手段(130)と、前記少なくとも1回のゲームが未実行である時点において、前記決定手段(120)によって決定される階層情報を特定可能であると判定された場合に、未実行の前記少なくとも1回のゲームの実行を制限する制限手段(140)と、を含む。
1) A game system (1) according to one aspect of the present invention has a plurality of hierarchical information (for example, ranks A to E) according to a predetermined rule (for example, FIG. 2) based on the results of a predetermined number of games (for example, 30 games). And determining means (120) for determining one of the above as hierarchical information (for example, rank) associated with identification information (for example, user ID) related to the user, and at least one of the predetermined number of games has not been A determination means (130) for determining whether or not the hierarchy information determined by the determination means (120) can be specified based on the result of the executed game and the predetermined rule at the time of execution; When it is determined that the hierarchy information determined by the determining means (120) can be specified at the time when the at least one game is not executed. It includes a limiting means for limiting the execution of the at least one game unexecuted (140), the.
10)本発明の一態様に係るゲーム制御装置(10又は30)は、所定回数のゲームの結果に基づき、所定規則に従って、複数の階層情報のうちのいずれかを、ユーザに関わる識別情報に関連付ける階層情報として決定する決定手段(120)と、前記所定回数のゲームのうちの少なくとも1回のゲームが未実行である時点において、実行済みのゲームの結果と前記所定規則とに基づき、前記決定手段(120)によって決定される階層情報を特定可能であるか否かを判定する判定手段(130)と、前記少なくとも1回のゲームが未実行である時点において、前記決定手段(120)によって決定される階層情報を特定可能であると判定された場合に、未実行の前記少なくとも1回のゲームの実行を制限する制限手段(140)と、を含む。
10) The game control device (10 or 30) according to one aspect of the present invention associates any one of a plurality of pieces of hierarchical information with identification information related to the user according to a predetermined rule based on a result of a predetermined number of games. Determining means (120) for determining as hierarchical information, and at the time when at least one of the predetermined number of games is not executed, the determining means based on the result of the executed game and the predetermined rule; The determination means (130) for determining whether or not the hierarchical information determined by (120) can be specified, and the determination means (120) at the time when the at least one game is not executed. And restricting means (140) for restricting execution of the at least one unexecuted game when it is determined that the hierarchical information can be specified. .
11)また、本発明の一態様に係るプログラムは、1)~9)のいずれか1つに記載のゲームシステム(1)、又は、10)に記載のゲーム制御装置(10又は30)としてコンピュータを機能させるためのプログラムである。
11) A program according to an aspect of the present invention is a computer as the game control device (10 or 30) according to any one of 1) to 9) described in the game system (1) or 10). Is a program for making
12)また、本発明の一態様に係る情報記憶媒体は、11)に記載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。
12) An information storage medium according to an aspect of the present invention is a computer-readable information storage medium recording the program described in 11).
13)本発明の一態様に係るゲームシステム(1)の制御方法は、所定回数のゲームの結果に基づき、所定規則に従って、複数の階層情報のうちのいずれかを、ユーザに関わる識別情報に関連付ける階層情報として決定する決定ステップ(S108~S112)と、前記所定回数のゲームのうちの少なくとも1回のゲームが未実行である時点において、実行済みのゲームの結果と前記所定規則とに基づき、前記決定ステップ(S108~S112)によって決定される階層情報を特定可能であるか否かを判定する判定ステップ(S120~S132,S136~S140)と、前記少なくとも1回のゲームが未実行である時点において、前記決定ステップによって決定される階層情報を特定可能であると判定された場合に、未実行の前記少なくとも1回のゲームの実行を制限する制限ステップ(S142,S144)と、を含む。
13) The control method of the game system (1) according to one aspect of the present invention relates one of a plurality of pieces of hierarchical information to identification information related to a user according to a predetermined rule based on a result of a predetermined number of games. Based on the determination step (S108 to S112) for determining as hierarchical information and the result of the executed game and the predetermined rule at the time when at least one of the predetermined number of games is not executed A determination step (S120 to S132, S136 to S140) for determining whether or not the hierarchy information determined by the determination steps (S108 to S112) can be specified, and at the time when the at least one game is not executed. When it is determined that the hierarchical information determined by the determination step can be specified, Kutomo includes a one game limit step of limiting execution of (S142, S144), the.
14)本発明の一態様に係るゲーム制御装置(10又は30)の制御方法は、所定回数のゲームの結果に基づき、所定規則に従って、複数の階層情報のうちのいずれかを、ユーザに関わる識別情報に関連付ける階層情報として決定する決定ステップ(S108~S112)と、前記所定回数のゲームのうちの少なくとも1回のゲームが未実行である時点において、実行済みのゲームの結果と前記所定規則とに基づき、前記決定ステップ(S108~S112)によって決定される階層情報を特定可能であるか否かを判定する判定ステップ(S120~S132,S136~S140)と、前記少なくとも1回のゲームが未実行である時点において、前記決定ステップによって決定される階層情報を特定可能であると判定された場合に、未実行の前記少なくとも1回のゲームの実行を制限する制限ステップ(S142,S144)と、を含む。
14) The control method of the game control apparatus (10 or 30) according to one aspect of the present invention is based on a result of a predetermined number of games, and according to a predetermined rule, identifies one of a plurality of hierarchical information related to a user. A decision step (S108 to S112) for determining as hierarchical information to be associated with information, and a result of the executed game and the predetermined rule at a time when at least one of the predetermined number of games is not executed. A determination step (S120 to S132, S136 to S140) for determining whether or not the hierarchy information determined by the determination steps (S108 to S112) can be specified, and the at least one game has not been executed. If it is determined that the hierarchical information determined by the determination step can be specified at a certain point in time, It said containing and limiting step of limiting execution of at least one game (S142, S144), the.
