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WO2013154020A1 - Game control device, game control method, program, recording medium, game control system - Google Patents

Game control device, game control method, program, recording medium, game control system Download PDF

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Publication number
WO2013154020A1
WO2013154020A1 PCT/JP2013/060351 JP2013060351W WO2013154020A1 WO 2013154020 A1 WO2013154020 A1 WO 2013154020A1 JP 2013060351 W JP2013060351 W JP 2013060351W WO 2013154020 A1 WO2013154020 A1 WO 2013154020A1
Authority
WO
WIPO (PCT)
Prior art keywords
user
competition
group
privilege
game
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/JP2013/060351
Other languages
French (fr)
Japanese (ja)
Inventor
正能 鈴木
暢也 北村
浩之 冨田
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Konami Digital Entertainment Co Ltd
Original Assignee
Konami Digital Entertainment Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Konami Digital Entertainment Co Ltd filed Critical Konami Digital Entertainment Co Ltd
Publication of WO2013154020A1 publication Critical patent/WO2013154020A1/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

Definitions

  • the present invention relates to a technique for controlling the execution of a game by a plurality of users using communication.
  • social game executed by a game application created based on an operating environment such as an API (Application Programming Interface) operating on a web browser in a social networking service (SNS) by a specific service provider.
  • API Application Programming Interface
  • SNS social networking service
  • Game is popular. It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of users. If the user can connect to the Internet and has a communication terminal equipped with a web browser, the user can enjoy a social game regardless of time and place.
  • One of the features of the above-described social game is that it has a richer communication function for interacting with users than conventional online games.
  • social games for example, in addition to cooperative play with other users (friends), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made.
  • Non-Patent Document 1 describes a social game (Sengoku Collection (registered trademark)) in which menus such as “quest”, “battle”, and “card composition” are displayed. When one of the menus is selected by the user, a function (or process) corresponding to the selected menu is executed.
  • the present invention has been made in view of the above-described viewpoints, and an object thereof is to provide a game control device, a game control method, a program, a recording medium, and a game control system that allow a plurality of users to compete together. To do.
  • a first aspect of the present invention is a game control device configured to be accessible from a communication terminal operated by a user and controlling execution of a game by the communication terminal, Association means for associating users with groups; An acceptance means for accepting user participation in competition between groups, which is competition between different groups; In the competition between groups in which user participation is accepted, based on the result of competition between users, which is a competition on the game between the user and another user associated with a group different from the user. Competition execution means for deciding victory or defeat in group competition; Whether or not to grant the first privilege to the user or the content of the first privilege to be given to the user is determined based on the winning or losing in the inter-group competition of the group associated with the user.
  • First privilege granting means According to a first time that is an elapsed time since the accepting unit starts accepting participation in the inter-group competition, or after the accepting unit starts accepting participation in the inter-group competition.
  • 2nd privilege provision which provides the 2nd privilege which fluctuates according to the 1st number which is the total number of the competition between users performed in the competition between groups with respect to the user who performed the said operation in the competition between groups Means, At least one of the first time, the first number, the remaining time until the acceptance of the participation of the user in the inter-group competition, or the remaining number of times of the inter-user competition is addressed to the communication terminal Notification means for notifying.
  • the “remaining time” may be information that allows the user to recognize the remaining time.
  • the time at which the victory or defeat of competition between groups is determined that is, the end time of competition between groups.
  • the end time of competition between groups is recognized, the remaining time from the current time is self-evident information.
  • the “privilege” is not particularly limited, but may be, for example, points that can be used in the game, items or objects on the game, or the ability or characteristics of the characters or groups of the game.
  • the competition result as a group with which each user is matched previously is determined based on the sum total of the result of the competition between each user in which a user competes with another user. In other words, each user has his own competition, but the competition result is indirectly linked to the result of competition between groups. And according to this game control apparatus, based on the result (win / loss etc.) in the competition between groups of the group with which the user is matched, whether the said 1st privilege is provided with respect to the said user, or the said Since it is comprised so that the content of the 1st privilege given with respect to a user may be determined, it can motivate a user to participate in competition between groups and to perform competition between users actively. Users can participate repeatedly in the same group competition.
  • the 2nd privilege which fluctuates according to the situation (1st time or 1st number) of the competition between groups at the time of a user participating in competition between groups is provided to a user.
  • the situation of the competition between groups (the first time, the first number, the remaining time, or the remaining number of competitions between users) is notified to the user, so that the user is given the situation of the competition between groups.
  • the second privilege it is configured to determine whether or not to participate in the competition between groups, so that a highly interesting game can be realized.
  • the association unit associates the user with one of a plurality of groups, and the reception unit provides a plurality of inter-group competitions that are competitions between different groups, according to a user operation.
  • the user may be accepted to participate in at least one group competition among a plurality of group competitions.
  • each user can participate in competition between users by participating in the same time zone with respect to competition among a plurality of groups, and can realize a team battle that is impossible in the real world.
  • the second privilege grant unit gives the second privilege to the user who performed the operation as the first time is shorter or the first number is smaller. May be increased.
  • size of a privilege is not restricted to the parameter
  • the larger second privilege can be obtained as the participation in the inter-group competition is started at an early timing after the reception of the inter-group competition is received, Motivated to run the competition. At the same time, it is possible to prevent the user from obtaining a privilege in a short time by rushing to execute the inter-user competition in the inter-group competition at the end of the reception of the inter-group competition. That is, if the second privilege is constant, the second privilege obtained by performing competition between users immediately after the start of acceptance of inter-group competition and obtained by performing competition between users immediately before the end of acceptance of inter-group competition.
  • the latter action that is, the time until the benefits (the first privilege and the second privilege) are obtained is clearer, that is, the majority of competition between groups is clearer (that is, It is conceivable that many users choose to compete between users immediately before the end of the reception), but this situation is that users try to act after waiting for each other to come out, and between groups It is not preferable in terms of activating competition. Therefore, in the game control device, a greater incentive is given to a user who is competing between users at an earlier stage of the start of acceptance of competition between groups, where the situation of competition between groups is more uncertain. As a result, users can compete between users evenly at the beginning, middle, and end of the period in which competition between groups is performed, and the competition between groups is activated.
  • the second privilege may be smaller than the first privilege. If the second privilege is greater than the first privilege, the user considers only the situation of the inter-group competition with the main purpose of obtaining the second privilege without considering the victory or defeat of the inter-group competition. It is possible that competition between users will be executed. As a result, the user loses interest in winning or losing the competition between groups, and the interest of the competition between groups may be lost. Therefore, by making the second privilege smaller than the first privilege, the user places the second privilege as an incidental bonus while primarily considering the consequences of inter-group competition. Become. Thereby, it can be set as the structure which gives a user additional pleasure, maintaining the interest property of competition between groups.
  • the first privilege and the second privilege may be given to the user in a lump. That is, although a 1st privilege may be provided to a user and a 2nd privilege may be separately provided as a bonus privilege, you may provide these collectively. By giving a privilege collectively for one inter-group competition, processing complexity is suppressed.
  • the total amount of points or items to be given as the second privilege is determined, and the second privilege granting means is arranged in the order in which the first time is short or the first number. You may give a point or an item from the said total amount in order of a user with few.
  • the total amount of points or items given as the second privilege is determined, and the second privilege can be obtained by so-called first-come-first-served winning. Therefore, it is motivated that a user competes for competition between users of group competition early, and competition between groups is activated.
  • a second aspect of the present invention is a game control method for controlling execution of a game by a user.
  • This game control method Associating users with groups; Accepting user participation in a competition between groups, which is a competition between different groups; In the competition between groups in which user participation is accepted, based on the result of competition between users, which is a competition on the game between the user and another user associated with a group different from the user. Determining the win or loss in group competition; Whether or not to grant the first privilege to the user or the content of the first privilege to be given to the user is determined based on the winning or losing in the inter-group competition of the group associated with the user.
  • a third aspect of the present invention in order to control execution of a game by a communication terminal operated by a user,
  • the ability to associate users with groups The ability to accept user participation in competition between groups, which is a competition between different groups, In the competition between groups in which user participation is accepted, based on the result of competition between users, which is a competition on the game between the user and another user associated with a group different from the user.
  • the ability to determine victory or defeat in group competition, Whether or not to grant the first privilege to the user or the content of the first privilege to be given to the user is determined based on the winning or losing in the inter-group competition of the group associated with the user.
  • a function of notifying at least one of the first number, the remaining time until the acceptance of the participation of the user in the inter-group competition, or the remaining number of competitions between the users to the communication terminal is realized. It is a program to make it.
  • 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. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
  • a fifth aspect of the present invention is a game control system including a communication terminal operated by a user and a server configured to be accessible from the communication terminal and controlling execution of a game by the communication terminal, Association means for associating a user with a group; Accepting means for accepting user participation in competition between groups, which is competition between different groups; In the competition between groups in which user participation is accepted, based on the result of competition between users, which is a competition on the game between the user and another user associated with a group different from the user. Competition execution means for deciding victory or defeat in group competition; Whether or not to grant the first privilege to the user or the content of the first privilege to be given to the user is determined based on the winning or losing in the inter-group competition of the group associated with the user.
  • Privilege granting means According to a first time that is an elapsed time since the accepting unit starts accepting participation in the inter-group competition, or after the accepting unit starts accepting participation in the inter-group competition.
  • 2nd privilege provision which provides the 2nd privilege which fluctuates according to the 1st number which is the total number of the competition between users performed in the competition between groups with respect to the user who performed the said operation in the competition between groups And at least one of the first time, the first number, or the remaining time until the acceptance of user participation in the inter-group competition ends, or the remaining number of competitions between users
  • Notification means for notifying the terminal Any one of the communication terminal and the server is provided with each means.
  • 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 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 flowchart which shows an example of the process of a battle
  • the flowchart which shows an example of the main processes of the game server of embodiment.
  • the figure which shows an example of the correspondence of 1st time and a 2nd privilege.
  • the figure which shows an example of the correspondence of a 1st number and a 2nd privilege.
  • the figure which shows the example of assignment between a communication terminal, a game server, and a database server about each function of the game control apparatus of embodiment.
  • the present invention relates to a patent application of Japanese Patent Application No. 2012-088123 filed with the Japan Patent Office on April 9, 2012, the entire contents of which are incorporated herein by reference.
  • FIG. 1 shows a system configuration example of a game system according to 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 user, 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).
  • an application operable on a web browser is installed in the game server 20 as a game application.
  • the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10.
  • the game server 20 is mounted with an application operable on a web browser as a game application.
  • 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.
  • the communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.
  • an authentication server for authenticating the user 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.
  • FIGS. 2A and 2B are diagrams showing examples of the appearance of the communication terminal 10, respectively.
  • FIG. 2A illustrates a button input type communication terminal such as a foldable mobile terminal (mobile phone), and
  • 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 operation input unit 15, a display unit 16, A communication interface unit 17 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
  • a communication interface unit 17 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.
  • the CPU 11 loads a web browser in the ROM 12 to the RAM 13 and executes it, and performs web access to the game server 20 in accordance with HTTP (HyperText Transfer Protocol).
  • HTTP HyperText Transfer Protocol
  • the CPU 11 uses data for displaying a web page from the game server 20 via the communication interface unit 17 based on an appropriate designation of a URL (Uniform Resource Locator) input to the user by the operation 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 communication interface unit 17.
  • HTML data HyperText Markup Language
  • the communication terminal 10 may be provided with various plug-in functions (for example, animation functions) for extending the browser function of the web browser.
  • the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the operation input unit 15 via the communication interface unit 17.
  • the game server 20 is notified.
  • 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.
  • 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 operation 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 a user operation input. 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 user 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 user 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 operation 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 will be described with reference to FIG.
  • 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, and a communication interface unit 25, for transmitting control signals or data signals between the units.
  • a bus 26 is provided.
  • 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 communication interface unit 25.
  • the CPU 21 transmits HTML data to the communication terminal 10 via the communication interface unit 25.
  • the CPU 21 performs the authentication process.
  • CPU21 performs the process according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10 via a communication interface part.
  • 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 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 user database 31 and a game database 32.
  • the type of game realized by the game server 20 of the present embodiment is not particularly limited, but in the following, as an example of a game realized by the game server 20 for convenience of description of the embodiment, a baseball digital format Pick up a card game.
  • a baseball-style digital card game a user collects player cards corresponding to baseball players to create his own team, play baseball against another user's team, or fight a baseball league game for each skill level It is a game configured as described above.
  • Baseball-style digital card games include a scout process that searches for player cards to create their own team, a lottery process that allows them to obtain player cards by lottery, or two or more player cards. A strengthening process or the like is provided to increase the ability of a specific player card. Each function implemented in the baseball digital card game will be described later.
  • FIG. 6 shows an example of a user database 31 applied in the baseball-format digital card game described above.
  • the user database 31 includes, for each user ID (user identification information), a user name / display image, a team, a skill level, an action point, an operation point, an enhancement point, an ale point, the number of players, the number of counter-competition tickets, Information about each item of the fellow user ID, the image data of the possession card, and the parameter of the possession card is included.
  • Information included in the user database 31 can be updated sequentially by the game server 20.
  • the user ID included in the user database 31 or data for each user name (to be described later) specifying the user is generically referred to as user data.
  • the data of each item constituting the user data is as follows.
  • User name / display image A user name and a display image that are displayed to identify the user of the communication terminal 10 when the game is executed.
  • the user name is text of a predetermined length or less designated in advance by the user
  • the display image is an avatar image selected in advance by the user, for example.
  • the user name may be a name that identifies the user on the network environment (or game community) provided by the game server 20.
  • -Team In the above-mentioned baseball-format digital card game, the team specified by the user at the time of user registration.
  • Skill level This is data indicating the skill level of the user on the game. For example, it is a level value in a range from Lv1 (level 1) to Lv100 (level 100).
  • -Action point In the baseball-type digital card game, for example, it is a point necessary for performing a game scout by the user. The action point is a value that decreases by performing scouting and recovers (increases) each time a predetermined time elapses.
  • -Management point In the baseball-type digital card game, for example, it is a point necessary for a user to play a game match.
  • the management point is a value that is reduced by a battle with another user or the like and is recovered (increased) every time a predetermined time elapses.
  • Strengthening point In the baseball digital card game, for example, it is a point necessary for strengthening a player card by a user.
  • the strengthening point is a value that is reduced by strengthening the player card and is recovered (increased) every time the player wins a battle with another user or a predetermined time elapses.
  • -Ale Point In the baseball digital card game, it is a point that the user acquires by sending a cheer message to a fellow user.
  • the ale points may be consumed when performing a lottery process that enables a player card to be obtained by lottery.
  • -Number of players This is the number of player cards held by the user. The number of players is increased or decreased by the execution of scout processing and strengthening processing. The maximum number of players (for example, 60) is defined in advance.
  • -Number of tickets for the competition The user holds tickets necessary for the user to enter the competition set in the above-mentioned baseball-format digital card game (to obtain the right to perform a competition between users in the competition) It is the number of sheets.
  • the image data of the possession card is data including an image of the player card possessed by the user.
  • the owned card parameter is data indicating the ability value of the player card. For example, as shown in FIG. 6, each ability value such as “batting force”, “running ability”, “defense ability”, and “necessary points” may be included as parameter items. “Necessary points” are points that are required when the player card is used in a battle with another user. In this game, you may restrict
  • the game database 32 is based on access from the game server 20, information on game settings executed by the game server 20 (for example, an entry list, battle data, etc., which will be described later), and game results.
  • Information related to (game result) (for example, information about the result of a competition battle described later) is stored and updated.
  • Information related to game results may include various information depending on the nature of the game. For example, in the case of a baseball-format digital card game, information on game results includes results of matches between different user IDs (scores, etc.), results of league battles between a plurality of user IDs of specific skill levels ( Score, ranking, etc.), and the results of a competitive battle to be described later.
  • the game control device is configured by the game server 20 and the database server 30.
  • the functions realized by the game control device of the present embodiment will be described by taking as an example the case where the above-described baseball-format digital card game (hereinafter simply referred to as “game”) is applied. I will explain.
  • 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 on the display screen of the mark and the like can be changed by a user's direction instruction button or a web page scroll operation by a touch panel operation.
  • the registration unit 51 has a function of recognizing a user 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 performing a registration process (user registration). Further, as described above, in this game, for example, a P league consisting of six teams P1 to P6 and a Q league consisting of six teams Q1 to Q6 are provided, and the registration means 51 is based on the user's operation. And a function of associating the user with one of a plurality of leagues (groups).
  • the registration unit 51 is an example of the association unit of the present invention.
  • the function of the registration means 51 is implement
  • the CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the 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, IP address, e-mail address, etc.) for specifying the communication terminal 10 as the transmission source, or the user has already played another game by the same service provider. If used, the user ID may be included.
  • the CPU 21 issues a new user ID and performs registration processing of the user ID, and then the registration processing is completed.
  • the CPU 21 receives the registration request message and the registration request message includes a user ID, the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
  • the CPU 21 stores user data for a new user ID in which predetermined default data is described in the user database 31.
  • the team selected by the user is written in the user data, and the user is associated with the league to which the selected team belongs (either P league or Q league).
  • the registration means 51 may also have a function of registering the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID as a “mate” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a friend relationship and that the corresponding user is in a friend relationship.
  • the function of the registration means 51 in this case is realized as follows, for example.
  • the CPU 21 of the game server 20 sends an application message (application) specifying a user ID (or a corresponding user name) to be a friend from the communication terminal 10 of the user corresponding to a certain user ID via the communication interface unit 25. Accept.
  • Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10.
  • the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user 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 the data in the “mate” part (see FIG. 6) of the user data of the corresponding two user IDs in the user database 31.
  • the method of relating users is not limited to the above-described method, and a user who executes a stage or an area on the same game or a user who has played a game may be registered as friends.
  • users who transmit a predetermined number of greeting messages may be automatically registered as friends, and if there is a game mode in which a battle (battle) is performed between users, a battle is performed more than a predetermined number of times. You may automatically register the users who went and the users who cooperated with the enemy character as friends.
  • a group of users (guild, etc.) is set in the game, for example, when a certain user (referred to as “user A”) is approved to participate in a certain group,
  • the user ID of the user (referred to as “user B”) may be written in the user data of user A, and the user ID of user A may be written in the user data of user B.
  • achieves by registering data in the user database 31 by registering the friendship relationship between users was shown, it is not restricted to this example.
  • the data regarding the friendship may be written in an external storage device on the network accessible from the game server 20.
  • the game progression means 52 has a function of advancing the game by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in response to a user operation on the communication terminal 10.
  • a baseball digital card game is provided with the following processing in order to advance the game.
  • ⁇ Scout processing Processing to search for player cards to build up their team
  • Strengthening processing Processing to increase the ability of a specific player card by integrating two or more player cards
  • Competition processing Other users Process to play baseball against teams / lottery process: Process to perform lottery for users to get player cards / Counterfight process: Process of battles between groups
  • the game progress means 52 has a function of causing the communication terminal 10 to display a plurality of menus each assigned a plurality of processes 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 with the execution of each process of the scout process, the reinforcement process, the battle process, and the lottery process.
  • FIG. 8 An example of the top page of the game displayed on the communication terminal 10 by the game progress means 52 is shown in FIG.
  • This top page is composed of web pages corresponding to individual user IDs.
  • the top page illustrated in FIG. 8 includes a user name display area, a player image display area, and a menu display area in addition to the user name and team text.
  • skill level, action point, management point, strengthening point, yell point, number of players, and data of each item of fellows included in the user data of the target user ID are displayed. Area.
  • the point or number written in the X / Y format is that X is the point or number held by the user, and Y is the maximum value of the point or number. Indicates that there is. For example, if the number of players is written as “40/60”, it indicates that the number of players held by the user is 40 and the maximum number of players that can be held is 60.
  • the player image display area is an area in which image data of a player card previously selected by the user is displayed.
  • the menu display area includes “Scout” and “Enhancement” as basic menus corresponding to a plurality of processes (scout process, reinforcement process, battle process, lottery process, order process, and battle process) provided in a baseball-style digital card game. ”,“ Game ”,“ lottery ”,“ order ”,“ competition ”menus m1 to m6 are displayed. That is, a plurality of menus to which a plurality of processes executed in the game are assigned are respectively arranged at predetermined positions on the web page displayed on the communication terminal 10.
  • the order process is a process of executing an exchange of player card orders, replacement with a reserved player card, or the like under the instruction of the user.
  • the game progress means 52 has a function of executing processing according to a user's selection operation for the menu displayed on the communication terminal 10.
  • each process is executed hierarchically such that a new web page including a plurality of menus subdivided for each process is displayed.
  • the function of the game progress means 52 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 user data display area and the player card image data to be displayed in the player 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 user (that is, for each user 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 game progression means 52 has a function of executing a scout process that allows a user to search for a player card in order to build up his own team.
  • 9 to 11 show examples of web pages displayed on the communication terminal 10 when the scout process is executed.
  • FIG. 9 is a display example of a web page when the scout menu is selected and operated on the top page.
  • FIG. 10 is a display example of a web page when the menu m11 displayed as “to area list” on the screen shown in FIG. 9 is selected and operated.
  • FIG. 11 is a display example of a web page for notifying the user that a battle ticket has been obtained during execution of the scout process.
  • a map of Japan divided into a plurality of regions (areas) is displayed in the display region 100 with the area to be searched being highlighted.
  • the user is provided with a menu labeled “search” provided for each area to be searched (in the example of FIG. 9, area 9 (subareas 9-1, 9-2,...)).
  • Select m10 With this operation as a trigger, a search for an area to be searched is performed, and when a player is excavated, the player card of the player is displayed in the display area 102.
  • search rate % displayed in the display area 101 increases.
  • the value of the action force required for one search (“5” in the example of FIG. 9), and the value of the reinforcement point obtained by one search (“10” in the example of FIG. 9). Is displayed. For each search, the action points are reduced by the value of the displayed action force, and the displayed amount of reinforcement points is increased.
  • CPU21 accesses the user database 31, and updates the value of the action point and reinforcement
  • the CPU 21 of the game server 20 recognizes a selection operation for the menu m10, the CPU 21 performs a lottery with a predetermined or random probability from a plurality of players provided in advance for the scout.
  • the CPU 21 obtains (excavates) a player by lottery, the CPU 21 accesses the user database 31 and adds the data of the newly discovered player to the data of the target user ID. Is increased by one.
  • CPU21 produces
  • the HTML data is configured such that search rate data in the display area 101 is updated.
  • the action power required for one search differs for each area to be searched. That is, the amount of action points that are reduced (consumed) in one search differs for each area to be searched.
  • the action points decrease each time the selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the scout process is executed, the action points displayed on the top page are It will be displayed in a reduced manner than before the scout process.
  • the action points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.
  • a counter-competition ticket is given to the user with a predetermined or random probability according to the selection operation of the menu m10 as illustrated in FIG.
  • the counter-competition ticket is a ticket required to enter the counter-competition as will be described later.
  • “entry into the competition” means obtaining a right to play a match between users in the competition.
  • the probability that a competition ticket is awarded in accordance with the selection operation of the menu m10 may be a value that is substantially proportional to the action power displayed in the display area 101.
  • a web page that allows an overview of the search results of each area that the user has already played (that is, searched) is displayed by the selection operation of the menu m11 by the user.
  • the “complete rate” for each area is displayed.
  • the “complete rate” (achievement level) is a value indicating the ratio of the number of types of players actually excavated to the maximum number of types of players that can be excavated in each area. For example, in the example shown in FIG. 9, if area 9 is composed of three subareas, areas 9-1, 9-2, and 9-3, a maximum of four players (four types of player cards) in each subarea.
  • the game progress means 52 has a function of executing a strengthening process for integrating two or more player cards to increase the ability of a specific player card.
  • a certain amount of strengthening points is required for the user to execute the strengthening process.
  • the strengthening process may be performed as follows, for example.
  • the player card to be strengthened (the remaining player card specified by the user) is the player card of player A, and the player card that is integrated with the player card of player A and disappears is the player card of player B.
  • the CPU 21 sets the “batting power” of the player card of the player B against the parameters indicating the ability values of the “batting power”, “running power”, and “defense power” of the player card of the player A,
  • the parameters of the player card of the new player A may be calculated by adding a certain ratio of the parameters indicating the ability values of “running ability” and “defense ability”.
  • the CPU 21 accesses the user database 31 after the strengthening process, deletes the player card data of the player B from the user data of the target user ID, decreases the value of the number of players by 1, The parameter of the player card of A is rewritten, and the reinforcement point of the target user ID is reduced by a predetermined amount.
