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WO2013014927A1 - Game control device, event processing method and event processing program - Google Patents

Game control device, event processing method and event processing program Download PDF

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Publication number
WO2013014927A1
WO2013014927A1 PCT/JP2012/004742 JP2012004742W WO2013014927A1 WO 2013014927 A1 WO2013014927 A1 WO 2013014927A1 JP 2012004742 W JP2012004742 W JP 2012004742W WO 2013014927 A1 WO2013014927 A1 WO 2013014927A1
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WO
WIPO (PCT)
Prior art keywords
player
identification information
player identification
game
communication terminal
Prior art date
Application number
PCT/JP2012/004742
Other languages
French (fr)
Japanese (ja)
Inventor
敏之 寺田
昭二 松永
Original Assignee
株式会社コナミデジタルエンタテインメント
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Publication date
Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Publication of WO2013014927A1 publication Critical patent/WO2013014927A1/en

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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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • 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
    • 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
    • A63F13/812Ball games, e.g. soccer or baseball
    • 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
    • A63F13/85Providing 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • 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
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • 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
    • A63F13/828Managing virtual sport teams
    • 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
    • A63F2300/40Features 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 platform network
    • A63F2300/406Transmission via wireless network, e.g. pager or GSM
    • 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
    • A63F2300/5526Game data structure
    • A63F2300/5533Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • 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
    • A63F2300/556Player lists, e.g. online players, buddy list, black 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
    • 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
    • A63F2300/57Features 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 details of game services offered to the player
    • A63F2300/575Features 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 details of game services offered to the player for trading virtual items

Definitions

  • the present invention relates to a technique for event processing in a game executed in units of player IDs for uniquely identifying a player via a network from a communication terminal operated by the player.
  • a so-called online game system which is a game system in which a game device with a communication function accesses a server device on the Internet, is known.
  • a technique is known in which a plurality of players perform specific operations on a game device so that characters of each player on the game perform a cooperative operation (Patent Documents below). 1).
  • Such a cooperative operation in an online game can be said to be a kind of communication between players.
  • a so-called social game (executed by a game application created on the basis of an operating environment such as API (Application Programming Interface) operating on a web browser in a social networking service (SNS) by a specific service provider.
  • Social 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 players.
  • a social game does not play a game between players through a communication-equipped game device equipped with a game software, and the player installs or downloads the game software on the player side. There is no need. That is, if the player has a communication terminal equipped with a web browser, the player can execute a social game. Therefore, for example, if a portable terminal that can be connected to the Internet is provided, the player 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 interaction between players than conventional online games.
  • social games for example, in addition to cooperative play with other players (companies), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made. And by doing cooperative play and communication as described above.
  • the player has a mechanism for acquiring points that can be used on the game. The reason for this is that, with the point acquisition as one motivation, many players create a network of friends, and this aims to activate the entire game community of the game.
  • the present invention has been made in view of the above-described viewpoints, and provides a game control device, an event processing method, and an event processing program capable of guiding a player so that communication with a fellow player can be smoothly started without a burden.
  • the purpose is to provide.
  • a first aspect of the present invention is configured to be accessible via a network from a communication terminal operated by a player, and a player identification information unit for uniquely identifying a player's game execution by the communication terminal It is a game control apparatus controlled by.
  • This game control device Registration means for registering the player identification information in association with other player identification information triggered by an application based on the player identification information;
  • the player's communication terminal corresponding to each player identification information associated with the first player identification information
  • Processing content designation means for transmitting link information for designating processing content corresponding to a predetermined event from one or more processing content;
  • Processing content execution means for receiving the processing content specified by the link information from the communication terminal and executing the received processing content; Is provided.
  • the game control device may be any information processing device that can establish a connection with each of a large number or non-specific number of player communication terminals via a network.
  • a game control device may be, for example, one or a plurality of servers arranged on a network, or a large computer device.
  • the player and the communication terminal do not necessarily have a fixed one-to-one correspondence, and a usage mode of the communication terminal in which a plurality of players share a single communication terminal is also assumed. Therefore, this game control device manages a player for each piece of player identification information such as a player ID as information that can uniquely identify a player who plays a game.
  • an application by a player corresponding to a certain player identification information is made through a communication terminal by substantially specifying other player identification information that the player wishes to become a friend.
  • the registration unit registers the association between the player identification information through the approval of the player corresponding to the designated player identification information.
  • the players corresponding to the player identification information registered in association with each other have a relationship in which they can communicate with each other as friends in the game.
  • other players in which player identification information is registered in association with each other will be appropriately described as “companies players” or simply “companies”.
  • the occurrence of a predetermined event on the game for the player corresponding to the first player identification information triggers transmission of link information to the communication terminal of the friend of the player.
  • the predetermined event may be advantageous or disadvantageous for the player in which the event occurs. It is preferable that one or a plurality of processing contents prepared according to an event in the processing content specifying means is an appropriate content based on the nature of the event.
  • An example of an event that is advantageous to a player is when the player has gained some benefit, such as acquiring an item by winning in a battle with another player.
  • an example of a plurality of processing contents corresponding to the link information transmitted to the communication terminal of the fellow player is the communication terminal of the player who has generated the text message such as “Good!” Or “Congratulations!” To send to.
  • an example of an event that is disadvantageous to the player is a case where the player suffers some disadvantage such as an item being taken away due to defeat in a battle with another player.
  • an example of the processing content corresponding to the link information transmitted to the communication terminal of the fellow player is a communication of the player who generated the event with a text message such as “It was a pity” or “Please do your best”. To send to the terminal.
  • the information transmitted by the processing content designating means to the other communication terminal is link information for designating the processing content corresponding to the event from one or a plurality of processing content. Therefore, for the player who has received this link information, it is only a very simple operation on the communication terminal to specify the processing content for the event that has occurred in the companion.
  • this game control device even if the player in which the predetermined event has occurred is not active in communication, the fact that the predetermined event has occurred is transmitted to the friends without taking any action. In effect, the start of communication is automatically performed. And since a friend who has recognized the fact that an event has occurred specifies the processing content as a response to the event by link information, it is very easy for the friend to respond to the event with respect to the communication terminal. Easy operation. In other words, according to this game control device, it is possible to construct a mechanism in which the start of communication between the player and the fellow player is smoothly performed without any mutual burden, triggered by an event occurring in a certain player. Thereby, the exchange between friends can be promoted.
  • Storage means for associating and storing in the storage device the player identification information and an item that the player corresponding to the player identification information holds to be available on the game;
  • a battle execution means for executing a battle between players corresponding to the player identification information so that an item held by the defeated player is transferred to the winning player;
  • the predetermined event is that the player corresponding to the first player identification information has lost the player corresponding to the first player identification information in a battle with the player corresponding to the other second player identification information. May be.
  • the predetermined event that occurred in the player is a very disadvantageous event for the player that the item was defeated in the game battle.
  • processing contents corresponding to this very disadvantageous event for example, first or second processing contents described later, the disadvantage of the player caused by the predetermined event can be eliminated.
  • a strong sense of affinity is generated between the player in which the event has occurred and the player who has designated the processing content corresponding to the event (that is, between the friends). That is, by setting the above-described event that is extremely disadvantageous for the player as a predetermined event, it can be an opportunity to promote exchanges between friends.
  • the one or more processing contents are between a player corresponding to the player identification information associated with the first player identification information and a player corresponding to the second player identification information.
  • the player corresponding to the second player identification information is defeated in the battle, the player corresponding to the first player identification information in the battle with the player corresponding to the second player identification information is The first processing content for returning the lost item to the player corresponding to the first player identification information may be included.
  • the game control device includes level management means for managing each player identification information so as to belong to any one of a plurality of skill levels on the game,
  • the processing content execution means may prohibit the execution of the first processing content when the first player identification information belongs to a skill level higher than that of the second player identification information.
  • the one or more processing contents may be any player identification that transmitted the processing contents according to the predetermined event in the player identification information associated with the first player identification information.
  • the second processing content corresponding to this event is that the item is A case is defined where a fellow player presents the caught item (that is, the item is transferred) for the caught player. According to this configuration, a fellow player is given an opportunity to eliminate the disadvantages of the player who has captured the item (the player in which the event has occurred).
  • the second processing content was designated for the event, together with the feeling of helping the friend. The consciousness of responding comes to work actively. A predetermined privilege can be given to a player who presents an item for a friend.
  • the processing content designating unit refers to the storage device, is a player corresponding to the player identification information associated with the first player identification information, and the first player identification information.
  • the link information may be transmitted to the communication terminal of the player who holds the same item as the item lost by the defeat.
  • the transmission destination of the link information corresponding to the second processing content for designating that the item is presented for the player who has received the item is not all of the players, but the same item. Limited to friends who hold Therefore, a situation in which link information corresponding to the second processing content is transmitted to a friend who cannot realize the second processing content because the item is not held is avoided.
  • the game control device includes a closeness setting unit that sets closeness between player identification information based on an event that occurs between players corresponding to the player identification information associated with each other,
  • the processing content designating means determines a transmission destination of the link information according to a closeness with the first player identification information from the player identification information associated with the first player identification information. Also good.