上記1)、10)~14)に記載の発明によれば、通常は、所定回数のゲームの結果に基づき、所定規則に従って、ユーザに関わる識別情報に関連付ける階層情報が決定されるところ、所定回数のゲームのうちの少なくとも1回のゲームが未実行である時点において、決定される階層情報を特定可能であると判定された場合に、未実行の少なくとも1回のゲームの実行を制限できる。すなわち、ユーザにとって実行する必要性の低いゲームの実行を制限でき、その結果として、ゲームシステムの負荷を軽減できる。
According to the inventions described in 1), 10) to 14) above, the hierarchical information to be associated with the identification information related to the user is usually determined according to a predetermined rule based on the result of the predetermined number of games. When it is determined that the determined hierarchical information can be specified at a time when at least one of the games is not executed, execution of at least one game that is not executed can be restricted. That is, it is possible to limit the execution of a game that is less necessary for the user, and as a result, the load on the game system can be reduced.
2)本発明の一態様では、前記決定手段(120)は、前記所定回数のゲームの結果が所定条件(例えば昇格条件(又は降格条件、残留条件))を満足する場合に、前記複数の階層情報のうちの所定の階層情報(例えば現在のランクよりも一つ上のランク(又は現在のランクよりも一つ上のランク、現在のランク))を、前記識別情報に関連付ける階層情報として決定し、前記判定手段(130)は、前記少なくとも1回のゲームが未実行である時点において、前記未実行の少なくとも1回のゲームの結果に関わらず、前記所定回数のゲームがすべて完了した時点で前記所定条件が満足されることになるか否かを前記実行済みのゲームの結果に基づいて判定し、前記制限手段(140)は、前記少なくとも1回のゲームが未実行である時点において、前記未実行の少なくとも1回のゲームの結果に関わらず、前記所定回数のゲームがすべて完了した時点で前記所定条件が満足されることになると判定された場合に、前記未実行の少なくとも1回のゲームの実行を制限するようにしてもよい。
2) In one aspect of the present invention, the determining means (120) may determine the plurality of hierarchies when the result of the predetermined number of games satisfies a predetermined condition (for example, promotion condition (or demotion condition, remaining condition)). Predetermined hierarchical information (for example, a rank one higher than the current rank (or a rank higher than the current rank, the current rank)) is determined as hierarchical information associated with the identification information. The determination means (130), when the at least one game has not been executed, at the time when all of the predetermined number of games have been completed, regardless of the result of the at least one game that has not been executed. It is determined whether or not a predetermined condition is satisfied based on the result of the executed game, and the limiting means (140) is a time point when the at least one game is not executed. However, when it is determined that the predetermined condition is satisfied when all the predetermined number of games are completed regardless of the result of at least one unexecuted game, the at least the unexecuted game You may make it restrict | limit execution of one game.
2)に記載の発明によれば、通常は、所定回数のゲームの結果が所定条件を満足する場合に、複数の階層情報のうちの所定の階層情報がユーザに関わる識別情報に関連付けられるところ、少なくとも1回のゲームが未実行である時点において、未実行の少なくとも1回のゲームの結果に関わらず、所定回数のゲームがすべて完了した時点で所定条件が満足されることになると判定された場合に、未実行の少なくとも1回のゲームの実行を制限できる。すなわち、所定回数のゲームの結果が所定条件を満足する場合に、複数の階層情報のうちの所定の階層情報をユーザに関わる識別情報に関連付けるようなゲームシステムにおいて、ユーザにとって実行する必要性の低いゲームの実行を制限でき、その結果として、ゲームシステムの処理負荷を軽減できる。
According to the invention described in 2), normally, when the result of a predetermined number of games satisfies a predetermined condition, the predetermined hierarchical information of the plurality of hierarchical information is associated with identification information related to the user. When it is determined that a predetermined condition is satisfied when all of the predetermined number of games are completed, regardless of the result of at least one unexecuted game, at the time when at least one game is not executed In addition, the execution of at least one game that has not been executed can be restricted. That is, in a game system that associates predetermined hierarchical information of a plurality of hierarchical information with identification information related to the user when the result of a predetermined number of games satisfies a predetermined condition, it is less necessary for the user to execute. The execution of the game can be restricted, and as a result, the processing load on the game system can be reduced.