  • strengthening point increases by performing the said scout part or performing the game part demonstrated below.
  • the game progress means 52 has a function of executing a battle process for playing a baseball game against another user's team in response to the selection operation of the menu m3 on the top page of FIG.
  • the details of the battle process are the same as those of the user-to-user battle execution means 54 described later, and thus a duplicate description is omitted here.
  • the game advancing means 52 executes a lottery process that makes it possible to obtain a player card by lottery.
  • the lottery process is preferably executed through an effect of drawing one player card from the lottery box.
  • the player cards that appear by lottery are basically random, but the probability that a player card (so-called rare card) of a player with outstanding technical ability or a popular player will appear in the lottery is set very low.
  • the lottery process may be executed by the user in exchange for a predetermined amount of ale points, for example.
  • the main functions (scout process, reinforcement process, battle process, and lottery process) of the game progress means 52 have been described above. Whether or not the game progression means 52 can further execute a function (a scout process, a reinforcement process, a battle process, and a lottery process) according to the menu selected by the user based on each point or the number of players held by the user. If the function corresponding to the selected menu cannot be executed, a page including text for notifying the user that the function cannot be executed is displayed on the communication terminal 10. For example, when a scout process is to be executed for an area that requires a power of “5” for one search, when the user's action point is “3”, the scout process cannot be executed. The action power recovers 1 every 3 minutes.
  • the CPU 21 of the game server 20 accesses the user database 31, performs a comparison process between the user action point data and the action power (predetermined value) required for the area to be searched, and executes the scout process. Judgment is made.
  • the action points, management points, reinforcement points, yell points, and the number of players displayed in the user data display area of FIG. 8 are the scout process, the reinforcement process, the battle process, and the lottery process. It can vary depending on the execution of each function. Note that the amount of increase and decrease of points (consumption) according to the execution of the scout process, the reinforcement process, the battle process, and the lottery process is a default value, but the value varies depending on the situation in the user's game. Good.
  • the amount of action points consumed by the execution of the scout process varies depending on the degree of progress of the user's game.
  • the action power required for one search increases as the game progresses as area 1, area 2,... At this time, if the probability that the counter-competition ticket is given in accordance with the selection operation of the menu m10 in FIG.
  • the game progress means 52 cooperates with the receiving means 53, the battle
  • the competition is divided into a P group (a user of a team belonging to the P league) and a Q group (a user of a team belonging to the Q league) according to the user's team. It ’s a team battle.
  • FIG. 8 illustrates the top page displayed on the communication terminal 10 of the user with the user name: KNM and the team: P1, when this user enters the competition, it belongs to the P group.
  • the victory or defeat of the battle is determined based on the result of a battle between a plurality of users (a battle between users) performed between a user belonging to the P group and a user belonging to the Q group.
  • a privilege is given only to a user who belongs to the winning group of either the P group or the Q group, or a user who belongs to the winning group of the P group or the Q group belongs to the defeated group. More benefits than the user are granted.
  • FIG. 12 shows an example of a change in the web page on the user communication terminal 10 when the menu m6 on the top page in FIG. 8 is selected and operated.
  • the game progress means 52 causes the communication terminal 10 to display a plurality of competitive battles B1, B2, B3,.
  • the display area 200 includes a group to which the user belongs (P group in the example of FIG. 12), the number of counter-competition tickets held by the user (eight in the example of FIG. 12), and Is displayed.
  • the display areas 201 to 203 display information about the battles B1 to B3, respectively. The information displayed for each competition includes the number of competition tickets required to enter the competition.
  • the privilege that the user can obtain when the group to which the user belongs wins and the information indicating the situation of the battle (the battle between users from the entry start time of the battle) are also displayed in the display areas 201 to 203, respectively (the first number described later) and the remaining time until the entry end time of the competition.
  • the privilege obtained by the user is, for example, an event point (50 pt in the example of the battle B1), and a certain amount of points that the user can use on the game (the above-mentioned ale points and reinforcement points). It is an exchangeable point.
  • the user may enter the game as many times as possible so long as he / she consumes the battle ticket. For example, when the user holds 20 battle tickets, 6 battles between users may be performed in the battle B1 displayed on the web page P1 of FIG.
  • the receiving means 53 provides a plurality of battles (competition between groups) that are battles between different groups (P group, Q group), and moves to at least one of the battles according to the user's operation.
  • the function of accepting the user's entry An example of a method for realizing the function of the accepting unit 53 will be described with reference to FIGS. 13 and 14.
  • FIG. 13 is an example of a flowchart showing the processing of the CPU 21 of the game server 20 when the user enters the competition.
  • FIG. 14 shows an example of the data structure of the entry list for each battle. In the entry list, the entered user (user ID), the entry reception time, and the total number of battles between users executed up to the entry reception time are described in association with each other.
  • the entry list is data stored in the game database 32, for example.
  • Step S10 when a user selects and operates one of the battles on the web page P ⁇ b> 1 shown in FIG. 12, an entry request for any battle is notified from the communication terminal 10 of the user.
  • the CPU 21 accesses the user database 31 to read out the number of counter-competition tickets possessed by the target user (the number of owned tickets; Nu), and is necessary for the counter-competition entry selected by the user
  • the number of tickets (Nent) is compared (step S12). Note that the number of tickets (Nent) necessary for entry of the competition is a value determined when the competition is set.
  • the CPU 21 When the number of tickets held (Nu) is larger than the number of tickets (Nent) required for the entry of the competition (step S14: YES), the CPU 21 permits the user entry for the selected competition and requests the entry
  • the entry acceptance time is the time when the entry request is notified.
  • CPU21 reads the value (CNT_k value) of the battle
  • the CPU 21 transmits HTML data for notifying the user that the entry has been completed (step S18), and data on the number of the user's counter game tickets in the user database 31 is necessary for the counter game entry.
  • a process for reducing the number of tickets is performed (step S20).
  • the CPU 21 permits the user entry for the selected competition.
  • HTML data for notifying the user that entry is not possible is transmitted (step S22). The user may enter the same competition game as many times as possible, and in that case, the processing is performed again from step S10.
  • the CPU 21 creates the battle data for each battle when setting a plurality of battles.
  • the battle data is, for example, data stored in the game database 32 and data for managing execution of the battle.
  • the battle data will be described later.
  • the inter-user battle execution means 54 has a function of executing a battle process between users belonging to different groups in response to a user operation in a battle that has been entered by the user.
  • the function of the inter-user battle execution means 54 is realized as follows, for example.
  • the CPU 21 of the game server 20 makes a transition to the web page P2 shown in FIG.
  • the example of the web page P2 shown in FIG. 12 shows an example when the user selects the entered battle B1.
  • This web page displays a display area 204 including information indicating the status of the selected battle (in this case, battle B1) and a list of a plurality of other users who are candidates for the battle opponent. Region 205.
  • the CPU 21 may, for example, display opponent candidates displayed in the image area 205 of the web page for the user.
  • a plurality of users who have already entered the competition B1 and belong to the Q group are selected at random. At this time, it is preferable that the skill levels of the user IDs that compete are similar.
  • FIG. 15 is a flowchart showing the process of the CPU 21 of the game server 20 when executing a battle process between users.
  • FIG. 16 is a diagram illustrating a display example of a web page displayed on the user communication terminal 10 when the battle process is executed.
  • a list of a plurality of opponent candidates is displayed on the web page on the user communication terminal 10 (step S30).
  • step S32: YES the CPU 21 transmits new HTML data to the user's communication terminal 10.
  • step S34: YES the CPU 21 accesses the user database 31 to read out the parameters of the player cards of each user to play and display the match result.
  • step S36 In executing the battle, the CPU 21 accesses the user database 31 and, when the management point of the target user ID is equal to or larger than the predetermined amount required for the execution of the game, the CPU 21 decreases the predetermined amount from the management point. May be.
  • the determination method of the battle result can be any method as long as the parameter (ability value) of the player card held by the user affects the winning or losing.
  • the parameters (ability values) of a plurality of player cards associated with two user IDs as opponents are compared, and a user who has more player cards with larger parameters has a high probability (for example, It may be set to win with a predetermined probability in the range of 60-90%.
  • the winning rate may be higher as the difference in parameters is larger.
  • predetermined weighting for example, in the example of FIG. 6, “batting force” is 0.3 and “running force” is 0. .3, “defense power” is set to a weight of 0.4, etc.
  • a comprehensive ability value can be calculated and used as a comparison target.
  • a web page P4 in FIG. 16 is a diagram showing a web page displayed by executing the battle process. On the web page P4 in FIG. 16, for example, a game result including a score or the like is displayed.
  • the competition battle execution means 55 accepts a user operation for performing a battle between users, which is a battle between users, for each of a plurality of battles, and determines the victory or defeat in each battle based on the result of the battle between users. It has a function to do.
  • the competitive battle accepts a user operation for performing a battle between users within a predetermined time from the entry start time to the entry end time or a predetermined number of times. As long as the condition of a predetermined time or a predetermined number of times is satisfied, a specific user who has already entered the competition may execute a user-to-user battle any number of times, or a user-to-user battle that a specific user can execute An upper limit may be set for the number of.
  • the CPU 21 refers to the battle data illustrated in FIG.
  • the battle data is data stored in the game database 32, for example, and is data for managing execution of the battle.
  • the CPU 21 manages n competition games B1 to Bn that are held simultaneously.
  • the battle data for any battle Bk (k: 1 to n) among the battles B1 to Bn includes the following data as constant data determined in advance when the battle Bk is set. . ⁇ Number of counter-tickets required for entry (Nent_k) ⁇ Entry start time ⁇ Entry end time ⁇ Maximum number of matches between users (Cmax_k)
  • the battle data for any battle Bk (k: 1 to n) among the battles B1 to Bn includes the following data as data of variables that change in accordance with the progress of the battle Bk.
  • the CPU 21 accesses the game database 32 according to the execution of the battle between users, and sequentially rewrites the following variables. -Total number of user-to-user matches executed (CNT_k) ⁇ Total score of P group ⁇ Total score of Q group
  • the CPU 21 recognizes the user's operation for performing the battle between the users when the user's operation for performing the battle between the users regarding the battle Bk is limited within a predetermined time, the entry start time of the battle data Then, referring to the entry end time, it is determined whether or not the execution of the battle between the users is permitted.
  • the CPU 21 recognizes a user operation for performing a battle between users when the battle between users regarding the battle Bk is limited to a predetermined number of times, the CPU 21 refers to the maximum number of battles between users in the battle data. Then, it is determined whether or not the execution of the battle between the users is permitted.
  • the CPU 21 accesses the game database 32 to increment the total number of battles between the users and belongs to the P group and the Q group in the battle between the users.
  • the score obtained by the user is added to the total score of the P group and the total score of the Q group, respectively.
  • the CPU 21 determines whether the battle Bk is based on the total score of the P group and the Q score of the current group. Decide the victory or defeat of P group and Q group. For example, suppose that the group with the highest total score wins.
  • the notification means 56 has a function of notifying at least one of the following information to the communication terminal 10. -Elapsed time from the entry start time of the competition Bk ("first time”) ⁇ Total number of battles between users since the entry start time of the competition Bk ("first number”) ⁇ Remaining time until entry end time of competitive Bk (“Remaining time”) ⁇ The remaining number of battles between users until the entry time of the competition Bk (“Remaining times”)
  • the function of the notification means 56 is realized as follows.
  • the CPU 21 of the game server 20 generates HTML data for displaying a web page (P1 in FIG. 12) that prompts the user to select a competition or a web page (P2 in FIG. 12) that prompts the opponent to select.
  • the CPU 21 selects the time (“reference”) at the timing when the menu m6 on the top page of FIG. 8 is selected and operated (more specifically, the timing at which an HTTP request corresponding to the menu m6 is selected and processed).
  • the “time”) by referring to the battle data, at least one of the first time, the first number, the remaining time, and the remaining number of times described above is calculated for each battle. For example, in the battle data shown in FIG.
  • the first time for the battle B1 is calculated as the time between the entry start time of the battle B1 and the reference time.
  • the first number for the battle B1 is the variable CNT_1 at the reference time.
  • the remaining time for the battle B1 is calculated as the time between the reference time and the entry end time.
  • the remaining number of times for the battle B1 is calculated as a value obtained by subtracting the variable CNT_1 at the reference time from Cmax_1.
  • the notifying means 56 may have a function of notifying the number of counter-competition tickets necessary for entering each counter-competition.
  • the CPU 21 when generating the HTML data for displaying the web page (P1 in FIG. 12) for prompting the selection of the battle, the CPU 21 refers to the battle data and determines the number of battle tickets required for the entry. To include the information. For example, on the web page P1 shown in FIG. 12, the number of counter-competition tickets required to enter the counter-competition B1 is displayed as “3”.
  • the CPU 21 may sequentially display the current total score of the group to which the user belongs on the web page for the user who has already entered. For example, as shown in P2 of FIG. 12, “P group 250 score ⁇ Q group ??? score” is displayed on the web page for users belonging to the P group. Thereby, the user can estimate whether the own group is advantageous or unfavorable from the current total score of the own group, and can determine whether or not the battle between users is performed. That is, if it is determined that the own group is disadvantageous, it is a motivation for the user to actively fight against the user and recover the own group. In addition, as shown on the web page P2 of FIG. 12, you may make it not display the total score of Q group which is an other party group.
  • the user since the total score difference between groups is not known to the user, the user should determine whether or not to play a match between users based on the current total score of the group and the remaining time and / or the remaining number of times (that is, Whether or not the group should be helped), making the game more interesting.
  • the user knows that the total score difference between the groups in the competition is too large, it will be judged by the user that there will be no effect even if the competition between the users is held, and the incentive to enter the competition will be reduced. That is not preferable.
  • the first privilege granting unit 57 determines whether or not to grant a privilege to the user based on the winning or losing in the battle of the group to which the user belongs (that is, associated with the user), or A function of determining the content of a privilege to be given to the user is provided.
  • the content of the privilege given to a user is not specifically limited, in the example of this embodiment, it is an event point.
  • the event point is a point that can be exchanged for a certain amount of points that can be used by the user on the game (the above-mentioned ale points or enhancement points) or items in the game (for example, player cards). Good.
  • the points displayed on the web page P1 in FIG. 12 are benefits that the user can obtain when the own group wins. It may be a point that can be converted into a point that can be used on the game.
  • the function of the 1st privilege provision means 57 is realizable as follows. It should be noted that whether or not a privilege is granted to the user based on the winning or losing in the competition, or the content of the privilege granted to the user is recorded in the ROM 22 in advance.
  • the CPU 21 of the game server 20 determines to win or lose the competitive game Bk, if it is set to give a privilege only to the users belonging to the winning group, the CPU 21 of the game database 32 Refer to the entry list to identify users belonging to the winning group.
  • the CPU 21 is set to give a privilege to the user who belongs to the winning group and the defeated group, the CPU 21 refers to the entry list for the battle Bk in the game database 32 and wins the group. And a user who belongs to a defeated group.
  • CPU21 specifies the user who becomes object, it will refer to ROM22, will determine the content of the privilege which should be provided with respect to each user, and will perform the process which provides a privilege.
  • the process which provides a privilege may be a process which associates the user ID of the user used as grant object, and the point and item provided. For example, when giving a user an enhancement point corresponding to an event point given as a privilege, the CPU 21 rewrites the enhancement point in the user data of the user ID of the user to be given (a process of adding the given point). It may be.
  • the second privilege granting means 58 determines the first match (that is, the elapsed time from the entry start time) or the first number (that is, the match between users executed from the entry start time).
  • the second privilege that varies according to the total number) is provided to a user who has entered the competition.
  • the second privilege is changed according to the remaining time (that is, the remaining time from the entry reception time to the entry end time) instead of the first time, or instead of the first number (that is, the entry time). It may vary according to the remaining number of battles between users from the reception time to the entry end time.
  • the function of the 2nd privilege provision means 58 is realizable as follows.
  • the CPU 21 of the game server 20 refers to the entry list for the target competition and identifies the user who is the target of the privilege grant.
  • the CPU 21 reads out the entry start time and the total number of battles between the users executed up to the entry start time for each user to whom the privilege is given, and the first time, the first number, and the remaining time Or at least one of the remaining times.
  • the association data associating one of the first time, the first number, the remaining time, or the remaining number of times with the second privilege is recorded in, for example, the ROM 22, and the CPU 21 stores the association data.
  • the content of the 2nd privilege given to each user with reference is determined.
  • the process of giving the second privilege to the user may be a process of associating the user ID of the user who is the grant target with the points or items given as the second privilege. For example, when giving an enhancement point corresponding to the event point given as the second privilege to the user, the CPU 21 rewrites the enhancement point in the user data of the user ID of the user to be given (add the given point) Processing).
  • FIGS. 18A and 18B are processes realized mainly by the accepting unit 53, the user battle execution unit 54, the battle execution unit 55, the first privilege granting unit 57, and the second privilege granting unit 58. This is performed for each of a plurality of battles managed by the game server 20.
  • step S110 when the entry start time of the battle Bk (k: 1 to n) is reached (step S100: YES), entry for the battle Bk is started (step S110).
  • step S110 the user can enter the battle Bk, and then perform an operation for executing a battle between users in the battle Bk.
  • the user has already entered the battle Bk according to the flowchart of FIG.
  • the user selects and operates the menu m6 on the top page illustrated in FIG. 8, for example, as shown in P1 of FIG. 12, a web page including a list of a plurality of currently held battles is displayed.
  • step S120 When the user performs an operation of selecting a battle Bk from the list of battles (step S120: YES), a message including an entry request for the selected battle Bk is transmitted to the game server 20, and FIG. As shown at 13, the user entry request is processed.
  • the game server 20 transmits HTML data for displaying the web page P2 shown in FIG.
  • a web page including a list of candidate opponents of the battle between users in the user's battle Bk is displayed on the user's communication terminal 10, and between users according to the selection operation of any of the opponent candidates of the user A battle is executed (step S130).
  • the process of the battle between users is as described in association with the flowchart of FIG.
  • the CPU 21 of the game server 20 accesses the battle data in the game database 32 every time the battle between users is finished, and the score (score) by the battle between users is the total score of the P group in the battle Bk, and the Q group Is added to the total score (step S140), and the total number CNT_k of the battles between users executed is incremented (step S150).
  • step S160 YES
  • step S170 YES
  • the entry acceptance ends (step S180). If the condition of step S160 or step S170 is not satisfied, the process returns to step S120 to accept the next battle between users. Note that entry acceptance may be terminated when the AND conditions of steps S160 and S170 are satisfied (both conditions are satisfied).
  • the CPU 21 of the game server 20 finishes accepting the entry in step S180, the user is not permitted to enter the battle Bk after that, and a user who has already entered the battle Bk competes. It is not permitted to perform a battle between users regarding the battle Bk.
  • the CPU 21 determines the winning or losing of the P group and the Q group based on the total score of the P group of the battle Bk in the battle data in the game database 32 and the total score of the Q group (step S190). ).
  • the CPU 21 determines whether or not to grant the first privilege to the user based on the winning or losing in the battle Bk of the group to which the user belongs, or the first privilege to be given to the user.
  • the content of the 1st privilege given to a user is a fixed amount of event points which can be converted into points which can be used on a game, such as an ale point and a strengthening point, for example.
  • the CPU 21 refers to the entry list for the battle Bk, and gives the second privilege to the user who entered the battle Bk (step S210). That is, the CPU 21 calculates at least one of the first time, the first number, the remaining time, or the remaining number of times according to the entry reception time for each entered user, and the second according to these values.
  • the contents of the privilege are determined with reference to data stored in the ROM 22, for example.
  • the content of the 2nd privilege given to a user is a point which can be used on games, such as a fixed amount of ale points and reinforcement points, for example.
  • the result of the battle as a group in which each user is associated in advance is determined based on the sum of the results of individual user battles in which the user battles with other users.
  • each user has a configuration in which his / her own battle is performed, but the battle result is indirectly linked to the battle result.
  • whether or not to grant the first privilege to the user based on the result (win / loss etc.) in the competition of the group with which the user is associated, or the user Since the content of the first privilege to be granted is determined it is possible to motivate the user to enter (participate) in the competition and actively execute the competition between users. The user can repeatedly enter for the same battle.
  • the 2nd privilege which fluctuates according to the situation (1st time or 1st number) of the battle
  • the situation of the battle (the first time, the first number, the remaining time, or the remaining number of battles between users) is notified to the user. Since it is configured to determine whether or not to enter the competition, taking into account the benefits of 2, it is possible to realize a highly entertaining game.
  • the registration unit 51 associates the user with the P group or the Q group
  • the reception unit 53 provides a plurality of battles that are competitions between different groups, and the user's operation
  • the competition between groups may be single. That is, as in the above embodiment, the user does not first select an arbitrary battle from a plurality of battles, but only one battle is provided, and in that one battle, A form in which the user selects an arbitrary opponent user may be used.
  • each user when providing multiple battles, each user can enter multiple battles in the same time period and perform battles between users in parallel, which is impossible in the real world. A war can be realized.
  • the user by entering a plurality of competitions in this way, the user can expect a plurality of benefits in each competition, either at the same time or around the time, so that playability is improved.
  • a battle ticket for entering a plurality of battles is required (for example, in the example of the embodiment described above, entry into a battle)
  • the user In order to obtain 3 tickets and 3 tickets to enter the 3 battles), the user actively performs the scout process shown in FIG. 10 in order to obtain the battle tickets.
  • a deep game characteristic is realized that is not limited to playing a single game mode.
  • the second privilege granting unit 58 has a shorter first time (that is, an elapsed time from the entry start time) or a first number (that is, that is, an elapsed time from the entry start time).
  • the second privilege to be given to the user who has operated the battle between users in the battle may be increased as the total number of battles between users executed from the entry start time is smaller.
  • size of a privilege is not restricted to the parameter
  • the user executes the battle between users earlier in the battle Motivated to do. At the same time, it is possible to prevent the user from getting a privilege in a short time by rushing to execute the battle between users at the time of the end of the reception of the battle.
  • the second privilege is constant, the second privilege obtained by performing a battle between users immediately after the start of reception of the competition, and the second obtained by performing a battle between users immediately before the reception of the competition is completed. If the benefits are the same, the latter action (that is, the end of the reception) is more clear and the time until the benefits (first privilege and second privilege) are obtained is clearer.
  • the ROM 22 stores association data indicating the correspondence relationship between the first time or the first number and the second privilege.
  • the CPU 21 of the game server 20 refers to the association data in the ROM 22 on the basis of the first time or the first number for each user recorded in the entry list of the target competition, and sets each user's 2 benefits are determined.
  • the first time is calculated as an elapsed time from the entry start time to the entry reception time of the target competition game with reference to the competition game data and the entry list.
  • the first number is read as the total number of battles between users from the entry start time of the target battle.
  • FIGS. 19A and 19B An example of the association data in this modification is shown in FIGS. 19A and 19B.
  • the horizontal axis indicates the entry reception time (that is, the first time) when the origin is the entry start time
  • the vertical axis indicates the size of the second privilege.
  • the horizontal axis indicates the total number of user-to-user matches executed before the entry reception time (that is, the first number)
  • the vertical axis indicates the size of the second privilege.
  • the first time is shorter or the first number is smaller, the second is given to the user who has performed the battle between users in the target battle.
  • the benefits are set to increase gradually.
  • the association data shown in FIGS. 19A and 19B is merely an example, and the second privilege may be changed linearly or nonlinearly according to the first time or the first number.
  • the second privilege may be smaller than the first privilege. If the second privilege is larger than the first privilege, the user considers only the situation of the battle for the main purpose of obtaining the second privilege without considering the victory or defeat of the battle. It is conceivable that a battle between users will be executed. In this case, there is a possibility that the user loses interest in winning or losing the competition, and the interest of the competition is lost. Therefore, by making the second privilege smaller than the first privilege, the user will position the second privilege as an incidental bonus while primarily considering the outcome of the competition. . Thereby, it can be set as the structure which gives a user additional enjoyment, maintaining the interest property of a competitive battle. The example shown in FIGS.
  • FIGS. 19A and 19B shows a setting example of the first privilege and the second privilege when the first modification and the second modification are combined.
  • the first privilege determined by the winning or losing of the battle regardless of the first time or the first number is always set larger than the second privilege.
  • the setting examples in FIGS. 19A and 19B are merely examples, and in the present modification, the second privilege does not necessarily have to be changed according to the first time or the first number.
  • the first privilege and the second privilege may be collectively given to the user. That is, although a 1st privilege may be provided to a user and a 2nd privilege may be separately provided as a bonus privilege, you may provide these collectively.
  • the first privilege is constant at 200 pt and the second privilege varies in the range of 10 to 50 pt depending on the entry timing.
  • a second privilege of 20 pt may be granted, and 200 pt may be granted when the battle is over and the user's group wins.
  • 220 pt may be given to the user in a lump after the competition is over. In the case of this modification, since only one notification for the user's point grant is required, the complexity of the communication process is suppressed.
  • the total amount of points or items to be given as the second privilege is determined, and the second privilege granting unit 58 has the first time in ascending order or the first You may give a point or an item from the total amount in order of a user with few numbers.
  • the total amount of points or items given as the second privilege is determined, and the second privilege can be obtained by so-called first-come-first-served winning. Therefore, it is motivated that the user competes and quickly executes the battle between the users in the battle, and the battle is activated.
  • the total amount of the second privilege provided for a specific battle is set to 900 pt, and for the battle, the first time is short or the first number is the smallest, that is, the battle between users is executed.
  • the second privilege is given by 30 pt in order from the earliest operation, the second privilege is given to the top 30 users with the earlier operations. Therefore, it is motivated that the users compete and enter early in the competition so as to enter the top 30 people, and this is an element that activates the competition.
  • a value indicating the total amount of the second privilege is stored in the RAM 23, and in order of users who enter the competition (that is, in order of users whose entry reception time is earlier) by a predetermined amount.
  • a second privilege is granted.
  • the CPU 21 performs a process of subtracting the predetermined amount from the total amount, and when the total amount is equal to or less than the predetermined amount, the CPU 21 stops the process of giving the second privilege.
  • the game to be applied is a baseball format digital card game, but any type of game may be used.
  • the association (grouping) between the user and the group can be performed from various viewpoints based on the user information that can be acquired by the game server 20. For example, it is possible to perform grouping for each team registered by the user, grouping by nationality, grouping by gender, and the like.
  • the competition is a baseball game, but it is needless to say that the competition can be appropriately defined according to the type of game. For example, in the case of a game that competes to conquer multiple stages, the competition may compete for the number of stages conquered in a certain time.
  • the game server 20 and the database server 30 on the network use the registration unit 51, the game progress unit 52, the reception unit 53, the user battle execution unit 54, the battle execution unit 55, the notification unit 56, the first unit.
  • achieves each function of this privilege provision means 57 and the 2nd privilege provision means 58 it is not restricted to this structure. 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.
  • FIGS. 3 and 4 since the communication terminal 10 and the game server 20 have substantially the same hardware configuration, each function is also realized by the communication terminal 10 as described in the above embodiment. it can.
  • 20A and 20B show an example of sharing between the communication terminal 10, the game server 20, and the database server 30 for each function (each function shown in FIG. 7) of the game control apparatus of the present embodiment.

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Description

ゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲーム制御システムGAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, RECORDING MEDIUM, GAME CONTROL SYSTEM

 本発明は、通信を利用した複数のユーザによるゲームの実行を制御する技術に関する。 The present invention relates to a technique for controlling the execution of a game by a plurality of users using communication.