  • the transmission destination of the link information according to the familiarity can be determined from various viewpoints.
  • the first viewpoint is as follows. As the number of friends of a certain player increases, the player may receive link information frequently, but the reception of frequent link information may be bothersome to the player.
  • the number of friends in a social game may be set, for example, several tens to 100 people. In such a case, for example, there may be a case where an item is picked up in a battle, The number of receptions will increase. Therefore, the link information resulting from the event may be transmitted to the communication terminal of a fellow player whose friendship is higher than a predetermined value with the player in which the event occurred.
  • link information resulting from the event may be transmitted to a communication terminal of a fellow player whose intimacy is lower than a predetermined value with the player in which the event occurred. As a result, it is possible to induce communication with a friend who is not so close on a daily basis.
  • a second aspect of the present invention is configured to be accessible via a network from a communication terminal operated by a player, and a player identification information unit for uniquely identifying the player's game execution by the communication terminal. It is the event processing method in the game control apparatus controlled by.
  • This event handling method is Registering the player identification information in association with other player identification information triggered by an application based on the player identification information; When a predetermined event on the game occurs in the player corresponding to the first player identification information, the player's communication terminal corresponding to each player identification information associated with the first player identification information Transmitting link information for designating processing contents corresponding to a predetermined event from one or more processing contents; Receiving the processing content specified by the link information from the communication terminal, and executing the received processing content; Is provided.
  • a third aspect of the present invention is an event processing program.
  • This event processing program For event processing in a game executed in units of player identification information for uniquely identifying a player via a network from a communication terminal operated by the player, a computer is Registration means for registering the player identification information in association with other player identification information triggered by an application based on the player identification information; When a predetermined event on the game occurs in the player corresponding to the first player identification information, the player's communication terminal corresponding to each player identification information associated with the first player identification information Processing content designation means for transmitting link information for designating processing content corresponding to a predetermined event from one or more processing content, and receiving processing content designated by the link information from the communication terminal Processing content execution means for executing the processed content, It is a program to make it function as.
  • the computer is, for example, a network server or a large computer.
  • the game program may be stored in a computer-readable information storage medium such as a DVD-ROM or CD-ROM.
  • the figure which shows the basic composition of the game system of embodiment The block diagram which shows the structure of the communication terminal of embodiment.
  • the figure which shows an example of the display screen of the communication terminal which displays a top page.
  • the present invention relates to a patent application of Japanese Patent Application No. 2011-165279 filed with the Japan Patent Office on July 28, 2011, 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.
  • this game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW such as the Internet, a game server 20 connected to the communication network NW, and a database server 30. And is composed of.
  • Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual player, for example, a communication terminal such as a portable terminal, a PDA (Personal Digital Assistant), or a personal computer.
  • a communication terminal such as a portable terminal, a PDA (Personal Digital Assistant), or a personal computer.
  • an application operable on a web browser is installed in the game server 20 as a game application.
  • the communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and a player operates the communication terminal 10 on the web page to execute a game.
  • the database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
  • an authentication server for authenticating the player of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided.
  • the game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
  • the database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
  • 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 wireless communication interface unit 17 is provided, and a bus 18 for transmitting control signals or data signals between the units is provided.
  • a CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • a wireless communication interface unit 17 is provided, and a bus 18 for transmitting control signals or data signals between the units is provided.
  • the CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. Then, the CPU 11 displays data for displaying a web page from the game server 20 via the wireless communication interface unit 17 based on appropriate designation of a URL (Uniform Resource Locator) input to the player 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 wireless communication interface unit 17. The HTML data is interpreted.
  • the communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser. In acquiring HTML data, the CPU 11 sends an access request message including a player ID (player identification information) registered in advance or a player ID input via the operation input unit 15 via the wireless communication interface unit 17. To the game server 20.
  • the web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14.
  • the web browser transmits new HTML data for displaying the web page according to the selection. 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.
  • LCD Liquid-Cristal-Display
  • the operation input unit 15 may include a plurality of buttons for accepting the player's operation input and an interface circuit for recognizing the pressing input of each button and outputting it to the CPU 11, but in FIG. Examples of buttons are shown.
  • the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16.
  • the determination button instructs the CPU 11 that the player selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page.
  • the communication terminal 10 is constituted by a small portable terminal, these buttons are provided on the front surface of the communication terminal 10 so that the player can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange
  • the 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 wireless communication interface unit 25, for transmitting control signals or data signals between the units.
  • 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 wireless communication interface unit 25.
  • the CPU 21 transmits HTML data to the communication terminal 10 via the wireless communication interface unit 25.
  • the CPU 21 performs the authentication process.
  • the CPU 21 performs processing according to the hyperlink or menu selected by the player on the web page displayed on the communication terminal 10 via the communication interface unit.
  • the processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
  • the database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
  • the type of game realized by the game server 20 of the present embodiment is not particularly limited, but in the following, for convenience of description of the embodiment, the game server A digital card game is taken up as an example of a game realized by 20.
  • a player collects player cards corresponding to soccer players (player characters to be described later) to create his / her team and play soccer against other players' teams alone, or skills It is a game that is configured to fight soccer league battles for each level.
  • a scout function that searches for player cards to create your own team, a lottery function that allows you to obtain player cards by lottery, or a combination of two player cards
  • a strengthening function is provided to level up any player card.
  • the lottery function is preferably executed through an effect of taking out one player card from the lottery box.
  • the player cards obtained by the 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 is obtained by the lottery is set very low.
  • Items prepared in the soccer-style digital card game that the player holds on the game include puzzle cards in addition to player cards.
  • Pieces of the puzzle card can be obtained by the scout function, and are composed of a predetermined number (for example, six pieces) of different symbol pieces. By obtaining all the pieces of the symbols constituting the puzzle card, the player can exchange it for one powerful player card.
  • a battle mode between players is prepared for the purpose of catching pieces of puzzle cards from the opponent. In this battle mode, a certain player can execute a battle with another player for the purpose of obtaining a piece of the desired symbol, and if he wins the opponent, he can take away the desired symbol piece from the opponent.
  • an operating cost is set, which is a cost that is successively consumed (that is, reduced) by the game activity by the player. Is now restricted. Since the operation cost is recovered by a predetermined cost during a predetermined time, the player waits without executing the game when the operation cost is reduced.
  • this soccer-type digital card game a match result between players is determined by the game server 20 and immediately displayed on the communication terminal 10, and a complicated button operation on the communication terminal on the player side is unnecessary. It is suitable as a game.
  • the player can register his / her friends as will be described later. Any number of friends can be registered.
  • Network services are provided that allow exchanges on the network, such as message exchanges, game item presents or item exchanges, and sending (cheering) ale to other players.
  • The is comprised so that a player can obtain a fixed amount of ale points by sending ale to a fellow player, and can draw a player card in exchange for a predetermined amount of ale points. .
  • 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. 4 shows an example of the configuration of the database server 30. As shown in FIG. 4, the database server 30 includes a player database 31 and a game result database 32.
  • FIG. 5 shows an example of the player database 31 applied in the above-described soccer-style digital card game.
  • the player database 31 includes information about each item of display name / display image, skill level, operation cost, Yale point, friend, possession item, and character data for each player ID (player identification information).
  • Information included in the player database 31 can be sequentially updated by the game server 20.
  • the player ID included in the player database 31 or the data for each display name (to be described later) specifying the player is generically referred to as “player data”.
  • the data of each item constituting the player data is as follows.
  • Display name / display image is a display name and a display image that are displayed to identify the player of the communication terminal 10 when the game is executed.
  • the display name is text of a predetermined length or less specified in advance by the player, and the display image is, for example, an avatar image selected in advance by the player.
  • the display name is a name that identifies the player on the network environment (or game community) provided by the game server 20.
  • “Skill level” means a skill level of a player on the game, and is a level value in a range from Lv1 (level 1) to Lv10 (level 10), for example.
  • the “operation cost” is a cost necessary for performing the game activity by the player corresponding to the player ID in the above-described soccer-type digital card game.
  • the operating cost is a value that is reduced by an activity on the game such as a battle with another player and recovered (increased) over time.
  • the unit of “operating cost” is P (points).
  • “Ale points” are points acquired by the player based on the ale function of the above-described soccer-style digital card game.
  • “Friend” is data in which another player ID, which is a friend of the target player ID, is associated with an intimacy with the friend.
  • the familiarity is, for example, a value in a range from “1” having the lowest familiarity to “10” having the highest familiarity.
  • the “held item” is data including images of player cards and puzzle card pieces held by the player corresponding to the target player ID.
  • “Character data” includes player character information about the game.
  • the player character may include various types of information depending on the nature of the game. For example, in the case of a soccer-style digital card game, the player character means a player on the game corresponding one-to-one with the player card.
  • the player character information is information in which the ability value (ability parameter) of the player character (player) is described for each item. For example, as shown in FIG. 5, each ability value such as “running ability”, “kicking ability”, “defense ability”, and the like may be included as items.
  • the character data includes predetermined default data.
  • the game result database 32 stores and updates information related to the game result executed by the game server 20 based on the access from the game server 20.