3)本発明の一態様では、前記実行済みのゲームの結果に基づいて、前記識別情報に関連付けられる数値情報(例えば合計獲得ポイント)を変化させる変化手段(110)をさらに含み、前記決定手段(120)は、前記所定回数のゲームがすべて完了した時点における前記数値情報が所定範囲(例えば1000以上の範囲(又は500未満の範囲、500以上1000未満の範囲))に含まれる場合に、前記所定の階層情報(例えば現在のランクよりも一つ上のランク(又は現在のランクよりも一つ上のランク、現在のランク))を、前記識別情報に関連付ける階層情報として決定し、前記判定手段(130)は、前記少なくとも1回のゲームが未実行である時点において、当該時点における前記数値情報に基づき、前記未実行の少なくとも1回のゲームの結果に関わらず、前記所定回数のゲームがすべて完了した時点における前記数値情報が前記所定範囲に含まれることになるか否かを判定し、前記制限手段(140)は、前記少なくとも1回のゲームが未実行である時点において、前記未実行の少なくとも1回のゲームの結果に関わらず、前記所定回数のゲームがすべて完了した時点における前記数値情報が前記所定範囲に含まれることになると判定された場合に、前記未実行の少なくとも1回のゲームの実行を制限するようにしてもよい。
3) In one mode of the present invention, it further includes changing means (110) for changing numerical information (for example, total acquired points) associated with the identification information based on the result of the executed game, 120), when the numerical information at the time when the predetermined number of games are all completed is included in a predetermined range (for example, a range of 1000 or more (or a range of less than 500, a range of 500 or more and less than 1000)). Hierarchical information (for example, a rank one higher than the current rank (or a rank one higher than the current rank, the current rank)) is determined as hierarchical information associated with the identification information, and the determination means ( 130), at the time when the at least one game is not executed, based on the numerical information at the time, Regardless of the result of one game, it is determined whether or not the numerical information at the time when the predetermined number of games are all completed is included in the predetermined range, and the limiting means (140) When the at least one game has not been executed, the numerical value information at the time when all of the predetermined number of games have been completed is included in the predetermined range regardless of the result of the at least one unexecuted game. If it is determined that it will happen, the execution of the unexecuted game at least once may be restricted.
3)に記載の発明によれば、通常は、所定回数のゲームがすべて完了した時点における数値情報が所定範囲に含まれる場合に、複数の階層情報のうちの所定の階層情報がユーザに関わる識別情報に関連付けられるところ、少なくとも1回のゲームが未実行である時点において、未実行の少なくとも1回のゲームの結果に関わらず、所定回数のゲームがすべて完了した時点における数値情報が所定範囲に含まれることになると判定された場合に、未実行の少なくとも1回のゲームの実行を制限できる。すなわち、所定回数のゲームがすべて完了した時点における数値情報が所定範囲に含まれる場合に複数の階層情報のうちの所定の階層情報をユーザに関わる識別情報に関連付けるようなゲームシステムにおいて、ユーザにとって実行する必要性の低いゲームの実行を制限でき、その結果として、ゲームシステムの負荷を軽減できる。
According to the invention described in 3), usually, when the numerical information at the time when the predetermined number of games are all completed is included in the predetermined range, the predetermined hierarchical information of the plurality of hierarchical information is related to the user. Associating with information, when at least one game has not been executed, numerical information at the time when all of the predetermined number of games have been completed is included in the predetermined range regardless of the result of at least one game that has not been executed yet. If it is determined that the game is to be executed, execution of at least one game that has not been executed can be restricted. That is, in a game system that associates predetermined hierarchical information of a plurality of hierarchical information with identification information related to the user when numerical information at the time when all the predetermined number of games are completed is included in the predetermined range, it is executed for the user. As a result, it is possible to reduce the load on the game system.
4)本発明の一態様では、前記判定手段(130)は、前記少なくとも1回のゲームが未実行である時点において、当該時点における前記数値情報に基づいて、前記所定回数のゲームがすべて完了した時点における前記数値情報がとり得る最大値(例えばPmax)又は最小値(例えばPmin)を取得する手段と、前記未実行の少なくとも1回のゲームの結果に関わらず、前記所定回数のゲームがすべて完了した時点における前記数値情報が前記所定範囲に含まれることになるか否かを、前記最大値又は前記最小値に基づいて判定する手段と、を含むようにしてもよい。
4) In one aspect of the present invention, the determination means (130) completes the predetermined number of games at the time when the at least one game has not been executed based on the numerical information at the time. Regardless of the means for obtaining the maximum value (for example, Pmax) or the minimum value (for example, Pmin) that can be taken by the numerical information at the time point and the result of at least one unexecuted game, all the predetermined number of games are completed. And means for determining whether or not the numerical information at the time point is included in the predetermined range based on the maximum value or the minimum value.
4)に記載の発明によれば、少なくとも1回のゲームが未実行である時点において、当該時点における数値情報に基づいて、複数回のゲームがすべて完了した時点における数値情報がとり得る最大値又は最小値を取得したことによって、当該最大値又は最小値に基づき、所定回数のゲームがすべて完了した時点における数値情報が所定範囲に含まれるか否かを判定できるようになる。
According to the invention described in 4), at the time when at least one game has not been executed, based on the numerical information at that time, the maximum value that can be taken by the numerical information at the time when all of the plurality of games are completed or By acquiring the minimum value, it is possible to determine whether or not numerical information at the time when all the predetermined number of games are completed is included in the predetermined range based on the maximum value or the minimum value.