 近年、特定のサービス提供者によるソーシャルネットワーキングサービス(SNS)においてウェブブラウザ上で動作するAPI(Application Programming Interface)などの動作環境を基に作成されるゲーム用アプリケーションによって実行される、いわゆるソーシャルゲーム(Social Game)が普及している。ソーシャルゲームは、不特定多数のユーザ間でコミュニケーションをとりながらプレイするオンラインゲームの一種であると言える。ユーザは、インターネットに接続可能であり、ウェブブラウザが搭載された通信端末を備えていれば、ユーザは時間と場所を問わずソーシャルゲームを楽しむことができる。上述したソーシャルゲームでは、従来のオンラインゲームよりも、ユーザ間の交流を図るためのコミュニケーション機能が充実している点が特徴の1つとなっている。ソーシャルゲームでは、例えば、他のユーザ(仲間)との協力プレイのほか、仲間との挨拶や連絡など仲間とコミュニケーションを取ることによる情報交換、仲間との間のゲーム上のアイテムのプレゼントあるいはアイテムの交換が行なわれている。 In recent years, a so-called social game (Social) executed by a game application created based on an operating environment such as an API (Application Programming Interface) operating on a web browser in a social networking service (SNS) by a specific service provider. Game) is popular. It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of users. If the user can connect to the Internet and has a communication terminal equipped with a web browser, the user can enjoy a social game regardless of time and place. One of the features of the above-described social game is that it has a richer communication function for interacting with users than conventional online games. In social games, for example, in addition to cooperative play with other users (friends), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made.

 上述したソーシャルゲームにおいて、ユーザに対して所望の機能の実行を促す選択肢を提示するために、ゲームに設けられている複数の機能の各々が割り当てられた複数のメニューを、ユーザが視認できる表示部に表示させることが知られている。例えば、非特許文献1には、「クエスト」、「合戦」、「カード合成」といったメニューが表示されているソーシャルゲーム(戦国コレクション(登録商標))が記載されている。いずれかのメニューがユーザに選択されると、選択されたメニューに応じた機能(あるいは処理)が実行される。 In the social game described above, a display unit that allows the user to visually recognize a plurality of menus to which each of a plurality of functions provided in the game is assigned in order to present an option for prompting the user to perform a desired function Is known to be displayed. For example, Non-Patent Document 1 describes a social game (Sengoku Collection (registered trademark)) in which menus such as “quest”, “battle”, and “card composition” are displayed. When one of the menus is selected by the user, a function (or process) corresponding to the selected menu is executed.

アプリSTYLE Vol.5(株式会社イースト・プレス、2011年11月15日発行)、94頁Application STYLE Vol.5 (East Press Co., Ltd., issued on November 15, 2011), page 94

 ところで、上述したソーシャルゲームのように多数のユーザが参加するゲームにおいて、多数のユーザ同士が共同で競い合う新たなゲームの形態が望まれている。 By the way, in a game in which a large number of users participate, such as the social game described above, a new game form in which a large number of users compete together is desired.

 本発明は上述した観点に鑑みてなされたもので、複数のユーザ同士が共同で競い合うことを可能とするゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲーム制御システムを提供することを目的とする。 The present invention has been made in view of the above-described viewpoints, and an object thereof is to provide a game control device, a game control method, a program, a recording medium, and a game control system that allow a plurality of users to compete together. To do.

 本発明の第1の観点は、ユーザによって操作される通信端末からアクセス可能に構成され、前記通信端末によるゲームの実行を制御するゲーム制御装置であって、
 ユーザをグループに対応付ける対応付け手段と、
 異なるグループの間の競争であるグループ間競争へのユーザの参加を受け付ける受付手段と、
 ユーザの参加を受け付けたグループ間競争において、当該ユーザと、当該ユーザとは異なるグループに対応付けられている他のユーザとの間の前記ゲーム上の競争であるユーザ間競争の結果に基づいて前記グループ間競争における勝敗を決定する競争実行手段と、
 ユーザに対応付けられているグループのグループ間競争における勝敗に基づいて、当該ユーザに対して第1の特典を付与するか否か、又は当該ユーザに対して付与する第1の特典の内容を決定する第1の特典付与手段と、
 前記受付手段がグループ間競争への参加の受け付けを開始してからの経過時間である第1の時間に応じて、あるいは前記受付手段がグループ間競争への参加の受け付けを開始してからの前記グループ間競争において実行されたユーザ間競争の総数である第1の数に応じて変動する第2の特典を、前記グループ間競争において前記操作を行ったユーザに対して付与する第2の特典付与手段と、
 前記第1の時間、前記第1の数、又は、前記グループ間競争のユーザの参加の受付が終了するまでの残り時間、若しくはユーザ間競争の残り回数のうち、少なくともいずれかを通信端末宛に通知する通知手段と、を備える。
A first aspect of the present invention is a game control device configured to be accessible from a communication terminal operated by a user and controlling execution of a game by the communication terminal,
Association means for associating users with groups;
An acceptance means for accepting user participation in competition between groups, which is competition between different groups;
In the competition between groups in which user participation is accepted, based on the result of competition between users, which is a competition on the game between the user and another user associated with a group different from the user. Competition execution means for deciding victory or defeat in group competition;
Whether or not to grant the first privilege to the user or the content of the first privilege to be given to the user is determined based on the winning or losing in the inter-group competition of the group associated with the user. First privilege granting means,
According to a first time that is an elapsed time since the accepting unit starts accepting participation in the inter-group competition, or after the accepting unit starts accepting participation in the inter-group competition. 2nd privilege provision which provides the 2nd privilege which fluctuates according to the 1st number which is the total number of the competition between users performed in the competition between groups with respect to the user who performed the said operation in the competition between groups Means,
At least one of the first time, the first number, the remaining time until the acceptance of the participation of the user in the inter-group competition, or the remaining number of times of the inter-user competition is addressed to the communication terminal Notification means for notifying.

 ここで、「残り時間」は、ユーザが残り時間を認識可能な情報であればよく、残り時間そのものの情報のほか、グループ間競争の勝敗が決定される時刻(つまり、グループ間競争の終了時刻)についての情報であってもよい。グループ間競争の終了時刻が認識されれば、現在時刻から残り時間は自明な情報である。
 「特典」は特に限定されないが、例えばゲーム上で利用可能なポイントや、ゲーム上のアイテム、オブジェクト、あるいはゲームのキャラクタやグループの能力、特性の向上等であってよい。
Here, the “remaining time” may be information that allows the user to recognize the remaining time. In addition to the information of the remaining time itself, the time at which the victory or defeat of competition between groups is determined (that is, the end time of competition between groups). ). If the end time of competition between groups is recognized, the remaining time from the current time is self-evident information.
The “privilege” is not particularly limited, but may be, for example, points that can be used in the game, items or objects on the game, or the ability or characteristics of the characters or groups of the game.

 上記ゲーム制御装置では、ユーザが他のユーザと競争する個別のユーザ間競争の結果の総計に基づき、各ユーザが予め対応付けられているグループとしての競争結果が決定される。すなわち、個々のユーザは自分自身の競争を行うが、その競争結果が、グループ間競争の結果に間接的に結びついているという構成を備えたものである。しかも、このゲーム制御装置によれば、ユーザが対応付けられているグループのグループ間競争における結果(勝敗等)に基づいて、当該ユーザに対して第1の特典を付与するか否か、又は当該ユーザに対して付与する第1の特典の内容を決定するように構成されているため、グループ間競争に参加して積極的にユーザ間競争を実行することをユーザに動機付けることができる。ユーザは同一のグループ間競争に対して、繰り返し参加することができる。
 また、このゲーム制御装置では、ユーザがグループ間競争に参加した時点のグループ間競争の状況(第1の時間、あるいは第1の数)に応じて変動する第2の特典を、ユーザに付与する。このとき、グループ間競争の状況(第1の時間、第1の数、残り時間、又はユーザ間競争の残り回数)がユーザに通知されるため、ユーザは、グループ間競争の状況と、付与される第2の特典とを勘案しながら、グループ間競争に参加すべきか否か判断するように構成されているため、興趣性の高いゲームを実現することができる。
In the said game control apparatus, the competition result as a group with which each user is matched previously is determined based on the sum total of the result of the competition between each user in which a user competes with another user. In other words, each user has his own competition, but the competition result is indirectly linked to the result of competition between groups. And according to this game control apparatus, based on the result (win / loss etc.) in the competition between groups of the group with which the user is matched, whether the said 1st privilege is provided with respect to the said user, or the said Since it is comprised so that the content of the 1st privilege given with respect to a user may be determined, it can motivate a user to participate in competition between groups and to perform competition between users actively. Users can participate repeatedly in the same group competition.
Moreover, in this game control apparatus, the 2nd privilege which fluctuates according to the situation (1st time or 1st number) of the competition between groups at the time of a user participating in competition between groups is provided to a user. . At this time, the situation of the competition between groups (the first time, the first number, the remaining time, or the remaining number of competitions between users) is notified to the user, so that the user is given the situation of the competition between groups. Considering the second privilege, it is configured to determine whether or not to participate in the competition between groups, so that a highly interesting game can be realized.

 上記ゲーム制御装置において、前記対応付け手段は、ユーザを複数のグループのいずれかに対応付け、前記受付手段は、異なるグループの間の競争であるグループ間競争を複数設け、ユーザの操作に応じて、複数のグループ間競争のうち少なくともいずれかのグループ間競争へのユーザの参加を受け付けてもよい。
 この構成では、各ユーザは、複数のグループ間競争に対して同時間帯に参加してユーザ間競争を行うことが可能であり、現実世界では不可能な団体戦を実現することができる。
In the game control device, the association unit associates the user with one of a plurality of groups, and the reception unit provides a plurality of inter-group competitions that are competitions between different groups, according to a user operation. The user may be accepted to participate in at least one group competition among a plurality of group competitions.
In this configuration, each user can participate in competition between users by participating in the same time zone with respect to competition among a plurality of groups, and can realize a team battle that is impossible in the real world.

 上記ゲーム制御装置において、前記第2の特典付与手段は、前記第1の時間が短いほど、あるいは前記第1の数が少ないほど、前記操作を行ったユーザに対して付与する前記第2の特典を大きくしてもよい。なお、特典の大きさは、付与されるポイントやアイテム等の数などの定量的に評価可能な指標に限られず、希少性を考慮したものであってよい。例えば、1つのアイテムが付与される場合であっても、希少性の高い(レアな)アイテムは希少性の低い(比較的流通している)アイテムよりも大きい特典である。 In the above-described game control device, the second privilege grant unit gives the second privilege to the user who performed the operation as the first time is shorter or the first number is smaller. May be increased. In addition, the magnitude | size of a privilege is not restricted to the parameter | index which can be evaluated quantitatively, such as the number of points provided, the number of items, etc., and may consider scarcity. For example, even when one item is given, an item with high rarity (rare) is a privilege larger than an item with low rarity (relatively distributed).

 この構成では、グループ間競争の受付を開始してから早いタイミングでそのグループ間競争に参加するほど、大きい第2の特典を得ることができるため、ユーザは、早めにそのグループ間競争においてユーザ間競争を実行することを動機付けられる。
 同時に、ユーザが、グループ間競争の受付終了間際になって駆け込み的にそのグループ間競争でユーザ間競争を実行して短時間で特典を得ることを抑制できる。つまり、仮に第2の特典が一定であり、グループ間競争の受付開始直後にユーザ間競争を行って得られる第2の特典と、グループ間競争の受付終了直前にユーザ間競争を行って得られる第2の特典とが同一であったならば、グループ間競争の大勢がより明確であり、かつ特典(第1の特典及び第2の特典)が得られるまでの時間が短い後者の行動(つまり、受付終了直前にユーザ間競争を行うこと)を多くのユーザが選択する状況が考えられるが、かかる状況はユーザ同士が互いに相手の出方を待ってから行動しようとするものであり、グループ間競争を活性化させる点で好ましくない。そこで、上記ゲーム制御装置では、グループ間競争の形勢がより不確実な、グループ間競争の受付開始のより早い段階でユーザ間競争を行うユーザに対して、より大きなインセンティブを付与する。これによって、グループ間競争が行われる期間の序盤、中盤、終盤で満遍なくユーザがユーザ間競争を行うことが図られ、グループ間競争が活性化される。
In this configuration, since the larger second privilege can be obtained as the participation in the inter-group competition is started at an early timing after the reception of the inter-group competition is received, Motivated to run the competition.
At the same time, it is possible to prevent the user from obtaining a privilege in a short time by rushing to execute the inter-user competition in the inter-group competition at the end of the reception of the inter-group competition. That is, if the second privilege is constant, the second privilege obtained by performing competition between users immediately after the start of acceptance of inter-group competition and obtained by performing competition between users immediately before the end of acceptance of inter-group competition. If the second privilege is the same, the latter action (that is, the time until the benefits (the first privilege and the second privilege) are obtained is clearer, that is, the majority of competition between groups is clearer (that is, It is conceivable that many users choose to compete between users immediately before the end of the reception), but this situation is that users try to act after waiting for each other to come out, and between groups It is not preferable in terms of activating competition. Therefore, in the game control device, a greater incentive is given to a user who is competing between users at an earlier stage of the start of acceptance of competition between groups, where the situation of competition between groups is more uncertain. As a result, users can compete between users evenly at the beginning, middle, and end of the period in which competition between groups is performed, and the competition between groups is activated.

 上記ゲーム制御装置において、前記第2の特典は、前記第1の特典よりも小さくてもよい。仮に第2の特典が第1の特典よりも大きい場合には、ユーザは、グループ間競争の勝敗を考慮することなく、第2の特典を得ることを主目的としてグループ間競争の状況のみを考慮してユーザ間競争を実行することになることが考えられる。これでは、グループ間競争の勝敗に対してユーザが興味を無くしてしまい、グループ間競争の興趣性が失われる虞がある。そこで、第2の特典を第1の特典よりも小さくすることで、ユーザは、あくまでグループ間競争の帰趨を第一義的に考慮しつつ、第2の特典を付随的なボーナスとして位置付けるようになる。これによって、グループ間競争の興趣性を維持しつつ、ユーザに追加的な楽しみを与える構成とすることができる。 In the game control apparatus, the second privilege may be smaller than the first privilege. If the second privilege is greater than the first privilege, the user considers only the situation of the inter-group competition with the main purpose of obtaining the second privilege without considering the victory or defeat of the inter-group competition. It is possible that competition between users will be executed. As a result, the user loses interest in winning or losing the competition between groups, and the interest of the competition between groups may be lost. Therefore, by making the second privilege smaller than the first privilege, the user places the second privilege as an incidental bonus while primarily considering the consequences of inter-group competition. Become. Thereby, it can be set as the structure which gives a user additional pleasure, maintaining the interest property of competition between groups.

 上記ゲーム制御装置において、前記第1の特典及び前記第2の特典を一括してユーザに付与してもよい。つまり、第1の特典をユーザに付与し、第2の特典を別個にボーナス特典として付与してもよいが、これらを一括して付与してもよい。1つのグループ間競争について一括して特典を付与することで、処理の煩雑さが抑制される。 In the game control device, the first privilege and the second privilege may be given to the user in a lump. That is, although a 1st privilege may be provided to a user and a 2nd privilege may be separately provided as a bonus privilege, you may provide these collectively. By giving a privilege collectively for one inter-group competition, processing complexity is suppressed.

 上記ゲーム制御装置において、前記第2の特典として付与されるポイント又はアイテムの総量が決められており、前記第2の特典付与手段は、前記第1の時間が短い順、あるいは前記第1の数が少ないユーザの順に、前記総量からポイント又はアイテムを付与してもよい。
 この構成では、第2の特典として付与されるポイント又はアイテムの総量が決められており、いわゆる早い者勝ちによって第2の特典を得ることができる。そのため、ユーザがグループ間競争のユーザ間競争を競って早く実行することが動機付けられ、グループ間競争が活性化されることになる。
In the game control device, the total amount of points or items to be given as the second privilege is determined, and the second privilege granting means is arranged in the order in which the first time is short or the first number. You may give a point or an item from the said total amount in order of a user with few.
In this configuration, the total amount of points or items given as the second privilege is determined, and the second privilege can be obtained by so-called first-come-first-served winning. Therefore, it is motivated that a user competes for competition between users of group competition early, and competition between groups is activated.

 本発明の第2の観点は、ユーザによるゲームの実行を制御するゲーム制御方法である。
 このゲーム制御方法は、
 ユーザをグループに対応付けるステップと、
 異なるグループの間の競争であるグループ間競争へのユーザの参加を受け付けるステップと、
 ユーザの参加を受け付けたグループ間競争において、当該ユーザと、当該ユーザとは異なるグループに対応付けられている他のユーザとの間の前記ゲーム上の競争であるユーザ間競争の結果に基づいて前記グループ間競争における勝敗を決定するステップと、
 ユーザに対応付けられているグループのグループ間競争における勝敗に基づいて、当該ユーザに対して第1の特典を付与するか否か、又は当該ユーザに対して付与する第1の特典の内容を決定するステップと、
 グループ間競争への参加の受け付けを開始してからの経過時間である第1の時間に応じて、あるいは前記受付手段がグループ間競争への参加の受け付けを開始してからの前記グループ間競争において実行されたユーザ間競争の総数である第1の数に応じて変動する第2の特典を、前記グループ間競争において前記操作を行ったユーザに対して付与するステップと、
 前記第1の時間、前記第1の数、又は、前記グループ間競争のユーザの参加の受付が終了するまでの残り時間、若しくはユーザ間競争の残り回数のうち、少なくともいずれかをユーザに通知するステップと、を備える。
A second aspect of the present invention is a game control method for controlling execution of a game by a user.
This game control method
Associating users with groups;
Accepting user participation in a competition between groups, which is a competition between different groups;
In the competition between groups in which user participation is accepted, based on the result of competition between users, which is a competition on the game between the user and another user associated with a group different from the user. Determining the win or loss in group competition;
Whether or not to grant the first privilege to the user or the content of the first privilege to be given to the user is determined based on the winning or losing in the inter-group competition of the group associated with the user. And steps to
According to the first time, which is an elapsed time since the start of acceptance of participation in inter-group competition, or in the inter-group competition after the acceptance means starts acceptance of participation in inter-group competition. A step of giving a second privilege that varies according to a first number that is the total number of competitions between users to a user who has performed the operation in the competition between groups;
The user is notified of at least one of the first time, the first number, or the remaining time until the acceptance of the participation of the user in the inter-group competition ends, or the remaining number of times of the inter-user competition. Steps.

 本発明の第3の観点は、ユーザによって操作される通信端末によるゲームの実行を制御するために、コンピュータに、
 ユーザをグループに対応付ける機能、
 異なるグループの間の競争であるグループ間競争へのユーザの参加を受け付ける機能、
 ユーザの参加を受け付けたグループ間競争において、当該ユーザと、当該ユーザとは異なるグループに対応付けられている他のユーザとの間の前記ゲーム上の競争であるユーザ間競争の結果に基づいて前記グループ間競争における勝敗を決定する機能、
 ユーザに対応付けられているグループのグループ間競争における勝敗に基づいて、当該ユーザに対して第1の特典を付与するか否か、又は当該ユーザに対して付与する第1の特典の内容を決定する機能、
 グループ間競争への参加の受け付けを開始してからの経過時間である第1の時間に応じて、あるいは前記受付手段がグループ間競争への参加の受け付けを開始してからの前記グループ間競争において実行されたユーザ間競争の総数である第1の数に応じて変動する第2の特典を、前記グループ間競争において前記操作を行ったユーザに対して付与する機能、及び
 前記第1の時間、前記第1の数、又は、前記グループ間競争のユーザの参加の受付が終了するまでの残り時間、若しくはユーザ間競争の残り回数のうち、少なくともいずれかを通信端末宛に通知する機能、を実現させるためのプログラムである。
According to a third aspect of the present invention, in order to control execution of a game by a communication terminal operated by a user,
The ability to associate users with groups,
The ability to accept user participation in competition between groups, which is a competition between different groups,
In the competition between groups in which user participation is accepted, based on the result of competition between users, which is a competition on the game between the user and another user associated with a group different from the user. The ability to determine victory or defeat in group competition,
Whether or not to grant the first privilege to the user or the content of the first privilege to be given to the user is determined based on the winning or losing in the inter-group competition of the group associated with the user. Function to
According to the first time, which is an elapsed time since the start of acceptance of participation in inter-group competition, or in the inter-group competition after the acceptance means starts acceptance of participation in inter-group competition. A function of giving a second privilege that varies according to a first number, which is the total number of competitions between users, to a user who has performed the operation in the competition between groups, and the first time, A function of notifying at least one of the first number, the remaining time until the acceptance of the participation of the user in the inter-group competition, or the remaining number of competitions between the users to the communication terminal is realized. It is a program to make it.

 コンピュータは、例えばネットワークサーバ、大型計算機等であってよい。また、このプログラムは、DVD-ROMやCD-ROM等のコンピュータが読み取り可能な情報記憶媒体に格納されてもよい。すなわち、本発明の第4の観点は、前記プログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体である。 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. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.

 本発明の第5の観点は、ユーザによって操作される通信端末と、当該通信端末からアクセス可能に構成され、前記通信端末によるゲームの実行を制御するサーバと、を含むゲーム制御システムであって、
 ユーザをグループに対応付ける対応付け手段、
 異なるグループの間の競争であるグループ間競争へのユーザの参加を受け付ける受付手段、
 ユーザの参加を受け付けたグループ間競争において、当該ユーザと、当該ユーザとは異なるグループに対応付けられている他のユーザとの間の前記ゲーム上の競争であるユーザ間競争の結果に基づいて前記グループ間競争における勝敗を決定する競争実行手段と、
 ユーザに対応付けられているグループのグループ間競争における勝敗に基づいて、当該ユーザに対して第1の特典を付与するか否か、又は当該ユーザに対して付与する第1の特典の内容を決定する特典付与手段、
 前記受付手段がグループ間競争への参加の受け付けを開始してからの経過時間である第1の時間に応じて、あるいは前記受付手段がグループ間競争への参加の受け付けを開始してからの前記グループ間競争において実行されたユーザ間競争の総数である第1の数に応じて変動する第2の特典を、前記グループ間競争において前記操作を行ったユーザに対して付与する第2の特典付与手段、及び
 前記第1の時間、前記第1の数、又は、前記グループ間競争のユーザの参加の受付が終了するまでの残り時間、若しくはユーザ間競争の残り回数のうち、少なくともいずれかを通信端末宛に通知する通知手段、
 の各手段を、前記通信端末又は前記サーバのいずれか一方が備える。
A fifth aspect of the present invention is a game control system including a communication terminal operated by a user and a server configured to be accessible from the communication terminal and controlling execution of a game by the communication terminal,
Association means for associating a user with a group;
Accepting means for accepting user participation in competition between groups, which is competition between different groups;
In the competition between groups in which user participation is accepted, based on the result of competition between users, which is a competition on the game between the user and another user associated with a group different from the user. Competition execution means for deciding victory or defeat in group competition;
Whether or not to grant the first privilege to the user or the content of the first privilege to be given to the user is determined based on the winning or losing in the inter-group competition of the group associated with the user. Privilege granting means,
According to a first time that is an elapsed time since the accepting unit starts accepting participation in the inter-group competition, or after the accepting unit starts accepting participation in the inter-group competition. 2nd privilege provision which provides the 2nd privilege which fluctuates according to the 1st number which is the total number of the competition between users performed in the competition between groups with respect to the user who performed the said operation in the competition between groups And at least one of the first time, the first number, or the remaining time until the acceptance of user participation in the inter-group competition ends, or the remaining number of competitions between users Notification means for notifying the terminal,
Any one of the communication terminal and the server is provided with each means.

実施形態のゲームシステムの基本構成を示す図。The figure which shows the basic composition of the game system of embodiment. 実施形態の通信端末の外観の例を示す図。The figure which shows the example of the external appearance of the communication terminal of embodiment. 実施形態の通信端末の外観の例を示す図。The figure which shows the example of the external appearance of the communication terminal of embodiment. 実施形態の通信端末の構成を示すブロック図。The block diagram which shows the structure of the communication terminal of embodiment. 実施形態のゲームサーバの構成を示すブロック図。The block diagram which shows the structure of the game server of embodiment. 実施形態のデータベースサーバの構成を示すブロック図。The block diagram which shows the structure of the database server of embodiment. データベースサーバに含まれるユーザデータベースの構成例を示す図。The figure which shows the structural example of the user database contained in a database server. 実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図。The functional block diagram for demonstrating the function to play main roles with the game control apparatus of embodiment. トップページを表示する通信端末の表示画面の一例を示す図。The figure which shows an example of the display screen of the communication terminal which displays a top page. ユーザがスカウトメニューを選択したときのウェブページの一例を示す図。The figure which shows an example of a web page when a user selects a scout menu. ユーザがスカウトメニューを選択したときのウェブページの一例を示す図。The figure which shows an example of a web page when a user selects a scout menu. ユーザがスカウトメニューを選択したときのウェブページの一例を示す図。The figure which shows an example of a web page when a user selects a scout menu. ユーザが対抗戦メニューを選択したときのウェブページの一例を示す図。The figure which shows an example of a web page when a user selects a competition menu. 対抗戦へのエントリーの処理の一例を示すフローチャート。The flowchart which shows an example of the process of the entry to a competitive battle. エントリーリストのデータ構成例を示す図。The figure which shows the data structural example of an entry list. ユーザ間対戦の処理の一例を示すフローチャート。The flowchart which shows an example of the process of a battle | competition between users. ユーザ間対戦におけるウェブページの一例を示す図。The figure which shows an example of the web page in the battle | competition between users. 対抗戦データのデータ構成例を示す図。The figure which shows the data structural example of opposition game data. 実施形態のゲームサーバの主要な処理の一例を示すフローチャート。The flowchart which shows an example of the main processes of the game server of embodiment. 実施形態のゲームサーバの主要な処理の一例を示すフローチャート。The flowchart which shows an example of the main processes of the game server of embodiment. 第1の時間と、第2の特典との対応関係の一例を示す図。The figure which shows an example of the correspondence of 1st time and a 2nd privilege. 第1の数と、第2の特典との対応関係の一例を示す図。The figure which shows an example of the correspondence of a 1st number and a 2nd privilege. 実施形態のゲーム制御装置の各機能について、通信端末と、ゲームサーバ及びデータベースサーバとの間の分担例を示す図。The figure which shows the example of assignment between a communication terminal, a game server, and a database server about each function of the game control apparatus of embodiment. 実施形態のゲーム制御装置の各機能について、通信端末と、ゲームサーバ及びデータベースサーバとの間の分担例を示す図。The figure which shows the example of assignment between a communication terminal, a game server, and a database server about each function of the game control apparatus of embodiment.

 本発明は、2012年4月9日に日本国特許庁に出願された特願2012-088123の特許出願に関連しており、当該出願の内容のすべてが参照によってこの明細書に組み込まれる。 The present invention relates to a patent application of Japanese Patent Application No. 2012-088123 filed with the Japan Patent Office on April 9, 2012, the entire contents of which are incorporated herein by reference.

