WO2013099057A1 - Dispositif de commande de jeu, procédé de commande de jeu, programme et système de jeu - Google Patents
Dispositif de commande de jeu, procédé de commande de jeu, programme et système de jeu Download PDFInfo
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- WO2013099057A1 WO2013099057A1 PCT/JP2012/005690 JP2012005690W WO2013099057A1 WO 2013099057 A1 WO2013099057 A1 WO 2013099057A1 JP 2012005690 W JP2012005690 W JP 2012005690W WO 2013099057 A1 WO2013099057 A1 WO 2013099057A1
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- Prior art keywords
- player
- event
- game
- selection
- targets
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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
- A63F13/65—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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
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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
- A63F13/792—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
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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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/828—Managing virtual sport teams
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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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
Definitions
- the present invention relates to a technique for advancing a game in accordance with a player's selection operation.
- games that are executed by simulating events such as races and matches in the real world, such as horse racing games, baseball games, and soccer games, are known. These games are created so that they can be played in a form that reproduces the real world, but the judgment ability and operation ability that are exhibited to the player at the event in the game are the same as those in the event setting in the game. This is related to the operation of the character, and is not directly related to real-world events. On the other hand, as a new direction of the game, what links a real-world event and a game has been studied.
- Patent Document 1 For example, real-world information is reflected in the game screen in real time, and details (or enlarged display, etc.) of the information can be accessed by a player operation (Patent Document 1).
- Patent Document 2 In the middle of a game or after the game is over, a game device or a personal computer that can be played by a player (Patent Document 2) is known.
- the present invention has been made in view of the above-described viewpoints, and provides a game control device, a game control method, a program, and a game system that use a player's ability in the real world or a pseudo real world. Objective.
- a first aspect of the present invention is a game control device that controls execution of a game that simulates an event of the same type as a predetermined event, When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event.
- the player can be given a privilege that can be used. Therefore, the prediction ability and judgment ability of the player that are exhibited when predicting the result of the event in a predetermined event are reflected in the benefits available in the game as a result.
- the predetermined event may be, for example, a real world event or a pseudo real world event.
- the situation of the event and / or the situation of each object related to the event may change between the time when the player selects one or more objects and the time when the predetermined event is started.
- the “target” in this game control device can be arbitrarily set as long as it can be specified as a result of an event.
- a real-world event is a racehorse race
- the target is a plurality of racehorses that participate in the race. Even if 1 to 3 racehorses are specified in the order of arrival as a result of the event, for example, Good.
- the real-world event is a quiz program and the target is multiple contestants, for example, a single winner may be identified as a result of the event, or the target can be taken by a specific contestant
- the number of correct answers (for example, 1 to 5 questions) may specify the actual number of correct answers (for example, 3 questions) as a result of the event.
- the event may be, for example, the whole baseball game or a part of the baseball game.
- the two teams that compete with each other may be used, and the winning team may be specified as a result of the event.
- the target is the number of hits in that inning (a countless number of 1, 2, 7), and the actual number of hits (for example, two hits) as a result of the event May be specified.
- the “degree of matching” can be set as appropriate according to the event.
- the racehorse order selected according to the operation input by the player is first, second,
- the degree of coincidence may decrease in the order of 3rd place.
- the real-world event is a quiz program and three questions that are the actual number of correct answers are identified as a result of the event
- the number of correct answers selected in response to the player's operation input matches the actual number of correct answers ( In other words, when the number of correct answers selected is 3), when the number of correct answers is different by 1 (that is, when the number of correct answers selected is 2 or 4), it is different from the actual number of correct answers by 2.
- the degree of matching may decrease in the order of cases (that is, when the selected number of correct answers is 1 or 5).
- the privilege is a privilege for advantageously progressing a certain period or a certain number of plays in the game.
- the ability to predict the outcome of a given event favors the progress of the game, so the player is more motivated to pay more attention to the outcome of the event or to apply the outcome of the event. The date will work.
- the predetermined event is preferably an event in the real world.
- the predetermined event is a real-world event, as the event gets closer to the event, information with higher accuracy is often obtained about the status of the event and / or the status of each target related to the event. The degree of coincidence tends to increase due to a change in selection (redoing prediction).
- information on the status of the racehorse to be entered includes the status several days before the event, the status on the paddock on the race day, and the status on the racetrack just before the race. Is the information with higher accuracy in order, and the latter information about the racehorse is obtained, which is more advantageous when hitting the result of the race. Therefore, when the predetermined event is a real-world event, there is a high possibility that the player will actively change the selection, which is preferable as a game realized by this game control device.
- the privilege granting unit decreases the privilege as the operation input timing for selecting a target is closer to the start of the predetermined event.
- the longer the time until the start of the event the greater the benefits.
- more accurate information is obtained about the status of the event and / or the status of each target related to the event. In order to obtain a lot of benefits, it is motivated to make a selection about an object when the amount of information about the event is small before the start of the event as much as possible.
- the player since the player makes predictions about the result of the event when the amount of information is small, the interest of the game is increased. Also, by changing the benefits according to the time until the start of the event, the player is given a kind of tension that makes the selection quicker, and the player changes the target once selected immediately before the event. It is possible to prevent the player from easily changing the selection of the target.
- the privilege granting unit decreases the privilege as the number of times of the change increases.
- the changing means permits the change of the selection to be accepted on condition that the player receives a consideration.
- the consideration condition may be a predetermined value of at least one of the payment amount of the player on the game, the consumption amount of the economic value, or the consumption amount of the points available to the player on the game. Since this game control device is configured so as to request the player for a change in the content of selection, once the player selects a target, the player can easily make a change when the amount of information about the event increases. It will be suppressed to change the selection. For this reason, the player is more focused and makes an initial prediction about the outcome of the event, so the game is more interesting.
- a second aspect of the present invention is a game control method in a game control apparatus that controls execution of a game that simulates an event of the same type as an event in the real world.
- This game control method When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event.
- a third aspect of the present invention is a game control method for controlling execution of a game that simulates an event of the same type as a predetermined event.
- This game control method When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event.
- a computer for controlling the execution of a game simulating an event of the same type as a predetermined event.
- the plurality of targets are determined according to a player's operation input before the start of the event.
- a selection function for selecting one or more objects from within A change function for accepting a change in the content of selection for the target before the start of the predetermined event in response to an operation input by the player;
- An information acquisition function for acquiring event information including the contents of one or a plurality of targets identified from the plurality of targets as a result of the event after the predetermined event ends;
- a determination function for determining a degree of coincidence between the one or more objects selected by the selection function and the one or more objects specified by the predetermined event based on the event information;
- a privilege granting function that makes it less than if not, It is a program for realizing.
- the computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM.
- a communication terminal operated by a player is connected to the communication terminal via a network, and an event of the same type as a predetermined event is simulated in association with player-specific player identification information.
- a game control device that controls execution of the game.
- the game control device includes: When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event.
- a communication terminal operated by a player is connected to the communication terminal via a network, and an event of the same kind as a predetermined event is simulated in association with player-specific player identification information.
- a game control device that controls execution of the game. This game system When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event.
- the figure which shows the basic composition of the game system of embodiment The figure which shows the example of the external appearance of the communication terminal of embodiment.