  • Information related to game results may include various information depending on the nature of the game. For example, in the case of a soccer-style digital card game, information on game results includes results of battles between different player IDs (scores, etc.), results of league battles between a plurality of player IDs of specific skill levels ( Score, ranking, etc.).
  • the game control device is configured by the game server 20 and the database server 30.
  • achieved with the game control apparatus of this embodiment is demonstrated with reference to FIG. 6, taking the case where the digital card game of the soccer format mentioned above is applied as an example.
  • FIG. 6 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
  • the registration means 51 has a function of recognizing a player's request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performing a registration process.
  • the function of the registration means 51 in this case is realized as follows, for example.
  • the CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the wireless communication interface unit 25.
  • the registration request message is automatically generated by a predetermined operation (for example, a predetermined menu selection operation, text input, etc.) on the communication terminal 10 on the web page provided from the game server 20. May be configured.
  • the registration request message may include information (for example, an IP address, an email address, etc.) for specifying the communication terminal 10 that is the transmission source, or the player has already played another game by the same service provider. If used, the player ID may be included.
  • the CPU 21 receives the registration request message and does not include a player ID in the registration request message, the CPU 21 issues a new player ID and performs registration processing of the player ID, and then the registration processing is completed. Is sent to the communication terminal 10.
  • the CPU 21 receives the registration request message and includes a player ID in the registration request message, the CPU 21 performs registration processing of the player ID, and then transmits a registration completion message indicating that the registration processing is completed. 10 to send.
  • player data for a new player ID in which predetermined default data is described is stored in the player database 31.
  • the registration means 51 also has a function of registering the player ID in association with other player IDs triggered by an application based on the player ID. That is, the registration unit 51 registers another player ID as a “mate” with an application based on the player ID as a trigger. In the following description, it is synonymous that the player ID has a friend relationship and that the corresponding player has a friend relationship.
  • the function of the registration means 51 in this case is realized as follows, for example.
  • the CPU 21 of the game server 20 applies an application message (application) specifying a player ID (or a corresponding display name) to be a friend from the communication terminal 10 of the player corresponding to a certain player ID via the wireless communication interface unit 25. Accept.
  • the transmission of the application message is set in advance as a function of a web page provided to the communication terminal 10 of the player.
  • the CPU 21 approves an application based on another player ID to the communication terminal 10 corresponding to the player ID at the timing when there is an access based on the player ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 writes data in the “mate” portion (see FIG. 5) of the player data of the corresponding two player IDs in the player database 31.
  • the game progression means 52 has a function of advancing a game displayed on the player's communication terminal 10 through a web page on the communication terminal 10 in response to an operation on the communication terminal 10 by the player.
  • the function of the game progress means 52 is implement
  • the CPU 21 of the game server 20 transmits HTML data for displaying a web page corresponding to a hyperlink or menu selection on the web page by the player to the communication terminal 10 via the wireless communication interface unit 25.
  • the CPU 21 sequentially transmits new HTML data in accordance with the selection of a hyperlink or menu on the web page by the player, whereby the web page displayed on the communication terminal 10 is sequentially switched, so that the player progresses the game.
  • the game progress means 51 when the CPU 21 of the game server 20 receives an access request message from the communication terminal 10 via the wireless communication interface unit 25 prior to the start of the game, the communication is performed after a predetermined authentication process. The player ID included in the access request message is recognized from the terminal 10. Then, the CPU 21 manages the progress of the game displayed on each communication terminal 10 in units of player IDs.
  • FIG. 7 shows an example of the display on the communication terminal 10 of the player executed by the game progress means 52, and shows the top page in the soccer-style digital card game.
  • the top page is composed of web pages corresponding to individual player IDs.
  • the top page illustrated in FIG. 7 includes a player data display area, a player image display area, and a basic menu display area.
  • the player data display area is obtained as a result of the CPU 21 reading out the data of each item of the skill level, the operation cost, the yell point, the player card, and the mate included in the player data of the target player ID (see FIG. 5). This is the area to be displayed.
  • the player image display area corresponds to a player card at a predetermined position included in the player data of the target player ID (for example, a player card of a player character corresponding to an ace striker, or a player character first ordered in the player data) This is an area displayed as a result of the CPU 21 reading out the image data of the player card.
  • the basic menu display area includes “Scout”, “Position”, “Position” as basic menus corresponding to multiple functions (scout function, position function, strengthening function, lottery function, battle function) provided in the soccer card game. This is an area where menus of “enhancement”, “lottery”, and “game” are arranged.
  • the CPU 21 receives the basic menu selection operation for the communication terminal 10 by the player, and transmits the HTML data for displaying a new web page corresponding to the selected menu to the wireless communication interface unit 25.
  • the new web page a menu for instructing more specific game execution contents for the function corresponding to the selected basic menu is prepared.
  • the menu selection operation on the communication terminal 10 may be, for example, an operation of pressing (ie, clicking) the decision button after operating the direction instruction button of the operation input unit 15 to select a desired menu.
  • the process for progressing the game performed in the game progress means 52 can be arbitrarily set depending on the nature of the game.
  • the player performs hyper-processing on the web page.
  • a process of executing at least one of a plurality of functions (a scout function, a position function, an enhancement function, a lottery function, and a battle function) according to the selection of the link or menu is included.
  • the battle function is substantially performed by the battle execution means 53 described later.
  • the scout function, the enhancement function, and the lottery function have already been described, and the following description does not refer to each function.
  • the position function is a function for executing a replacement of the position of the player character, a replacement with a reserved player character, or the like under the instruction of the player.
  • the battle execution means 53 has a function of executing a battle between players corresponding to the player ID so that an item held by the defeated player is transferred to the winning player.
  • a battle between players is synonymous with “a battle between player characters” which means a battle between player characters corresponding to player cards held by the player.
  • the function of the battle execution means 53 is realized as follows, for example.
  • the CPU 21 of the game server 20 selects the opponent of the player ID as the player. It is determined from other player IDs included in the database 31. At this time, it is preferable that the skill levels of the player IDs that compete are the same.
  • the determination of the opponent is based on the specification of the piece of the puzzle card that the player wants, and a plurality of other players holding the piece are presented together with the player data, and the opponent selects the player from among the presented other players It can be done by the method of being.
  • the CPU 21 accesses the player database 31 and searches for a predetermined number of player IDs including the pieces designated by the player as possession items, and designates pieces of HTML data including search results of the predetermined number of player IDs.
  • the data is transmitted to the communication terminal 10 of the player.
  • display names corresponding to a predetermined number of player IDs obtained as a result of the search are displayed. This web page is configured such that an opponent's selection result is transmitted to the game server 20 by selecting a display name on the communication terminal 10.
  • the CPU 21 transmits HTML data for displaying a web page for notifying the opponent to the communication terminal 10.
  • An example of a web page notifying an opponent is shown in FIG.
  • the example shown in FIG. 8 indicates that player: XYZ (display name) is selected as the opponent of player: ABC (display name).
  • This web page is provided with a “start game” menu for finally instructing execution of a match.
  • the CPU 21 accesses the player database 31 of the database server 30 via the database access unit 24, and reads out the character data associated with the two player IDs as opponents. And CPU21 performs the battle
  • the determination method of winning or losing the battle can be any method as long as the ability value of the player character affects the winning or losing. For example, the ability values of the player characters associated with the two player IDs that are opponents are compared, and a player character with a larger ability value has a higher probability (for example, a predetermined probability within a range of 60 to 90%). You may set it to win. The win rate may be higher as the difference in ability values is larger.
  • predetermined weighting for example, in the example of FIG. 5, “running force” is 0.3 and “kicking 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.
  • the CPU 21 determines the battle result of the battle of the player character associated with the two player IDs as the opponents, the CPU 21 displays HTML data for displaying a web page including the battle results as the two player IDs of the opponents.
  • the communication terminal 10 interprets the HTML data received from the game server 20 and displays an image including the battle result on the display unit 16.
  • FIGS. An example of the display screen is shown in FIGS.
  • FIG. 9 shows an example of a web page displayed on the communication terminal 10 of the player (player: ABC in the example of FIG. 9) associated with the player character who won the battle.
  • FIG. 10 shows an example of a web page displayed on the communication terminal 10 of the player (player: ABC in the example of FIG. 10) associated with the player character who was defeated in the battle.
  • details of the battle result may be determined randomly.
  • the CPU 21 After determining the battle result, the CPU 21 performs a process of writing details of the battle result in the game result database 32 via the database access unit 24.
  • the time from when the player performs an operation of selecting the “start game” menu on the web page illustrated in FIG. 8 until the web page illustrated in FIG. 9 or 10 is displayed is extremely short (for example, (Several seconds), the player can know the battle result in a very short period of time with a simple operation.
  • the player data management means 54 is a function for updating player data in the player database 31, and includes an item storage means 541, a closeness setting means 542, and a skill level management means 543.
  • the item storage unit 541 has a function of associating and storing in the player database 31 a player ID and an item that the player corresponding to the player ID holds in the game.
  • the function of the item storage unit 541 is realized as follows, for example.