5)本発明の一態様では、前記決定手段(120)は、前記所定回数のゲームがすべて完了した時点における前記数値情報が第1所定範囲(例えば500未満の範囲)に含まれる場合に、前記識別情報に関連付ける階層情報を、前記識別情報に現在関連付けられている階層情報よりも下の階層情報に変更すると決定する手段(S112)と、前記所定回数のゲームがすべて完了した時点における前記数値情報が第2所定範囲(例えば500以上1000未満の範囲)に含まれる場合に、前記識別情報に関連付ける階層情報を、前記識別情報に現在関連付けられている階層情報から変更しないと決定する手段(S114)と、前記所定回数のゲームがすべて完了した時点における前記数値情報が第3所定範囲(例えば1000以上の範囲)に含まれる場合に、前記識別情報に関連付ける階層情報を、前記識別情報に現在関連付けられている階層情報よりも上の階層情報に変更すると決定する手段(S110:No)と、を含み、前記判定手段(130)は、前記少なくとも1回のゲームが未実行である時点において、当該時点における前記数値情報に基づき、前記所定回数のゲームがすべて完了した時点における前記数値情報が含まれる範囲が前記第1所定範囲と前記第2所定範囲と前記第3所定範囲とのうちのいずれか一つに絞り込まれるか否かを判定し、前記制限手段(140)は、前記少なくとも1回のゲームが未実行である時点において、前記所定回数のゲームがすべて完了した時点における前記数値情報が含まれる範囲が前記第1所定範囲と前記第2所定範囲と前記第3所定範囲とのいずれか一つに絞り込まれると判定された場合に、前記未実行の少なくとも1回のゲームの実行を制限するようにしてもよい。
5) In one aspect of the present invention, the determining means (120) is configured such that when the numerical information at the time when the predetermined number of games are all completed is included in a first predetermined range (for example, a range less than 500), Means (S112) for determining that the hierarchical information associated with the identification information is changed to hierarchical information lower than the hierarchical information currently associated with the identification information, and the numerical information when the predetermined number of games are all completed. Means for determining that the hierarchical information associated with the identification information is not changed from the hierarchical information currently associated with the identification information (S114). When the predetermined number of games are all completed, the numerical information is within a third predetermined range (for example, a range of 1000 or more). Means for determining that the hierarchical information associated with the identification information should be changed to hierarchical information higher than the hierarchical information currently associated with the identification information (S110: No). (130) is a range in which the numerical information at the time when the predetermined number of games are all completed is included in the first time based on the numerical information at the time when the at least one game is not executed. It is determined whether or not to be narrowed down to any one of a predetermined range, the second predetermined range, and the third predetermined range, and the limiting means (140) has not executed the at least one game. At a certain point in time, the ranges including the numerical information at the time when all the predetermined number of games are completed are the first predetermined range, the second predetermined range, and the third If it is determined to be narrowed down to one of the constant range, the may be limited to execution of at least one game unexecuted.
5)に記載の発明によれば、通常は、所定回数のゲームがすべて完了した時点における数値情報が第1所定範囲と第2所定範囲と第3所定範囲とのいずれに含まれるかに基づき、ユーザに関わる識別情報に関連付けられる階層情報が、現在の階層情報よりも下の階層情報と、現在の階層情報と、現在の階層情報よりも上の階層情報とのうちから決定されるところ、少なくとも1回のゲームが未実行である時点において、所定回数のゲームがすべて完了した時点における数値情報が含まれる範囲が第1所定範囲と第2所定範囲と第3所定範囲とのうちのいずれか一つに絞り込まれると判定された場合に、未実行の少なくとも1回のゲームの実行を制限できる。すなわち、所定回数のゲームがすべて完了した時点における数値情報が第1所定範囲と第2所定範囲と第3所定範囲とのいずれに含まれるかに基づき、ユーザに関わる識別情報に関連付けられる階層情報を、現在の階層情報よりも下の階層情報と、現在の階層情報と、現在の階層情報よりも上の階層情報とのうちから決定するようなゲームシステムにおいて、ユーザにとって実行する必要性の低いゲームの実行を制限でき、その結果として、ゲームシステムの処理負荷を軽減できる。
According to the invention described in 5), normally, based on whether the numerical information at the time when the predetermined number of games are all completed is included in the first predetermined range, the second predetermined range, or the third predetermined range, The hierarchy information associated with the identification information related to the user is determined from the hierarchy information below the current hierarchy information, the current hierarchy information, and the hierarchy information above the current hierarchy information. When one game is not executed, the range including numerical information at the time when all the predetermined number of games are completed is any one of the first predetermined range, the second predetermined range, and the third predetermined range. When it is determined to be narrowed down to one, execution of at least one game that has not been executed can be restricted. That is, the hierarchical information associated with the identification information related to the user is based on whether the numerical information at the time when the predetermined number of games are all completed is included in the first predetermined range, the second predetermined range, or the third predetermined range. In a game system in which determination is made among hierarchical information below the current hierarchical information, current hierarchical information, and hierarchical information above the current hierarchical information, a game that is less necessary for the user to execute As a result, the processing load on the game system can be reduced.
6)本発明の一態様では、前記少なくとも1回のゲームが未実行である時点において、前記決定手段(120)によって決定される階層情報を特定可能であると判定された場合に、前記識別情報に関連付ける階層情報を決定する第2決定手段(150)を含むようにしてもよい。
6) In one aspect of the present invention, when it is determined that the hierarchy information determined by the determining means (120) can be specified at the time when the at least one game is not executed, the identification information A second determination means (150) for determining hierarchical information associated with the information may be included.
6)に記載の発明によれば、所定回数のゲームのうちの少なくとも1回のゲームが未実行である時点において、決定手段によって決定される階層情報を特定可能であると判定された場合に、未実行の少なくとも1回のゲームの実行が制限されるとともに、識別情報に関連付ける階層情報が決定される。ユーザにとって実行する必要性の低いゲームの実行を制限しつつ、ユーザに関わる識別情報に関連付ける階層情報も決定できる。すなわち、ユーザに関わる識別情報に関連付ける階層情報が決定されるように担保しつつ、ゲームシステムの負荷を軽減できる。
According to the invention described in 6), when it is determined that the hierarchy information determined by the determining means can be specified at the time when at least one of the predetermined number of games has not been executed, The execution of at least one unexecuted game is restricted, and hierarchical information associated with the identification information is determined. Hierarchical information associated with identification information related to the user can be determined while restricting execution of a game that is less necessary for the user. That is, it is possible to reduce the load on the game system while ensuring that hierarchical information associated with identification information related to the user is determined.