- the figure which shows the example of the external appearance of the communication terminal of embodiment The block diagram which shows the structure of the communication terminal of embodiment.
- the block diagram which shows the structure of the game server of embodiment The block diagram which shows the structure of the database server of embodiment.
- the functional block diagram for demonstrating the function to play main roles with the game control apparatus of embodiment The figure which shows an example of the display screen of the communication terminal which displays a top page.
- the figure which shows an example of the display screen of a communication terminal when a player performs a training function The figure which shows an example of the display screen of a communication terminal when a player performs a training function.
- competition race function The figure which shows an example of the display screen of a communication terminal when a player performs a battle
- the figure which shows an example of the display screen of the communication terminal which shows the result of the prediction of the player of a real world horse racing race with the result of a race.
- the present invention is related to the patent application of Japanese Patent Application No. 2011-289108 filed with the Japan Patent Office on December 28, 2011, the entire contents of which are incorporated herein by reference.
- the social game is a game executed by a game application created based on an operating environment such as an API (Application Programming Interface) that operates on a web browser in a social networking service (SNS) by a specific service provider.
- an API Application Programming Interface
- SNS social networking service
- the social game is a kind of online game that is played while communicating among an unspecified number of players. If the player can connect to the Internet and has a communication terminal equipped with a web browser, the player can enjoy a social game regardless of time and place.
- One of the features of social games is that they have more communication functions for exchange between players than conventional online games. In social games, for example, in addition to cooperative play with other players (companies), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items Exchanges can be made.
- FIG. 1 shows a system configuration example of the game system of the embodiment.
- the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW,
- NW network
- the database server 30 is configured.
- Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual player, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function.
- a communication terminal such as a John receiver (including a so-called multi-function smart TV).
- a John receiver including a so-called multi-function smart TV
- an application operable on a web browser is installed in the game server 20 as a game application.
- the communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and a player operates the communication terminal 10 on the web page to execute a game.
- the database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
- an authentication server for authenticating the player of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided.
- the game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
- the database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
- FIGS. 2A and 2B are diagrams each showing an example of the appearance of the communication terminal 10, and FIG. 2A exemplifies a button input type communication terminal such as a foldable mobile terminal (mobile phone), for example.
- FIG. 2B illustrates a touch panel input type communication terminal such as a smartphone.
- FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10. As shown in FIG.
- the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, A wireless communication interface unit 17 serving as a signal transmission / reception unit is provided, and a bus 18 for transmitting a control signal or a data signal between the units is provided.
- a CPU Central Processing Unit
- ROM Read Only Memory
- RAM Random Access Memory
- the CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it.
- the CPU 11 displays data for displaying a web page from the game server 20 via the wireless communication interface unit 17 based on an appropriate designation of a URL (Uniform Resource Locator) input to the player by the instruction input unit 15 or the like. That is, data of an object such as an HTML (HyperText Markup Language) document and an image associated with the document (hereinafter, collectively referred to as “HTML data” as appropriate) is acquired via the wireless communication interface unit 17.
- HTML data is interpreted.
- the communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser.
- the CPU 11 sends an access request message including a player ID (player identification information) registered in advance or a player ID input via the instruction input unit 15 via the wireless communication interface unit 17. To the game server 20.
- the web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14. Further, when the player selects a hyperlink or menu on the web page by operating the instruction input unit 15, the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.
- the image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data.
- the display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
- LCD Liquid-Cristal-Display
- the instruction input unit 15 includes a button group 15a including a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting an operation input of the player. And a button group 15b including a plurality of instruction input buttons such as a numeric keypad, and includes an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11.
- the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16.
- the determination button instructs the CPU 11 that the player selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page.
- buttons are provided on the front surface of the communication terminal 10 so that the player can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange
- the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
- the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen.
- the touch panel input method may be a known method such as a capacitance method.
- the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
- the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu.
- the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
- the configuration of the game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10.
- the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, a wireless communication interface unit 25, an input unit 26, and a display unit 27.
- a bus 28 is provided for transmitting signals or data signals.
- the game server 20 can take the same structure as a general-purpose web server regarding hardware.
- the ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client.
- the ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
- the CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the wireless communication interface unit 25.
- the CPU 21 transmits HTML data to the communication terminal 10 via the wireless communication interface unit 25.
- the CPU 21 performs the authentication process.
- the CPU 21 performs processing according to the hyperlink or menu selected by the player on the web page displayed on the communication terminal 10 via the communication interface unit.
- the processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
- the database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
- the input unit 26 includes an input device such as a keyboard and / or a mouse, and an interface circuit for causing the main server 20 to recognize data input by the input device.
- the display unit 27 is for displaying the execution result (output result) of the program executed by the CPU 21 and may include, for example, the LCD monitor described above.
- the database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as RAID (Redundant Arrays of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
- FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a player database 31, a game result database 32, a race database 33, and a prediction input database 34.
- the type of game realized by the game server 20 of the present embodiment is not particularly limited. However, for convenience of explanation of the embodiment, as an example of a game realized by the game server 20, a horse racing digital format is described below.
- the horse racing digital card game is a game configured such that the player can collect and strengthen the racehorse cards corresponding to the racehorses (game characters) or enjoy the race with other players.
- the horse racing digital card game is integrated with a search function for searching for a racehorse card, a lottery function for obtaining a racehorse card by lottery, or two or more racehorses (game characters).
- There is a training function that increases (strengthens) the ability of one racehorse. A plurality of functions implemented in the horse racing digital card game will be described later.
- FIG. 6 shows an example of the player database 31 applied in the horse racing digital card game described above.
- the player database 31 displays, for each player ID (player identification information), a display name / display image, a skill level, an action point, a starting point, a training point, a lottery point, the number of racehorses, possessed coins, and fellow players. Information about each item of ID, possession item, and character data is included. Information included in the player database 31 can be sequentially updated by the game server 20.
- the player ID included in the player database 31 or data for each display name (to be described later) that identifies the player is generically referred to as player data.
- the data of each item constituting the player data is as follows.
- Display name / display image A display name and a display image that are displayed to specify the player of the communication terminal 10 when the game is executed.
- the display name is text of a predetermined length or less specified in advance by the player, and the display image is, for example, an avatar image selected in advance by the player.
- the display name is a name that identifies the player on the network environment (or game community) provided by the game server 20. Skill level Data indicating the skill level of the player on the game.
- -Action point In the horse-racing digital card game, for example, it is a point necessary for performing a search on the game by the player corresponding to the player ID.
- the action point is a value that decreases mainly by searching and recovers (increases) each time a predetermined time elapses.
- Starting Point In the horse racing digital card game, for example, the starting point is a point necessary for racing with a racehorse associated with a player ID (that is, another player).
- the starting point is a value that is reduced by a race with a racehorse of another player or the like and is recovered (increased) every time a predetermined time elapses.
- -Training point In the horse racing digital card game, for example, it is a point necessary for strengthening the game character (integrated processing described later) by the player corresponding to the player ID.
- the training point is a value that is reduced by training the racehorse (strengthening the game character) and winning in a race with the racehorse of another player or increasing as the search progresses.
- -Lottery point In the horse racing digital card game, a lottery point is a point acquired by a player by sending a greeting message to a fellow player.