  • the CPU 21 of the game server 20 accesses the player database 31 and stores and updates items (for example, player cards, pieces of puzzle cards) that the player corresponding to the player ID holds in the game.
  • the player data management means 54 stores or updates the item, for example, when the player obtains a new player card on the game, or a predetermined number of pieces of puzzle cards obtained by the player are used as one player card. For example, when converting.
  • the intimacy setting means 542 sets intimacy between player IDs (that is, intimacy between players) based on an event that occurs between players corresponding to mutually related (that is, fellow) player IDs. It has a function. When the player IDs are registered as friends, the familiarity is set according to the usage status of the player IDs of the network service provided by the game server 20.
  • the network service provided by the game server 20 includes, for example, exchange of messages between fellow players, giving a present from a player to a fellow player regarding items on the game, and a player and fellow player regarding items on the game. For example.
  • the intimacy setting means 542 sets a higher intimacy value between corresponding player IDs when the players are considered to be more intimate.
  • An example of how to set the familiarity is as follows. The greater the frequency of message exchange, present, and item exchange among fellow players, the higher the intimacy between corresponding player IDs. The longer the period after players become friends, the higher the familiarity between corresponding player IDs is set.
  • the function of the intimacy setting means 542 is realized as follows, for example.
  • CPU21 of game server 20 will count the frequency
  • the CPU 21 sets the familiarity according to the number of AC events that have occurred within a predetermined period. Since an AC event does not always occur continuously, it is not necessary to perform a process for reducing the intimacy between fellow players.
  • CPU21 may measure the period after two player ID becomes a friend, and may set closeness based on the period.
  • CPU21 can determine the value of intimacy by comparing the frequency
  • the familiarity is, for example, a value in a range from “1” having the lowest familiarity to “10” having the highest familiarity.
  • the skill level management means 543 has a function of managing each player ID so as to belong to one of a plurality of skill levels on the game.
  • the skill level management means 543 classifies the player ID into one of a plurality of skill levels according to the progress of the game of the player or the increase of the ability value of the player character of the player. For example, the skill level management means 543 sets the skill level to Lv1 at the start of the game, and increases the skill level as the player character's ability value increases.
  • the function of the skill level management means 543 is realized as follows, for example.
  • the ability value data of the player character that is, character data; see FIG.
  • the CPU 21 of the game server 20 can be updated by, for example, the strengthening function, but the CPU 21 of the game server 20 refers to the ability value and compares it with a predetermined threshold value. Then, it is determined whether or not to increase the skill level of the corresponding player ID. When increasing the skill level, the CPU 21 updates the skill level item included in the player data of the corresponding player ID.
  • the player data management means 54 has a function of managing operating costs and ale points included in the player data. Management of operating costs and ale points includes updating operating costs and ale points for each player ID.
  • the function of this player data management means 54 is implement
  • consumption cost the relationship between each activity on the game and the cost to be consumed.
  • a database describing the relationship between individual activities on the game and consumption costs is stored in the ROM 22, and the CPU 21 may refer to the database in the ROM 22 when calculating the cost. Further, the CPU 21 recovers (that is, increases) the value of the operation cost of the player ID by a predetermined amount (for example, 1P per minute) in a predetermined time. Further, the CPU 21 sequentially monitors the operating cost of the player data, and when the remaining operating cost is low, new activities on the game are limited. For example, when the value of the operation cost is smaller than the cost of consumption due to the battle, the player cannot perform a new battle and needs to wait for the battle to be performed until the management cost is sufficiently recovered.
  • a predetermined amount for example, 1P per minute
  • the CPU 21 accesses the player database 31 and stores the player data of the corresponding player ID. Update ale points.
  • the processing content designation means 55 is associated with the player ID when a predetermined event on the game occurs in the player corresponding to a certain player ID, that is, the player corresponding to the player ID and each of the fellow player IDs.
  • the communication terminal 10 is provided with a function of transmitting link information for designating processing contents corresponding to a predetermined event from one or a plurality of processing contents.
  • the predetermined event on the game that occurs to the player may be any event regardless of whether it is advantageous or disadvantageous for the player. Event.
  • the function of the processing content designation means 55 is realized as follows, for example.
  • the CPU 21 of the game server 20 sequentially monitors whether or not a predetermined event has occurred in the player of each player ID. When a predetermined event occurs in a certain player ID, it corresponds to the predetermined event.
  • HTML data including link information corresponding to one or more predetermined processing contents is transmitted to the communication terminal 10 of the fellow player of the player ID.
  • the player can specify any of the processing contents corresponding to the link information.
  • the HTML data preferably includes text for displaying the contents of a predetermined event.
  • FIG. 11 shows a display screen example of the communication terminal 10 that displays a top page of menus (link information) corresponding to a plurality of processing contents.
  • FIG. 11 is a display screen example of the communication terminal 10 that displays the top page of the player: ABC fellow player.
  • a text indicating an event that a fellow player: ABC is defeated by a player: XYZ and a puzzle card piece PU001 is captured, and “going back” as link information
  • a menu with the text “Give Present” is displayed.
  • the menu “going back” corresponds to the processing content “playing a battle to get back the puzzle card piece PU001 from the player: XYZ”.
  • the menu “Give present” corresponds to the processing content “Give a puzzle card piece PU001 to a friend player: ABC”.
  • the web page is configured so that the menu selection result is transmitted to the game server 20 when any of the menu operations “going back” or “present” is selected.
  • This selection operation can be performed by a very simple operation of operating the direction instruction button of the operation input unit 15 to select a desired menu and then pressing (ie, clicking) the decision button. Yes.
  • the processing content execution means 56 has a function of receiving the processing content (designation result) specified by the link information from the communication terminal 10 and executing the received processing content.
  • the processing content execution means 56 has different implementation methods depending on the received processing contents, but in the case of processing contents corresponding to the link information shown in FIG. 11, the function of the processing content execution means 56 is as follows. Realized. The CPU 21 of the game server 20, when the designated processing content is the processing content “to perform a battle to retrieve the puzzle card piece PU001 from the player: XYZ”, between the player who has designated the processing content and the player: XYZ. In the meantime, the player who has designated the processing content executes a battle by the player character for catching (recovering) the puzzle card piece PU001.
  • the CPU 21 accesses the player database 31 of the database server 30 via the database access unit 24, and reads the character data associated with the two player IDs as opponents. And CPU21 performs the battle
  • FIG. 12 and FIG. 13 show the display displayed on the communication terminal 10 of the player who specified the processing content when the processing content “Perform a battle to retrieve the puzzle card piece PU001 from the player: XYZ” is executed.
  • An example of a screen is shown.
  • the display name of the player who specified the processing content in FIG. 11 is “BAG”.
  • FIG. 12 is an example of a web page that is newly displayed on the communication terminal 10 when the player: BAG performs a menu selection operation of “going back” on the display screen of FIG. 11.
  • an opponent player: XYZ, a part of the player data, and a menu “go to battle” for prompting confirmation of execution of the battle are displayed.
  • the CPU 21 executes a battle between the player: BAG and the player: XYZ.
  • FIG. 13 is an example of a web page that is newly displayed on the communication terminal 10 when the selection operation of the menu “go to battle” on the display screen of FIG. 12 is performed by the player: BAG.
  • This example shows a case where the player: BAG wins against the player: XYZ and succeeds in retrieving the puzzle card piece PU001.
  • a menu of “To friend ABC” for instructing to return the returned piece PU001 of the puzzle card to the player: ABC is displayed.
  • the CPU 21 of the game server 20 that has received the selection result accesses the player database 31 and deletes the item (here, the piece PU001 of the puzzle card) from the player data of the player: XYZ. And a process of adding an item to the player data of the player: ABC.
  • the CPU 21 displays an HTML for displaying a web page including a message indicating that the item has been recovered by the player: ABC fellow player: BAG to the communication terminal 10 of the player: ABC. Data may be sent.
  • FIG. 14 the example of the display screen of the web page on the communication terminal 10 of player: ABC is shown.
  • a menu “Thank you” is provided.
  • the CPU 21 displays a web page including predetermined text indicating thanks from the player: ABC when there is an access based on the player ID of the player: BAG.
  • the HTML data is transmitted to the communication terminal 10 of the player: BAG.
  • the CPU 21 accesses the player database 31 and the player: BAG.
  • the process of deleting the item (here, the piece PU001 of the puzzle card) from the player data and the process of adding the item to the player data of the player: ABC are performed.
  • the player: BAG succeeds in retrieving the item of the player: ABC, or when the player: BAG presents the item to the player: ABC, the closeness between the player: BAG and the player: ABC is improved.
  • FIG. 15 shows a case where a predetermined event that occurs in the player: ABC is “has been defeated in a match with another player and an item has been caught”, and the top page of the player: ABC fellow player: BAG
  • FIG. 15 shows a case where a predetermined event that occurs in the player: ABC is “has been defeated in a match with another player and an item has been caught”, and the top page of the player: ABC fellow player: BAG
  • the example of a display screen of the communication terminal 10 to display is shown.