 (1)ゲームシステムの構成
 図1は、実施形態のゲームシステムのシステム構成例を示している。図1に示すように、このゲームシステムは、例えばインターネットなどの通信網NW(ネットワーク)に接続可能な通信端末10a,10b,10c,…と、通信網NWに接続されているゲームサーバ20と、データベースサーバ30とによって構成されている。各通信端末10a,10b,10c,…はそれぞれ、個々のユーザによって操作される端末であり、例えば、携帯端末、スマートフォン、PDA(Personal Digital Assistant)、パーソナルコンピュータ、双方向の通信機能を備えたテレビジョン受像機(いわゆる多機能型のスマートテレビも含む。)などの通信端末である。なお、以下の説明において、各通信端末10a,10b,10c,…に共通して言及するときには、通信端末10と表記する。このゲームシステムでは、ゲーム用アプリケーションとしてウェブブラウザ上で動作可能なアプリケーションがゲームサーバ20に実装されている。
 このゲームシステムにおいて、ゲームサーバ20は、クライアントである通信端末10と通信可能に構成されており、通信端末10に対してゲーミングサービスを提供する。ゲームサーバ20には、ゲーム用アプリケーションとしてウェブブラウザ上で動作可能なアプリケーションが実装されている。データベースサーバ30は、ゲームを実行する上での後述する様々な情報を格納しており、それらの情報の読み書きのためにゲームサーバ20と例えば有線で接続される。通信端末10は、ゲームサーバ20によって提供されるウェブページを表示可能なウェブブラウザを備えており、ユーザは、通信端末10をウェブページ上で操作してゲームを実行する。
(1) Configuration of Game System FIG. 1 shows a system configuration example of a game system according to the embodiment. As shown in FIG. 1, 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, The database server 30 is configured. Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, 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). In the following description, when referring to the communication terminals 10a, 10b, 10c,. In this game system, an application operable on a web browser is installed in the game server 20 as a game application.
In this game system, the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10. The game server 20 is mounted with an application operable on a web browser as a game application. 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. The communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.

 また、図1には図示していないが、ゲームサーバ20とは別に各通信端末10のユーザを認証するための認証サーバを設けてもよい。また、多くの通信端末10からのアクセスを受け入れるために複数のゲームサーバ20を設ける場合は、その複数のゲームサーバ20間の負荷を調整するためのロードバランサを設けてもよい。また、ゲームサーバ20は単一のサーバ装置として構成してもよいが、機能を分散させた複数のサーバ装置として構成してもよい。 Although not shown in FIG. 1, an authentication server for authenticating the user 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.

 (2)通信端末の構成
 図2A,図2B及び図3を参照して通信端末10について説明する。
 図2A,図2Bはそれぞれ、通信端末10の外観の例を示す図である。図2Aは、例えば折り畳み式の携帯端末(携帯電話機)などの釦入力方式の通信端末を例示したものであり、図2Bは、例えばスマートフォンなどのタッチパネル入力方式の通信端末を例示したものである。図3は、通信端末10の内部構成を示すブロック図である。
 図3に示すように、通信端末10は、CPU(Central Processing Unit)11、ROM(Read Only Memory)12、RAM(Random Access Memory)13、画像処理部14、操作入力部15、表示部16、及び、信号送受信部としての通信インタフェース部17を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス18が設けられている。
(2) Configuration of Communication Terminal The communication terminal 10 will be described with reference to FIGS. 2A, 2B, and 3.
2A and 2B are diagrams showing examples of the appearance of the communication terminal 10, respectively. FIG. 2A illustrates a button input type communication terminal such as a foldable mobile terminal (mobile phone), and 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. 3, 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 operation input unit 15, a display unit 16, A communication interface unit 17 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.

 CPU11は、ROM12内のウェブブラウザをRAM13にロードして実行し、ゲームサーバ20に対してHTTP(HyperText Transfer Protocol)に従ったウェブアクセスを行う。例えば、CPU11は、操作入力部15等によってユーザに入力されるURL(Uniform Resource Locator)の適切な指定に基づき、通信インタフェース部17を介して、ゲームサーバ20からウェブページを表示するためのデータ、すなわち、HTML(HyperText Markup Language)文書や当該文書と関連付けられた画像などのオブジェクトのデータ(以下、総称して適宜「HTMLデータ」と表記する。)を通信インタフェース部17を介して取得し、そのHTMLデータを解釈する。なお、通信端末10には、ウェブブラウザのブラウザ機能を拡張するための様々なプラグイン機能(例えばアニメーション機能)が実装されていてよい。
 なお、HTMLデータの取得に当たって、CPU11は、予め登録されたユーザID(ユーザ識別情報)、あるいは操作入力部15を介して入力されるユーザIDを含むアクセス要求メッセージを、通信インタフェース部17を介してゲームサーバ20へ通知する。
The CPU 11 loads a web browser in the ROM 12 to the RAM 13 and executes it, and performs web access to the game server 20 in accordance with HTTP (HyperText Transfer Protocol). For example, the CPU 11 uses data for displaying a web page from the game server 20 via the communication interface unit 17 based on an appropriate designation of a URL (Uniform Resource Locator) input to the user by the operation 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 communication interface unit 17. Interpret HTML data. The communication terminal 10 may be provided with various plug-in functions (for example, animation functions) for extending the browser function of the web browser.
In acquiring the HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the operation input unit 15 via the communication interface unit 17. The game server 20 is notified.

 ウェブブラウザは、画像処理部14を介して、取得したHTMLデータに基づき、ゲームサーバ20から提供されるウェブページを表示部16に表示する。また、ウェブブラウザは、ユーザが操作入力部15の操作によってウェブページ上のハイパーリンク(Hyperlink)またはメニューが選択されると、その選択に応じたウェブページを表示するための新たなHTMLデータの送信(つまり、ウェブページの更新)をゲームサーバ20へ要求する。 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. When the user selects a hyperlink or menu on the web page by the operation of the operation 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.

 画像処理部14は、HTMLデータの解析結果としてCPU11から与えられる表示用画像データに基づいて、表示部16にウェブページを表示する。表示部16は、例えば、マトリクス状に画素単位で配置された薄膜トランジスタを含むLCD(Liquid Cristal Display)モニタであり、表示用画像データに基づいて薄膜トランジスタを駆動することでウェブページの画像を表示画面16aに表示する。 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.

 通信端末10が釦入力方式の通信端末(図2A)である場合、操作入力部15は、ユーザの操作入力を受け入れるための方向指示釦と決定釦などの複数の指示入力釦を含む釦群15a、及び、テンキーなどの複数の指示入力釦を含む釦群15bを備え、各釦の押下(操作)入力を認識してCPU11へ出力するためのインタフェース回路を含む。例えば、方向指示釦は、表示部16に表示されているウェブページをスクロールして表示することをCPU11へ指示するために設けられる。また、決定釦は、例えばウェブページ上で複数のハイパーリンクまたはメニューが表示されるときに、アクティブ表示(例えば強調表示)されている1つのハイパーリンクまたはメニューをユーザが選択することをCPU11へ指示するために設けられる。なお、通信端末10を小型の携帯端末によって構成する場合には、これらの釦は、ユーザが通信端末10を片手で保持したままその親指で操作(クリック)しやすいように、通信端末10の前面に配置されていることが好ましい。図2Aに示す例では、釦群15bは、釦群15aの下方に配置され、「0」~「9」、「*」、「#」(テンキー)が表記された複数の指示入力釦を含む。 When the communication terminal 10 is a button input type communication terminal (FIG. 2A), the operation 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 a user operation input. 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. For example, 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 user 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. To be provided. When the communication terminal 10 is configured by a small portable terminal, these buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange | position. In the example shown in FIG. 2A, 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. .

 通信端末10がタッチパネル入力方式の通信端末(図2B)である場合、操作入力部15は、主として表示画面16aに指先あるいはペンで触れることによるタッチパネル方式の入力を受け付ける。タッチパネル入力方式は、静電容量方式などの公知の方式でよい。なお、図2Bに示すように、通信端末10がタッチパネル入力方式の場合であっても釦群15aが設けられる場合もある。 When the communication terminal 10 is a touch panel input type communication terminal (FIG. 2B), the operation 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. As illustrated in FIG. 2B, the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.

 通信端末10に表示されるウェブページ上のメニューの選択操作は、例えば通信端末10が携帯端末である場合には、方向指示釦の押下操作によってメニューを選択し、決定釦の押下操作によって、選択したメニューを確定することによって行われる。また、選択操作は、例えば通信端末10がタッチパネル入力方式の場合には、ウェブページが表示されている表示画面16a上のメニューの位置を指あるいはペンで指示(タッチ操作)することによって行われる。 For example, when the communication terminal 10 is a portable terminal, 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. Further, for example, when the communication terminal 10 is a touch panel input method, 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.

 (3)ゲームサーバの構成
 図4を参照してゲームサーバ20の構成について説明する。
 ゲームサーバ20は、例えば階層構造の複数のウェブページからなるゲームのウェブサイトを管理しており、通信端末10に対してゲームのウェブサービスを提供する。図4に示すように、ゲームサーバ20は、CPU21、ROM22、RAM23、データベース(DB)アクセス部24、及び、通信インタフェース部25を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス26が設けられている。なお、ゲームサーバ20は、ハードウエアに関しては汎用のウェブサーバと同一の構成をとることができる。
(3) Configuration of Game Server The configuration of the game server 20 will be described with reference to FIG.
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. As shown in FIG. 4, the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a communication interface unit 25, for transmitting control signals or data signals between the units. A bus 26 is provided. In addition, the game server 20 can take the same structure as a general-purpose web server regarding hardware.

 ROM22には、クライアントである通信端末10のウェブブラウザに対してHTML文書や画像などのオブジェクトの表示(ウェブページの表示)のサービスを提供するアプリケーションプログラムが格納されている。ROM22には、アプリケーションプログラム以外にもCPU21によって参照される各種データが格納されている。
 CPU21は、ROM22内のゲームプログラムをRAM23にロードして実行し、通信インタフェース部25を介して、各種の処理を行う。
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 communication interface unit 25.

 例えば、CPU21は、通信インタフェース部25を介して、HTMLデータを通信端末10宛に送信する。なお、ゲームサーバ20が通信端末10のユーザの認証処理を行う場合には、CPU21はその認証処理を行う。
 CPU21は、通信インタフェース部を介して、通信端末10で表示されるウェブページ上でユーザにより選択されたハイパーリンクまたはメニューに応じた処理を行う。その処理は、例えば、新たなHTMLデータの送信、または、ゲームサーバ20内の演算処理あるいはデータ処理などを含む。
 データベースアクセス部24は、CPU21がデータベースサーバ30に対してデータの読み書きを行うときのインタフェースである。
For example, the CPU 21 transmits HTML data to the communication terminal 10 via the communication interface unit 25. In addition, when the game server 20 performs the authentication process of the user of the communication terminal 10, the CPU 21 performs the authentication process.
CPU21 performs the process according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10 via a communication interface part. 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.

 (4)データベースサーバの構成
 データベースサーバ30は、大容量のハードディスク装置やRAID(Redundant Arrays of Inexpensive Disks)等の形態の装置等、汎用ストレージで実現できる。データベースサーバ30内の各データベースは、ゲームサーバ20のデータベースアクセス部24を介してCPU21からのデータの読み書きが可能となるように構成されている。
 図5に、データベースサーバ30の構成の一例を示す。図5に示すように、データベースサーバ30は、ユーザデータベース31と、ゲームデータベース32とを備える。
(4) Configuration of Database Server 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 user database 31 and a game database 32.

 本実施形態のゲームサーバ20によって実現されるゲームのタイプは特に限定されるものではないが、以下では、実施形態の説明の便宜上、ゲームサーバ20によって実現されるゲームの一例として、野球形式のデジタルカードゲームを採り上げる。
 野球形式のデジタルカードゲームは、ユーザが野球選手に対応する選手カードを収集することによって自らのチームを作り上げ、他のユーザのチームと野球の対戦する、あるいは技能レベルごとの野球のリーグ戦を戦うように構成されているゲームである。野球形式のデジタルカードゲームには、自らのチームを作り上げていくために選手カードを探索するスカウト処理や、抽選によって選手カードを入手することを可能とする抽選処理、あるいは2枚以上の選手カードを一体化して特定の選手カードの能力を上昇させる強化処理等が設けられている。
 野球形式のデジタルカードゲームに実装されている各機能については、後述する。
The type of game realized by the game server 20 of the present embodiment is not particularly limited, but in the following, as an example of a game realized by the game server 20 for convenience of description of the embodiment, a baseball digital format Pick up a card game.
In a baseball-style digital card game, a user collects player cards corresponding to baseball players to create his own team, play baseball against another user's team, or fight a baseball league game for each skill level It is a game configured as described above. Baseball-style digital card games include a scout process that searches for player cards to create their own team, a lottery process that allows them to obtain player cards by lottery, or two or more player cards. A strengthening process or the like is provided to increase the ability of a specific player card.
Each function implemented in the baseball digital card game will be described later.

 図6に、上述した野球形式のデジタルカードゲームにおいて適用されるユーザデータベース31の一例を示す。この例では、ユーザデータベース31は、ユーザID(ユーザ識別情報)ごとに、ユーザ名/表示画像、チーム、技能レベル、行動ポイント、運営ポイント、強化ポイント、エールポイント、選手数、対抗戦チケット枚数、仲間のユーザID、保有カードの画像データ、及び保有カードのパラメータの各項目についての情報を含む。ユーザデータベース31に含まれる情報は、ゲームサーバ20によって逐次更新されうる。 FIG. 6 shows an example of a user database 31 applied in the baseball-format digital card game described above. In this example, the user database 31 includes, for each user ID (user identification information), a user name / display image, a team, a skill level, an action point, an operation point, an enhancement point, an ale point, the number of players, the number of counter-competition tickets, Information about each item of the fellow user ID, the image data of the possession card, and the parameter of the possession card is included. Information included in the user database 31 can be updated sequentially by the game server 20.

 以下の説明では、ユーザデータベース31に含まれるユーザID、あるいはユーザを特定するユーザ名(後述する)ごとのデータを総称してユーザデータという。ユーザデータを構成する各項目のデータは、以下のとおりである。
・ユーザ名/表示画像
 ゲームの実行時に通信端末10のユーザを特定するために表示されるユーザ名及び表示画像である。例えば、ユーザ名はユーザによって予め指定される所定長以下のテキストであり、表示画像は例えばユーザによって予め選択されるアバタ画像である。ユーザ名は、ゲームサーバ20によって提供されるネットワーク環境(あるいはゲームコミュニティ)上でユーザを特定する名称であってもよい。
・チーム
 上記野球形式のデジタルカードゲームにおいて、ユーザ登録時に、ユーザが指定するチームである。このゲームでは、例えば、P1~P6の6チームからなるPリーグ、Q1~Q6の6チームからなるQリーグが設けられており、ユーザはこの12チームの中からいずれかのチームをユーザ登録時に選択する。
・技能レベル
 ゲーム上のユーザの技能レベル示すデータである。例えばLv1(レベル1)からLv100(レベル100)までの範囲のレベル値である。
・行動ポイント
 上記野球形式のデジタルカードゲームにおいて、例えばユーザによるゲーム上のスカウトを行う上で必要となるポイントである。行動ポイントは、スカウトを行うことで低減し、所定の時間が経過する毎に回復(増加)する値である。
・運営ポイント
 上記野球形式のデジタルカードゲームにおいて、例えばユーザによるゲーム上の対戦を行う上で必要となるポイントである。運営ポイントは、他のユーザとの対戦等によって低減し、所定の時間が経過する毎に回復(増加)する値である。
・強化ポイント
 上記野球形式のデジタルカードゲームにおいて、例えばユーザによる選手カードの強化を行う上で必要となるポイントである。強化ポイントは、選手カードの強化を行うことで低減し、他のユーザとの対戦で勝利するか、あるいは所定の時間が経過する毎に回復(増加)する値である。
・エールポイント
 上記野球形式のデジタルカードゲームにおいて、仲間のユーザへ応援メッセージの送信することでユーザが取得するポイントである。なお、エールポイントは、後記するように、抽選によって選手カードを入手することを可能とする抽選処理を行う際に消費されるようにしてもよい。
・選手数
 ユーザが保有する選手カードの数である。選手数は、スカウト処理や強化処理の実行によって増減する。選手数の最大値(例えば、60)は予め規定されている。
・対抗戦チケット枚数
 上記野球形式のデジタルカードゲームに設定される対抗戦にユーザがエントリーする(対抗戦において1試合のユーザ間対戦を行う権利を得る)ために必要となるチケットについて、ユーザが保持している枚数である。
・仲間
 対象とするユーザIDの仲間である他のユーザIDのデータである。
・保有カードの画像データ
 上記野球形式のデジタルカードゲームの場合、保有カードの画像データは、ユーザが保有する選手カードについての画像を含むデータである。
・保有カードのパラメータ
 保有カードのパラメータは、選手カードの能力値を示すデータである。例えば、図6に示すように、パラメータの項目として「打力」,「走力」,「守備力」等の各々の各能力値、及び「必要ポイント」が含まれてもよい。「必要ポイント」は、選手カードを他のユーザとの対戦で使用するときに必要となるポイントである。このゲームでは、対戦で使用する選手カードの必要ポイントの総計が運営ポイント以下となるように制限されてもよい。
In the following description, the user ID included in the user database 31 or data for each user name (to be described later) specifying the user is generically referred to as user data. The data of each item constituting the user data is as follows.
User name / display image A user name and a display image that are displayed to identify the user of the communication terminal 10 when the game is executed. For example, the user name is text of a predetermined length or less designated in advance by the user, and the display image is an avatar image selected in advance by the user, for example. The user name may be a name that identifies the user on the network environment (or game community) provided by the game server 20.
-Team In the above-mentioned baseball-format digital card game, the team specified by the user at the time of user registration. In this game, for example, there are a P league consisting of 6 teams P1 to P6 and a Q league consisting of 6 teams Q1 to Q6, and the user selects one of these 12 teams at the time of user registration To do.
Skill level This is data indicating the skill level of the user on the game. For example, it is a level value in a range from Lv1 (level 1) to Lv100 (level 100).
-Action point In the baseball-type digital card game, for example, it is a point necessary for performing a game scout by the user. The action point is a value that decreases by performing scouting and recovers (increases) each time a predetermined time elapses.
-Management point In the baseball-type digital card game, for example, it is a point necessary for a user to play a game match. The management point is a value that is reduced by a battle with another user or the like and is recovered (increased) every time a predetermined time elapses.
Strengthening point In the baseball digital card game, for example, it is a point necessary for strengthening a player card by a user. The strengthening point is a value that is reduced by strengthening the player card and is recovered (increased) every time the player wins a battle with another user or a predetermined time elapses.
-Ale Point In the baseball digital card game, it is a point that the user acquires by sending a cheer message to a fellow user. As will be described later, the ale points may be consumed when performing a lottery process that enables a player card to be obtained by lottery.
-Number of players This is the number of player cards held by the user. The number of players is increased or decreased by the execution of scout processing and strengthening processing. The maximum number of players (for example, 60) is defined in advance.
-Number of tickets for the competition The user holds tickets necessary for the user to enter the competition set in the above-mentioned baseball-format digital card game (to obtain the right to perform a competition between users in the competition) It is the number of sheets.
-Associates Data of other user IDs that are associates of the target user ID.
-Image data of possession card In the case of the above-mentioned baseball format digital card game, the image data of the possession card is data including an image of the player card possessed by the user.
-Owned card parameter The owned card parameter is data indicating the ability value of the player card. For example, as shown in FIG. 6, each ability value such as “batting force”, “running ability”, “defense ability”, and “necessary points” may be included as parameter items. “Necessary points” are points that are required when the player card is used in a battle with another user. In this game, you may restrict | limit so that the sum total of the required point of the player card used by a battle | combination may become below a management point.

 図5に戻り、ゲームデータベース32は、ゲームサーバ20からのアクセスに基づき、ゲームサーバ20によって実行されるゲームの設定についての情報(例えば、後述するエントリーリスト、対抗戦データ等)や、ゲームの結果(ゲーム結果)に関する情報(例えば、後述する対抗戦の結果についての情報)を記憶、更新する。ゲーム結果に関する情報は、ゲームの性質によって多様な情報を含みうる。野球形式のデジタルカードゲームの場合を例に挙げれば、ゲーム結果に関する情報は、異なるユーザID同士の対戦の結果(スコア等)、特定の技能レベルの複数のユーザIDの間のリーグ戦の結果(スコア、ランキング等)、後述する対抗戦の結果などを含む。 Returning to FIG. 5, the game database 32 is based on access from the game server 20, information on game settings executed by the game server 20 (for example, an entry list, battle data, etc., which will be described later), and game results. Information related to (game result) (for example, information about the result of a competition battle described later) is stored and updated. Information related to game results may include various information depending on the nature of the game. For example, in the case of a baseball-format digital card game, information on game results includes results of matches between different user IDs (scores, etc.), results of league battles between a plurality of user IDs of specific skill levels ( Score, ranking, etc.), and the results of a competitive battle to be described later.

 (5)ゲーム制御装置における各機能の概要
 本実施形態では、ゲームサーバ20及びデータベースサーバ30によってゲーム制御装置が構成されている。以下では、上述した野球形式のデジタルカードゲーム(以下、適宜単に「ゲーム」という。)が適用される場合を例として、本実施形態のゲーム制御装置で実現される機能について、図7を参照して説明する。図7は、本実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図である。
 なお、以下の説明において、通信端末10に表示されるウェブページ上で表示されるメニュー、マーク等はウェブページ上で所望の位置に配置されるものであって、通信端末10で視認されるメニュー、マーク等の表示画面上の位置は、ユーザの方向指示釦やタッチパネル操作によるウェブページのスクロール操作によって変化しうる。
(5) Overview of Functions in Game Control Device In the present embodiment, the game control device is configured by the game server 20 and the database server 30. In the following, with reference to FIG. 7, the functions realized by the game control device of the present embodiment will be described by taking as an example the case where the above-described baseball-format digital card game (hereinafter simply referred to as “game”) is applied. I will explain. FIG. 7 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
In the following description, 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 on the display screen of the mark and the like can be changed by a user's direction instruction button or a web page scroll operation by a touch panel operation.

 登録手段51は、例えば通信端末10に提供するウェブページ上での通信端末10への適切な操作入力に基づいてユーザの要求を認識し、登録処理(ユーザ登録)を行う機能を備える。また、前述したように、このゲームでは、例えば、P1~P6の6チームからなるPリーグ、Q1~Q6の6チームからなるQリーグが設けられており、登録手段51は、ユーザの操作に基づいて、ユーザを複数のリーグ(グループ)のいずれかに対応付ける機能を備える。登録手段51は、本発明の対応付け手段の一例である。
 登録手段51の機能は、例えば以下のとおり実現される。ゲームサーバ20のCPU21は、通信インタフェース部25を介して通信端末10から登録要求メッセージを受信する。登録要求メッセージは、ゲームサーバ20から提供されるウェブページ上での通信端末10に対する所定の操作(例えば、所定のメニューの選択操作、テキスト入力等)によって自動的に生成されるように、ウェブページが構成されていてもよい。登録要求メッセージには、送信元の通信端末10を特定するための情報(例えばIPアドレス、メールアドレス等)が含まれていてもよく、あるいは、ユーザが既に同一のサービス提供者による他のゲームを利用している場合には、そのユーザIDが含まれていてもよい。
 CPU21は、登録要求メッセージを受信し、登録要求メッセージにユーザIDが含まれていない場合には、ユーザIDを新規に発行してそのユーザIDの登録処理を行った後、登録処理が完了した旨のメッセージを通信端末10へ送信する。CPU21は、登録要求メッセージを受信し、登録要求メッセージにユーザIDが含まれている場合には、そのユーザIDの登録処理を行った後、登録処理が完了したことを示す登録完了メッセージを通信端末10へ送信する。
 登録が完了すると、CPU21は、所定のデフォルトのデータが記述された新規のユーザIDについてのユーザデータを、ユーザデータベース31に格納する。このとき、ユーザによって選択されたチームがユーザデータに書き込まれるとともに、その選択されたチームが属するリーグ(Pリーグ又はQリーグのいずれか)にユーザが対応付けられることになる。
The registration unit 51 has a function of recognizing a user 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 performing a registration process (user registration). Further, as described above, in this game, for example, a P league consisting of six teams P1 to P6 and a Q league consisting of six teams Q1 to Q6 are provided, and the registration means 51 is based on the user's operation. And a function of associating the user with one of a plurality of leagues (groups). The registration unit 51 is an example of the association unit of the present invention.
The function of the registration means 51 is implement | achieved as follows, for example. The CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the 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, IP address, e-mail address, etc.) for specifying the communication terminal 10 as the transmission source, or the user has already played another game by the same service provider. If used, the user ID may be included.
When the CPU 21 receives the registration request message and the registration request message does not include the user ID, the CPU 21 issues a new user ID and performs registration processing of the user ID, and then the registration processing is completed. Is sent to the communication terminal 10. When the CPU 21 receives the registration request message and the registration request message includes a user ID, the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
When registration is completed, the CPU 21 stores user data for a new user ID in which predetermined default data is described in the user database 31. At this time, the team selected by the user is written in the user data, and the user is associated with the league to which the selected team belongs (either P league or Q league).