- the lottery points will decrease when a free lottery is executed.
- -Number of racehorses This is the number of racehorse cards held by the player. The number of racehorses increases or decreases depending on the execution of the search function or the training function. The maximum value (for example, 60) of the number of racehorses that a player can have is defined in advance.
- -Owned coin This is the possessed amount of virtual currency (coin) on the game that is required when the player corresponding to the player ID uses the pay function on the game. The possessed coins are consumed (reduced) when the player uses a pay function on the game, and the player pays actual money to the service provider or the like by a predetermined method, and increases according to the amount paid.
- Character data is data including game character information.
- the game character may include various kinds of information depending on the nature of the game. For example, in the case of a horse racing digital card game, the game character means a racehorse on the game corresponding one-to-one with the racehorse card.
- the information of the game character is information in which the ability value (ability parameter) of the game character (racing horse) is described for each item. For example, as shown in FIG. 6, each capability value such as “speed” and “instantaneous force” may be included as items.
- the character data includes predetermined default data.
- the game result database 32 stores and updates information related to the game result executed by the game server 20 based on the access from the game server 20.
- Information related to game results may include various information depending on the nature of the game. For example, in the case of a horse racing digital card game, information on game results includes results of races between different player IDs (such as arrival order) and results of regular races that are automatically performed regardless of player operations. (The order of arrival, etc.) and the search results of each player.
- the contents of the prediction input database 34 and the race database 33 will be described later.
- FIG. 7 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
- menus, marks and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10. The position of the mark or the like on the display screen can be changed by a scroll operation of the web page by the player's direction instruction button or the like.
- the registration means 51 recognizes a player's request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performs a registration process.
- the registration means 51 in this case is executed as follows, for example.
- the CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the wireless communication interface unit 25.
- the registration request message is automatically generated by a predetermined operation (for example, a predetermined menu selection operation, text input, etc.) on the communication terminal 10 on the web page provided from the game server 20. May be configured.
- the registration request message may include information (for example, an IP address, an email address, etc.) for specifying the communication terminal 10 that is the transmission source, or the player has already played another game by the same service provider.
- the player ID may be included.
- the CPU 21 receives the registration request message and does not include a player ID in the registration request message, the CPU 21 issues a new player ID and performs registration processing of the player ID, and then the registration processing is completed. Is sent to the communication terminal 10.
- the CPU 21 receives the registration request message and includes a player ID in the registration request message, the CPU 21 performs registration processing of the player ID, and then transmits a registration completion message indicating that the registration processing is completed. 10 to send.
- the CPU 21 determines a player for a new player ID in which predetermined default data (the specified initial value is described as character data without any friends or possessed items at the time of registration). Data is stored in the player database 31.
- the registration unit 51 may also register the player ID in association with another player ID triggered by an application based on the player ID. That is, the registration unit 51 registers another player ID as a “mate” with an application based on the player ID as a trigger. In the following description, it is synonymous that the player ID has a friend relationship and that the corresponding player has a friend relationship.
- the registration means 51 in this case is executed as follows, for example.
- the CPU 21 of the game server 20 applies an application message (application) specifying a player ID (or a corresponding display name) to be a friend from the communication terminal 10 of the player corresponding to a certain player ID via the wireless communication interface unit 25. Accept.
- the transmission of the application message is set in advance as a function of a web page provided to the communication terminal 10 of the player.
- the CPU 21 approves an application based on another player ID to the communication terminal 10 corresponding to the player ID at the timing when there is an access based on the player ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 writes data in the “mate” portion (see FIG. 6) of the player data of the corresponding two player IDs in the player database 31.
- the game advancing means 52 advances the game by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in response to the player's operation on the communication terminal 10.
- game as appropriate
- the following functions are provided to advance the game.
- ⁇ Search function Function to search for the racehorse card held by the player / Training function: Functions that combine two or more racehorses to increase the ability of one racehorse / matching race function: Functions for performing races with other players' racehorses (hereinafter referred to as “competition races”) / lottery functions: Function that allows you to obtain a racehorse card by lottery / Regular race function: A function for automatically performing a regular race (hereinafter referred to as a “regular race”) by a racehorse between players (without triggering the player's operation): Function to register in advance a certain number of racehorses to be run in regular races from the racehorses held by players
- the game progress means 52 includes a game function display means 521, a search execution means 522, a training execution means 523, a battle race execution means 524, a lottery execution means 525, a start registration execution means 526, and a regular Race execution means 527 is included.
- Search execution means 522, training execution means 523, battle race execution means 524, lottery execution means 525, start registration execution means 526, and regular race execution means 527 are respectively a search function, a training function, a battle race function, The lottery function, start registration function, and regular race function are executed.
- the CPU 21 of the game server 20 assigns in advance any function for progressing the game to each menu displayed on the web page.
- the CPU 21 receives information about the selected menu from the communication terminal 10, and is assigned to the selected menu based on the received information. Execute the function. Since the regular race function is periodically executed without the player's operation as a trigger, there is no corresponding menu on the web page.
- the game function display means 521 causes the communication terminal 10 to display a plurality of menus each assigned a plurality of functions executed in the game. Specifically, the CPU 21 generates HTML data for displaying a web page including a plurality of menus, and transmits the HTML data to the communication terminal 10. As will be described later, in the game, points on the game are consumed as the search function, the training function, the battle function, and the lottery function are executed.
- FIG. 8 An example of the game top page displayed on the communication terminal 10 by the game function display means 521 is shown in FIG.
- This top page is composed of web pages corresponding to individual player IDs.
- the top page illustrated in FIG. 8 includes a player data display area, a horse image display area, and a basic menu display area.
- the player data display area the skill level, action point, start point, training point, lottery point, number of race horses, and data of each item of the companion (see FIG. 6) included in the player data of the target player ID are displayed. It is an area to be done.
- the point or number written in the X / Y format is that X is the point or number held by the player, and Y is the maximum value of the point or number. It shows that there is. For example, if the number of racehorses is described as “40/60”, it indicates that the number of racehorses possessed by the player is 40 and the maximum number of racehorses that can be retained is 60.
- the horse image display area is an area in which image data of a racehorse card selected in advance by a player having a target player ID is displayed.
- the basic menu display area is a basic menu corresponding to multiple functions (search function, training function, competitive race function, lottery function, start registration function) provided in a horse racing digital card game.
- “Race”, “lottery”, and “start registration” menus m1 to m5 are displayed. That is, a plurality of menus to which a plurality of functions executed in the game are assigned are respectively arranged at predetermined positions on the web page displayed on the communication terminal 10.
- the menu m6 “Japan Cup prediction accepting!” Is provided for accepting the player's prediction for the result of the real-world horse race, and the menu is displayed in conjunction with the content of the real-world horse race. It is a menu that changes the contents.
- the game function display means 521 is realized as follows.
- the CPU 21 of the game server 20 accesses the user database 31 via the database access unit 24, and reads the data of each item included in the player data display area and the image data of the racehorse card to be displayed in the horse image display area. .
- the CPU 21 generates HTML data so that the top page shown in FIG. 8 is configured, and transmits it to the communication terminal 10.
- the generated HTML data is different for each player (that is, for each player ID).
- the communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).