7)2)及び6)に記載の発明の一態様では、前記第2決定手段(150)は、前記少なくとも1回のゲームが未実行である時点において、前記未実行の少なくとも1回のゲームの結果に関わらず、前記所定回数のゲームがすべて完了した時点で前記所定条件(例えば昇格条件(又は降格条件、残留条件))が満足されることになると判定された場合に、前記所定の階層情報(例えば現在のランクよりも一つ上のランク(又は現在のランクよりも一つ上のランク、現在のランク))を、前記識別情報に関連付ける階層情報として決定するようにしてもよい。
7) In one aspect of the invention described in 2) and 6), the second determination means (150) is configured to execute at least one unexecuted game at the time when the at least one game is unexecuted. Regardless of the result, when it is determined that the predetermined condition (for example, the promotion condition (or the demotion condition, the remaining condition)) is satisfied when all the predetermined number of games are completed, the predetermined hierarchy information (For example, a rank one level higher than the current rank (or a rank one level higher than the current rank, the current rank)) may be determined as hierarchical information associated with the identification information.
7)に記載の発明によれば、所定回数のゲームの結果が所定条件を満足する場合に、複数の階層情報のうちの所定の階層情報をユーザに関わる識別情報に関連付けるようなゲームシステムにおいて、ユーザに関わる識別情報に関連付ける階層情報が決定されるように担保しつつ、ゲームシステムの負荷を軽減できる。
7) According to the invention described in 7), in a game system in which, when a result of a predetermined number of games satisfies a predetermined condition, the predetermined hierarchical information among a plurality of hierarchical information is associated with identification information related to the user. The load on the game system can be reduced while ensuring that the hierarchical information associated with the identification information related to the user is determined.
8)3)及び6)に記載の発明の一態様では、前記第2決定手段(150)は、前記少なくとも1回のゲームが未実行である時点において、前記未実行の少なくとも1回のゲームの結果に関わらず、前記所定回数のゲームがすべて完了した時点における前記数値情報(例えば合計獲得ポイント)が前記所定範囲(例えば1000以上の範囲(又は500未満の範囲、500以上1000未満の範囲))に含まれることになると判定された場合に、前記所定の階層情報を、前記識別情報に関連付ける階層情報として決定するようにしてもよい。
8) In one aspect of the invention described in 3) and 6), the second determining means (150) is configured to execute at least one unexecuted game at the time when the at least one game is unexecuted. Regardless of the result, when the predetermined number of games are all completed, the numerical information (for example, total acquired points) is within the predetermined range (for example, a range of 1000 or more (or a range of less than 500, a range of 500 or more and less than 1000)). The predetermined hierarchy information may be determined as hierarchy information associated with the identification information.
8)に記載の発明によれば、所定回数のゲームがすべて完了した時点における数値情報が所定範囲に含まれる場合に複数の階層情報のうちの所定の階層情報をユーザに関わる識別情報に関連付けるようなゲームシステムにおいて、ユーザに関わる識別情報に関連付ける階層情報が決定されるように担保しつつ、ゲームシステムの負荷を軽減できる。
According to the invention described in 8), when the numerical information at the time when the predetermined number of games are all completed is included in the predetermined range, the predetermined hierarchical information of the plurality of hierarchical information is associated with the identification information related to the user. In such a game system, it is possible to reduce the load on the game system while ensuring that the hierarchical information associated with the identification information related to the user is determined.
9)5)及び6)に記載の発明の一態様では、前記第2決定手段(150)は、前記少なくとも1回のゲームが未実行である時点において、前記所定回数のゲームがすべて完了した時点における前記数値情報が含まれる範囲が前記第1所定範囲に絞り込まれると判定された場合に、前記識別情報に関連付ける階層情報を、前記識別情報に現在関連付けられている階層情報よりも下の階層情報に変更すると決定する手段(S138)と、前記少なくとも1回のゲームが未実行である時点において、前記所定回数のゲームがすべて完了した時点における前記数値情報が含まれる範囲が前記第2所定範囲に絞り込まれると判定された場合に、前記識別情報に関連付ける階層情報を、前記識別情報に現在関連付けられている階層情報から変更しないと決定する手段(S132:No)と、前記少なくとも1回のゲームが未実行である時点において、前記所定回数のゲームがすべて完了した時点における前記数値情報が含まれる範囲が前記第3所定範囲に絞り込まれると判定された場合に、前記識別情報と関連付ける階層情報を、前記識別情報に現在関連付けられている階層情報よりも上の階層情報に変更すると決定する手段(S140)と、を含むようにしてもよい。
9) In the aspect of the invention described in 5) and 6), the second determination unit (150) is configured to perform the time when all the predetermined number of games are completed when the at least one game is not executed. If it is determined that the range including the numerical information is narrowed down to the first predetermined range, the hierarchical information associated with the identification information is lower than the hierarchical information currently associated with the identification information. Means for determining to change to (S138), and when the at least one game has not been executed, the range including the numerical information at the time when the predetermined number of games are all completed is the second predetermined range. If it is determined to be narrowed down, the hierarchical information associated with the identification information is not changed from the hierarchical information currently associated with the identification information. The means for determining (S132: No) and the range including the numerical information at the time when the predetermined number of games are all completed at the time when the at least one game is not executed are narrowed down to the third predetermined range. Means for determining to change the hierarchical information associated with the identification information to hierarchical information higher than the hierarchical information currently associated with the identification information (S140). .