 登録手段51はまた、ユーザIDに基づく申請を契機として当該ユーザIDを他のユーザIDと関係付けて登録する機能を備えてもよい。すなわち、登録手段51は、ユーザIDに基づく申請を契機として、他のユーザIDを「仲間」として登録する。なお、以下の説明では、ユーザIDが仲間の関係にあることと、対応するユーザが仲間の関係にあることとは、同義である。
 この場合の登録手段51の機能は例えば、以下のとおり実現される。ゲームサーバ20のCPU21は、通信インタフェース部25を介して、あるユーザIDに対応するユーザの通信端末10から、仲間になりたいユーザID(あるいは、対応するユーザ名)を指定した申請メッセージ(申請)を受け付ける。この申請メッセージの送信は、ユーザの通信端末10に提供されるウェブページの機能として予め設定されている。CPU21は、申請メッセージを受け付けると、申請メッセージに含まれるユーザIDに基づくアクセスがあったタイミングで、そのユーザIDに対応する通信端末10宛に、他のユーザIDに基づく申請を承認するか否かを返信することを要求するためのウェブページを表示させるHTMLデータを送信する。その申請を承認することが返信されれば、CPU21は、両者を仲間として登録する。具体的には、CPU21は、ユーザデータベース31内の対応する2つのユーザIDのユーザデータの「仲間」の箇所(図6参照)にデータを書き込む。
 なお、ユーザ同士を関係付ける方法は、上述したものに限られず、同一のゲーム上のステージ若しくはエリアを実行するユーザや試合を行ったユーザ同士を仲間として登録してもよい。あるいは、所定回数の挨拶メッセージを送信するユーザ同士を自動的に仲間として登録してもよいし、ユーザ間で対戦(バトル)を行うゲーム上のモードが存在する場合には、所定回数以上対戦を行ったユーザ同士や、協力して敵キャラクタと対戦をしたユーザ同士を自動的に仲間として登録してもよい。
 ゲーム内でユーザ同士のグループ(ギルド等)が設定されている場合、例えば、あるユーザ(「ユーザA」とする。)があるグループへの参加が承認されたときに、当該グループ内の他のユーザ(「ユーザB」とする。)のユーザIDをユーザAのユーザデータに書き込むとともに、ユーザBのユーザデータにユーザAのユーザIDを書き込んでもよい。
 本実施形態では、ユーザ同士の仲間関係の登録をユーザデータベース31にデータを書き込むことによって実現する例を示したが、この例に限られない。仲間関係に関するデータは、ゲームサーバ20からアクセス可能なネットワーク上の外部の記憶装置に書き込まれるようにしてもよい。
The registration means 51 may also have a function of registering the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID as a “mate” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a friend relationship and that the corresponding user is in a friend relationship.
The function of the registration means 51 in this case is realized as follows, for example. The CPU 21 of the game server 20 sends an application message (application) specifying a user ID (or a corresponding user name) to be a friend from the communication terminal 10 of the user corresponding to a certain user ID via the communication interface unit 25. Accept. Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10. When receiving the application message, the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user 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 the data in the “mate” part (see FIG. 6) of the user data of the corresponding two user IDs in the user database 31.
In addition, the method of relating users is not limited to the above-described method, and a user who executes a stage or an area on the same game or a user who has played a game may be registered as friends. Alternatively, users who transmit a predetermined number of greeting messages may be automatically registered as friends, and if there is a game mode in which a battle (battle) is performed between users, a battle is performed more than a predetermined number of times. You may automatically register the users who went and the users who cooperated with the enemy character as friends.
When a group of users (guild, etc.) is set in the game, for example, when a certain user (referred to as “user A”) is approved to participate in a certain group, The user ID of the user (referred to as “user B”) may be written in the user data of user A, and the user ID of user A may be written in the user data of user B.
In this embodiment, although the example which implement | achieves by registering data in the user database 31 by registering the friendship relationship between users was shown, it is not restricted to this example. The data regarding the friendship may be written in an external storage device on the network accessible from the game server 20.

 ゲーム進行手段52は、通信端末10に対するユーザの操作に応じて、通信端末10に表示されるウェブページを逐次更新するためのHTMLデータを送信することで、ゲームを進行させる機能を備える。前述したように、野球形式のデジタルカードゲームには、ゲームを進行させる上で以下の処理が設けられている。
・スカウト処理:自らのチームを作り上げていくために選手カードを探索する処理
・強化処理:  2枚以上の選手カードを一体化して特定の選手カードの能力を上昇させる処理
・対戦処理:  他のユーザのチームと野球の対戦する処理
・抽選処理:  ユーザが選手カードを入手するための抽選を行う処理
・対抗戦処理: グループ同士で行われる対抗戦の処理
The game progression means 52 has a function of advancing the game by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in response to a user operation on the communication terminal 10. As described above, a baseball digital card game is provided with the following processing in order to advance the game.
・ Scout processing: Processing to search for player cards to build up their team ・ Strengthening processing: Processing to increase the ability of a specific player card by integrating two or more player cards ・ Competition processing: Other users Process to play baseball against teams / lottery process: Process to perform lottery for users to get player cards / Counterfight process: Process of battles between groups

 ゲーム進行手段52は、ゲームで実行される複数の処理が各々割り当てられた複数のメニューを通信端末10に表示させる機能を備える。具体的には、CPU21は、複数のメニューを含むウェブページを表示するためのHTMLデータを生成して通信端末10宛に送信する。後述するように、ゲームでは、スカウト処理、強化処理、対戦処理、及び抽選処理の各処理の実行に伴ってゲーム上のポイントが消費される。 The game progress means 52 has a function of causing the communication terminal 10 to display a plurality of menus each assigned a plurality of processes 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 with the execution of each process of the scout process, the reinforcement process, the battle process, and the lottery process.

 ゲーム進行手段52によって通信端末10に表示されるゲームのトップページの例を図8に示す。このトップページは、個々のユーザIDに応じたウェブページで構成される。図8に例示されるトップページは、ユーザ名、チームのテキストのほか、ユーザデータ表示領域、選手画像表示領域及びメニュー表示領域を含む。
 ユーザデータ表示領域は、対象となるユーザIDのユーザデータに含まれる、技能レベル、行動ポイント、運営ポイント、強化ポイント、エールポイント、選手数、仲間の各項目のデータ(図6参照)が表示される領域である。なお、ユーザデータ表示領域に表示される項目で、X/Yの形式で表記されているポイントまたは数は、Xがユーザの保有するポイントまたは数であり、Yがそのポイントまたは数の最大値であることを示す。例えば、選手数が「40/60」と表記されていれば、ユーザが保有する選手数が40人であり、最大で保有可能な選手数が60人であることを示す。
 選手画像表示領域は、ユーザによって予め選択された選手カードの画像データが表示される領域である。
 メニュー表示領域は、野球形式のデジタルカードゲームに設けられる複数の処理(スカウト処理、強化処理、対戦処理、抽選処理、オーダー処理、対抗戦処理)に対応した基本メニューとして、「スカウト」、「強化」、「試合」、「抽選」、「オーダー」、「対抗戦」の各メニューm1~m6が表示される領域である。つまり、ゲームで実行される複数の処理が各々割り当てられた複数のメニューが、通信端末10に表示されるウェブページの所定の位置にそれぞれ配置される。なお、オーダー処理は、ユーザの指示の下、選手カードのオーダーの入れ替え、控えの選手カードとの交替等を実行する処理である。
 ゲーム進行手段52は、通信端末10に表示されたメニューに対するユーザの選択操作に応じた処理を実行する機能を備える。好ましくは、各処理が実行された場合、処理ごとに細分化された複数のメニューを含む新たなウェブページが表示されるようにして、階層的に各処理が実行される。
An example of the top page of the game displayed on the communication terminal 10 by the game progress means 52 is shown in FIG. This top page is composed of web pages corresponding to individual user IDs. The top page illustrated in FIG. 8 includes a user name display area, a player image display area, and a menu display area in addition to the user name and team text.
In the user data display area, skill level, action point, management point, strengthening point, yell point, number of players, and data of each item of fellows included in the user data of the target user ID (see FIG. 6) are displayed. Area. It should be noted that in the items displayed in the user data display area, the point or number written in the X / Y format is that X is the point or number held by the user, and Y is the maximum value of the point or number. Indicates that there is. For example, if the number of players is written as “40/60”, it indicates that the number of players held by the user is 40 and the maximum number of players that can be held is 60.
The player image display area is an area in which image data of a player card previously selected by the user is displayed.
The menu display area includes “Scout” and “Enhancement” as basic menus corresponding to a plurality of processes (scout process, reinforcement process, battle process, lottery process, order process, and battle process) provided in a baseball-style digital card game. ”,“ Game ”,“ lottery ”,“ order ”,“ competition ”menus m1 to m6 are displayed. That is, a plurality of menus to which a plurality of processes executed in the game are assigned are respectively arranged at predetermined positions on the web page displayed on the communication terminal 10. Note that the order process is a process of executing an exchange of player card orders, replacement with a reserved player card, or the like under the instruction of the user.
The game progress means 52 has a function of executing processing according to a user's selection operation for the menu displayed on the communication terminal 10. Preferably, when each process is executed, each process is executed hierarchically such that a new web page including a plurality of menus subdivided for each process is displayed.

 例えば図8に示すトップページをユーザの通信端末10に表示する場合について、ゲーム進行手段52の機能は、以下のようにして実現される。ゲームサーバ20のCPU21は、データベースアクセス部24を介してユーザデータベース31にアクセスし、ユーザデータ表示領域に含まれる各項目のデータと、選手画像表示領域に表示すべき選手カードの画像データを読み出す。次にCPU21は、図8に示したトップページが構成されるようにHTMLデータを生成し、通信端末10宛に送信する。生成されるHTMLデータは、ユーザごと(つまり、ユーザIDごと)に異なるものとなる。通信端末10は、受信したHTMLデータを解釈してトップページの画像を表示部16(表示画面16a)に表示する。 For example, when the top page shown in FIG. 8 is displayed on the communication terminal 10 of the user, the function of the game progress means 52 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 user data display area and the player card image data to be displayed in the player image display area. Next, 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 user (that is, for each user ID). The communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).

 [スカウト処理]
 ゲーム進行手段52は、ユーザが自らのチームを作り上げていくために選手カードを探索できるようにするスカウト処理を実行する機能を備える。
 図9~11は、スカウト処理が実行された場合に通信端末10に表示されるウェブページの例を示す。図9は、トップページにおいてスカウトメニューが選択操作されたときのウェブページの表示例である。図10は、図9に示す画面において「エリア一覧へ」と表示されたメニューm11が選択操作されたときのウェブページの表示例である。図11は、スカウト処理の実行中に、ユーザに対して対抗戦チケットが得られたことを通知するためのウェブページの表示例である。
[Scout processing]
The game progression means 52 has a function of executing a scout process that allows a user to search for a player card in order to build up his own team.
9 to 11 show examples of web pages displayed on the communication terminal 10 when the scout process is executed. FIG. 9 is a display example of a web page when the scout menu is selected and operated on the top page. FIG. 10 is a display example of a web page when the menu m11 displayed as “to area list” on the screen shown in FIG. 9 is selected and operated. FIG. 11 is a display example of a web page for notifying the user that a battle ticket has been obtained during execution of the scout process.

 図9に例示するウェブページでは、表示領域100において、複数の地域(エリア)に分けられた日本地図が、探索の対象となるエリアが強調表示された状態で表示される。このスカウト処理では、ユーザは、探索の対象となるエリア(図9の例では、エリア9(サブエリア9-1,9-2,…))ごとに設けられる「探索する」と表記されたメニューm10を選択操作する。この操作を契機として、探索の対象となるエリアについての探索が行われ、選手が発掘された場合に表示領域102にその選手の選手カードが表示される仕組みになっている。このとき、メニューm10が選択操作されて探索が行われる度に、表示領域101に表示されている「探索率」(%)の値が増加する。また、表示領域101には、1回の探索に要する行動力の値(図9の例では「5」)、1回の探索で得られる強化ポイントの値(図9の例では「10」)が表示される。1回の探索につき、表示されている行動力の値だけ行動ポイントが減少し、表示されている量の強化ポイントが増加するように構成されている。ゲーム進行手段52では、探索を行う度に、CPU21がユーザデータベース31にアクセスし、対象となるユーザIDの行動ポイント及び強化ポイントの値を更新する。 In the web page illustrated in FIG. 9, a map of Japan divided into a plurality of regions (areas) is displayed in the display region 100 with the area to be searched being highlighted. In this scout process, the user is provided with a menu labeled “search” provided for each area to be searched (in the example of FIG. 9, area 9 (subareas 9-1, 9-2,...)). Select m10. With this operation as a trigger, a search for an area to be searched is performed, and when a player is excavated, the player card of the player is displayed in the display area 102. At this time, each time the menu m10 is selected and a search is performed, the value of “search rate” (%) displayed in the display area 101 increases. In the display area 101, the value of the action force required for one search (“5” in the example of FIG. 9), and the value of the reinforcement point obtained by one search (“10” in the example of FIG. 9). Is displayed. For each search, the action points are reduced by the value of the displayed action force, and the displayed amount of reinforcement points is increased. In the game progress means 52, whenever it searches, CPU21 accesses the user database 31, and updates the value of the action point and reinforcement | strengthening point of target user ID.

 スカウト処理において、ゲームサーバ20のCPU21は、メニューm10に対する選択操作を認識すると、スカウト用に予め設けられた複数の選手の中から所定の、あるいはランダムな確率で抽選を行う。CPU21は、抽選により選手を得た(発掘した)場合には、ユーザデータベース31にアクセスし、対象となるユーザIDのデータに対して、発掘された新たな選手のデータを追加して、選手数の値を1だけ増加させる。さらにCPU21は、発掘された選手の選手カードを表示領域102に表示するためのHTMLデータを生成して通信端末10宛に送信する。なお、このHTMLデータは、表示領域101の探索率のデータが更新されるようにして構成されている。ユーザによるメニューm10に対する選択操作が繰返し行われ、図9においてサブエリア9-1,9-2,…のすべてのエリアの探索率が100%に達すると、エリア9についての探索は終了し、探索対象は次のエリア(この場合、エリア10)に移る。なお、後述するように、探索率が100%に達したとしても、表示領域102に表示可能な最大の枚数(図9のサブエリア9-1では、4枚)に相当する数の選手が発掘できたとは限らない。 In the scout process, when the CPU 21 of the game server 20 recognizes a selection operation for the menu m10, the CPU 21 performs a lottery with a predetermined or random probability from a plurality of players provided in advance for the scout. When the CPU 21 obtains (excavates) a player by lottery, the CPU 21 accesses the user database 31 and adds the data of the newly discovered player to the data of the target user ID. Is increased by one. Furthermore, CPU21 produces | generates the HTML data for displaying the player card of the excavated player in the display area 102, and transmits to communication terminal 10 addressed | directed. The HTML data is configured such that search rate data in the display area 101 is updated. When the selection operation for the menu m10 by the user is repeated and the search rate of all the sub-areas 9-1, 9-2,... Reaches 100% in FIG. The subject moves to the next area (in this case, area 10). As will be described later, even when the search rate reaches 100%, the number of players corresponding to the maximum number that can be displayed in the display area 102 (four in the sub-area 9-1 in FIG. 9) is excavated. It is not always possible.

 スカウト処理では、探索対象となるエリアごとに、1回の探索に要する行動力が異なる。つまり、探索対象となるエリアごとに、1回の探索で減少する(消費される)行動ポイントの量が異なる。
 スカウト処理では、メニューm10に対する選択操作を行う度に行動ポイントが減少していくため、スカウト処理が実行された直後にトップページが表示される場合には、そのトップページに表示される行動ポイントがスカウト処理の実行前よりも減少されて表示されることになる。なお、行動ポイントは、例えば所定時間(例えば3分)が経過する度に1ポイントずつ回復(増加)する。
In the scout process, the action power required for one search differs for each area to be searched. That is, the amount of action points that are reduced (consumed) in one search differs for each area to be searched.
In the scout process, the action points decrease each time the selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the scout process is executed, the action points displayed on the top page are It will be displayed in a reduced manner than before the scout process. The action points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.

 スカウト処理では、メニューm10の選択操作に応じて所定の、あるいはランダムな確率で、図11に例示したようにユーザに対して対抗戦チケットが付与される。対抗戦チケットは、後述するように、対抗戦にエントリーするために必要となるチケットである。以下、「対抗戦にエントリーする」とは、対抗戦において1試合のユーザ間対戦を行う権利を得ることを意味する。
 なお、メニューm10の選択操作に応じて対抗戦チケットが付与される確率は、表示領域101に表示されている行動力に概ね比例した値であってもよい。
In the scout process, a counter-competition ticket is given to the user with a predetermined or random probability according to the selection operation of the menu m10 as illustrated in FIG. The counter-competition ticket is a ticket required to enter the counter-competition as will be described later. Hereinafter, “entry into the competition” means obtaining a right to play a match between users in the competition.
It should be noted that the probability that a competition ticket is awarded in accordance with the selection operation of the menu m10 may be a value that is substantially proportional to the action power displayed in the display area 101.

 図10に示すように、スカウト処理では、ユーザによるメニューm11の選択操作によって、ユーザが既にプレイした(つまり、探索した)各エリアの探索結果が概観できるウェブページが表示される。表示領域110では、エリアごとの「コンプリート率」が表示される。「コンプリート率」(達成度)は、各エリアにおいて発掘可能な種類の選手の最大数に対して、実際に発掘した種類の選手の数の比率を%表示した値である。例えば、図9に示した例において、エリア9がエリア9-1,9-2,9-3の3つのサブエリアからなる場合、各サブエリアで最大4人の選手(4種類の選手カード)を発掘可能であるとすると、エリア9全体で12人の選手(12枚の選手カード)が発掘可能となる。このとき、発掘された選手の数がエリア9全体で6人の場合には、コンプリート率は50%となる。
 図10に示す例では、ユーザがゲームのスカウト処理において、エリア9が最も進行したエリアであることを示している。なお、図10では、ユーザは、既にプレイ済みの他のエリア(エリア1~8)の中でコンプリート率が100%でないエリアを選択操作することで、選択したエリアの探索を再び行うことができるように構成されている。なお、前述した対抗戦チケットは、ユーザがプレイ済みの他のエリアについて探索を再び行った場合であっても付与されうる。
As shown in FIG. 10, in the scout process, a web page that allows an overview of the search results of each area that the user has already played (that is, searched) is displayed by the selection operation of the menu m11 by the user. In the display area 110, the “complete rate” for each area is displayed. The “complete rate” (achievement level) is a value indicating the ratio of the number of types of players actually excavated to the maximum number of types of players that can be excavated in each area. For example, in the example shown in FIG. 9, if area 9 is composed of three subareas, areas 9-1, 9-2, and 9-3, a maximum of four players (four types of player cards) in each subarea. Can be excavated, 12 players (12 player cards) can be excavated in the entire area 9. At this time, when the number of excavated players is 6 in the entire area 9, the complete rate is 50%.
In the example shown in FIG. 10, the area 9 is the most advanced area in the game scout process. In FIG. 10, the user can search for the selected area again by selecting and operating an area where the completion rate is not 100% among the other areas already played (areas 1 to 8). It is configured as follows. It should be noted that the above-mentioned competition ticket can be given even when the user searches again for other areas that have been played.

 [強化処理]
 前述したように、ゲーム進行手段52は、2枚以上の選手カードを一体化して特定の選手カードの能力を上昇させる強化処理を実行する機能を備える。このゲームでは、ユーザが強化処理を実行するには一定量の強化ポイントが必要となる。
 強化処理は、例えば以下のように行われてよい。強化対象となる選手カード(ユーザによって指定された、残留する選手カード)を選手Aの選手カードとし、選手Aの選手カードに一体化させられて消失する選手カードを選手Bの選手カードとする。この場合、強化処理では、CPU21が選手Aの選手カードの「打力」,「走力」,「守備力」の能力値を示すパラメータに対して、選手Bの選手カードの「打力」,「走力」,「守備力」の能力値を示すパラメータの一定比率をそれぞれ加算することで、新たな選手Aの選手カードのパラメータを算出するようにしてもよい。この強化処理によって、選手Bの選手カードの能力上の特徴が選手Aの選手カードに反映されることになる。
 強化処理後には、CPU21は、強化処理の後にユーザデータベース31にアクセスし、対象となるユーザIDのユーザデータから選手Bの選手カードのデータを削除し、選手数の値を1だけ減少させ、選手Aの選手カードのパラメータを書き換え、対象となるユーザIDの強化ポイントを所定量減少させる。なお、強化ポイントは、上記スカウトパートを実行したり、以下に説明する試合パートを実行したりすることによって増加する。
[Strengthening process]
As described above, the game progress means 52 has a function of executing a strengthening process for integrating two or more player cards to increase the ability of a specific player card. In this game, a certain amount of strengthening points is required for the user to execute the strengthening process.
The strengthening process may be performed as follows, for example. The player card to be strengthened (the remaining player card specified by the user) is the player card of player A, and the player card that is integrated with the player card of player A and disappears is the player card of player B. In this case, in the strengthening process, the CPU 21 sets the “batting power” of the player card of the player B against the parameters indicating the ability values of the “batting power”, “running power”, and “defense power” of the player card of the player A, The parameters of the player card of the new player A may be calculated by adding a certain ratio of the parameters indicating the ability values of “running ability” and “defense ability”. By this strengthening process, the characteristic features of the player B's player card are reflected in the player A's player card.
After the strengthening process, the CPU 21 accesses the user database 31 after the strengthening process, deletes the player card data of the player B from the user data of the target user ID, decreases the value of the number of players by 1, The parameter of the player card of A is rewritten, and the reinforcement point of the target user ID is reduced by a predetermined amount. In addition, a reinforcement | strengthening point increases by performing the said scout part or performing the game part demonstrated below.

 [対戦処理]
 前述したように、ゲーム進行手段52は、図8のトップページのメニューm3の選択操作に応じて、他のユーザのチームと野球の対戦を行う対戦処理を実行する機能を備える。この対戦処理の詳細は、後述するユーザ間対戦実行手段54と同様であるため、ここでは重複説明を省略する。
[Competition processing]
As described above, the game progress means 52 has a function of executing a battle process for playing a baseball game against another user's team in response to the selection operation of the menu m3 on the top page of FIG. The details of the battle process are the same as those of the user-to-user battle execution means 54 described later, and thus a duplicate description is omitted here.

 [抽選処理]
 前述したように、ゲーム進行手段52は、抽選によって選手カードを入手することを可能とする抽選処理を実行する。抽選処理は、好ましくは、選手カードを抽選箱の中から1枚を引く演出を経て実行される。抽選によって出現する選手カードは基本的にランダムであるが、技術能力の際立った選手や人気のある選手の選手カード(いわゆるレアカード)が抽選で出現する確率は非常に低く設定されている。抽選処理は、例えば所定量のエールポイントと引き換えにユーザが実行できるようにしてもよい。
[Lottery processing]
As described above, the game advancing means 52 executes a lottery process that makes it possible to obtain a player card by lottery. The lottery process is preferably executed through an effect of drawing one player card from the lottery box. The player cards that appear by lottery are basically random, but the probability that a player card (so-called rare card) of a player with outstanding technical ability or a popular player will appear in the lottery is set very low. The lottery process may be executed by the user in exchange for a predetermined amount of ale points, for example.

 以上、ゲーム進行手段52の主要な機能(スカウト処理、強化処理、対戦処理、及び抽選処理)について説明した。
 ゲーム進行手段52はさらに、ユーザが保持する各ポイントあるいは選手数に基づいて、ユーザによって選択されたメニューに応じた機能(スカウト処理、強化処理、対戦処理、及び抽選処理)が実行できるか否かを判定し、選択されたメニューに応じた機能が実行できない場合には、機能が実行できないことをユーザに報知するためのテキストを含むページを通信端末10上に表示する。例えば、1回の探索に行動力が「5」必要となるエリアについてスカウト処理を実行しようとする場合に、ユーザの行動ポイントが「3」のときには、スカウト処理が実行できないため、例えば「行動力が足りません。行動力は3分ごとに1回復します。ゆっくり待ちましょう。」などといったテキストを表示させる。このとき、ゲームサーバ20のCPU21は、ユーザデータベース31にアクセスして、ユーザの行動ポイントのデータと、探索対象のエリアに要する行動力(既定値)との比較処理を行って、スカウト処理の実行可否を判定する。
The main functions (scout process, reinforcement process, battle process, and lottery process) of the game progress means 52 have been described above.
Whether or not the game progression means 52 can further execute a function (a scout process, a reinforcement process, a battle process, and a lottery process) according to the menu selected by the user based on each point or the number of players held by the user. If the function corresponding to the selected menu cannot be executed, a page including text for notifying the user that the function cannot be executed is displayed on the communication terminal 10. For example, when a scout process is to be executed for an area that requires a power of “5” for one search, when the user's action point is “3”, the scout process cannot be executed. The action power recovers 1 every 3 minutes. Let's wait slowly. " At this time, the CPU 21 of the game server 20 accesses the user database 31, performs a comparison process between the user action point data and the action power (predetermined value) required for the area to be searched, and executes the scout process. Judgment is made.

 上述したように、このゲームでは、図8のユーザデータ表示領域に表示される行動ポイント、運営ポイント、強化ポイント、エールポイント、および選手数は、スカウト処理、強化処理、対戦処理、及び抽選処理の各機能の実行によって変動しうるものとなっている。
 なお、スカウト処理、強化処理、対戦処理、及び抽選処理の実行に応じたポイントの増加量及び減少量(消費量)は既定値であるが、その値は、ユーザのゲーム内の状況によって異なってよい。例えば、前述したように、スカウト処理では、探索対象となるエリアごとに必要となる行動力が異なる場合には、スカウト処理の実行による行動ポイントの消費量が、ユーザのゲームの進行度合いによって変化する。例えば、このゲームのスカウト処理では、エリア1、エリア2、…とゲームが進行するにつれて、1回の探索に要する行動力が増加するように設定されている。このとき、図9のメニューm10の選択操作に応じて対抗戦チケットが付与される確率が、表示領域101に表示されている行動力に概ね比例した値である場合には、ユーザのエリアの進行に応じて対抗戦チケットが得られる確率が増加することになるため、ユーザがスカウト処理をより多く実行する要因となりうる。
As described above, in this game, the action points, management points, reinforcement points, yell points, and the number of players displayed in the user data display area of FIG. 8 are the scout process, the reinforcement process, the battle process, and the lottery process. It can vary depending on the execution of each function.
Note that the amount of increase and decrease of points (consumption) according to the execution of the scout process, the reinforcement process, the battle process, and the lottery process is a default value, but the value varies depending on the situation in the user's game. Good. For example, as described above, in the scout process, when the required action power is different for each area to be searched, the amount of action points consumed by the execution of the scout process varies depending on the degree of progress of the user's game. . For example, in this game scout process, the action power required for one search increases as the game progresses as area 1, area 2,... At this time, if the probability that the counter-competition ticket is given in accordance with the selection operation of the menu m10 in FIG. 9 is a value that is approximately proportional to the action power displayed in the display area 101, the progress of the area of the user Accordingly, the probability that a counter-competition ticket is obtained increases, which may be a factor for the user to execute more scout processing.