- the search execution means 522, the training execution means 523, the battle race execution means 524, the lottery execution means 525, and the run registration execution means 526 are respectively a search function according to the player's selection operation for the menu displayed on the communication terminal
- Each function of a training function, a competitive race function, a lottery function, and a start registration function is executed.
- each function is executed hierarchically such that a new web page including a plurality of menus subdivided for each function is displayed.
- the search execution means 522 executes a search function that allows a player to search for a racehorse card of a racehorse that can run in a battle race or a regular race as a racehorse on hand.
- FIG. 9 shows an example of a web page displayed on the communication terminal 10 when the search function is executed.
- an area to be searched for in a specific region of Japan is displayed in a highlighted state.
- the player is described as “search for racehorses” provided for each area to be searched (in the example of FIG. 9, area 9 (subareas 9-1, 9-2,...)).
- the menu m10 is selected and operated. With this operation as a trigger, a search process for an area to be searched is performed, and when a racehorse is excavated, the racehorse card of the racehorse is displayed in the display area 102. At this time, every time the menu m10 is selected and a search process is performed, the value of “search rate” (%) displayed in the display area 101 increases.
- the display area 101 displays an action point value required for one search process (“5” in the example of FIG. 9). For each search process, the action points are decreased by the value of the displayed action point, and a certain amount of training points are increased.
- the search execution means 522 every time the search process is performed, the CPU 21 accesses the player database 31 and updates the action point and training point values of the target player ID.
- the CPU 21 of the game server 20 recognizes the selection operation for the menu m10, the CPU 21 performs a lottery with a predetermined or random probability from a plurality of racehorses provided in advance for the search.
- the CPU 21 obtains (excavates) the racehorse by lottery, the CPU 21 accesses the player database 31 and adds the data of the newly excavated racehorse to the target player ID data. Increase the number of racehorses by one.
- CPU21 produces
- the HTML data is configured such that search rate data in the display area 101 is updated.
- the action points decrease each time a selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the search function is executed, the action points displayed on the top page are It is displayed in a reduced manner compared to before the search function is executed.
- the action points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.
- the training execution unit 523 executes a training function that integrates two or more racehorses to increase the ability of a specific racehorse (game character). In this game, a certain amount of training points are required for the player to execute the training function.
- This integration process may be performed as follows, for example.
- the game character to be strengthened (the remaining game character specified by the player) is referred to as racehorse A, and the game character that is integrated with racehorse A and disappears is referred to as racehorse B.
- the CPU 21 adds a specific ratio of the speed of the racehorse B and the ability value of the instantaneous power to the speed value of the racehorse A and the ability value of the instantaneous power, respectively.
- the ability value of the horse A may be calculated.
- the performance characteristics of the racehorse B are reflected in the racehorse A.
- the CPU 21 accesses the player database 31 after the integration process, deletes the racehorse B data from the target player ID data, and decreases the value of the number of racehorses by one.
- the training points of the target player ID are reduced by a predetermined amount. The training points are increased by executing the search function described above or by executing a battle race function described below.
- FIGS. 10A and 10B are display examples displayed in series according to operations on the communication terminal 10.
- the CPU 21 of the game server 20 recognizes that the menu m2 is selected on the web page of FIG. 8
- HTML data for displaying a web page that prompts selection of a plurality of game characters to be integrated is displayed.
- An example of the web page displayed first at this time is a list of racehorses to be trained (game characters to be strengthened) as shown in P1 of FIG. 10A, so that the racehorses to be trained can be selected by a selection operation. It is configured.
- a list of partner racehorses (disappearing game characters) is displayed as shown in P2 of FIG. 10A.
- the web page indicated by P2 in FIG. 10A is configured such that a partner racehorse can be selected by a selection operation.
- P3 in FIG. 10B is a confirmation screen.
- a racehorse KNM is selected as the racehorse to be trained
- a racehorse RLC is selected as the partner racehorse.
- the selection result is notified to the game server 20.
- the CPU 21 of the game server 20 calculates a new ability value of the racehorse KMN based on the received selection result, and accesses the player database 31 to obtain the data of the racehorse RLC as the target player ID data. Delete from.
- the CPU 21 transmits HTML data including a value indicating the degree of increase in the new capability value to the communication terminal 10.
- the communication terminal 10 causes the selected racehorse KMN card and the racehorse RLC card to overlap and merge as shown in P4 of FIG. 10B and P5 of FIG. 10B. An effect display is performed so that only the card is displayed.
- FIG. 11B (c) it is preferable to quantitatively display the degree of increase in the ability value of the racehorse KMN to be strengthened (132% in the example of P5 in FIG. 10B).
- the battle race execution means 524 executes a battle race function for performing a battle race with another player.
- the racehorse participating in the competition race may be automatically selected from racehorses registered for start by the player or may be selected by a selection operation of the player.
- starting points are required to execute the competitive race function, and training points can be obtained by winning the competitive race. That is, the values of the starting point and the training point corresponding to the player ID can be changed by executing the battle race function.
- the starting points required (consumed) in one battle race are determined by the racehorses participating in the battle race. For example, a cost required for one battle race is assigned in advance to each racehorse, and start points are consumed by the cost.
- the starting point is recovered (increased) by one point each time a predetermined time (for example, 1 minute) elapses, for example.
- the battle race execution means 524 is realized as follows, for example.
- the CPU 21 of the game server 20 has the same skill level.
- a predetermined number of players are randomly selected, and display HTML data for the player to select from the predetermined number of opponents is transmitted to the communication terminal 10.
- the CPU 21 transmits HTML data for displaying a web page for notifying the opponent to the communication terminal 10.
- the CPU 21 accesses the player database 31 of the database server 30 via the database access unit 24, and the starting point of the target player ID is equal to or greater than a predetermined amount required for the battle race.
- the predetermined amount is decreased from the starting point, and the character data associated with the two player IDs as the opponents is read out.
- CPU21 performs the battle
- the determination method of winning or losing the battle can be any method as long as the ability value of the game character affects the arrival order of the race. For example, the ability values of the game characters associated with the two player IDs that are opponents are compared, and a game character with a larger ability value has a higher probability (for example, a predetermined probability within a range of 60 to 90%). You may set it to win. The win rate may be higher as the difference in ability values is larger.
- predetermined weighting for example, in the example of FIG. 6, “speed” is 0.6 and “instantaneous force” is 0. 4
- the overall ability value can be calculated, and this overall ability value can be used as a comparison target.
- the CPU 21 determines the battle result of the game character associated with the two player IDs that are the opponents, the CPU 21 displays HTML data for displaying a web page including the battle results as the two player IDs of the opponents. To the player's communication terminal 10. Then, the communication terminal 10 interprets the HTML data received from the game server 20 and displays an image including the battle result on the display unit 16. After determining the battle result, the CPU 21 performs a process of writing details of the battle result in the game result database 32 via the database access unit 24. Since the time from when the player selects the menu m3 on the top page illustrated in FIG.
- FIG. 11A and FIG. 11B are diagrams sequentially illustrating web pages displayed by executing the competitive race function.
- a menu for browsing the animation of the race (a menu of the text “view race”) or a menu for browsing only the result of the race (“view the result”). ”Is a page that prompts the player to select one of the menu items (“ 7 ”in the figure) after the race is executed.