9)に記載の発明によれば、所定回数のゲームがすべて完了した時点における数値情報が第1所定範囲と第2所定範囲と第3所定範囲とのいずれに含まれるかに基づき、ユーザに関わる識別情報に関連付けられる階層情報を、現在の階層情報よりも下の階層情報と、現在の階層情報と、現在の階層情報よりも上の階層情報とのうちから決定するようなゲームシステムにおいて、ユーザに関わる識別情報に関連付ける階層情報が決定されるように担保しつつ、ゲームシステムの負荷を軽減できる。
According to the invention described in 9), it is related to the user based on whether the numerical information at the time when the predetermined number of games are all completed is included in the first predetermined range, the second predetermined range, or the third predetermined range. In a game system in which hierarchical information associated with identification information is determined from hierarchical information below current hierarchical information, current hierarchical information, and hierarchical information above current hierarchical information, the user It is possible to reduce the load on the game system while ensuring that the hierarchical information associated with the identification information related to is determined.
1 ゲームシステム、N ネットワーク、DB データベース、10 サーバ装置、11,31 制御部、12,32 記憶部、13,33 通信部、30-1,30-2,30-N ゲーム端末、34 操作部、35 表示部、36 音声出力部、100 データ記憶部、D101 ユーザデータ、D102 選手キャラクタデータ、D103 チームデータ、D104 対戦履歴データ、D105 プレイ類型データ、110 数値情報変化部、120 第1決定部、130 判定部、140 制限部、150 第2決定部。
1 game system, N network, DB database, 10 server device, 11, 31 control unit, 12, 32 storage unit, 13, 33 communication unit, 30-1, 30-2, 30-N game terminal, 34 operation unit, 35 display unit, 36 audio output unit, 100 data storage unit, D101 user data, D102 player character data, D103 team data, D104 match history data, D105 play type data, 110 numerical information change unit, 120 first determination unit, 130 Determination unit, 140 restriction unit, 150 second determination unit.
1 game system, N network, DB database, 10 server device, 11, 31 control unit, 12, 32 storage unit, 13, 33 communication unit, 30-1, 30-2, 30-N game terminal, 34 operation unit, 35 display unit, 36 audio output unit, 100 data storage unit, D101 user data, D102 player character data, D103 team data, D104 match history data, D105 play type data, 110 numerical information change unit, 120 first determination unit, 130 Determination unit, 140 restriction unit, 150 second determination unit.
Claims (11)
- 所定回数のゲームの結果に基づき、所定規則に従って、複数の階層情報のうちのいずれかを、ユーザに関わる識別情報に関連付ける階層情報として決定する決定手段と、
前記所定回数のゲームのうちの少なくとも1回のゲームが未実行である時点において、実行済みのゲームの結果と前記所定規則とに基づき、前記決定手段によって決定される階層情報を特定可能であるか否かを判定する判定手段と、
前記少なくとも1回のゲームが未実行である時点において、前記決定手段によって決定される階層情報を特定可能であると判定された場合に、未実行の前記少なくとも1回のゲームの実行を制限する制限手段と、
を含むゲームシステム。 Determining means for deciding one of a plurality of pieces of hierarchical information as hierarchical information associated with identification information related to a user based on a predetermined number of game results, according to a predetermined rule;
Whether the hierarchy information determined by the determining means can be specified based on the result of the executed game and the predetermined rule at a time when at least one of the predetermined number of games is not executed Determining means for determining whether or not;
A restriction that restricts execution of the at least one unexecuted game when it is determined that the hierarchy information determined by the determining means can be specified at the time when the at least one game is not yet executed. Means,
Including game system. - 請求項1に記載のゲームシステムにおいて、
前記決定手段は、前記所定回数のゲームの結果が所定条件を満足する場合に、前記複数の階層情報のうちの所定の階層情報を、前記識別情報に関連付ける階層情報として決定し、
前記判定手段は、前記少なくとも1回のゲームが未実行である時点において、前記未実行の少なくとも1回のゲームの結果に関わらず、前記所定回数のゲームがすべて完了した時点で前記所定条件が満足されることになるか否かを前記実行済みのゲームの結果に基づいて判定し、
前記制限手段は、前記少なくとも1回のゲームが未実行である時点において、前記未実行の少なくとも1回のゲームの結果に関わらず、前記所定回数のゲームがすべて完了した時点で前記所定条件が満足されることになると判定された場合に、前記未実行の少なくとも1回のゲームの実行を制限する、
ゲームシステム。 The game system according to claim 1,
The determining means determines predetermined hierarchical information of the plurality of hierarchical information as hierarchical information associated with the identification information when a result of the predetermined number of games satisfies a predetermined condition,
The determination means satisfies the predetermined condition when all of the predetermined number of games are completed at the time when the at least one game is not executed, regardless of the result of the at least one unexecuted game. Whether or not to be executed based on the result of the executed game,
The restricting means satisfies the predetermined condition when all of the predetermined number of games are completed at the time when the at least one game is not executed, regardless of the result of the at least one unexecuted game. Restricting execution of the unexecuted game at least once when it is determined that
Game system. - 請求項2に記載のゲームシステムにおいて、
前記実行済みのゲームの結果に基づいて、前記識別情報に関連付けられる数値情報を変化させる変化手段をさらに含み、
前記決定手段は、前記所定回数のゲームがすべて完了した時点における前記数値情報が所定範囲に含まれる場合に、前記所定の階層情報を、前記識別情報に関連付ける階層情報として決定し、
前記判定手段は、前記少なくとも1回のゲームが未実行である時点において、当該時点における前記数値情報に基づき、前記未実行の少なくとも1回のゲームの結果に関わらず、前記所定回数のゲームがすべて完了した時点における前記数値情報が前記所定範囲に含まれることになるか否かを判定し、
前記制限手段は、前記少なくとも1回のゲームが未実行である時点において、前記未実行の少なくとも1回のゲームの結果に関わらず、前記所定回数のゲームがすべて完了した時点における前記数値情報が前記所定範囲に含まれることになると判定された場合に、前記未実行の少なくとも1回のゲームの実行を制限する、
ゲームシステム。 The game system according to claim 2,
A changing unit that changes numerical information associated with the identification information based on a result of the executed game;
The determining means determines the predetermined hierarchical information as hierarchical information associated with the identification information when the numerical information at the time when the predetermined number of games are all completed is included in a predetermined range.