 [対抗戦処理]
 ゲーム進行手段52は、後述する受付手段53、ユーザ間対戦実行手段54、対抗戦実行手段55、第1の特典付与手段57、及び第2の特典付与手段58と協働して、グループ同士で行われる対抗戦の処理を実行する機能を備える。
 本実施形態において、対抗戦は、ユーザのチームに応じて複数のユーザをPグループ(Pリーグに属するチームのユーザ)とQグループ(Qリーグに属するチームのユーザ)に分け、PグループとQグループとで戦う、いわば団体戦である。図8では、ユーザ名:KNMで、かつチーム:P1のユーザの通信端末10に表示されるトップページを例示したが、このユーザが対抗戦にエントリーする場合、Pグループに属することになる。対抗戦の勝敗は、Pグループに属するユーザとQグループに属するユーザとの間で行われる複数のユーザ間の対戦(ユーザ間対戦)の結果に基づいて決定される。後述するように、PグループとQグループのいずれか勝利したグループに属するユーザにのみ特典が付与されるか、あるいは、PグループとQグループのいずれか勝利したグループに属するユーザは敗北したグループに属するユーザよりも多くの特典が付与される。
[Countermeasures processing]
The game progress means 52 cooperates with the receiving means 53, the battle | competition battle execution means 54, the battle | competition battle execution means 55, the 1st privilege provision means 57, and the 2nd privilege provision means 58 which are mentioned later, between groups. It has a function to execute the battle process to be performed.
In this embodiment, the competition is divided into a P group (a user of a team belonging to the P league) and a Q group (a user of a team belonging to the Q league) according to the user's team. It ’s a team battle. Although FIG. 8 illustrates the top page displayed on the communication terminal 10 of the user with the user name: KNM and the team: P1, when this user enters the competition, it belongs to the P group. The victory or defeat of the battle is determined based on the result of a battle between a plurality of users (a battle between users) performed between a user belonging to the P group and a user belonging to the Q group. As will be described later, a privilege is given only to a user who belongs to the winning group of either the P group or the Q group, or a user who belongs to the winning group of the P group or the Q group belongs to the defeated group. More benefits than the user are granted.

 図12に、図8のトップページのメニューm6が選択操作されたときの、ユーザの通信端末10上のウェブページの変化の一例を示す。図12のウェブページP1に例示されるように、ゲーム進行手段52は、対抗戦B1,B2,B3,…の複数の対抗戦を選択可能に通信端末10に表示させる。
 図12のウェブページP1において、表示領域200には、ユーザが属するグループ(図12の例では、Pグループ)と、ユーザが所持する対抗戦チケットの枚数(図12の例では、8枚)とが表示されている。図12のウェブページP1において、表示領域201~203には、それぞれ対抗戦B1~B3についての情報が表示されている。各対抗戦について表示される情報には、対抗戦にエントリーするために必要な対抗戦チケットの枚数が含まれる。例えば、図示の例では、対抗戦B1にエントリーするためには3枚の対抗戦チケットが必要である。図12のウェブページP1には、好ましい表示例として、ユーザが所属するグループが勝利したときにユーザが得られる特典と、対抗戦の状況を示す情報(対抗戦のエントリー開始時刻からのユーザ間対戦の総数(後述する第1の数)、対抗戦のエントリー終了時刻までの残り時間)とについても、表示領域201~203の各々に表示されている。ここで、ユーザが得られる特典は、例えば、イベントポイント(対抗戦B1の例では、50pt)であって、ユーザがゲーム上で利用可能な一定量のポイント(上述したエールポイントや強化ポイント)と交換可能なポイントである。
 なお、同一の対抗戦において、ユーザは、対抗戦チケットを消費する限り、何度でもエントリーしてユーザ間対戦を行うことができるようにしてもよい。例えば、ユーザが20枚の対抗戦チケットを保持している場合には、図12のウェブページP1に表示される対抗戦B1において6回のユーザ間対戦を行うことができるようにしてもよい。
FIG. 12 shows an example of a change in the web page on the user communication terminal 10 when the menu m6 on the top page in FIG. 8 is selected and operated. As illustrated in the web page P1 of FIG. 12, the game progress means 52 causes the communication terminal 10 to display a plurality of competitive battles B1, B2, B3,.
In the web page P1 of FIG. 12, the display area 200 includes a group to which the user belongs (P group in the example of FIG. 12), the number of counter-competition tickets held by the user (eight in the example of FIG. 12), and Is displayed. In the web page P1 of FIG. 12, the display areas 201 to 203 display information about the battles B1 to B3, respectively. The information displayed for each competition includes the number of competition tickets required to enter the competition. For example, in the example shown in the drawing, three battle tickets are required to enter the battle B1. In the web page P1 of FIG. 12, as a preferable display example, the privilege that the user can obtain when the group to which the user belongs wins and the information indicating the situation of the battle (the battle between users from the entry start time of the battle) Are also displayed in the display areas 201 to 203, respectively (the first number described later) and the remaining time until the entry end time of the competition. Here, the privilege obtained by the user is, for example, an event point (50 pt in the example of the battle B1), and a certain amount of points that the user can use on the game (the above-mentioned ale points and reinforcement points). It is an exchangeable point.
Note that in the same battle, the user may enter the game as many times as possible so long as he / she consumes the battle ticket. For example, when the user holds 20 battle tickets, 6 battles between users may be performed in the battle B1 displayed on the web page P1 of FIG.

 受付手段53は、異なるグループ(Pグループ、Qグループ)の間の対戦である対抗戦(グループ間競争)を複数設け、ユーザの操作に応じて、複数の対抗戦のうち少なくともいずれかの対抗戦へのユーザのエントリーを受け付ける機能を備える。
 受付手段53の機能の実現方法の一例について、図13及び図14を参照して説明する。図13は、ユーザの対抗戦へのエントリーを行うときのゲームサーバ20のCPU21の処理を示すフローチャートの一例である。図14は、対抗戦ごとのエントリーリストのデータ構成の一例を示す。エントリーリストには、エントリーしたユーザ(ユーザID)と、エントリー受付時刻と、エントリー受付時刻までに実行されたユーザ間対戦の総数とが対応付けて記述されている。エントリーリストは、例えばゲームデータベース32に記憶されるデータである。
The receiving means 53 provides a plurality of battles (competition between groups) that are battles between different groups (P group, Q group), and moves to at least one of the battles according to the user's operation. The function of accepting the user's entry.
An example of a method for realizing the function of the accepting unit 53 will be described with reference to FIGS. 13 and 14. FIG. 13 is an example of a flowchart showing the processing of the CPU 21 of the game server 20 when the user enters the competition. FIG. 14 shows an example of the data structure of the entry list for each battle. In the entry list, the entered user (user ID), the entry reception time, and the total number of battles between users executed up to the entry reception time are described in association with each other. The entry list is data stored in the game database 32, for example.

 図13のフローチャートでは先ず、ユーザが図12に示すウェブページP1においていずれかの対抗戦を選択操作することによって、そのユーザの通信端末10から、いずれかの対抗戦に対するエントリー要求が通知されると(ステップS10:YES)、CPU21は、ユーザデータベース31にアクセスして対象となるユーザが所持する対抗戦チケットの枚数(保有チケット枚数;Nu)を読み出し、ユーザによって選択された対抗戦のエントリーに必要なチケット枚数(Nent)と比較する(ステップS12)。なお、対抗戦のエントリーに必要なチケット枚数(Nent)は、その対抗戦が設定されるときに決定される値である。CPU21は、保有チケット枚数(Nu)が、対抗戦のエントリーに必要なチケット枚数(Nent)よりも多い場合に(ステップS14:YES)、選択された対抗戦に対するユーザのエントリーを許可し、エントリー要求についてのユーザIDと、チームと、エントリー受付時刻と、エントリー受付時刻までに実行されたユーザ間対戦の総数とをエントリーリストに書き込む(ステップS16)。ここで、エントリー受付時刻は、エントリー要求が通知された時刻である。CPU21は、エントリー受付時刻までに実行されたユーザ間対戦の総数として、エントリー受付時刻における後述する対抗戦データの値(CNT_kの値)を読み出す。
 次に、CPU21は、ユーザにエントリー完了であることを通知するためのHTMLデータを送信し(ステップS18)、ユーザデータベース31内のユーザの対抗戦チケットの枚数のデータを、対抗戦のエントリーに必要なチケット枚数だけ減ずる処理を行う(ステップS20)。一方、CPU21は、保有チケット枚数(Nu)が、対抗戦のエントリーに必要なチケット枚数(Nent)よりも少ない場合には(ステップS14:NO)、選択された対抗戦に対するユーザのエントリーを許可せず、ユーザにエントリー不可であることを通知するためのHTMLデータを送信する(ステップS22)。
 ユーザは、同一の対抗戦に何度でもエントリーしてもよく、その場合には再度ステップS10から処理が行われる。
In the flowchart of FIG. 13, first, when a user selects and operates one of the battles on the web page P <b> 1 shown in FIG. 12, an entry request for any battle is notified from the communication terminal 10 of the user. (Step S10: YES), the CPU 21 accesses the user database 31 to read out the number of counter-competition tickets possessed by the target user (the number of owned tickets; Nu), and is necessary for the counter-competition entry selected by the user The number of tickets (Nent) is compared (step S12). Note that the number of tickets (Nent) necessary for entry of the competition is a value determined when the competition is set. When the number of tickets held (Nu) is larger than the number of tickets (Nent) required for the entry of the competition (step S14: YES), the CPU 21 permits the user entry for the selected competition and requests the entry The user ID, the team, the entry reception time, and the total number of battles between users executed up to the entry reception time are written in the entry list (step S16). Here, the entry acceptance time is the time when the entry request is notified. CPU21 reads the value (CNT_k value) of the battle | competition battle data mentioned later in entry reception time as the total of the battle | competition between users performed by entry reception time.
Next, the CPU 21 transmits HTML data for notifying the user that the entry has been completed (step S18), and data on the number of the user's counter game tickets in the user database 31 is necessary for the counter game entry. A process for reducing the number of tickets is performed (step S20). On the other hand, if the number of tickets held (Nu) is smaller than the number of tickets (Nent) required for the entry of the competition (step S14: NO), the CPU 21 permits the user entry for the selected competition. First, HTML data for notifying the user that entry is not possible is transmitted (step S22).
The user may enter the same competition game as many times as possible, and in that case, the processing is performed again from step S10.

 受付手段53では、CPU21は、対抗戦を複数設定するに当たって、各対抗戦について対抗戦データを作成する。後述するように、対抗戦データは、例えばゲームデータベース32に記憶されるデータであって、対抗戦の実行を管理するためのデータである。対抗戦データについて後述する。 In the accepting means 53, the CPU 21 creates the battle data for each battle when setting a plurality of battles. As will be described later, the battle data is, for example, data stored in the game database 32 and data for managing execution of the battle. The battle data will be described later.

 ユーザ間対戦実行手段54は、ユーザがエントリー済みの対抗戦において、ユーザの操作に応じて、異なるグループに属するユーザ間での対戦処理を実行する機能を備える。
 ユーザ間対戦実行手段54の機能は例えば、以下のとおり実現される。図12に示すウェブページP1において、エントリー済みのいずれかの対抗戦をユーザが選択する操作を行うと、ゲームサーバ20のCPU21は、図12に示すウェブページP2に遷移させる。図12に示すウェブページP2の例は、ユーザが、エントリー済みの対抗戦B1を選択した場合の例を示している。このウェブページは、選択された対抗戦(この場合、対抗戦B1)の状況を示す情報を含む表示領域204と、対戦相手の候補である他の複数のユーザの一覧を選択可能に表示する表示領域205とを含む。図8に例示した、ユーザ名:KNMで、かつチーム:P1のユーザは、Pグループに属しているため、CPU21は、例えば、このユーザ向けのウェブページの画像領域205に表示する対戦相手の候補として、対抗戦B1にエントリー済みであり、かつQグループに属している複数のユーザをランダムに選択する。このとき、対戦するユーザID同士の技能レベルが同程度であることが好ましい。
The inter-user battle execution means 54 has a function of executing a battle process between users belonging to different groups in response to a user operation in a battle that has been entered by the user.
The function of the inter-user battle execution means 54 is realized as follows, for example. In the web page P1 shown in FIG. 12, when the user performs an operation for selecting one of the entered battles, the CPU 21 of the game server 20 makes a transition to the web page P2 shown in FIG. The example of the web page P2 shown in FIG. 12 shows an example when the user selects the entered battle B1. This web page displays a display area 204 including information indicating the status of the selected battle (in this case, battle B1) and a list of a plurality of other users who are candidates for the battle opponent. Region 205. Since the user with the user name: KNM and the team: P1 illustrated in FIG. 8 belongs to the P group, the CPU 21 may, for example, display opponent candidates displayed in the image area 205 of the web page for the user. A plurality of users who have already entered the competition B1 and belong to the Q group are selected at random. At this time, it is preferable that the skill levels of the user IDs that compete are similar.

 以下、ユーザ間での対戦処理を実行するときのゲームサーバ20のCPU21の処理を、図15及び図16を参照して説明する。図15は、ユーザ間での対戦処理を実行するときのゲームサーバ20のCPU21の処理を示すフローチャートである。図16は、対戦処理が実行されるときにユーザの通信端末10に表示されるウェブページの表示例を示す図である。 Hereinafter, the processing of the CPU 21 of the game server 20 when executing the battle processing between users will be described with reference to FIGS. 15 and 16. FIG. 15 is a flowchart showing the process of the CPU 21 of the game server 20 when executing a battle process between users. FIG. 16 is a diagram illustrating a display example of a web page displayed on the user communication terminal 10 when the battle process is executed.

 図15のフローチャートにおいて先ず、例えば図12のウェブページP2に示すように、ユーザの通信端末10にウェブページにおいて複数の対戦相手の候補のリストが表示される(ステップS30)。いずれかの対戦相手を選択する操作が行われると(ステップS32:YES)、CPU21は、ユーザの通信端末10宛に新たなHTMLデータを送信する。それによって、図16のウェブページP3に示すように、ユーザの通信端末10には、ユーザによって選択された対戦相手の情報と、「試合開始」のメニューとを含むウェブページが表示される。ここで、「試合開始」のメニューの選択操作がなされると(ステップS34:YES)、CPU21は、ユーザデータベース31にアクセスして、対戦する各ユーザの選手カードのパラメータを読み出して、対戦結果を決定する(ステップS36)。対戦の実行に当たって、CPU21は、ユーザデータベース31にアクセスし、対象となるユーザIDの運営ポイントが試合の実行に必要とする所定量以上である場合に、運営ポイントからその所定量を減少させるようにしてもよい。 In the flowchart of FIG. 15, first, for example, as shown in the web page P2 of FIG. 12, a list of a plurality of opponent candidates is displayed on the web page on the user communication terminal 10 (step S30). When an operation for selecting any opponent is performed (step S32: YES), the CPU 21 transmits new HTML data to the user's communication terminal 10. As a result, as shown in the web page P3 of FIG. 16, a web page including information on the opponent selected by the user and a “start game” menu is displayed on the communication terminal 10 of the user. Here, when the selection operation of the “game start” menu is performed (step S34: YES), the CPU 21 accesses the user database 31 to read out the parameters of the player cards of each user to play and display the match result. Determine (step S36). In executing the battle, the CPU 21 accesses the user database 31 and, when the management point of the target user ID is equal to or larger than the predetermined amount required for the execution of the game, the CPU 21 decreases the predetermined amount from the management point. May be.

 対戦結果の決定方法は、ユーザが保有する選手カードのパラメータ(能力値)がその勝敗に影響を与える方法である限り如何なる方法を採ることができる。例えば、対戦相手となる2つのユーザIDに対応付けられた複数の選手カードのパラメータ(能力値)を比較し、パラメータがより大きい選手カードをより多く保有しているユーザが、高い確率(例えば、60~90%の範囲内の所定の確率)をもって勝利するように設定してよい。この勝率は、パラメータの差が大きいほど高い確率としてもよい。このとき、図6に示したように、能力値の項目が複数存在する場合には、所定の重み付け(例えば、図6の例では、「打力」を0.3、「走力」を0.3、「守備力」を0.4の重み付けにする等)をもって総合的な能力値を算出し、この総合的な能力値を比較対象とすることができる。 The determination method of the battle result can be any method as long as the parameter (ability value) of the player card held by the user affects the winning or losing. For example, the parameters (ability values) of a plurality of player cards associated with two user IDs as opponents are compared, and a user who has more player cards with larger parameters has a high probability (for example, It may be set to win with a predetermined probability in the range of 60-90%. The winning rate may be higher as the difference in parameters is larger. At this time, as shown in FIG. 6, when there are a plurality of items of ability values, predetermined weighting (for example, in the example of FIG. 6, “batting force” is 0.3 and “running force” is 0. .3, “defense power” is set to a weight of 0.4, etc.), and a comprehensive ability value can be calculated and used as a comparison target.

 CPU21は、対戦結果を決定すると対戦結果をユーザに通知するために、その対戦結果を含むウェブページを表示させるHTMLデータを、「試合開始」のメニューの選択操作を行ったユーザの通信端末10宛に送信する(ステップS38)。「試合開始」のメニューを選択する操作が行われてから、対戦結果を含むウェブページが表示されるまの時間は極めて短時間(例えば数秒)であるため、ユーザは、簡易な操作のみで極めて短期間で対戦結果を知ることができる。図16のウェブページP4は、対戦処理の実行によって表示されるウェブページを示す図である。図16のウェブページP4では、例えばスコア等を含む試合結果が表示される。 When the CPU 21 determines the match result, the CPU 21 notifies the user of the match result. The HTML data for displaying the web page including the match result is addressed to the communication terminal 10 of the user who performed the selection operation of the “match start” menu. (Step S38). Since the time until the web page including the match result is displayed after the operation for selecting the “start game” menu is performed is extremely short (for example, several seconds), the user can perform only a simple operation. You can know the result of the battle in a short period of time. A web page P4 in FIG. 16 is a diagram showing a web page displayed by executing the battle process. On the web page P4 in FIG. 16, for example, a game result including a score or the like is displayed.

 対抗戦実行手段55は、複数の対抗戦の各々について、ユーザ同士の対戦であるユーザ間対戦を行うためのユーザの操作を受け入れ、ユーザ間対戦の結果に基づいて、各対抗戦における勝敗を決定する機能を備える。
 本実施形態において、対抗戦は、エントリー開始時刻からエントリー終了時刻までの所定時間内、又は予め定められた所定回数だけ、ユーザ間対戦を行うためのユーザの操作を受け入れる。所定時間内、又は所定回数という条件を満たす限り、その対抗戦にエントリー済みの特定のユーザが何度でもユーザ間対戦を実行するようにしてもよいし、特定のユーザが実行可能なユーザ間対戦の数に上限を設定してもよい。
The competition battle execution means 55 accepts a user operation for performing a battle between users, which is a battle between users, for each of a plurality of battles, and determines the victory or defeat in each battle based on the result of the battle between users. It has a function to do.
In the present embodiment, the competitive battle accepts a user operation for performing a battle between users within a predetermined time from the entry start time to the entry end time or a predetermined number of times. As long as the condition of a predetermined time or a predetermined number of times is satisfied, a specific user who has already entered the competition may execute a user-to-user battle any number of times, or a user-to-user battle that a specific user can execute An upper limit may be set for the number of.

 対抗戦実行手段55の機能を実現するに当たって、CPU21は、図17に例示する対抗戦データを参照する。対抗戦データは、例えばゲームデータベース32に記憶されるデータであって、対抗戦の実行を管理するためのデータである。本実施形態では、CPU21は、同時に開催されているn個の対抗戦B1~Bnを管理している。 In realizing the function of the battle execution means 55, the CPU 21 refers to the battle data illustrated in FIG. The battle data is data stored in the game database 32, for example, and is data for managing execution of the battle. In the present embodiment, the CPU 21 manages n competition games B1 to Bn that are held simultaneously.

 対抗戦B1~Bnのうちいずれかの対抗戦Bk(k:1~n)についての対抗戦データには、対抗戦Bkを設定するときに予め定められる定数のデータとして、以下のデータが含まれる。
 ・エントリーに必要な対抗戦チケットの枚数(Nent_k)
 ・エントリー開始時刻
 ・エントリー終了時刻
 ・ユーザ間対戦の最大数(Cmax_k)
The battle data for any battle Bk (k: 1 to n) among the battles B1 to Bn includes the following data as constant data determined in advance when the battle Bk is set. .
・ Number of counter-tickets required for entry (Nent_k)
・ Entry start time ・ Entry end time ・ Maximum number of matches between users (Cmax_k)

 対抗戦B1~Bnのうちいずれかの対抗戦Bk(k:1~n)についての対抗戦データには、対抗戦Bkの進行に応じて変化する変数のデータとして、以下のデータが含まれる。CPU21は、ユーザ間対戦の実行に応じてゲームデータベース32にアクセスし、以下の変数を逐次書き換える。
 ・実行されたユーザ間対戦の総数(CNT_k)
 ・Pグループの総得点
 ・Qグループの総得点
The battle data for any battle Bk (k: 1 to n) among the battles B1 to Bn includes the following data as data of variables that change in accordance with the progress of the battle Bk. The CPU 21 accesses the game database 32 according to the execution of the battle between users, and sequentially rewrites the following variables.
-Total number of user-to-user matches executed (CNT_k)
・ Total score of P group ・ Total score of Q group

 CPU21は、対抗戦Bkについてのユーザ間対戦を行うためのユーザの操作が所定時間内に限定されている場合、ユーザ間対戦を行うためのユーザの操作を認識すると、対抗戦データのエントリー開始時刻及びエントリー終了時刻を参照して、そのユーザ間対戦の実行を許可するか否かを決定する。CPU21は、対抗戦Bkについてのユーザ間対戦が所定回数までに限定されている場合、ユーザ間対戦を行うためのユーザの操作を認識すると、対抗戦データのユーザ間対戦の最大数を参照して、そのユーザ間対戦の実行を許可するか否かを決定する。
 CPU21は、ユーザ間対戦の結果(例えば、対戦のスコア)が決定されると、ゲームデータベース32にアクセスして、ユーザ間対戦の総数をインクリメントするとともに、ユーザ間対戦においてPグループ、Qグループに属しているユーザが取得した得点をそれぞれ、Pグループの総得点、Qグループの総得点に加算する。CPU21は、対抗戦Bkについてのエントリー終了時刻に達するか、あるいはユーザ間対戦がその最大数に達すると、その時点でのPグループの総得点及びQグループの総得点に基づいて、対抗戦BkにおけるPグループ及びQグループの勝敗を決定する。例えば、総得点が多い方のグループの勝利とする。
When the CPU 21 recognizes the user's operation for performing the battle between the users when the user's operation for performing the battle between the users regarding the battle Bk is limited within a predetermined time, the entry start time of the battle data Then, referring to the entry end time, it is determined whether or not the execution of the battle between the users is permitted. When the CPU 21 recognizes a user operation for performing a battle between users when the battle between users regarding the battle Bk is limited to a predetermined number of times, the CPU 21 refers to the maximum number of battles between users in the battle data. Then, it is determined whether or not the execution of the battle between the users is permitted.
When the result of the battle between the users (for example, the score of the battle) is determined, the CPU 21 accesses the game database 32 to increment the total number of battles between the users and belongs to the P group and the Q group in the battle between the users. The score obtained by the user is added to the total score of the P group and the total score of the Q group, respectively. When the entry end time for the battle Bk is reached or the maximum number of battles between the users is reached, the CPU 21 determines whether the battle Bk is based on the total score of the P group and the Q score of the current group. Decide the victory or defeat of P group and Q group. For example, suppose that the group with the highest total score wins.

 通知手段56は、以下の情報のうち少なくともいずれかを通信端末10宛に通知する機能を備える。
 ・対抗戦Bkのエントリー開始時刻からの経過時間(「第1の時間」)
 ・対抗戦Bkのエントリー開始時刻からのユーザ間対戦の総数(「第1の数」)
 ・対抗戦Bkのエントリー終了時刻までの残り時間(「残り時間」)
 ・対抗戦Bkのエントリー終了時刻までのユーザ間対戦の残り回数(「残り回数」)
The notification means 56 has a function of notifying at least one of the following information to the communication terminal 10.
-Elapsed time from the entry start time of the competition Bk ("first time")
・ Total number of battles between users since the entry start time of the competition Bk ("first number")
・ Remaining time until entry end time of competitive Bk ("Remaining time")
・ The remaining number of battles between users until the entry time of the competition Bk ("Remaining times")

 例えば、図12のウェブページP1では、ユーザが選択可能な対抗戦毎に、対抗戦のエントリー開始時刻からのユーザ間対戦の総数(第1の数)と、対抗戦のエントリー終了時刻までの残り時間とが通知される例が示されている。 For example, on the web page P1 in FIG. 12, for each competition that can be selected by the user, the total number of first-time competitions between the entries from the entry start time of the competition (first number) and the remaining until the entry end time of the competition An example in which time is notified is shown.

 通知手段56の機能は、以下のようにして実現される。ゲームサーバ20のCPU21は、対抗戦の選択を促すウェブページ(図12のP1)や、対戦相手の選択を促すウェブページ(図12のP2)を表示するためのHTMLデータを生成して、ユーザの通信端末10宛に送信する。このとき、CPU21は、図8のトップページのメニューm6が選択操作されたタイミング(より具体的には、メニューm6の選択操作に応じたHTTPリクエストを受信して処理するタイミング)における時刻(「基準時刻」という。)に基づいて、対抗戦データを参照して、対抗戦毎に、上述した第1の時間、第1の数、残り時間、及び残り回数の少なくともいずれかを算出する。例えば、図17の対抗戦データにおいて、対抗戦B1についての第1の時間は、対抗戦B1のエントリー開始時刻から基準時刻までの間の時間として算出される。対抗戦B1についての第1の数は、基準時刻における変数CNT_1である。対抗戦B1についての残り時間は、基準時刻からエントリー終了時刻までの間の時間として算出される。対抗戦B1についての残り回数は、Cmax_1から基準時刻における変数CNT_1を減算した値として算出される。 The function of the notification means 56 is realized as follows. The CPU 21 of the game server 20 generates HTML data for displaying a web page (P1 in FIG. 12) that prompts the user to select a competition or a web page (P2 in FIG. 12) that prompts the opponent to select. To the communication terminal 10. At this time, the CPU 21 selects the time (“reference”) at the timing when the menu m6 on the top page of FIG. 8 is selected and operated (more specifically, the timing at which an HTTP request corresponding to the menu m6 is selected and processed). Based on the “time”), by referring to the battle data, at least one of the first time, the first number, the remaining time, and the remaining number of times described above is calculated for each battle. For example, in the battle data shown in FIG. 17, the first time for the battle B1 is calculated as the time between the entry start time of the battle B1 and the reference time. The first number for the battle B1 is the variable CNT_1 at the reference time. The remaining time for the battle B1 is calculated as the time between the reference time and the entry end time. The remaining number of times for the battle B1 is calculated as a value obtained by subtracting the variable CNT_1 at the reference time from Cmax_1.