- the race result is displayed through the display of the race animation.
- FIG. 11B detailed results including the race arrival order and the like are displayed. If the race is won, the player can obtain a certain amount of training points.
- “recovery medicine” may be provided as an item for immediately recovering the action points and start points of the player.
- the recovery drug may be set so that the player can receive it at random timing from the service provider, or may be set so that it can be received from the fellow player in a present form.
- the action point and the start point are immediately recovered to the maximum value by the player using the acquired recovery medicine.
- the player can continuously execute the battle race function and the search function, so that the game can be advanced in a shorter time than other players that do not use the recovery drug. become.
- the lottery execution means 525 executes a lottery function that makes it possible to obtain a racehorse card by lottery.
- the lottery function is preferably executed through an effect of taking (drawing) one racehorse card from the lottery box.
- the racehorse cards that appear by lottery are basically random, but the probability that racehorse cards with outstanding abilities and popular racehorse cards (so-called rare cards) will appear in the lottery is set very low. Yes.
- the lottery function includes “lottery by lottery point” in which a racehorse card is drawn in exchange for a predetermined amount of lottery points, and “lottery by coins” in which a lottery is advantageously performed by the player by charging the player. .
- players can register their friends.
- the maximum value of the number of friends that can be registered may be determined in advance.
- a network service that enables exchanges on the network, such as exchange of greeting messages, gifts of items on the game or exchange of items, and sending greeting messages to other players, is provided between fellow players.
- Players can obtain a certain amount of lottery points by sending a greeting message to fellow players, and perform “lottery by lottery points” as a free lottery to draw a racehorse card in exchange for a predetermined amount of lottery points Can do.
- FIG. 12 is a display example of a web page that is displayed when the menu m4 (see FIG. 8) on the web page displayed on the communication terminal 10 is selected and prompts the player to perform a lottery with a lottery point.
- the lottery points possessed by the player (owned lottery points) and the lottery points necessary for one lottery are displayed.
- a lottery process is executed by selecting and operating a menu labeled “Lottery”.
- a lottery process can take various methods. For example, a method of selecting one racehorse card at random from each of a plurality of racehorse cards to be drawn can be adopted. In this method, the probability (appearance probability) that each racehorse card is selected is substantially the same.
- the CPU 21 of the game server 20 determines a racehorse card by performing a lottery process from a plurality of racehorse cards provided in advance for the lottery based on the lottery points, and displays the racehorse card in the display area 102. HTML data for display is transmitted to the communication terminal 10.
- the CPU 21 accesses the player database 31 and decreases the lottery points of the target player ID by a predetermined amount. Further, when the racehorse card is drawn by lottery, the CPU 21 adds the racehorse (game character) data drawn by lottery from the data of the target player ID, so that the value of the number of racehorses is only 1. increase.
- the start registration execution means 526 executes a function of registering in advance (that is, start registration) a racehorse to start a regular race from among the racehorses held by the player automatically or in response to a selection operation by the player. To do. For example, in the web page in which the menu m5 is displayed in response to the selection operation in FIG. 8, a menu as to whether to automatically select a racehorse to run in a regular race or to perform a selection operation by one player at a time. Is displayed.
- the regular race execution means 527 executes a regular race function for automatically performing regular races between racers using racehorses (without triggering the player's operation).
- the scheduled date and time of the regular race may be set arbitrarily. For example, for at least some of the regular races, the date and time when the race will be held in the real world and the name of the race should be matched with the real world race. Is preferred.
- a regular race on the game may be executed at the same race name and the same race start time as the race of the central horse race held on Saturday and Sunday.
- the racehorse of each player in the regular race is arbitrarily selected from the racehorses registered for start by the player, or selected from the racehorses registered for start by the player.
- any method can be adopted as long as the ability value of the game character affects the arrival order of the race, as in the battle race described above.
- the main functions (search function, training function, competitive race function, lottery function, start registration function, and regular race execution function) of the game progress means 52 have been described above. Whether the game progress means 52 can further execute a function (search function, training function, competitive race function, and lottery function) according to the menu selected by the player based on each point or the number of racehorses held by the player. If the function corresponding to the selected menu cannot be executed, a page including text for notifying the player that the function cannot be executed is displayed on the communication terminal 10. For example, when an attempt is made to execute a search function for an area that requires “5” action points for one search process, the search function cannot be executed when the action point of the player is “3”. “There are not enough points. Your action points will recover by 1 every 3 minutes.
- the CPU 21 of the game server 20 accesses the user database 31 to perform comparison processing between the action point data of the player and the action point (predetermined value) required for the area to be searched, and execute the search function. Judgment is made.
- the action point, the starting point, the training point, the lottery point, and the number of race horses displayed in the player data display area of FIG. 8 are the search function, the training function, the competitive race function, and the lottery.
- the function can vary depending on the execution of each function.
- FIG. 13 shows a list of action points, start points, training points, lottery points, and factors for increasing and decreasing the number of racehorses in this game. Note that the amount of points consumed by the execution of the above functions may be set separately or may be different.
- the game advancing means 52 is a factor that is not caused by the execution of the search function, the training function, the competitive race function, and the lottery function among the increase factor and the decrease factor shown in FIG. 13 (elapsed time, use of recovery medicine, Regarding the transmission of greeting messages to friends), update processing of each point is performed.
- the game progress means 52 for example, when increasing an action point with the passage of time, a timer built in the CPU 21 is operated, and when a predetermined time (for example, 3 minutes) elapses, the user database 31 is accessed and the action point is increased. Increment the value of point.
- the selection means 53 selects one or a plurality of racehorses (for example, one racehorse) from a plurality of racehorses (targets) participating in the race as a result of a real-world horse race (event). Or 1 to 3 racehorses), before the start of the real-world horse race, one or more of the race horses participating in the horse race according to the operation input of the player.
- a function for selecting a plurality of racehorses is provided.
- selecting one or a plurality of racehorses from among a plurality of racehorses participating in a horse race corresponds to accepting a player's prediction about the result of the race.
- the selection means 53 has a function of accepting a prediction of a real-world horse racing race in response to a player's operation input.
- There are multiple methods for accepting predictions for real-world horse racing races such as the so-called single win type that predicts the first place, and the double win type that selects the racehorse that falls within the first place. Also good.
- a real-world horse racing race is the “Japan Cup” and the player predicts the horse racing race in a win-win style.
- the function of the selection means 53 is realized as follows, for example.
- the CPU 21 of the game server 20 recognizes that the menu m6 has been selected and operated by the player on the top page of FIG. 8, the CPU 21 displays a web page that prompts the player to input the predicted first place in a real-world horse racing race (Japan Cup). HTML data is transmitted to the communication terminal 10.
- An example of this web page is shown in FIG.
- the web page of FIG. 14 includes an image area 201 including an image showing an outline of a real-world horse racing race (Japan Cup), an image area 202 including text for guiding a player, and an image area that accepts an input operation of a player who is predicted to arrive.
- an image area 204 for displaying a running horse for displaying a privilege according to the degree of coincidence of the player's expectation.
- the percentage value (35%, etc.) described corresponding to the racehorses “SGA”, “NMC”, “TKM” indicates the corresponding racehorse among the players already input at the present time. It is the ratio of the players who predicted the first place, and the higher the popularity, the larger the value.