  • FIG. 16 shows a case where a predetermined event occurring in the player: ABC is “winning a match with another player and winning an item” and the player: a friend of ABC's player: BAG top page
  • FIG. 16 shows a case where a predetermined event occurring in the player: ABC is “winning a match with another player and winning an item” and the player: a friend of ABC's player: BAG top page
  • two menus of “say good” and “say congratulations!” are provided.
  • the web page is configured such that when any menu selection operation is performed, the menu selection result is transmitted to the game server 20.
  • the CPU 21 of the game server 20 Upon receiving the menu selection result, the CPU 21 of the game server 20 transmits HTML data including a text message corresponding to the menu selection result to the communication terminal 10 of the player: ABC.
  • FIGS. 17A and 17B are flowcharts showing processing in the case where the player's companion returns the item that the player has caught.
  • step S10 the processing content designating unit 55 may transmit HTML data including link information to be described later to the communication terminals 10 of all the friends of the player: ABC, but in a more preferred example, the link information to the friends is sent. Based on the following points, whether or not to check transmission, limitation of friends to whom link information should be transmitted, and determination of link information according to the transmission destination are performed (steps S20 to S50).
  • -Player who played in step S10 Skill level of ABC
  • XYZ-Player Intimacy of ABC and its friends-Player: Whether the friends own items lost by ABC
  • the process content specifying means 55 of the game server 20 corresponds to the process content of “playing a battle to get items back from the player: XYZ”. It is preferable to prohibit the link information from being transmitted to the communication terminal 10 of the fellow player (steps S20 and S50). This prohibition process is performed by the player: ABC, and it is unreasonable to lose the item in another battle despite winning the player with a higher skill level than himself. This is also considered.
  • the CPU 21 accesses the player database 31 and compares the skill levels between the players based on the player data of player: ABC and player: XYZ.
  • step S50 even if the skill level of the player: ABC is higher than the skill level of the player: XYZ, link information corresponding to the processing content of “present an item to a fellow player: ABC” is displayed. Transmission to the communication terminal 10 of the player may not be prohibited.
  • the processing content specifying means 55 of the game server 20 determines the link information transmission destination (that is, the fellow communication terminal 10) according to the familiarity with the player: ABC from among the friends: ABC. (Steps S30 and S50).
  • the CPU 21 accesses the player data in the player database 31, reads out the intimacy between the player: ABC and each of the fellow players, and compares it with a predetermined threshold value.
  • transmission of link information is limited to a communication terminal 10 of a fellow player whose friendship with the player: ABC is higher than a predetermined value. This eliminates the hassle of frequently receiving link information from less familiar friends.
  • the processing content specifying means 55 of the game server 20 is configured so that the player data of the friend is an item in the player: ABC only in the communication terminal 10 of the friend who has the same item as the item lost by the player: ABC in step S10 (predetermined event). It is preferable to transmit link information corresponding to the processing content of presenting (steps S40 and S50). Thereby, the situation where the link information corresponding to the processing content is transmitted with respect to the friend who cannot implement
  • the processing content designating means 55 transmits HTML data including the link information to the communication terminal 10 of the player: ABC fellow (step S60).
  • Each communication terminal interprets the received HTML data and displays a web page including a menu (link information) corresponding to the processing content (step S70).
  • the processing content is designated by the selection operation of any menu on the communication terminal 10, the designation result is transmitted from the communication terminal 10 to the game server 20 (step S90).
  • the processing content execution means 56 interprets and executes the designated processing content (steps S100, S110).
  • the designated processing content is the processing content of “playing a battle for retrieving items from the player: XYZ”, and in the battle (returning battle), the fellow player: BAG is playing the player: XYZ. It is assumed that you have won.
  • the processing content execution means 56 of the game server 20 transmits the HTML data so that the display screen of the communication terminal 10 of the fellow player transitions and displays in the order shown in FIGS.
  • a menu selection operation for confirming that the item is returned to the player: ABC is performed on the display screen of FIG. 13 (step S120: YES)
  • the selection result is transmitted from the communication terminal 10 to the game server 20.
  • the process content execution means 56 of the game server 20 performs an item transfer process (step S140). That is, the CPU 21 of the game server 20 accesses the player database 31 and performs a process of deleting an item from the player data of the player: XYZ and a process of adding an item to the player data of the player: ABC.
  • the CPU 21 of the game server 20 creates a message addressed to the player: ABC and its friends (step S150), and transmits HTML data including the message to each communication terminal 10 (step S160).
  • Player: The message addressed to ABC is, for example, the message illustrated in FIG. 14 (“My friend BAG has recovered!”).
  • the message addressed to the friend of the player: ABC may be a notification that the friend player: BAG has regained the item of the player: ABC.
  • menu selection that is, selection of processing contents
  • a menu “Thank you” is provided.
  • the selection result is transmitted to the game server 20 (step S180).
  • the CPU 21 of the game server 20 sends the HTML data so that a web page including a predetermined text message indicating thanks from the player: ABC is displayed. It creates (step S190) and transmits HTML data to the communication terminal 10 of the player: BAG (step S200).
  • the player: ABC has been defeated and the item has been acquired.
  • the fact of being caught (that is, a predetermined event) is transmitted to the friends by the game server 20 without causing the player: ABC to take action.
  • the processing content for the predetermined event is displayed as a menu (link information) on the communication terminal 10 of the player: ABC, and the menu can be selected immediately by a very simple operation. You can respond. Therefore, in response to the predetermined event occurring in the player: ABC, the start of communication between the player: ABC and the friends is performed automatically and smoothly in a state where the mutual burden is small. it can. Therefore, exchange between friends can be promoted with a predetermined event occurring in the friends.
  • the game progress means 52 determines that the player progresses when a player succeeds in returning a friend's item or when a player presents an item lost by the friend.
  • a predetermined privilege such as giving more ale points than usual may be granted.
  • an ale point is only an example of a privilege, and the content of the privilege may be appropriately set according to the nature of the game.
  • the intimacy setting means 542 indicates that when a certain player succeeds in retrieving a friend's item, or when a certain player presents an item that the fellow has lost, both You may make it raise the intimacy of.
  • the exchange event between the peers for example, cooperative play with the peers, communication such as greetings and communication with the peers, gifts of items or exchange of items
  • an ale point is only an example of a privilege given to friends with high intimacy, and the content of the privilege may be appropriately set according to the nature of the game.

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Abstract

Provided are a game control device, an event processing method and an event processing program which make it possible to guide a player such that he or she can smoothly start communication with a fellow player without burden. This event processing method involves the following processes. That is, a player ID is registered in association with another player ID in response to a request based on a player ID. When the player corresponding to a first player ID experiences a prescribed event in a game, link information is transmitted to communication terminals of players corresponding to each player ID associated with the first player ID, said link information being used for selecting an action for the prescribed event from among one or more actions. When the action selected by the link information is received from a communication terminal, the received action is executed.

Description

ゲーム制御装置、イベント処理方法、イベント処理プログラムGame control device, event processing method, and event processing program
 本発明は、プレイヤによって操作される通信端末からネットワークを介し、プレイヤを一意に特定するためのプレイヤID単位で実行されるゲームにおけるイベント処理の技術に関する。 The present invention relates to a technique for event processing in a game executed in units of player IDs for uniquely identifying a player via a network from a communication terminal operated by the player.
 通信機能付きゲーム装置がインターネット上のサーバ装置にアクセスする形態のゲームシステムである、いわゆるオンラインゲームシステム(あるいは、オンラインゲーム)が知られている。このようなオンラインゲームシステムにおいて、複数のプレイヤがゲーム装置に対して特定の操作を行なうことで、ゲーム上の各プレイヤのキャラクタが協力動作を行なうようにした技術が知られている(下記特許文献1)。このようなオンラインゲーム上の協力動作は、プレイヤ間のコミュニケーションの一種と言える。 A so-called online game system (or online game), which is a game system in which a game device with a communication function accesses a server device on the Internet, is known. In such an online game system, a technique is known in which a plurality of players perform specific operations on a game device so that characters of each player on the game perform a cooperative operation (Patent Documents below). 1). Such a cooperative operation in an online game can be said to be a kind of communication between players.
 ところで近年、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、不特定多数のプレイヤ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。しかしながら、ソーシャルゲームでは、従来のオンラインゲームとは異なり、ゲーム用ソフトウエアを搭載した通信機能付きゲーム装置を通してプレイヤ間でゲームを行うものではなく、プレイヤ側でゲーム用ソフトウエアのインストールあるいはダウンロードを行う必要がない。つまり、プレイヤは、ウェブブラウザが搭載された通信端末を備えていれば、ソーシャルゲームを実行できる。そのため、例えばインターネットに接続可能な携帯端末を備えていれば、プレイヤ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。 By the way, in recent years, a so-called social game (executed by a game application created on the basis of an operating environment such as API (Application Programming Interface) operating on a web browser in a social networking service (SNS) by a specific service provider. Social 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 players. However, unlike a conventional online game, a social game does not play a game between players through a communication-equipped game device equipped with a game software, and the player installs or downloads the game software on the player side. There is no need. That is, if the player has a communication terminal equipped with a web browser, the player can execute a social game. Therefore, for example, if a portable terminal that can be connected to the Internet is provided, the player can enjoy a social game regardless of time and place.