The determination means determines that at the time when the at least one game has not been executed, all the predetermined number of games are based on the numerical information at the time, regardless of the result of the at least one game that has not been executed. Determining whether the numerical information at the time of completion is included in the predetermined range;
The limiting means is configured such that, when the at least one game has not been executed, the numerical information at the time when all of the predetermined number of games are completed regardless of the result of the at least one game that has not been executed. Restricting execution of at least one unexecuted game when it is determined to be included in a predetermined range;
Game system. - 請求項3に記載のゲームシステムにおいて、
前記判定手段は、
前記少なくとも1回のゲームが未実行である時点において、当該時点における前記数値情報に基づいて、前記所定回数のゲームがすべて完了した時点における前記数値情報がとり得る最大値又は最小値を取得する手段と、
前記未実行の少なくとも1回のゲームの結果に関わらず、前記所定回数のゲームがすべて完了した時点における前記数値情報が前記所定範囲に含まれることになるか否かを、前記最大値又は前記最小値に基づいて判定する手段と、を含む、
ゲームシステム。 The game system according to claim 3,
The determination means includes
Means for obtaining a maximum value or a minimum value that can be taken by the numerical information at the time when the predetermined number of games are all completed based on the numerical information at the time when the at least one game has not been executed. When,
Regardless of the result of at least one unexecuted game, whether the numerical information at the time when the predetermined number of games are all completed is included in the predetermined range is determined by the maximum value or the minimum Means for determining based on the value,
Game system. - 請求項3又は4に記載のゲームシステムにおいて、
前記決定手段は、
前記所定回数のゲームがすべて完了した時点における前記数値情報が第1所定範囲に含まれる場合に、前記識別情報に関連付ける階層情報を、前記識別情報に現在関連付けられている階層情報よりも下の階層情報に変更すると決定する手段と、
前記所定回数のゲームがすべて完了した時点における前記数値情報が第2所定範囲に含まれる場合に、前記識別情報に関連付ける階層情報を、前記識別情報に現在関連付けられている階層情報から変更しないと決定する手段と、
前記所定回数のゲームがすべて完了した時点における前記数値情報が第3所定範囲に含まれる場合に、前記識別情報に関連付ける階層情報を、前記識別情報に現在関連付けられている階層情報よりも上の階層情報に変更すると決定する手段と、を含み、
前記判定手段は、前記少なくとも1回のゲームが未実行である時点において、当該時点における前記数値情報に基づき、前記所定回数のゲームがすべて完了した時点における前記数値情報が含まれる範囲が前記第1所定範囲と前記第2所定範囲と前記第3所定範囲とのうちのいずれか一つに絞り込まれるか否かを判定し、
前記制限手段は、前記少なくとも1回のゲームが未実行である時点において、前記所定回数のゲームがすべて完了した時点における前記数値情報が含まれる範囲が前記第1所定範囲と前記第2所定範囲と前記第3所定範囲とのいずれか一つに絞り込まれると判定された場合に、前記未実行の少なくとも1回のゲームの実行を制限する、
ゲームシステム。 The game system according to claim 3 or 4,
The determining means includes
When the numerical information at the time when all the predetermined number of games are completed is included in the first predetermined range, the hierarchical information associated with the identification information is lower than the hierarchical information currently associated with the identification information. Means to decide to change to information,
When the numerical information at the time when all the predetermined number of games are completed is included in the second predetermined range, it is determined that the hierarchical information associated with the identification information is not changed from the hierarchical information currently associated with the identification information. Means to
When the numerical information at the time when the predetermined number of games are all completed is included in a third predetermined range, the hierarchical information associated with the identification information is higher than the hierarchical information currently associated with the identification information. Means for determining to change to information,
The determination means includes a range in which the numerical information at the time when the predetermined number of games are all completed is included in the first time based on the numerical information at the time when the at least one game is not executed. Determining whether to narrow down to any one of a predetermined range, the second predetermined range, and the third predetermined range;
The limiting means includes a range in which the numerical information at the time when the predetermined number of games are all completed is included in the first predetermined range and the second predetermined range when the at least one game is not executed. Restricting execution of the at least one unexecuted game when it is determined to be narrowed down to any one of the third predetermined range;
Game system. - 請求項1乃至5のいずれか1項に記載のゲームシステムにおいて、
前記少なくとも1回のゲームが未実行である時点において、前記決定手段によって決定される階層情報を特定可能であると判定された場合に、前記識別情報に関連付ける階層情報を決定する第2決定手段を含む、
ゲームシステム。 The game system according to any one of claims 1 to 5,
Second determination means for determining hierarchy information to be associated with the identification information when it is determined that the hierarchy information determined by the determination means can be specified at the time when the at least one game is not executed; Including,
Game system. - 請求項2を引用する請求項6に記載のゲームシステムにおいて、
前記第2決定手段は、前記少なくとも1回のゲームが未実行である時点において、前記未実行の少なくとも1回のゲームの結果に関わらず、前記所定回数のゲームがすべて完了した時点で前記所定条件が満足されることになると判定された場合に、前記所定の階層情報を、前記識別情報に関連付ける階層情報として決定する、
ゲームシステム。 The game system according to claim 6, wherein claim 2 is cited.