- the player can refer to the percentage value in the image area 204 when inputting the expected first place.
- the CPU 21 refers to the race database 33 for displaying the running horse in the image area 204.
- FIG. 15 shows a configuration example of the predicted input database 34.
- a race ID is assigned to each horse race in the real world.
- Each race ID includes race data in which frame number, racehorse, arrival order, and arrival difference data are associated with each other. As a matter of course, the data on the arrival order and the arrival difference are not recorded before the start of the target horse race.
- the race data is written by the information acquisition means 60 described later.
- a pull-down menu m20 and a menu m21 are displayed.
- a list of all racehorses to be entered is displayed, and one of the racehorses can be selected.
- the menu m21 is selected and operated by the player in a state where any racehorse is selected in the pull-down menu m20, the player's first racehorse prediction is accepted.
- the display of the web page on the communication terminal 10 is switched, for example, as shown in FIG.
- a racehorse that is predicted to be the first by the player is displayed.
- the percentage data of the image area 204 is sequentially updated.
- FIG. 17 shows a configuration example of the predicted input database 34.
- a race ID is assigned to each horse race in the real world.
- the CPU 21 accepts the selection of the predicted first place by the player, the CPU 21 records the predicted input data in which the player ID of the player is associated with the racehorse predicted to be the first place in the predicted input database 34.
- the race ID of a real world Japan Cup horse race is “001”
- the player ID: 00001 and the predicted racehorse: KNM constitute one predictive input data.
- the changing means 54 has a function of accepting a change of the racehorse (target) selected by the selection means 53 before the start of a real-world horse racing race (event) in response to an operation input by the player. That is, the changing means 54 enables the player to redo the prediction on the result of the horse racing race.
- the frame number selected by the player and the racehorse (in FIG. 16, KNM of frame 2 and 4) are displayed in the image area 203.
- a pull-down menu m25 and a menu m26 for changing the selected racehorse are displayed. When the player selects and operates the pull-down menu m25 on the web page shown in FIG.
- a list of all racehorses to participate is displayed, and one of the racehorses can be selected.
- one of the racehorses is selected in the pull-down menu m25 and the menu m26 is selected and operated by the player, a new first-place prediction of the racehorse by the player is accepted (that is, the racehorse predicted to be first is changed). ) In this way, the player can redo the prediction on the result of the horse race.
- the function of the changing means 54 is realized as follows.
- the CPU 21 of the game server 20 recognizes that the menu m26 has been selected, the CPU 21 accesses the prediction input database 34 and stores the racehorse data of the expected first racehorse of the target race ID and player ID in the menu m25. Rewrite the entered racehorse data.
- CPU21 produces
- the prediction of the result of the horse race can be repeated any number of times before the real world horse race.
- the predicted input data in the predicted input database 34 is sequentially rewritten in accordance with the operation of performing the prediction re-execution by the player.
- the CPU 21 performs a process of incrementing the value of the number of changes for the predicted input data (the default value is 0).
- the information acquisition means 60 has a function of acquiring information about a real-world horse racing race (event).
- the function of the information acquisition means 60 is implement
- Various methods can be used for acquiring information.
- a method of acquiring information on a real-world horse racing race by an operator's input to the input unit 26 can be used.
- the operator stores the target race ID frame number and racehorse data in the race database 33 in advance in a state in which a predetermined input application program is operating on the game server 20 and before accepting the prediction by the player.
- the arrival order and arrival difference data is input to the race database 33.
- the input to the race database 33 may be other than the input by the operator.
- the game server 20 may acquire information from, for example, the Internet from another server that stores information about a real-world horse racing race, and import the information into the race database 33.
- the determination means 61 is a racehorse selected by the selection means 53 (that is, based on the arrival order and arrival difference data (event information) of the real-world horse racing race (Japan Cup) recorded in the race database 33 (that is, It has a function of determining the degree of coincidence between a racehorse predicted to be first selected by the player and one or more racehorses specified in the real-world horse race (Japan Cup).
- the one or a plurality of racehorses identified in the horse race are, for example, the first, second, and third race horses in the race, and the privilege is given by the privilege giving means 62 described later. It may be determined appropriately according to the conditions.
- the function of the determination means 61 is implement
- the CPU 21 of the game server 20 accesses the race database 33 and the prediction input database 34, and for the horse racing race of the specific race ID (for example, the above Japan Cup), the predicted input data for each player, the arrival order of the horse racing race, Comparison with arrival difference data (event information) is performed to determine the degree of matching for each predicted input data (that is, for each player ID). For example, as shown in FIG. 14, even when a player's first-place prediction is accepted, it is not limited to the case where the prediction is correct (that is, when the degree of matching is 100%). Even if it is lower, a privilege according to the degree of matching may be provided.
- FIG. 19 is an example of a web page displayed on the communication terminal 10 of the player when the player's prediction of first arrival is correct.
- the web page illustrated in FIG. 19 includes an image area 206 that displays the result of the player's prediction (winning condition), and an image area 207 that displays the result of the real-world horse racing race (arrival order and arrival difference). And an image area 208 that displays guidance for the next real-world horse racing race.
- the privilege granting unit 62 has a function of granting a privilege that can be used on the game to the player according to the degree of matching. At this time, the privilege granting means 62 gives the privilege to be granted when the selection means for the racehorse prediction is changed by the changing means 54, compared to the case where the content of the choice for the racehorse prediction is not changed. Reduce. As illustrated in FIG. 14, the content of the privilege is set in advance in conjunction with the content of the player's prediction (in FIG. 14, the first place prediction).
- the racehorse selected by the player as a first-place prediction is not limited to the case where the first-place racehorse as a result of the real-world horse race is matched (the degree of match is 100%). Even if the degree of matching is lower, it is preferable that a privilege corresponding to the degree of matching is set in advance.
- the function of the privilege provision means 62 is implement
- the CPU 21 of the game server 20 gives the player so that it is less than the privilege given to the player when the number of changes is zero. Determine the benefits. For example, in the example of FIG. 14, when the player's predicted first place is correct, the player data of the corresponding player ID is accessed, and points less than 2000 points (for example, the current lottery point) (1500 points) is added. Note that the CPU 21 refers to the value of the number of changes in predicted input data for each player ID recorded in the predicted input database 34 in order to determine whether or not the prediction of the racehorse has been changed by the player. The degree of reducing the privilege may be set as appropriate. For example, in the example of FIG.
- the privilege granted by the privilege granting means 62 is not limited to the lottery points illustrated in FIG. 14, and any privilege may be used as long as it is available on the game. For example, giving the player at least one of an action point, a starting point, and a training point in an amount corresponding to the degree of the agreement of the prediction with respect to the player's prediction result, or giving an item such as a recovery medicine, etc. Any privilege that can be used on the game may be used. By giving the player the various points and items described above, the player can continuously execute the search function, the competitive race function, and the training function for a longer period of time, so that the game is efficiently advanced. Will be able to.
- the action points decrease each time the search process is executed, so when the number of action points decreases, the search process cannot be executed and the time until the action points recover is waited for.
- a privilege that can be used in the game
- a race horse card having a high degree of rareness (not likely to appear) is given to the player, or the probability that a race horse card having a high degree of rareness will appear in the lottery is increased. It may be.