 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、プレイヤ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、他のプレイヤ(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。そして、上記のような協力プレイやコミュニケーションを行うことによって。プレイヤはゲーム上で利用できるポイントを獲得できるような仕組みづくりがなされていることが多い。この理由はポイント獲得を1つの動機付けとして、多数のプレイヤに仲間のネットワークを作ってもらい、これをもって当該ゲームのゲームコミュニティ全体の活性化を図ることを目的としているためである。 One of the features of the above-described social game is that it has a richer communication function for interaction between players than conventional online games. In social games, for example, in addition to cooperative play with other players (companies), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made. And by doing cooperative play and communication as described above. In many cases, the player has a mechanism for acquiring points that can be used on the game. The reason for this is that, with the point acquisition as one motivation, many players create a network of friends, and this aims to activate the entire game community of the game.
特開2002-320771号公報Japanese Patent Application Laid-Open No. 2002-320771
 しかし、上述した従来のオンラインゲームあるいはソーシャルゲームでは、複数のプレイヤ間のコミュニケーションが開始されるためには、あるプレイヤが他のプレイヤ(仲間)に対して連絡を取る等、プレイヤ間での何らかの自発的、あるいは積極的なアクションを必要としていた。そのため、仲間がいたとしても、交流に対してあまり積極的でないプレイヤは、自らアクションを起こしてまで仲間とコミュニケーションを頻繁に行なわずに、単にゲームのみを行う場合が多く、ゲーム自体に飽きるとゲームを止めてしまう可能性が高い。一方、現在は積極的に仲間と交流しているプレイヤの場合には、仲間の中で自分だけがゲームを止めてしまうのは申し訳ないという心理が、ゲームを止めてしまうことへの抑止効果として働きうるが、相手(例えばコミュニケーションに積極的でない仲間)からの返信がない等の理由により、徐々に仲間との交流頻度が低下する場合には、将来的には、ゲーム自体に飽きるとやはりゲームを止めてしまう可能性がある。
 特にソーシャルゲームにおいては、プレイヤに継続してゲームを遊戯してもらうためには仲間との交流が重要なポイントであり、そのためのコミュニケーションの開始がプレイヤの負担なく円滑に行なわれることが好ましい。
However, in the above-described conventional online game or social game, in order for communication between a plurality of players to be started, a certain player spontaneously communicates with other players (companies). I needed to take action. For this reason, even if there are friends, players who are not very active in exchange often do not frequently communicate with their friends until they take action, but often only play games. Is likely to stop. On the other hand, in the case of a player who is actively interacting with friends at present, the psychology of being sorry that only one of them will stop the game is a deterrent effect on stopping the game. If the frequency of interaction with friends gradually decreases due to reasons such as the absence of replies from the other party (for example, friends who are not active in communication), if the game itself gets tired in the future, There is a possibility of stopping.
In particular, in a social game, in order for the player to continue playing the game, exchange with friends is an important point, and it is preferable that the start of communication for this purpose be performed smoothly without any burden on the player.
 本発明は上述した観点に鑑みてなされたもので、仲間のプレイヤとのコミュニケーションが負担なく円滑に開始できるようにプレイヤを誘導することを可能とするゲーム制御装置、イベント処理方法、イベント処理プログラ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 provides a game control device, an event processing method, and an event processing program capable of guiding a player so that communication with a fellow player can be smoothly started without a burden. The purpose is to provide.
 本発明の第1の観点は、プレイヤによって操作される通信端末からネットワークを介してアクセス可能に構成され、前記通信端末によるプレイヤのゲームの実行を、プレイヤを一意に特定するためのプレイヤ識別情報単位で制御するゲーム制御装置である。
 このゲーム制御装置は、
 プレイヤ識別情報に基づく申請を契機として当該プレイヤ識別情報を他のプレイヤ識別情報と関係付けて登録する登録手段と、
 第1のプレイヤ識別情報に対応するプレイヤにゲーム上の所定のイベントが生じたときに、前記第1のプレイヤ識別情報と関係付けられた各プレイヤ識別情報に対応するプレイヤの通信端末宛に、前記所定のイベントに応じた処理内容を1又は複数の処理内容の中から指定するためのリンク情報を送信する処理内容指定手段と、
 前記リンク情報によって指定された処理内容を通信端末から受信し、受信した処理内容を実行する処理内容実行手段と、
 を備える。
A first aspect of the present invention is configured to be accessible via a network from a communication terminal operated by a player, and a player identification information unit for uniquely identifying a player's game execution by the communication terminal It is a game control apparatus controlled by.
This game control device
Registration means for registering the player identification information in association with other player identification information triggered by an application based on the player identification information;
When a predetermined event on the game occurs in the player corresponding to the first player identification information, the player's communication terminal corresponding to each player identification information associated with the first player identification information Processing content designation means for transmitting link information for designating processing content corresponding to a predetermined event from one or more processing content;
Processing content execution means for receiving the processing content specified by the link information from the communication terminal and executing the received processing content;
Is provided.
 このゲーム制御装置は、特定多数あるいは不特定多数のプレイヤの通信端末の各々と、ネットワークを介してコネクションを確立できる情報処理装置であれば何でもよい。そのようなゲーム制御装置は、例えばネットワーク上に配置された1または複数のサーバ、あるいは大型コンピュータ装置であってよい。また、プレイヤと通信端末は必ずしも1対1で対応する固定的な関係である必要はなく、複数のプレイヤが単一の通信端末を共用する通信端末の使用形態も想定される。したがって、このゲーム制御装置は、ゲームを行うプレイヤを一意に特定可能な情報として、プレイヤID等のプレイヤ識別情報ごとにプレイヤを管理する。 The game control device may be any information processing device that can establish a connection with each of a large number or non-specific number of player communication terminals via a network. Such a game control device may be, for example, one or a plurality of servers arranged on a network, or a large computer device. Further, the player and the communication terminal do not necessarily have a fixed one-to-one correspondence, and a usage mode of the communication terminal in which a plurality of players share a single communication terminal is also assumed. Therefore, this game control device manages a player for each piece of player identification information such as a player ID as information that can uniquely identify a player who plays a game.
 このゲーム制御装置において、登録手段の好ましい一例では、あるプレイヤ識別情報に対応するプレイヤによる申請は、仲間になることを希望する他のプレイヤ識別情報を実質的に指定し、通信端末を通して行なわれる。申請を受け付けると、登録手段は、指定されたプレイヤ識別情報に対応するプレイヤの承認を経て、プレイヤ識別情報間の対応付けを登録する。このゲーム制御装置がソーシャルゲームに適用される場合には、互いに対応付けて登録されたプレイヤ識別情報に対応するプレイヤ同士は、ゲームにおける仲間として互いにコミュニケーションをとりうる関係となる。なお、以下の説明では、あるプレイヤにとって、プレイヤ識別情報が対応付けて登録されている他のプレイヤを、「仲間のプレイヤ」あるいは単に「仲間」と適宜表記する。 In this game control device, in a preferred example of the registration means, an application by a player corresponding to a certain player identification information is made through a communication terminal by substantially specifying other player identification information that the player wishes to become a friend. When the application is accepted, the registration unit registers the association between the player identification information through the approval of the player corresponding to the designated player identification information. When this game control device is applied to a social game, the players corresponding to the player identification information registered in association with each other have a relationship in which they can communicate with each other as friends in the game. In the following description, for a certain player, other players in which player identification information is registered in association with each other will be appropriately described as “companies players” or simply “companies”.
 このゲーム制御装置では、第1のプレイヤ識別情報に対応するプレイヤにゲーム上の所定のイベントが生じたことが、そのプレイヤの仲間の通信端末宛にリンク情報を送信する契機となる。所定のイベントは、そのイベントが生じたプレイヤにとって有利あるいは不利であることを問わない。
 処理内容指定手段においてイベントに応じて用意される1又は複数の処理内容は、イベントの性質に基づいた適切な内容であることが好ましい。プレイヤにとって有利なイベントの一例は、そのプレイヤが他のプレイヤとの対戦において勝利することでアイテムを取得する等の何らかの利益を得た場合である。かかる場合に、仲間のプレイヤの通信端末に送信されるリンク情報に対応する複数の処理内容の一例は、「良かったね!」、「おめでとう!」等のテキストメッセージをイベントが生じたプレイヤの通信端末へ送信することである。一方、プレイヤにとって不利なイベントの一例は、そのプレイヤが他のプレイヤとの対戦において敗北することでアイテムが奪われる等の何らかの不利益を被った場合である。かかる場合に、仲間のプレイヤの通信端末に送信されるリンク情報に対応する処理内容の一例は、「残念だったね。」、「また頑張って。」等のテキストメッセージをイベントが生じたプレイヤの通信端末へ送信することである。
 このゲーム制御装置において、処理内容指定手段が他の仲間の通信端末宛に送信する情報は、イベントに応じた処理内容を1又は複数の処理内容の中から指定するためのリンク情報である。そのため、このリンク情報を受信したプレイヤにとって、仲間に生じたイベントに対する処理内容を指定することは、通信端末に対する非常に簡便な操作で済む。
In this game control device, the occurrence of a predetermined event on the game for the player corresponding to the first player identification information triggers transmission of link information to the communication terminal of the friend of the player. The predetermined event may be advantageous or disadvantageous for the player in which the event occurs.