 通知手段56は、各対抗戦についてエントリーするのに必要な対抗戦チケットの枚数を通知する機能を備えていてもよい。この場合、CPU21は、対抗戦の選択を促すウェブページ(図12のP1)を表示するためのHTMLデータを生成するに当たって、対抗戦データを参照して、エントリーに必要な対抗戦チケットの枚数についての情報を含めるようにする。例えば、図12に示したウェブページP1では、対抗戦B1にエントリーするのに必要な対抗戦チケットの枚数が「3枚」と表示される。 The notifying means 56 may have a function of notifying the number of counter-competition tickets necessary for entering each counter-competition. In this case, when generating the HTML data for displaying the web page (P1 in FIG. 12) for prompting the selection of the battle, the CPU 21 refers to the battle data and determines the number of battle tickets required for the entry. To include the information. For example, on the web page P1 shown in FIG. 12, the number of counter-competition tickets required to enter the counter-competition B1 is displayed as “3”.

 なお、CPU21は、エントリー済みのユーザ向けのウェブページには、そのユーザが属しているグループの現時点における総得点を逐次表示するようにしてもよい。例えば、図12のP2に示したように、Pグループに属しているユーザ向けのウェブページには、「Pグループ250得点×Qグループ???得点」と表示されている。これによって、ユーザは、自グループの現時点の総得点から自グループが有利であるのか不利であるのかを推測し、ユーザ間対戦を行うか否か判断することができる。つまり、自グループが不利であると判断されれば、ユーザにとって、積極的にユーザ間対戦を行って自グループの挽回を図る動機付けとなる。
 なお、図12のウェブページP2に示したように、相手グループであるQグループの総得点を表示しないようにしてもよい。これにより、グループ間の総得点差がユーザに分からなくなるため、ユーザは、自グループの現在の総得点と残り時間及び/又は残り回数に基づいてユーザ間対戦を行うべきか否か(つまり、自グループを助けるべきか否か)について判断するようになり、ゲームの興趣性が増す。また、対抗戦のグループ間の総得点差が多過ぎることがユーザに分かってしまうと、ユーザ間対戦を行っても大勢に影響がないとユーザに判断され、その対抗戦にエントリーする誘因を削ぐことになって好ましくない。
Note that the CPU 21 may sequentially display the current total score of the group to which the user belongs on the web page for the user who has already entered. For example, as shown in P2 of FIG. 12, “P group 250 score × Q group ??? score” is displayed on the web page for users belonging to the P group. Thereby, the user can estimate whether the own group is advantageous or unfavorable from the current total score of the own group, and can determine whether or not the battle between users is performed. That is, if it is determined that the own group is disadvantageous, it is a motivation for the user to actively fight against the user and recover the own group.
In addition, as shown on the web page P2 of FIG. 12, you may make it not display the total score of Q group which is an other party group. As a result, since the total score difference between groups is not known to the user, the user should determine whether or not to play a match between users based on the current total score of the group and the remaining time and / or the remaining number of times (that is, Whether or not the group should be helped), making the game more interesting. In addition, if the user knows that the total score difference between the groups in the competition is too large, it will be judged by the user that there will be no effect even if the competition between the users is held, and the incentive to enter the competition will be reduced. That is not preferable.

 第1の特典付与手段57は、ユーザが所属している(つまり、ユーザに対応付けられている)グループの対抗戦における勝敗に基づいて、当該ユーザに対して特典を付与するか否か、又は当該ユーザに対して付与する特典の内容を決定する機能を備える。ユーザに付与される特典の内容は、特に限定するものではないが、本実施形態の例では、イベントポイントである。イベントポイントは、前述したように、ユーザがゲーム上で利用可能な一定量のポイント(上述したエールポイントや強化ポイント)や、ゲームにおけるアイテム(例えば、選手カード等)と交換可能なポイントであってよい。対抗戦にエントリーしたすべてのユーザに対して特典を付与する場合には、対抗戦に勝利したグループに属しているユーザは、対抗戦に敗北したグループに属しているユーザよりも多くの特典が得られるようにすることが好ましい。
 例えば図12のウェブページP1に表示されているポイント(例えば対抗戦B1の場合には、50pt(ポイント))は、自グループが勝利したときにユーザが得られる特典であり、エールポイント、強化ポイント等のゲーム上で利用可能なポイントに変換可能なポイントであってよい。
The first privilege granting unit 57 determines whether or not to grant a privilege to the user based on the winning or losing in the battle of the group to which the user belongs (that is, associated with the user), or A function of determining the content of a privilege to be given to the user is provided. Although the content of the privilege given to a user is not specifically limited, in the example of this embodiment, it is an event point. As described above, the event point is a point that can be exchanged for a certain amount of points that can be used by the user on the game (the above-mentioned ale points or enhancement points) or items in the game (for example, player cards). Good. When a privilege is granted to all users who have entered a competition, users who belong to the group that won the competition will receive more benefits than users who belong to the group that lost the competition. It is preferable that
For example, the points displayed on the web page P1 in FIG. 12 (for example, 50 pt (points in the case of the competition B1)) are benefits that the user can obtain when the own group wins. It may be a point that can be converted into a point that can be used on the game.

 第1の特典付与手段57の機能は、以下のようにして実現できる。なお、対抗戦における勝敗に基づいてユーザに対して特典を付与するか否か、又はユーザに対して付与する特典の内容については、予めROM22に記録されているものとする。ゲームサーバ20のCPU21は、対抗戦Bkについての勝敗を決定すると、勝利したグループに属しているユーザにのみ特典を付与するように設定されている場合には、ゲームデータベース32の対抗戦Bkについてのエントリーリストを参照して、勝利したグループに属しているユーザを特定する。CPU21は、勝利したグループ、及び敗北したグループに属しているユーザに特典を付与するように設定されている場合には、ゲームデータベース32の対抗戦Bkについてのエントリーリストを参照して、勝利したグループに属しているユーザ、及び敗北したグループに属しているユーザを特定する。CPU21は、対象となるユーザを特定すると、ROM22を参照して、各ユーザに対して付与すべき特典の内容を決定し、特典を付与する処理を行う。なお、特典を付与する処理とは、付与対象となるユーザのユーザIDと、付与されるポイントやアイテムを関連付ける処理であってよい。例えば、特典として付与されたイベントポイントに相当する強化ポイントをユーザに与える場合、CPU21は、付与対象となるユーザのユーザIDのユーザデータにおける強化ポイントを書き換える処理(与えられたポイントを加算する処理)であってよい。 The function of the 1st privilege provision means 57 is realizable as follows. It should be noted that whether or not a privilege is granted to the user based on the winning or losing in the competition, or the content of the privilege granted to the user is recorded in the ROM 22 in advance. When the CPU 21 of the game server 20 determines to win or lose the competitive game Bk, if it is set to give a privilege only to the users belonging to the winning group, the CPU 21 of the game database 32 Refer to the entry list to identify users belonging to the winning group. When the CPU 21 is set to give a privilege to the user who belongs to the winning group and the defeated group, the CPU 21 refers to the entry list for the battle Bk in the game database 32 and wins the group. And a user who belongs to a defeated group. If CPU21 specifies the user who becomes object, it will refer to ROM22, will determine the content of the privilege which should be provided with respect to each user, and will perform the process which provides a privilege. In addition, the process which provides a privilege may be a process which associates the user ID of the user used as grant object, and the point and item provided. For example, when giving a user an enhancement point corresponding to an event point given as a privilege, the CPU 21 rewrites the enhancement point in the user data of the user ID of the user to be given (a process of adding the given point). It may be.

 第2の特典付与手段58は、対抗戦の第1の時間(つまり、エントリー開始時刻からの経過時間)に応じて、あるいは第1の数(つまり、エントリー開始時刻から実行されたユーザ間対戦の総数)に応じて変動する第2の特典を、その対抗戦へエントリーしたユーザに対して付与する機能を備える。なお、第2の特典は、第1の時間に代えて残り時間(つまり、エントリー受付時刻からエントリー終了時刻までの残り時間)に応じて、あるいは第1の数に代えて残り回数(つまり、エントリー受付時刻からエントリー終了時刻までのユーザ間対戦の残り回数)に応じて変動するものであってもよい。 The second privilege granting means 58 determines the first match (that is, the elapsed time from the entry start time) or the first number (that is, the match between users executed from the entry start time). The second privilege that varies according to the total number) is provided to a user who has entered the competition. In addition, the second privilege is changed according to the remaining time (that is, the remaining time from the entry reception time to the entry end time) instead of the first time, or instead of the first number (that is, the entry time). It may vary according to the remaining number of battles between users from the reception time to the entry end time.

 第2の特典付与手段58の機能は、以下のようにして実現できる。ゲームサーバ20のCPU21は、対象となる対抗戦についてエントリーリストを参照して、特典付与の対象となるユーザを特定する。また、CPU21は、特典付与の対象となる各ユーザについて、エントリー開始時刻と、エントリー開始時刻までに実行されたユーザ間対戦の総数とを読み出して、第1の時間、第1の数、残り時間、あるいは残り回数のうち少なくともいずれかを算出する。例えば、第1の時間、第1の数、残り時間、あるいは残り回数のうちいずれかと、第2の特典とを対応付ける対応付けデータを例えばROM22に記録しておき、CPU21は、その対応付けデータを参照して、各ユーザに付与する第2の特典の内容を決定する。
 第2の特典をユーザに付与する処理は、付与対象となるユーザのユーザIDと、第2の特典として付与されるポイントやアイテムを関連付ける処理であってよい。例えば、第2の特典として付与されたイベントポイントに相当する強化ポイントをユーザに与える場合、CPU21は、付与対象となるユーザのユーザIDのユーザデータにおける強化ポイントを書き換える処理(与えられたポイントを加算する処理)であってよい。
The function of the 2nd privilege provision means 58 is realizable as follows. The CPU 21 of the game server 20 refers to the entry list for the target competition and identifies the user who is the target of the privilege grant. In addition, the CPU 21 reads out the entry start time and the total number of battles between the users executed up to the entry start time for each user to whom the privilege is given, and the first time, the first number, and the remaining time Or at least one of the remaining times. For example, the association data associating one of the first time, the first number, the remaining time, or the remaining number of times with the second privilege is recorded in, for example, the ROM 22, and the CPU 21 stores the association data. The content of the 2nd privilege given to each user with reference is determined.
The process of giving the second privilege to the user may be a process of associating the user ID of the user who is the grant target with the points or items given as the second privilege. For example, when giving an enhancement point corresponding to the event point given as the second privilege to the user, the CPU 21 rewrites the enhancement point in the user data of the user ID of the user to be given (add the given point) Processing).

 (6)本実施形態のゲーム制御装置の主要な処理のフロー
 次に、本実施形態のゲーム制御装置により行われる主要な処理のフローの一例について、図18A及び図18Bのフローチャートを参照して説明する。図18A及び図18Bのフローチャートは、主として受付手段53、ユーザ間対戦実行手段54、対抗戦実行手段55、第1の特典付与手段57、及び第2の特典付与手段58によって実現される処理であり、ゲームサーバ20によって管理される複数の対抗戦の各々を対象として行われる。
(6) Flow of main processing of game control device of this embodiment Next, an example of the flow of main processing performed by the game control device of this embodiment will be described with reference to the flowcharts of FIGS. 18A and 18B. To do. The flowcharts of FIGS. 18A and 18B are processes realized mainly by the accepting unit 53, the user battle execution unit 54, the battle execution unit 55, the first privilege granting unit 57, and the second privilege granting unit 58. This is performed for each of a plurality of battles managed by the game server 20.

 図18Aにおいて、対抗戦Bk(k:1~n)のエントリー開始時刻に達すると(ステップS100:YES)、対抗戦Bkについてのエントリーが開始される(ステップS110)。ステップS110以降、ユーザは、対抗戦Bkにエントリーし、次いで対抗戦Bkにおけるユーザ間対戦を実行するための操作を行うことができる。ここでは、図13のフローチャートに従って、ユーザが対抗戦Bkにエントリー済みである場合を想定する。
 ユーザが、図8に例示したトップページ上でメニューm6を選択操作すると、例えば図12のP1に示すように、現在開催中の複数の対抗戦のリストを含むウェブページが表示される。この対抗戦のリストの中から対抗戦Bkを選択する操作をユーザが行うと(ステップS120:YES)、選択された対抗戦Bkに対するエントリー要求を含むメッセージがゲームサーバ20宛に送信されて、図13に示したようにユーザのエントリー要求が処理される。エントリーが完了すると、ゲームサーバ20は、図12に示すウェブページP2を表示するHTMLデータを送信する。それにより、ユーザの対抗戦Bkにおけるユーザ間対戦の対戦相手の候補のリストを含むウェブページがユーザの通信端末10に表示され、ユーザのいずれかの対戦相手の候補の選択操作に応じてユーザ間対戦が実行される(ステップS130)。ユーザ間対戦の処理は、図15のフローチャートに関連付けて説明した通りである。
In FIG. 18A, when the entry start time of the battle Bk (k: 1 to n) is reached (step S100: YES), entry for the battle Bk is started (step S110). After step S110, the user can enter the battle Bk, and then perform an operation for executing a battle between users in the battle Bk. Here, it is assumed that the user has already entered the battle Bk according to the flowchart of FIG.
When the user selects and operates the menu m6 on the top page illustrated in FIG. 8, for example, as shown in P1 of FIG. 12, a web page including a list of a plurality of currently held battles is displayed. When the user performs an operation of selecting a battle Bk from the list of battles (step S120: YES), a message including an entry request for the selected battle Bk is transmitted to the game server 20, and FIG. As shown at 13, the user entry request is processed. When the entry is completed, the game server 20 transmits HTML data for displaying the web page P2 shown in FIG. As a result, a web page including a list of candidate opponents of the battle between users in the user's battle Bk is displayed on the user's communication terminal 10, and between users according to the selection operation of any of the opponent candidates of the user A battle is executed (step S130). The process of the battle between users is as described in association with the flowchart of FIG.

 ゲームサーバ20のCPU21は、ユーザ間対戦が終了する度に、ゲームデータベース32内の対抗戦データにアクセスし、ユーザ間対戦による得点(スコア)を対抗戦BkにおけるPグループの総得点、及びQグループの総得点に加算するとともに(ステップS140)、実行されたユーザ間対戦の総数CNT_kをインクリメントする(ステップS150)。ここで、ユーザ間対戦の総数CNT_kが所定のユーザ間対戦の最大数Cmax_kに達したか(ステップS160:YES)、あるいは現在時刻がエントリー終了時刻に達した場合には(ステップS170:YES)、エントリーの受付が終了となる(ステップS180)。ステップS160又はステップS170の条件を満たさなければ、ステップS120に戻って次のユーザ間対戦を受け付ける。なお、ステップS160とステップS170のAND条件を満たす(両条件を満たす)場合にエントリーの受付を終了させてもよい。 The CPU 21 of the game server 20 accesses the battle data in the game database 32 every time the battle between users is finished, and the score (score) by the battle between users is the total score of the P group in the battle Bk, and the Q group Is added to the total score (step S140), and the total number CNT_k of the battles between users executed is incremented (step S150). Here, whether the total number CNT_k of the battles between users has reached the predetermined maximum number Cmax_k of battles between users (step S160: YES), or if the current time has reached the entry end time (step S170: YES), The entry acceptance ends (step S180). If the condition of step S160 or step S170 is not satisfied, the process returns to step S120 to accept the next battle between users. Note that entry acceptance may be terminated when the AND conditions of steps S160 and S170 are satisfied (both conditions are satisfied).

 ゲームサーバ20のCPU21は、ステップS180でエントリーの受付終了となった場合には、それ以降、ユーザが対抗戦Bkにエントリーを行うことを許可せず、既に対抗戦Bkにエントリー済みのユーザが対抗戦Bkについてのユーザ間対戦を行うことを許可しない。エントリー終了になると、CPU21は、ゲームデータベース32内の対抗戦データにおける対抗戦BkのPグループの総得点、及びQグループの総得点に基づいて、PグループとQグループの勝敗を決定する(ステップS190)。次いで、CPU21は、ユーザが所属しているグループの対抗戦Bkにおける勝敗に基づいて、当該ユーザに対して第1の特典を付与するか否か、又は当該ユーザに対して付与する第1の特典の内容を、ゲームデータベース32内の対抗戦Bkのエントリーリストを参照して決定する(ステップS200)。ユーザに付与される第1の特典の内容は、例えば、エールポイント、強化ポイント等のゲーム上で利用可能なポイントに換算可能な一定量のイベントポイントである。 When the CPU 21 of the game server 20 finishes accepting the entry in step S180, the user is not permitted to enter the battle Bk after that, and a user who has already entered the battle Bk competes. It is not permitted to perform a battle between users regarding the battle Bk. When the entry is completed, the CPU 21 determines the winning or losing of the P group and the Q group based on the total score of the P group of the battle Bk in the battle data in the game database 32 and the total score of the Q group (step S190). ). Next, the CPU 21 determines whether or not to grant the first privilege to the user based on the winning or losing in the battle Bk of the group to which the user belongs, or the first privilege to be given to the user. Is determined with reference to the entry list of the battle Bk in the game database 32 (step S200). The content of the 1st privilege given to a user is a fixed amount of event points which can be converted into points which can be used on a game, such as an ale point and a strengthening point, for example.

 次に、CPU21は、さらに対抗戦Bkについてエントリーリストを参照し、対抗戦Bkにエントリーしたユーザに対して第2の特典を付与する(ステップS210)。すなわち、CPU21は、エントリーした各ユーザについて、エントリー受付時刻に応じた第1の時間、第1の数、残り時間、あるいは残り回数のうち少なくともいずれかを算出し、これらの値に応じた第2の特典の内容を、例えばROM22に記憶するデータを参照して決定する。ユーザに付与される第2の特典の内容は、例えば、一定量のエールポイント、強化ポイント等のゲーム上で利用可能なポイントである。 Next, the CPU 21 refers to the entry list for the battle Bk, and gives the second privilege to the user who entered the battle Bk (step S210). That is, the CPU 21 calculates at least one of the first time, the first number, the remaining time, or the remaining number of times according to the entry reception time for each entered user, and the second according to these values. The contents of the privilege are determined with reference to data stored in the ROM 22, for example. The content of the 2nd privilege given to a user is a point which can be used on games, such as a fixed amount of ale points and reinforcement points, for example.

 上述したように、上記ゲーム制御装置では、ユーザが他のユーザと対戦する個別のユーザ間対戦の結果の総計に基づき、各ユーザが予め対応付けられているグループとしての対抗戦の結果が決定される。すなわち、個々のユーザは自分自身の対戦を行うが、その対戦結果が、対抗戦の結果に間接的に結びついているという構成を備えたものである。しかも、このゲーム制御装置によれば、ユーザが対応付けられているグループの対抗戦における結果(勝敗等)に基づいて、当該ユーザに対して第1の特典を付与するか否か、又は当該ユーザに対して付与する第1の特典の内容を決定するように構成されているため、対抗戦にエントリー(参加)して積極的にユーザ間対戦を実行することをユーザに動機付けることができる。ユーザは同一の対抗戦に対して、繰り返しエントリーすることができる。
 また、このゲーム制御装置では、ユーザが対抗戦にエントリーした時点の対抗戦の状況(第1の時間、あるいは第1の数)に応じて変動する第2の特典を、ユーザに付与する。このとき、対抗戦の状況(第1の時間、第1の数、残り時間、又はユーザ間対戦の残り回数)がユーザに通知されるため、ユーザは、対抗戦の状況と、付与される第2の特典とを勘案しながら、対抗戦にエントリーすべきか否か判断するように構成されているため、興趣性の高いゲームを実現することができる。
As described above, in the game control device, the result of the battle as a group in which each user is associated in advance is determined based on the sum of the results of individual user battles in which the user battles with other users. The That is, each user has a configuration in which his / her own battle is performed, but the battle result is indirectly linked to the battle result. Moreover, according to this game control device, whether or not to grant the first privilege to the user based on the result (win / loss etc.) in the competition of the group with which the user is associated, or the user Since the content of the first privilege to be granted is determined, it is possible to motivate the user to enter (participate) in the competition and actively execute the competition between users. The user can repeatedly enter for the same battle.
Moreover, in this game control apparatus, the 2nd privilege which fluctuates according to the situation (1st time or 1st number) of the battle | competition battle at the time of a user entering a battle | competition is provided to a user. At this time, the situation of the battle (the first time, the first number, the remaining time, or the remaining number of battles between users) is notified to the user. Since it is configured to determine whether or not to enter the competition, taking into account the benefits of 2, it is possible to realize a highly entertaining game.

 なお、上述した実施形態では、登録手段51(対応付け手段)がユーザをPグループ又はQグループに対応付け、受付手段53は、異なるグループの間の競争である対抗戦を複数設け、ユーザの操作に応じて、複数の対抗戦のうち少なくともいずれかの対抗戦へのユーザのエントリー(参加)を受け付ける場合について示したが、これに限られない。グループ間競争としての対抗戦は単一でもよい。すなわち、上記実施形態のように、ユーザが複数の対抗戦の中からまず任意の対抗戦を選択するのではなく、1つの対抗戦のみが設けられており、その1つの対抗戦の中で、ユーザが任意の対戦相手のユーザを選択するといった形態でもよい。なお、対抗戦を複数設ける場合には、各ユーザは、複数の対抗戦に対して同時間帯にエントリーしてユーザ間対戦を並行して行うことが可能であり、現実世界では不可能な団体戦を実現することができる。また、このように複数の対抗戦にエントリーすることで、ユーザは、各対抗戦における複数の特典を同時に、あるいは時間を前後して獲得する可能性も見込めるので、遊戯性が向上する。さらに、このような複数の特典を獲得しようとする場合には、複数の対抗戦にエントリーするための対抗戦チケットが必要になるので(例えば、上述した実施形態の例では、1対抗戦にエントリーするために3チケット、3つの対抗戦にエントリーするために9チケットが必要)、ユーザはこの対抗戦チケットを入手しようとして、図10に示すスカウト処理を積極的に行うようになる。つまり、対抗戦が複数設けられる場合には、ユーザは対抗戦のみではなく、この対抗戦に連携した他のモード(スカウト処理等)についてもより積極的に行うようになることが動機づけられるので、単一のゲームモードを遊戯するだけではない深いゲーム性が実現される。 In the embodiment described above, the registration unit 51 (association unit) associates the user with the P group or the Q group, and the reception unit 53 provides a plurality of battles that are competitions between different groups, and the user's operation Depending on the case, the case where the user's entry (participation) in at least one of the plurality of battles is accepted is shown, but the present invention is not limited thereto. The competition between groups may be single. That is, as in the above embodiment, the user does not first select an arbitrary battle from a plurality of battles, but only one battle is provided, and in that one battle, A form in which the user selects an arbitrary opponent user may be used. In addition, when providing multiple battles, each user can enter multiple battles in the same time period and perform battles between users in parallel, which is impossible in the real world. A war can be realized. In addition, by entering a plurality of competitions in this way, the user can expect a plurality of benefits in each competition, either at the same time or around the time, so that playability is improved. Furthermore, in order to acquire such a plurality of benefits, a battle ticket for entering a plurality of battles is required (for example, in the example of the embodiment described above, entry into a battle) In order to obtain 3 tickets and 3 tickets to enter the 3 battles), the user actively performs the scout process shown in FIG. 10 in order to obtain the battle tickets. In other words, when a plurality of competitive battles are provided, it is motivated that the user is more aggressive not only in the competitive battles but also in other modes (such as scout processing) linked to the competitive battles. In addition, a deep game characteristic is realized that is not limited to playing a single game mode.

 (7)変形例
 (7-1)変形例1
 上述した実施形態のゲーム制御装置において、第2の特典付与手段58は、対抗戦において、第1の時間(つまり、エントリー開始時刻からの経過時間)が短いほど、あるいは第1の数(つまり、エントリー開始時刻から実行されたユーザ間対戦の総数)が少ないほど、その対抗戦においてユーザ間対戦の操作を行ったユーザに対して付与する第2の特典を大きくしてもよい。なお、特典の大きさは、付与されるポイントやアイテム等の数などの定量的に評価可能な指標に限られず、希少性を考慮したものであってよい。例えば、1つのアイテムが付与される場合であっても、希少性の高い(レアな)アイテムは希少性の低い(比較的流通している)アイテムよりも大きい特典である。
(7) Modification (7-1) Modification 1
In the game control device of the above-described embodiment, the second privilege granting unit 58 has a shorter first time (that is, an elapsed time from the entry start time) or a first number (that is, that is, an elapsed time from the entry start time). The second privilege to be given to the user who has operated the battle between users in the battle may be increased as the total number of battles between users executed from the entry start time is smaller. In addition, the magnitude | size of a privilege is not restricted to the parameter | index which can be evaluated quantitatively, such as the number of points provided, the number of items, etc., and may consider scarcity. For example, even when one item is given, an item with high rarity (rare) is a privilege larger than an item with low rarity (relatively distributed).