- Such a rare card has a high value as a collection for the player.
- a stronger (that is, a higher ability value) racehorse card is given as the degree of agreement with the player's prediction result is higher. Also good.
- the privilege granted by the privilege granting means 62 is a privilege for advantageously progressing a certain period of time or a certain number of plays in the game.
- the player is more resistant to the player's expectation result for the real-world horse racing race or to win the result of the real-world horse racing race in order to advance the game advantageously.
- Motivation will work.
- the probability that a racehorse card having a high degree of rarity (for example, extremely high ability) will appear in a lottery for a certain period or a certain number of times is increased, a certain period or a certain number of times. Only increasing each point obtained during the play, or reducing the lottery points consumed in the lottery for a certain period or a certain number of times, or reducing the action points consumed in the search.
- FIG. 20 is a flowchart mainly showing processing executed by the game progress means 52, the selection means 53, and the change means 54.
- FIG. 21 is a flowchart showing processing executed mainly by the information acquisition unit 60, the determination unit 61, and the privilege grant unit 62.
- step S5 HTML data for displaying on the communication terminal 10 the top page including the menus m1 to m6 is transmitted to the communication terminal 10 by the game progress means 52. Then, when the selection means 53 recognizes that the player has selected and operated the menu m6 (the menu displayed as “Japan Cup prediction accepted!”) On the screen of the top page of FIG. 8 (step S5), the prediction input is performed. With reference to the database 34, it is determined whether or not the expected input data of the player ID corresponding to the player has been recorded (step S10). If already recorded, the predicted input data is read, HTML data for displaying a web page including the content of the player's prediction (expected content) is generated, and transmitted to the communication terminal 10 of the player ( Step S20). As a result, the communication terminal 10 displays the web page illustrated in FIG.
- the selection means 53 determines whether the predicted input data has not yet been recorded in step S10. If the predicted input data has not yet been recorded in step S10, the selection means 53 generates HTML data for displaying the web page for the predicted input in order to prompt the player to input the prediction. It transmits to communication terminal 10 address (step S30). As a result, the communication terminal 10 displays the web page illustrated in FIG. When a predicted racehorse is input by the player's operation on the pull-down menu m20 and menu m21 on this web page (step S40: YES), the selection means 53 predicts input associated with the player ID based on the input. Data is created and recorded in the expected input database 34 (step S50).
- HTML data for displaying the web page including the expected content of the player input in step S40 is generated and transmitted to the communication terminal 10 of the player (step S20).
- the communication terminal 10 displays the web page illustrated in FIG. If the expected racehorse is input again by the player's operation on the pull-down menu m25 and menu m26 on the web page displayed in FIG. 16, that is, there is an operation input for changing the predicted content (step S60: YES).
- HTML data for displaying the web page including the expected content of the player input in step S60 is generated and transmitted to the communication terminal 10 of the player (step S70).
- the changing unit 54 changes the predicted input data according to the predicted content input in step S60 (step S80).
- the flowchart of FIG. 21 shows the processing after the end of the real-world horse racing race.
- the information acquisition unit 60 recognizes that there is an input about the result of the real-world horse racing race by the operator (for example, the arrival order and the arrival difference for each racehorse entered) for the input unit 26 of the game server 20.
- race data event information
- the determination unit 61 compares the race data recorded in the race database 33 with the predicted input data recorded in the predicted input database 34 for each player ID for the target race ID (step S110).
- the racehorse selected by the selection means 53 (data on the expected first racehorse included in the predicted input data recorded in step S50 of FIG. 20) and the result of the real-world horse race are specified.
- the degree of coincidence with one or a plurality of racehorses (eg, data on racehorses with 1 to 3 races) is determined.
- the privilege granting means 62 determines to grant a privilege set in advance to the player according to the degree of matching in the comparison in step S110 (step S120). At this time, the privilege granting means 62 gives a privilege to be given to the player so that the number of changes is zero when there is a change in the prediction of the racehorse by the player. decide. For example, as described above, the privilege granting means 62 gives the greatest privilege when the racehorse predicted by the player and the first racehorse specified as a result of a real-world racehorse match. Although it is determined to be granted, if there is a change in the prediction of the racehorse, the greatest privilege is reduced by a certain ratio, for example.
- the privilege granting means 62 displays HTML data for displaying the result of the real-world horse racing race based on the race data (arrival order, arrival difference) and the privilege receiving method determined to be granted for each player. Is generated and transmitted to the communication terminal 10 (step S130).
- the method of receiving benefits can be set as desired. For example, when a menu that displays text such as “There is a gift by the Japan Cup!” Is displayed on the web page and the selection operation of the menu is recognized. (Step S140: YES), the privilege to be granted is reflected in the player data (Step S150). For example, if the privilege is a lottery point, a process of adding an amount of points corresponding to the privilege to the current lottery point is performed.
- this game control device a function that a privilege is given to a player when a player's prediction for a result of a real-world horse racing race is made is incorporated in a digital card game in a horse racing format.
- the player's prediction ability and judgment ability which are exhibited when predicting the result of the race, are reflected in the benefits available in the game.
- the player can change the racehorse once selected as the prediction for the race result (that is, the prediction can be redone). An interesting game corresponding to the change can be realized.
- this game control device when the selection of the racehorse is changed by the player before the start of the real-world horse racing race, the benefits are increased as the time until the start of the race is longer. That is, since it is configured to give an incentive to a player who wins the result of the race with a smaller amount of information, a highly entertaining game can be realized. Further, by changing the privilege according to the time until the start of the race, the player is prevented from changing the racehorse once selected immediately before the race, and the player can easily change the racehorse selection. Can be prevented.
- the privilege granting unit 62 reduces the privilege granted to the player as the timing of the player's operation input regarding the selection of the racehorse prediction is closer to the start of the real-world horse racing race. This allows the player to make a selection for the prediction of the racehorse at a point in time when the amount of information about the race is small before the start of the real world race so as to obtain many benefits. Motivated. That is, since the player makes predictions about the result of the horse racing race when the information amount is small, the interest of the game increases.
- the CPU 21 of the game server 20 includes the date and time of recording in the predicted input data recorded in the predicted input database 34.
- the CPU 21 updates the recording date and time each time.
- CPU21 decreases the privilege which should be provided to a player, so that the time of the memory
- the relationship between the storage date and time of the predicted input data, the time of the start time of the horse racing race, and the privilege to be given to the player can be set as appropriate. For example, taking the privilege for the first-place prediction in the example of FIG.
- the above example does not decrease the benefits for changes up to a predetermined time before the start of the race, and when changes are made after the predetermined time, the benefits are reduced according to the time of the change.
- the relationship between the time until the start and the privilege may be set to a substantially proportional relationship.
- the privilege granting unit 62 increases the number of times of the change. It is preferable to reduce the privileges to be granted. For example, taking the privilege for the first-place prediction in the example of FIG. 16 as an example (example when the privilege is a lottery point), the following settings can be made. In the following example, when it is changed five times or more, the privilege to be granted is none. [Example of setting lottery points] Number of changes lottery points 0 2000P 1 1500P 2 1000P 3 500P 4 200P 5 None
- the CPU 21 of the game server 20 determines the privilege to be given to the player with reference to the value of the number of changes for the predicted input data.