It is preferable that one or a plurality of processing contents prepared according to an event in the processing content specifying means is an appropriate content based on the nature of the event. An example of an event that is advantageous to a player is when the player has gained some benefit, such as acquiring an item by winning in a battle with another player. In such a case, an example of a plurality of processing contents corresponding to the link information transmitted to the communication terminal of the fellow player is the communication terminal of the player who has generated the text message such as “Good!” Or “Congratulations!” To send to. On the other hand, an example of an event that is disadvantageous to the player is a case where the player suffers some disadvantage such as an item being taken away due to defeat in a battle with another player. In such a case, an example of the processing content corresponding to the link information transmitted to the communication terminal of the fellow player is a communication of the player who generated the event with a text message such as “It was a pity” or “Please do your best”. To send to the terminal.
In this game control device, the information transmitted by the processing content designating means to the other communication terminal is link information for designating the processing content corresponding to the event from one or a plurality of processing content. Therefore, for the player who has received this link information, it is only a very simple operation on the communication terminal to specify the processing content for the event that has occurred in the companion.
 このゲーム制御装置では、所定のイベントが生じたプレイヤが、コミュニケーションに積極的でない場合であっても、所定のイベントが生じた事実は、そのプレイヤが自ら行動を起こすことなく仲間に伝達されるため、実質的にコミュニケーションの開始が自動的に行なわれることになる。そして、イベントが生じた事実を認識した仲間は、そのイベントに対する応答としての処理内容をリンク情報によって指定することになるため、その仲間にとってイベントに対して応答することは、通信端末に対する非常に簡便な操作で済む。すなわち、このゲーム制御装置によれば、あるプレイヤに生じたイベントを契機として、そのプレイヤと仲間のプレイヤの間のコミュニケーションの開始がお互いの負担なく円滑に行なわれる仕組みを構築することができる。これにより、仲間同士の交流を促進させることができる。 In this game control device, even if the player in which the predetermined event has occurred is not active in communication, the fact that the predetermined event has occurred is transmitted to the friends without taking any action. In effect, the start of communication is automatically performed. And since a friend who has recognized the fact that an event has occurred specifies the processing content as a response to the event by link information, it is very easy for the friend to respond to the event with respect to the communication terminal. Easy operation. In other words, according to this game control device, it is possible to construct a mechanism in which the start of communication between the player and the fellow player is smoothly performed without any mutual burden, triggered by an event occurring in a certain player. Thereby, the exchange between friends can be promoted.
 上記ゲーム制御装置において、
 プレイヤ識別情報と、当該プレイヤ識別情報に対応するプレイヤがゲーム上で利用可能に保持するアイテムとを関連付けて記憶装置に記憶させる記憶手段と、
 プレイヤ識別情報に対応するプレイヤ間の対戦を、敗北したプレイヤが保持するアイテムが勝利したプレイヤに移されるようにして実行する対戦実行手段と、
 を備え、
 前記所定のイベントは、前記第1のプレイヤ識別情報に対応するプレイヤが他の第2のプレイヤ識別情報に対応するプレイヤとの対戦において第1のプレイヤ識別情報に対応するプレイヤが敗北したことであってもよい。
In the above game control device,
Storage means for associating and storing in the storage device the player identification information and an item that the player corresponding to the player identification information holds to be available on the game;
A battle execution means for executing a battle between players corresponding to the player identification information so that an item held by the defeated player is transferred to the winning player;
With
The predetermined event is that the player corresponding to the first player identification information has lost the player corresponding to the first player identification information in a battle with the player corresponding to the other second player identification information. May be.
 この構成では、例えばゲームにおいて、敗北したプレイヤが保持するアイテムが勝利したプレイヤに獲られるという条件下で争われるプレイヤ間の対戦のモードが設けられている場合が想定されている。そして、プレイヤに生じた所定のイベントは、ゲーム上の対戦において敗北してアイテムを獲られたという、そのプレイヤにとって非常に不利なイベントである。この非常に不利なイベントに応じた適切な処理内容、例えば、後述する第1あるいは第2の処理内容等が指定されることで、所定のイベントによって生じたプレイヤの不利益が解消されうる。その結果、イベントが生じたプレイヤと、イベントに応じた処理内容を指定したプレイヤとの間(つまり、仲間の間)に強い親近感が生じる。つまり、所定のイベントとして上述した非常にプレイヤにとって不利となるイベントを設定することによって、仲間同士の交流が促進される契機となりうる。 In this configuration, for example, a case is assumed in which a battle mode is established between players who compete for each other under the condition that an item held by a defeated player is captured by a winning player. The predetermined event that occurred in the player is a very disadvantageous event for the player that the item was defeated in the game battle. By specifying appropriate processing contents corresponding to this very disadvantageous event, for example, first or second processing contents described later, the disadvantage of the player caused by the predetermined event can be eliminated. As a result, a strong sense of affinity is generated between the player in which the event has occurred and the player who has designated the processing content corresponding to the event (that is, between the friends). That is, by setting the above-described event that is extremely disadvantageous for the player as a predetermined event, it can be an opportunity to promote exchanges between friends.
 上記ゲーム制御装置において、前記1又は複数の処理内容は、前記第1のプレイヤ識別情報と関係付けられたプレイヤ識別情報に対応するプレイヤと、前記第2のプレイヤ識別情報に対応するプレイヤとの間の対戦を実行し、当該対戦において第2のプレイヤ識別情報に対応するプレイヤが敗北した場合に、第2のプレイヤ識別情報に対応するプレイヤとの対戦において第1のプレイヤ識別情報に対応するプレイヤが失ったアイテムを、第1のプレイヤ識別情報に対応するプレイヤに戻す第1の処理内容、を含んでもよい。 In the game control apparatus, the one or more processing contents are between a player corresponding to the player identification information associated with the first player identification information and a player corresponding to the second player identification information. When the player corresponding to the second player identification information is defeated in the battle, the player corresponding to the first player identification information in the battle with the player corresponding to the second player identification information is The first processing content for returning the lost item to the player corresponding to the first player identification information may be included.
 この構成では、あるプレイヤに生じた所定のイベントが、ゲーム上の対戦において他のプレイヤに敗北してアイテムを獲られた場合であって、このイベントに応じた第1の処理内容は、アイテムを獲られたプレイヤのために仲間のプレイヤが、そのアイテムを獲った他のプレイヤと戦ってアイテムを取り戻す場合が規定される。この構成によれば、アイテムを獲られたプレイヤ(イベントが生じたプレイヤ)の不利益を解消する機会が仲間のプレイヤに与えられる。このとき、仲間にとっては、イベントへの応答が通信端末に対する非常に簡便な操作で済むことに加え、仲間を助けようという気持ちも相俟って、イベントに対して第1の処理内容を指定した応答をしようという意識が積極的に働くようになる。なお、仲間のためにアイテムを取り戻すことに成功したプレイヤには、所定の特典を与えるようにすることができる。例えば、ゲーム上でアイテムの取得および/または購入に利用できるポイントを与えるようにしてもよい。これによって、仲間を助けようという思いに加えて、ポイントを獲得しようとする動機付けも与えられる。さらに、仲間のためにアイテムを取り戻したプレイヤ、およびアイテムを取り戻してもらったプレイヤの両者間の親密度(後記)を向上させるようにしてもよい。例えば、二人の仲間に着目したときに、いずれかのプレイヤが相手のためにアイテムを取り戻すことに成功した回数が3回になれば、親密度を1ランク向上させるといった設定が可能である。このように、アイテムが獲られるといった、一見不利なイベントであっても、それを仲間間の親密度を向上させる機会にすることができるので、ゲーム性にバリエーションを与えることができ、深い遊戯性を実現できる。 In this configuration, when a predetermined event that occurs in a certain player is defeated by another player in a game battle and an item is captured, the first processing content corresponding to this event For a player who is caught, a case where a fellow player fights against another player who has caught the item and retrieves the item is defined. According to this configuration, a fellow player is given an opportunity to eliminate the disadvantages of the player who has captured the item (the player in which the event has occurred). At this time, in addition to the response to the event being a very simple operation for the communication terminal, the first processing content was designated for the event, together with the desire to help the friend. The consciousness of responding comes to work actively. In addition, a predetermined privilege can be given to the player who succeeded in taking back an item for a friend. For example, you may make it give the point which can be utilized for acquisition and / or purchase of an item on a game. This gives them the motivation to earn points in addition to the desire to help their peers. Furthermore, you may make it improve the familiarity (after-mentioned) between both the player who regained the item for the friend, and the player who had the item regained. For example, when paying attention to two companions, if the number of times that one player succeeds in retrieving an item for the other party is 3, the setting can be made such that the familiarity is improved by one rank. In this way, even a seemingly disadvantageous event, such as an item being caught, can be used as an opportunity to improve intimacy among friends, so it can give variations in gameplay and deep playability Can be realized.