 この構成では、対抗戦の受付を開始してから早いタイミングでその対抗戦に参加するほど、大きい第2の特典を得ることができるため、ユーザは、早めにその対抗戦においてユーザ間対戦を実行することを動機付けられる。
 同時に、ユーザが、対抗戦の受付終了間際になって駆け込み的にその対抗戦でユーザ間対戦を実行して短時間で特典を得ることを抑制できる。つまり、仮に第2の特典が一定であり、対抗戦の受付開始直後にユーザ間対戦を行って得られる第2の特典と、対抗戦の受付終了直前にユーザ間対戦を行って得られる第2の特典とが同一であったならば、対抗戦の大勢がより明確であり、かつ特典(第1の特典及び第2の特典)が得られるまでの時間が短い後者の行動(つまり、受付終了直前にユーザ間対戦を行うこと)を多くのユーザが選択する状況が考えられるが、かかる状況は対抗戦を活性化させる点で好ましくない。そこで、本変形例では、対抗戦の形勢がより不確実な、対抗戦の受付開始のより早い段階でユーザ間対戦を行うユーザに対して、より大きなインセンティブを付与する。これによって、対抗戦が行われる期間の序盤、中盤、終盤で満遍なくユーザがユーザ間対戦を行うことが図られ、対抗戦が活性化される。
In this configuration, since the larger second benefit can be obtained as the player participates in the battle at an earlier timing after the reception of the battle is started, the user executes the battle between users earlier in the battle Motivated to do.
At the same time, it is possible to prevent the user from getting a privilege in a short time by rushing to execute the battle between users at the time of the end of the reception of the battle. In other words, if the second privilege is constant, the second privilege obtained by performing a battle between users immediately after the start of reception of the competition, and the second obtained by performing a battle between users immediately before the reception of the competition is completed. If the benefits are the same, the latter action (that is, the end of the reception) is more clear and the time until the benefits (first privilege and second privilege) are obtained is clearer. A situation in which a large number of users choose to perform a battle between users immediately before) is conceivable, but such a situation is not preferable in terms of activating the battle. Therefore, in this modified example, a greater incentive is given to a user who has a battle between users at an earlier stage of accepting a battle, which is more uncertain in the form of the battle. As a result, the user can play the battle between users evenly in the beginning, middle and end of the period in which the battle is held, and the battle is activated.

 本変形例を実現するために、第1の時間、又は第1の数と、第2の特典との対応関係を示す対応付けデータをROM22に記憶しておく。ゲームサーバ20のCPU21は、対象となる対抗戦のエントリーリストに記録された各ユーザについての第1の時間、又は第1の数に基づき、ROM22の対応付けデータを参照して、各ユーザの第2の特典を決定する。なお、前述したように、第1の時間は、対抗戦データとエントリーリストを参照し、対象となる対抗戦のエントリー開始時刻からエントリー受付時刻までの経過時間として算出される。第1の数は、対象となる対抗戦のエントリー開始時刻からのユーザ間対戦の総数として読み出される。 In order to realize this modification, the ROM 22 stores association data indicating the correspondence relationship between the first time or the first number and the second privilege. The CPU 21 of the game server 20 refers to the association data in the ROM 22 on the basis of the first time or the first number for each user recorded in the entry list of the target competition, and sets each user's 2 benefits are determined. As described above, the first time is calculated as an elapsed time from the entry start time to the entry reception time of the target competition game with reference to the competition game data and the entry list. The first number is read as the total number of battles between users from the entry start time of the target battle.

 本変形例における対応付けデータの一例を図19A及び図19Bに示す。図19Aに示した例では、は、横軸が原点をエントリー開始時刻としたときのエントリー受付時刻(つまり、第1の時間)を、縦軸が第2の特典の大きさをそれぞれ示す。図19Bに示した例では、横軸が、エントリー受付時刻までに実行されたユーザ間対戦の総数(つまり、第1の数)を、縦軸が第2の特典の大きさをそれぞれ示す。図19A及び図19Bに示した例では、第1の時間が短いほど、あるいは第1の数が少ないほど、対象となる対抗戦においてユーザ間対戦の操作を行ったユーザに対して付与する第2の特典を、段階的に大きくする設定としている。図19A及び図19Bに示す対応付けデータは一例に過ぎず、第2の特典は、第1の時間、あるいは第1の数に応じて線形に、あるいは非線形に変化させてもよい。 An example of the association data in this modification is shown in FIGS. 19A and 19B. In the example shown in FIG. 19A, the horizontal axis indicates the entry reception time (that is, the first time) when the origin is the entry start time, and the vertical axis indicates the size of the second privilege. In the example illustrated in FIG. 19B, the horizontal axis indicates the total number of user-to-user matches executed before the entry reception time (that is, the first number), and the vertical axis indicates the size of the second privilege. In the example shown in FIG. 19A and FIG. 19B, as the first time is shorter or the first number is smaller, the second is given to the user who has performed the battle between users in the target battle. The benefits are set to increase gradually. The association data shown in FIGS. 19A and 19B is merely an example, and the second privilege may be changed linearly or nonlinearly according to the first time or the first number.

 (7-2)変形例2
 上述した実施形態のゲーム制御装置において、第2の特典は、第1の特典よりも小さくてもよい。仮に第2の特典が第1の特典よりも大きい場合には、ユーザは、対抗戦の勝敗を考慮することなく、第2の特典を得ることを主目的として対抗戦の状況のみを考慮してユーザ間対戦を実行することになることが考えられる。これでは、対抗戦の勝敗に対してユーザが興味を無くしてしまい、対抗戦の興趣性が失われる虞がある。そこで、第2の特典を第1の特典よりも小さくすることで、ユーザは、あくまで対抗戦の帰趨を第一義的に考慮しつつ、第2の特典を付随的なボーナスとして位置付けるようになる。これによって、対抗戦の興趣性を維持しつつ、ユーザに追加的な楽しみを与える構成とすることができる。
 図19A及び図19Bに示した例は、変形例1と変形例2を組み合わせた場合の第1の特典と第2の特典の設定例を示している。この例では、第1の時間、あるいは第1の数とは無関係に対抗戦の勝敗で決定される第1の特典は、常に第2の特典よりも大きく設定されている。なお、図19A及び図19Bの設定例は一例に過ぎず、本変形例では、第2の特典は第1の時間、あるいは第1の数に応じて必ずしも変動させる必要はない。
(7-2) Modification 2
In the game control device of the embodiment described above, the second privilege may be smaller than the first privilege. If the second privilege is larger than the first privilege, the user considers only the situation of the battle for the main purpose of obtaining the second privilege without considering the victory or defeat of the battle. It is conceivable that a battle between users will be executed. In this case, there is a possibility that the user loses interest in winning or losing the competition, and the interest of the competition is lost. Therefore, by making the second privilege smaller than the first privilege, the user will position the second privilege as an incidental bonus while primarily considering the outcome of the competition. . Thereby, it can be set as the structure which gives a user additional enjoyment, maintaining the interest property of a competitive battle.
The example shown in FIGS. 19A and 19B shows a setting example of the first privilege and the second privilege when the first modification and the second modification are combined. In this example, the first privilege determined by the winning or losing of the battle regardless of the first time or the first number is always set larger than the second privilege. Note that the setting examples in FIGS. 19A and 19B are merely examples, and in the present modification, the second privilege does not necessarily have to be changed according to the first time or the first number.

 (7-3)変形例3
 上述した実施形態のゲーム制御装置において、第1の特典及び第2の特典を一括してユーザに付与してもよい。つまり、第1の特典をユーザに付与し、第2の特典を別個にボーナス特典として付与してもよいが、これらを一括して付与してもよい。1つの対抗戦について一括して特典を付与することで、処理の煩雑さが抑制される。
 例えば、第1の特典が200pt一定であり、第2の特典がエントリーのタイミングに応じて10~50ptの範囲で変動する場合を想定する。この場合、ユーザがエントリーしてユーザ間対戦を行ったタイミングで、20ptの第2の特典を付与し、対抗戦が終了してそのユーザのグループが勝利した場合に200ptを付与してもよいし、本変形例のように、対抗戦が終了後に一括して220ptをユーザに付与してもよい。本変形例の場合には、ユーザのポイント付与に対する通知が1回で済むため、通信処理が煩雑さが抑制される。
(7-3) Modification 3
In the game control device of the above-described embodiment, the first privilege and the second privilege may be collectively given to the user. That is, although a 1st privilege may be provided to a user and a 2nd privilege may be separately provided as a bonus privilege, you may provide these collectively. By giving a privilege collectively for one battle, the complexity of processing is suppressed.
For example, it is assumed that the first privilege is constant at 200 pt and the second privilege varies in the range of 10 to 50 pt depending on the entry timing. In this case, at the timing when the user has entered and played a battle between users, a second privilege of 20 pt may be granted, and 200 pt may be granted when the battle is over and the user's group wins. As in this modification, 220 pt may be given to the user in a lump after the competition is over. In the case of this modification, since only one notification for the user's point grant is required, the complexity of the communication process is suppressed.

 (7-4)変形例4
 上述した実施形態のゲーム制御装置において、第2の特典として付与されるポイント又はアイテムの総量が決められており、第2の特典付与手段58は、第1の時間が短い順、あるいは第1の数が少ないユーザの順に、総量からポイント又はアイテムを付与してもよい。この構成では、第2の特典として付与されるポイント又はアイテムの総量が決められており、いわゆる早い者勝ちによって第2の特典を得ることができる。そのため、ユーザが対抗戦のユーザ間対戦を競って早く実行することが動機付けられ、対抗戦が活性化される。
 例えば、特定の対抗戦に設けられる第2の特典の総量を900ptとし、その対抗戦について、第1の時間が短い順、あるいは第1の数が少ないユーザの順、つまりユーザ間対戦の実行についての操作が早い順に30ptずつ第2の特典が付与される場合には、その操作が早い上位30人のユーザに第2の特典が付与される。そのため、上位30人に入るように、ユーザが競って対抗戦に早くエントリーすることが動機付けられ、対抗戦が活性化する要素となる。
 本変形例を実現するために、第2の特典の総量を示す値をRAM23に記憶しておき、対抗戦にエントリーするユーザの順に(つまり、エントリー受付時刻が早いユーザの順に)、所定量ずつ第2の特典を付与する。CPU21は、第2の特典を付与した場合には、総量から所定量を減算する処理を行い、総量が所定量以下となった場合には、第2の特典を付与する処理を中止する。
(7-4) Modification 4
In the game control device according to the above-described embodiment, the total amount of points or items to be given as the second privilege is determined, and the second privilege granting unit 58 has the first time in ascending order or the first You may give a point or an item from the total amount in order of a user with few numbers. In this configuration, the total amount of points or items given as the second privilege is determined, and the second privilege can be obtained by so-called first-come-first-served winning. Therefore, it is motivated that the user competes and quickly executes the battle between the users in the battle, and the battle is activated.
For example, the total amount of the second privilege provided for a specific battle is set to 900 pt, and for the battle, the first time is short or the first number is the smallest, that is, the battle between users is executed. When the second privilege is given by 30 pt in order from the earliest operation, the second privilege is given to the top 30 users with the earlier operations. Therefore, it is motivated that the users compete and enter early in the competition so as to enter the top 30 people, and this is an element that activates the competition.
In order to realize this modified example, a value indicating the total amount of the second privilege is stored in the RAM 23, and in order of users who enter the competition (that is, in order of users whose entry reception time is earlier) by a predetermined amount. A second privilege is granted. When the second privilege is granted, the CPU 21 performs a process of subtracting the predetermined amount from the total amount, and when the total amount is equal to or less than the predetermined amount, the CPU 21 stops the process of giving the second privilege.

 以上、本発明の実施形態について詳細に説明したが、本発明は上記実施形態に限定されない。また、各実施形態は、本発明の主旨を逸脱しない範囲において、種々の改良や変更をしてもよいのは勿論である。例えば、上述した実施形態、及び各変形例に記載された技術的事項は、適宜組み合わせてもよい。 As mentioned above, although embodiment of this invention was described in detail, this invention is not limited to the said embodiment. In addition, it goes without saying that each embodiment may be variously improved and changed without departing from the gist of the present invention. For example, the technical matters described in the above-described embodiment and each modification may be combined as appropriate.

 上述した実施形態では、適用されるゲームが野球形式のデジタルカードゲームである場合を想定したが、ゲームの種別は如何なるものでもよい。その場合、ゲームサーバ20が取得可能なユーザの情報に基づいて、ユーザとグループの対応付け(グループ分け)は様々な観点から行うことができる。例えば、ユーザが登録したチームごとのグループ分け、国籍によるグループ分け、性別によるグループ分け等に行うことができる。
 上述した実施形態では、競争が野球の対戦である場合を想定したが、競争はゲームの種別に応じて適宜定義できることは勿論である。例えば、複数のステージを制覇することを競うゲームであれば、競争は、一定時間に制覇したステージ数を競うものであってもよい。
In the embodiment described above, it is assumed that the game to be applied is a baseball format digital card game, but any type of game may be used. In that case, the association (grouping) between the user and the group can be performed from various viewpoints based on the user information that can be acquired by the game server 20. For example, it is possible to perform grouping for each team registered by the user, grouping by nationality, grouping by gender, and the like.
In the above-described embodiment, it is assumed that the competition is a baseball game, but it is needless to say that the competition can be appropriately defined according to the type of game. For example, in the case of a game that competes to conquer multiple stages, the competition may compete for the number of stages conquered in a certain time.

 上述した実施形態では、ソーシャルゲームに適用される場合を例として説明したが、これに限られない。例えば、ネットワーク上に置かれたサーバ装置と家庭用オンラインゲーム機とを接続した、いわゆるオンラインゲームシステムにおいても、上述した実施形態と同様に、各ユーザによるゲームの進行を制御できることは言うまでもない。 In the above-described embodiment, the case where the present invention is applied to a social game has been described as an example, but the present invention is not limited to this. For example, in a so-called online game system in which a server device placed on a network and a home online game machine are connected, it goes without saying that the progress of the game by each user can be controlled as in the above-described embodiment.

 上述した実施形態では、ネットワーク上のゲームサーバ20及びデータベースサーバ30によって、登録手段51、ゲーム進行手段52、受付手段53、ユーザ間対戦実行手段54、対抗戦実行手段55、通知手段56、第1の特典付与手段57、及び第2の特典付与手段58の各機能を実現する構成としたが、この構成に限られない。これらのすべての手段を通信端末10によって実現する構成としてもよいし、少なくとも一部の手段を通信端末10によって実現する構成としてもよい。図3及び図4に示したように、通信端末10とゲームサーバ20とでは実質的に同一のハードウエア構成を採るため、上記実施形態に記載したようにして通信端末10によっても各機能を実現できる。図20A,図20Bには、本実施形態のゲーム制御装置の各機能(図7に示す各機能)について、通信端末10と、ゲームサーバ20及びデータベースサーバ30との間の分担例を示す。 In the above-described embodiment, the game server 20 and the database server 30 on the network use the registration unit 51, the game progress unit 52, the reception unit 53, the user battle execution unit 54, the battle execution unit 55, the notification unit 56, the first unit. Although it was set as the structure which implement | achieves each function of this privilege provision means 57 and the 2nd privilege provision means 58, it is not restricted to this structure. 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. As shown in FIGS. 3 and 4, since the communication terminal 10 and the game server 20 have substantially the same hardware configuration, each function is also realized by the communication terminal 10 as described in the above embodiment. it can. 20A and 20B show an example of sharing between the communication terminal 10, the game server 20, and the database server 30 for each function (each function shown in FIG. 7) of the game control apparatus of the present embodiment.

Claims (10)

 通信端末からアクセス可能に構成され、前記通信端末によるゲームの実行を制御するゲーム制御装置であって、
 ユーザをグループに対応付ける対応付け手段と、
 異なるグループの間の競争であるグループ間競争へのユーザの参加を受け付ける受付手段と、
 ユーザの参加を受け付けたグループ間競争において、当該ユーザと、当該ユーザとは異なるグループに対応付けられている他のユーザとの間の前記ゲーム上の競争であるユーザ間競争の結果に基づいて前記グループ間競争における勝敗を決定する競争実行手段と、
 ユーザに対応付けられているグループのグループ間競争における勝敗に基づいて、当該ユーザに対して第1の特典を付与するか否か、又は当該ユーザに対して付与する第1の特典の内容を決定する第1の特典付与手段と、
 前記受付手段がグループ間競争への参加の受け付けを開始してからの経過時間である第1の時間に応じて、あるいは前記受付手段がグループ間競争への参加の受け付けを開始してからの前記グループ間競争において実行されたユーザ間競争の総数である第1の数に応じて変動する第2の特典を、前記グループ間競争において前記操作を行ったユーザに対して付与する第2の特典付与手段と、
 前記第1の時間、前記第1の数、又は、前記グループ間競争のユーザの参加の受付が終了するまでの残り時間、若しくはユーザ間競争の残り回数のうち、少なくともいずれかを通信端末宛に通知する通知手段と、
 を備えたゲーム制御装置。
A game control device configured to be accessible from a communication terminal and controlling execution of a game by the communication terminal,
Association means for associating users with groups;
An acceptance means for accepting user participation in competition between groups, which is competition between different groups;
In the competition between groups in which user participation is accepted, based on the result of competition between users, which is a competition on the game between the user and another user associated with a group different from the user. Competition execution means for deciding victory or defeat in group competition;
Whether or not to grant the first privilege to the user or the content of the first privilege to be given to the user is determined based on the winning or losing in the inter-group competition of the group associated with the user. First privilege granting means,
According to a first time that is an elapsed time since the accepting unit starts accepting participation in the inter-group competition, or after the accepting unit starts accepting participation in the inter-group competition. 2nd privilege provision which provides the 2nd privilege which fluctuates according to the 1st number which is the total number of the competition between users performed in the competition between groups with respect to the user who performed the said operation in the competition between groups Means,
At least one of the first time, the first number, the remaining time until the acceptance of the participation of the user in the inter-group competition, or the remaining number of times of the inter-user competition is addressed to the communication terminal A notification means for notification;
A game control device comprising:
 前記対応付け手段は、ユーザを複数のグループのいずれかに対応付け、
 前記受付手段は、異なるグループの間の競争であるグループ間競争を複数設け、ユーザの操作に応じて、複数のグループ間競争のうち少なくともいずれかのグループ間競争へのユーザの参加を受け付けることを特徴とする、
 請求項1に記載されたゲーム制御装置。
The association means associates the user with one of a plurality of groups,
The accepting means is provided with a plurality of inter-group competitions that are competitions between different groups, and accepting the user's participation in at least one of the inter-group competitions according to the user's operation. Features
The game control apparatus according to claim 1.
 前記第2の特典付与手段は、前記第1の時間が短いほど、あるいは前記第1の数が少ないほど、前記操作を行ったユーザに対して付与する前記第2の特典を大きくすることを特徴とする、
 請求項1又は2に記載されたゲーム制御装置。
The second privilege granting unit increases the second privilege to be given to the user who has performed the operation as the first time is shorter or the first number is smaller. And
The game control apparatus according to claim 1 or 2.
 前記第2の特典は、前記第1の特典よりも小さいことを特徴とする、
 請求項1~3のいずれかに記載されたゲーム制御装置。
The second privilege is smaller than the first privilege,
The game control device according to any one of claims 1 to 3.
 前記第1の特典及び前記第2の特典を一括してユーザに付与することを特徴とする、
 請求項1~4のいずれかに記載されたゲーム制御装置。
The first privilege and the second privilege are collectively given to the user,
The game control device according to any one of claims 1 to 4.
 前記第2の特典として付与されるポイント又はアイテムの総量が決められており、
 前記第2の特典付与手段は、前記第1の時間が短い順、あるいは前記第1の数が少ないユーザの順に、前記総量からポイント又はアイテムを付与することを特徴とする、
 請求項1~5のいずれかに記載されたゲーム制御装置。
The total amount of points or items given as the second privilege is determined,
The second privilege giving means gives points or items from the total amount in the order of the first time being short, or in the order of the user having the small first number,
The game control device according to any one of claims 1 to 5.
 ユーザによるゲームの実行を制御するゲーム制御方法であって、
 ユーザをグループに対応付けるステップと、
 異なるグループの間の競争であるグループ間競争へのユーザの参加を受け付けるステップと、
 ユーザの参加を受け付けたグループ間競争において、当該ユーザと、当該ユーザとは異なるグループに対応付けられている他のユーザとの間の前記ゲーム上の競争であるユーザ間競争の結果に基づいて前記グループ間競争における勝敗を決定するステップと、
 ユーザに対応付けられているグループのグループ間競争における勝敗に基づいて、当該ユーザに対して第1の特典を付与するか否か、又は当該ユーザに対して付与する第1の特典の内容を決定するステップと、
 グループ間競争への参加の受け付けを開始してからの経過時間である第1の時間に応じて、あるいは前記受付手段がグループ間競争への参加の受け付けを開始してからの前記グループ間競争において実行されたユーザ間競争の総数である第1の数に応じて変動する第2の特典を、前記グループ間競争において前記操作を行ったユーザに対して付与するステップと、
 前記第1の時間、前記第1の数、又は、前記グループ間競争のユーザの参加の受付が終了するまでの残り時間、若しくはユーザ間競争の残り回数のうち、少なくともいずれかをユーザに通知するステップと、
 を備えたゲーム制御方法。
A game control method for controlling execution of a game by a user,
Associating users with groups;
Accepting user participation in a competition between groups, which is a competition between different groups;
In the competition between groups in which user participation is accepted, based on the result of competition between users, which is a competition on the game between the user and another user associated with a group different from the user. Determining the win or loss in group competition;
Whether or not to grant the first privilege to the user or the content of the first privilege to be given to the user is determined based on the winning or losing in the inter-group competition of the group associated with the user. And steps to
According to the first time, which is an elapsed time since the start of acceptance of participation in inter-group competition, or in the inter-group competition after the acceptance means starts acceptance of participation in inter-group competition. A step of giving a second privilege that varies according to a first number that is the total number of competitions between users to a user who has performed the operation in the competition between groups;
The user is notified of at least one of the first time, the first number, or the remaining time until the acceptance of the participation of the user in the inter-group competition ends, or the remaining number of times of the inter-user competition. Steps,
A game control method comprising:
 通信端末によるゲームの実行を制御するために、コンピュータに、
 ユーザをグループに対応付ける機能、
 異なるグループの間の競争であるグループ間競争へのユーザの参加を受け付ける機能、
 ユーザの参加を受け付けたグループ間競争において、当該ユーザと、当該ユーザとは異なるグループに対応付けられている他のユーザとの間の前記ゲーム上の競争であるユーザ間競争の結果に基づいて前記グループ間競争における勝敗を決定する機能、
 ユーザに対応付けられているグループのグループ間競争における勝敗に基づいて、当該ユーザに対して第1の特典を付与するか否か、又は当該ユーザに対して付与する第1の特典の内容を決定する機能、
 グループ間競争への参加の受け付けを開始してからの経過時間である第1の時間に応じて、あるいは前記受付手段がグループ間競争への参加の受け付けを開始してからの前記グループ間競争において実行されたユーザ間競争の総数である第1の数に応じて変動する第2の特典を、前記グループ間競争において前記操作を行ったユーザに対して付与する機能、及び
 前記第1の時間、前記第1の数、又は、前記グループ間競争のユーザの参加の受付が終了するまでの残り時間、若しくはユーザ間競争の残り回数のうち、少なくともいずれかを通信端末宛に通知する機能、
 を実現させるためのプログラム。
In order to control the execution of the game by the communication terminal,
The ability to associate users with groups,
The ability to accept user participation in competition between groups, which is a competition between different groups,
In the competition between groups in which user participation is accepted, based on the result of competition between users, which is a competition on the game between the user and another user associated with a group different from the user. The ability to determine victory or defeat in group competition,
Whether or not to grant the first privilege to the user or the content of the first privilege to be given to the user is determined based on the winning or losing in the inter-group competition of the group associated with the user. Function to
According to the first time, which is an elapsed time since the start of acceptance of participation in inter-group competition, or in the inter-group competition after the acceptance means starts acceptance of participation in inter-group competition. A function of giving a second privilege that varies according to a first number, which is the total number of competitions between users, to a user who has performed the operation in the competition between groups, and the first time, A function of notifying at least one of the first number or the remaining time until the acceptance of the participation of the user in the inter-group competition or the remaining number of competitions between the users to the communication terminal;
A program to realize
 請求項8に記載されたプログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体。 A computer-readable recording medium on which the program according to claim 8 is recorded.  通信端末と、当該通信端末からアクセス可能に構成され、前記通信端末によるゲームの実行を制御するサーバと、を含むゲーム制御システムであって、
 ユーザをグループに対応付ける対応付け手段、
 異なるグループの間の競争であるグループ間競争へのユーザの参加を受け付ける受付手段、
 ユーザの参加を受け付けたグループ間競争において、当該ユーザと、当該ユーザとは異なるグループに対応付けられている他のユーザとの間の前記ゲーム上の競争であるユーザ間競争の結果に基づいて前記グループ間競争における勝敗を決定する競争実行手段と、
 ユーザに対応付けられているグループのグループ間競争における勝敗に基づいて、当該ユーザに対して第1の特典を付与するか否か、又は当該ユーザに対して付与する第1の特典の内容を決定する特典付与手段、
 前記受付手段がグループ間競争への参加の受け付けを開始してからの経過時間である第1の時間に応じて、あるいは前記受付手段がグループ間競争への参加の受け付けを開始してからの前記グループ間競争において実行されたユーザ間競争の総数である第1の数に応じて変動する第2の特典を、前記グループ間競争において前記操作を行ったユーザに対して付与する第2の特典付与手段、及び
 前記第1の時間、前記第1の数、又は、前記グループ間競争のユーザの参加の受付が終了するまでの残り時間、若しくはユーザ間競争の残り回数のうち、少なくともいずれかを通信端末宛に通知する通知手段、
 の各手段を、前記通信端末又は前記サーバのいずれか一方が備えた、
 ゲーム制御システム。
A game control system including a communication terminal and a server configured to be accessible from the communication terminal and controlling execution of the game by the communication terminal,
Association means for associating a user with a group;
Accepting means for accepting user participation in competition between groups, which is competition between different groups;
In the competition between groups in which user participation is accepted, based on the result of competition between users, which is a competition on the game between the user and another user associated with a group different from the user. Competition execution means for deciding victory or defeat in group competition;
Whether or not to grant the first privilege to the user or the content of the first privilege to be given to the user is determined based on the winning or losing in the inter-group competition of the group associated with the user. Privilege granting means,
According to a first time that is an elapsed time since the accepting unit starts accepting participation in the inter-group competition, or after the accepting unit starts accepting participation in the inter-group competition. 2nd privilege provision which provides the 2nd privilege which fluctuates according to the 1st number which is the total number of the competition between users performed in the competition between groups with respect to the user who performed the said operation in the competition between groups And at least one of the first time, the first number, or the remaining time until the acceptance of user participation in the inter-group competition ends, or the remaining number of competitions between users Notification means for notifying the terminal,
Each of the means is provided in either the communication terminal or the server,
Game control system.
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