- the relationship between the value of the number of changes and the privilege to be given to the player can be set as appropriate. For example, apart from the above example, both may be set substantially in an inversely proportional relationship, the first change is allowed (that is, the privilege is not reduced), and the second and subsequent changes are changed to the number of changes.
- the privilege may be reduced accordingly.
- it can also be set as the structure provided with the characteristic of the modification 1 and the modification 2.
- the combination of both the modifications and the point setting are not limited to the above and can take various forms.
- the changing means 54 permits the change of the racehorse selected by the selection means 53 to be accepted before the start of the real-world horse racing race, on condition that the consideration is received from the player. May be.
- the consideration condition is that at least one of the player's coin payment amount (see FIG. 6), money payment amount, or point consumption amount available to the player on the game is a predetermined value. May be.
- the CPU 21 of the game server 20 has an operation input (for example, selection input of the menu m26 on the web page in FIG. 16) for changing the expected content.
- an operation input for example, selection input of the menu m26 on the web page in FIG. 16
- HTML data for displaying a web page that allows the player to select whether or not to change the condition on the condition that a predetermined coin is reduced is transmitted to the communication terminal 10 of the player.
- the CPU 21 accesses the user database 31 and performs a process of reducing the value of the coins possessed by the target player ID.
- the game server 20 may issue a voting ticket to the player on condition that the player pays the consideration, and accept the player's prediction in exchange for the voting ticket.
- an upper limit may or may not be provided for the number of voting tickets that can be issued to a single player for one real-world horse racing race. If multiple voting tickets are issued to a player and only a part of them is used to accept predictions for a horse racing race, the remaining voting tickets can be pooled and used for the next horse racing race. You may comprise.
- the predetermined event is a real-world horse racing race
- the predetermined event is not limited to the real-world event. It may be a pseudo race that faithfully reproduces a real-world horse race.
- the social game has been described as an example, but the form of the game is not limited to this. It may be an online game played using a home game machine having a communication function for obtaining event information from the outside via a communication network. In that case, what is necessary is just to set it as the structure in which a consumer game machine contains the hardware of the game server 20 and the database server 30 mentioned above substantially.
- the game server 20 and the database server 30 on the network are configured to realize the functions of the respective units illustrated in FIG. 7, but the configuration is not limited thereto. All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment.
- the configuration in which the player database 31 is provided in the database server 30 has been described, but the present invention is not limited to this.
- the player database may be stored in a storage device (RAM 13 or a large-capacity storage device such as an HDD (Hard Disk Drive) not shown) in the communication terminal 10 of each user, or another storage device on the network, for example. .
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Abstract
La présente invention concerne un dispositif de commande de jeu reflétant dans le jeu les capacités d'un joueur dans le monde réel ; un procédé de commande de jeu ; un programme ; et un système de jeu. Dans le procédé de commande de jeu, un ou plusieurs sujets sont choisis parmi une pluralité de sujets en réponse à une opération de joueur entrée avant de démarrer un événement prédéterminé. La sélection est configurée de manière à pouvoir être modifiée jusqu'à avant le début de l'événement. Une fois l'événement prédéterminé fini, des informations d'événement sont enregistrées comme résultat de l'événement. Selon les informations d'événement enregistrées, le degré de correspondance est déterminé entre le ou les sujets sélectionnés et le ou les sujets spécifiés par l'événement du monde réel, et un privilège utilisable dans le jeu est accordé au joueur en fonction du degré de correspondance. A ce moment, les privilèges accordés lorsque le contenu de la sélection des sujets a été modifié sont amenés à être plus petits que ceux accordés lorsque le contenu de la sélection des sujets n'a pas été modifié.
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2011-289108 | 2011-12-28 | ||
| JP2011289108A JP5149986B1 (ja) | 2011-12-28 | 2011-12-28 | ゲーム制御装置、ゲーム制御方法、プログラム、ゲームシステム |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2013099057A1 true WO2013099057A1 (fr) | 2013-07-04 |
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Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2012/005690 Ceased WO2013099057A1 (fr) | 2011-12-28 | 2012-09-07 | Dispositif de commande de jeu, procédé de commande de jeu, programme et système de jeu |
Country Status (2)
| Country | Link |
|---|---|
| JP (1) | JP5149986B1 (fr) |
| WO (1) | WO2013099057A1 (fr) |
Families Citing this family (7)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP6016854B2 (ja) | 2014-07-25 | 2016-10-26 | グリー株式会社 | サーバ装置の制御方法、サーバ装置及びプログラム |
| JP6442783B1 (ja) * | 2017-07-07 | 2018-12-26 | 株式会社コナミアミューズメント | ゲーム装置およびゲーム装置のプログラム |
| JP6856882B1 (ja) * | 2019-11-28 | 2021-04-14 | 株式会社ミクシィ | 情報処理装置、情報処理方法及びプログラム |
| JP6856881B1 (ja) * | 2019-11-28 | 2021-04-14 | 株式会社ミクシィ | 情報処理装置、情報処理方法及びプログラム |
| JP2020032272A (ja) * | 2019-12-04 | 2020-03-05 | グリー株式会社 | サーバ装置の制御方法、サーバ装置及びプログラム |
| US12183164B2 (en) * | 2020-05-18 | 2024-12-31 | Mixi, Inc. | Information processing device, information processing method, and information processing system |
| JP2023030509A (ja) * | 2021-08-23 | 2023-03-08 | 株式会社カプコン | ゲームプログラム、ゲーム装置、ゲームシステム |
Citations (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2003000954A (ja) * | 2001-06-22 | 2003-01-07 | Konami Computer Entertainment Osaka:Kk | ネットワークゲーム用サーバ装置、ネットワークゲーム進行制御方法及びネットワークゲーム進行制御プログラム |
| JP2008005990A (ja) * | 2006-06-28 | 2008-01-17 | Aruze Corp | ベット額の差をゲーム開始条件とするバカラゲーム機及びバカラゲームのベット方法 |
| JP2008173453A (ja) * | 2007-01-22 | 2008-07-31 | Aruze Gaming America Inc | ゲーム途中においてもベットを受け付けるゲーム装置 |
-
2011
- 2011-12-28 JP JP2011289108A patent/JP5149986B1/ja active Active
-
2012
- 2012-09-07 WO PCT/JP2012/005690 patent/WO2013099057A1/fr not_active Ceased
Patent Citations (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2003000954A (ja) * | 2001-06-22 | 2003-01-07 | Konami Computer Entertainment Osaka:Kk | ネットワークゲーム用サーバ装置、ネットワークゲーム進行制御方法及びネットワークゲーム進行制御プログラム |
| JP2008005990A (ja) * | 2006-06-28 | 2008-01-17 | Aruze Corp | ベット額の差をゲーム開始条件とするバカラゲーム機及びバカラゲームのベット方法 |
| JP2008173453A (ja) * | 2007-01-22 | 2008-07-31 | Aruze Gaming America Inc | ゲーム途中においてもベットを受け付けるゲーム装置 |
Also Published As
| Publication number | Publication date |
|---|---|
| JP5149986B1 (ja) | 2013-02-20 |
| JP2013135808A (ja) | 2013-07-11 |
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