The second deciding means is configured to execute the predetermined condition when the predetermined number of games are all completed at the time when the at least one game has not been executed, regardless of the result of the at least one unexecuted game. Determining that the predetermined hierarchical information is hierarchical information associated with the identification information.
Game system. - 請求項3を引用する請求項6に記載のゲームシステムにおいて、
前記第2決定手段は、前記少なくとも1回のゲームが未実行である時点において、前記未実行の少なくとも1回のゲームの結果に関わらず、前記所定回数のゲームがすべて完了した時点における前記数値情報が前記所定範囲に含まれることになると判定された場合に、前記所定の階層情報を、前記識別情報に関連付ける階層情報として決定する、
ゲームシステム。 The game system according to claim 6, wherein claim 3 is cited.
The second determining means is the numerical information when the predetermined number of games are all completed at the time when the at least one game is not executed, regardless of the result of the at least one game not executed yet. Is determined to be included in the predetermined range, the predetermined hierarchical information is determined as hierarchical information associated with the identification information,
Game system. - 請求項5を引用する請求項6に記載のゲームシステムにおいて、
前記第2決定手段は、
前記少なくとも1回のゲームが未実行である時点において、前記所定回数のゲームがすべて完了した時点における前記数値情報が含まれる範囲が前記第1所定範囲に絞り込まれると判定された場合に、前記識別情報に関連付ける階層情報を、前記識別情報に現在関連付けられている階層情報よりも下の階層情報に変更すると決定する手段と、
前記少なくとも1回のゲームが未実行である時点において、前記所定回数のゲームがすべて完了した時点における前記数値情報が含まれる範囲が前記第2所定範囲に絞り込まれると判定された場合に、前記識別情報に関連付ける階層情報を、前記識別情報に現在関連付けられている階層情報から変更しないと決定する手段と、
前記少なくとも1回のゲームが未実行である時点において、前記所定回数のゲームがすべて完了した時点における前記数値情報が含まれる範囲が前記第3所定範囲に絞り込まれると判定された場合に、前記識別情報と関連付ける階層情報を、前記識別情報に現在関連付けられている階層情報よりも上の階層情報に変更すると決定する手段と、を含む、
ゲームシステム。 The game system according to claim 6 quoting claim 5.
The second determining means includes
When it is determined that the range including the numerical information at the time when all of the predetermined number of games are completed is determined to be narrowed to the first predetermined range at the time when the at least one game is not executed. Means for determining to change the hierarchical information associated with the information to hierarchical information below the hierarchical information currently associated with the identification information;
When it is determined that the range including the numerical information at the time when all of the predetermined number of games have been completed is narrowed down to the second predetermined range at the time when the at least one game is not executed Means for determining that the hierarchical information associated with the information is not changed from the hierarchical information currently associated with the identification information;
When it is determined that the range including the numerical information at the time when the predetermined number of games are all completed is determined to be narrowed to the third predetermined range at the time when the at least one game is not executed. Means for determining that the hierarchical information associated with the information is changed to hierarchical information above the hierarchical information currently associated with the identification information,
Game system. - 所定回数のゲームの結果に基づき、所定規則に従って、複数の階層情報のうちのいずれかを、ユーザに関わる識別情報に関連付ける階層情報として決定する決定手段と、
前記所定回数のゲームのうちの少なくとも1回のゲームが未実行である時点において、実行済みのゲームの結果と前記所定規則とに基づき、前記決定手段によって決定される階層情報を特定可能であるか否かを判定する判定手段と、
前記少なくとも1回のゲームが未実行である時点において、前記決定手段によって決定される階層情報を特定可能であると判定された場合に、未実行の前記少なくとも1回のゲームの実行を制限する制限手段と、
を含むゲーム制御装置。 Determining means for deciding one of a plurality of pieces of hierarchical information as hierarchical information associated with identification information related to a user based on a predetermined number of game results, according to a predetermined rule;
Whether the hierarchy information determined by the determining means can be specified based on the result of the executed game and the predetermined rule at a time when at least one of the predetermined number of games is not executed Determining means for determining whether or not;
A restriction that restricts execution of the at least one unexecuted game when it is determined that the hierarchy information determined by the determining means can be specified at the time when the at least one game is not yet executed. Means,
Including a game control device. - 請求項1乃至9のいずれか1項に記載のゲームシステム、又は、請求項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ためのプログラム。
The program for functioning a computer as a game system of any one of Claims 1 thru | or 9, or a game control apparatus of Claim 10.
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