 上記ゲーム制御装置において、各プレイヤ識別情報を、ゲーム上の複数の技能レベルのいずれかに属するように管理するレベル管理手段を備え、
 前記処理内容実行手段は、前記第1のプレイヤ識別情報が前記第2のプレイヤ識別情報よりも高い技能レベルに属する場合には、前記第1の処理内容の実行を禁止してもよい。
The game control device includes level management means for managing each player identification information so as to belong to any one of a plurality of skill levels on the game,
The processing content execution means may prohibit the execution of the first processing content when the first player identification information belongs to a skill level higher than that of the second player identification information.
 この構成では、ゲーム上の対戦においてプレイヤが自分よりも技能レベルの低い相手に敗北してアイテムを獲られた場合には、アイテムを獲られたプレイヤの仲間のプレイヤが、そのアイテムを獲った相手と戦ってアイテムを取り戻すことを禁止する。その相手にとってみれば、自分よりも技能レベルの高いプレイヤに勝利してアイテムを手に入れたにも関わらず別の対戦でそのアイテムを失いうることは、不合理とも考えられるためである。 In this configuration, when a player is defeated by an opponent with a skill level lower than that of a player in a game game and an item is caught, the player who is a friend of the player who picked the item has won the item. It is forbidden to fight back opponents and get items back. For the opponent, it is considered unreasonable to lose the item in another battle despite winning the item with a higher skill level than himself.
 上記ゲーム制御装置において、前記1又は複数の処理内容は、前記第1のプレイヤ識別情報と関係付けられたプレイヤ識別情報の中で前記所定のイベントに応じた処理内容を送信したいずれかのプレイヤ識別情報、に対応するプレイヤが保持するアイテムのうち、対戦によって前記第1のプレイヤ識別情報に対応するプレイヤが失ったアイテムと同一のアイテムを、第1のプレイヤ識別情報に対応するプレイヤに移す第2の処理内容、を含んでもよい。 In the game control device, the one or more processing contents may be any player identification that transmitted the processing contents according to the predetermined event in the player identification information associated with the first player identification information. A second item that moves the same item as the item lost by the player corresponding to the first player identification information to the player corresponding to the first player identification information among the items held by the player corresponding to the information. May be included.
 この構成では、あるプレイヤに生じた所定のイベントが、ゲーム上の対戦において他のプレイヤに敗北してアイテムを獲られた場合であって、このイベントに応じた第2の処理内容は、アイテムを獲られたプレイヤのために仲間のプレイヤが、その獲られたアイテムをプレゼントする(つまり、アイテムを移す)場合が規定される。この構成によれば、アイテムを獲られたプレイヤ(イベントが生じたプレイヤ)の不利益を解消する機会が仲間のプレイヤに与えられる。このとき、仲間にとっては、イベントへの応答が通信端末に対する非常に簡便な操作で済むことに加え、仲間を助けようという気持ちも相俟って、イベントに対して第2の処理内容を指定した応答をしようという意識が積極的に働くようになる。なお、仲間のためにアイテムをプレゼントしたプレイヤには、所定の特典を与えるようにすることができる。例えば、ゲーム上でアイテムの取得および/または購入に利用できるポイントを与えるようにしてもよい。これによって、仲間を助けようという思いに加えて、ポイントを獲得しようとする動機付けも与えられる。さらに、仲間のためにアイテムをプレゼントしたプレイヤ、およびアイテムをプレゼントしてもらったプレイヤの両者間の親密度を向上させるようにしてもよい。たとえば、二人の仲間に着目したときに、いずれかのプレイヤが相手のためにアイテムをプレゼントした回数が3回になれば、親密度を1ランク向上させるといった設定が可能である。このように、アイテムが獲られるといった、一見不利なイベントであっても、それを仲間間の親密度を向上させる機会にすることができるので、ゲーム性にバリエーションを与えることができ、深い遊戯性を実現できる。 In this configuration, when a predetermined event that occurs in a certain player is defeated by another player in a game battle and the item is captured, the second processing content corresponding to this event is that the item is A case is defined where a fellow player presents the caught item (that is, the item is transferred) for the caught player. According to this configuration, a fellow player is given an opportunity to eliminate the disadvantages of the player who has captured the item (the player in which the event has occurred). At this time, in addition to a very simple operation for the communication terminal for the friend, the second processing content was designated for the event, together with the feeling of helping the friend. The consciousness of responding comes to work actively. A predetermined privilege can be given to a player who presents an item for a friend. For example, you may make it give the point which can be utilized for acquisition and / or purchase of an item on a game. This gives them the motivation to earn points in addition to the desire to help their peers. Furthermore, you may make it improve the closeness between both the player who gave the item for the friend, and the player who had the item presented. For example, when paying attention to two friends, if the number of times one player presents an item for the other party becomes 3, the setting can be made such that the familiarity is improved by one rank. In this way, even a seemingly disadvantageous event, such as an item being caught, can be used as an opportunity to improve intimacy among friends, so it can give variations in gameplay and deep playability Can be realized.
 上記ゲーム制御装置において、前記処理内容指定手段は、前記記憶装置を参照し、前記第1のプレイヤ識別情報と関係付けられたプレイヤ識別情報に対応するプレイヤであって、かつ第1のプレイヤ識別情報に対応するプレイヤが敗北により失ったアイテムと同一のアイテムを保持するプレイヤの通信端末宛に、前記リンク情報を送信してもよい。 In the game control device, the processing content designating unit refers to the storage device, is a player corresponding to the player identification information associated with the first player identification information, and the first player identification information. The link information may be transmitted to the communication terminal of the player who holds the same item as the item lost by the defeat.
 この構成では、アイテムを獲られたプレイヤのためにそのアイテムをプレゼントすることを指定する第2の処理内容に対応するリンク情報の送信先が、そのプレイヤのすべての仲間ではなく、その同一のアイテムを保持する仲間に限定される。そのため、アイテムを保持していないために第2の処理内容を実現することができない仲間に対して第2の処理内容に対応するリンク情報が無駄に送信されるという状況が回避される。 In this configuration, the transmission destination of the link information corresponding to the second processing content for designating that the item is presented for the player who has received the item is not all of the players, but the same item. Limited to friends who hold Therefore, a situation in which link information corresponding to the second processing content is transmitted to a friend who cannot realize the second processing content because the item is not held is avoided.
 上記ゲーム制御装置において、互いに関係付けられたプレイヤ識別情報に対応するプレイヤ間で発生するイベントに基づき、プレイヤ識別情報間の親密度を設定する親密度設定手段を備え、
 前記処理内容指定手段は、前記第1のプレイヤ識別情報と関係付けられたプレイヤ識別情報の中から、前記第1のプレイヤ識別情報との親密度に応じて前記リンク情報の送信先を決定してもよい。
The game control device includes a closeness setting unit that sets closeness between player identification information based on an event that occurs between players corresponding to the player identification information associated with each other,
The processing content designating means determines a transmission destination of the link information according to a closeness with the first player identification information from the player identification information associated with the first player identification information. Also good.
 この構成において、親密度に応じたリンク情報の送信先は、様々な観点から決定することができる。
 例えば、第1の観点は以下のようなものである。あるプレイヤの仲間の数が増加していくと、そのプレイヤには頻繁にリンク情報を受信することが考えられるが、頻繁なリンク情報の受信がプレイヤには煩わしく感じられる場合もある。例えば、ソーシャルゲームにおける仲間の数は、例えば数10人~100人といった設定が行われることがあり、このような場合、例えば、対戦でアイテムを取られたといったケースも頻発する可能性があり、受信数が多くなってしまう。そこで、イベントが生じたプレイヤとの間で親密度が所定値よりも高い仲間のプレイヤの通信端末宛に、そのイベントに起因するリンク情報の送信を行なうようにしてもよい。それによって、プレイヤにとっては、自分とある程度親密な仲間に生じたイベントに起因するリンク情報のみを受信することができるとともに、受信する側のプレイヤにとっては、多くのリンク情報の受信による煩わしさが解消する。
 第2の観点では、イベントが生じたプレイヤとの間で親密度が所定値よりも低い仲間のプレイヤの通信端末宛に、そのイベントに起因するリンク情報の送信を行なうようにしてもよい。それによって、日頃あまり親しくない仲間との間でコミュニケーションがとられるように誘導することができる。
In this configuration, the transmission destination of the link information according to the familiarity can be determined from various viewpoints.
For example, the first viewpoint is as follows. As the number of friends of a certain player increases, the player may receive link information frequently, but the reception of frequent link information may be bothersome to the player. For example, the number of friends in a social game may be set, for example, several tens to 100 people. In such a case, for example, there may be a case where an item is picked up in a battle, The number of receptions will increase. Therefore, the link information resulting from the event may be transmitted to the communication terminal of a fellow player whose friendship is higher than a predetermined value with the player in which the event occurred. As a result, the player can receive only the link information resulting from an event that has occurred to a friend who is intimate with him to some extent, and the receiving player has the trouble of receiving a lot of link information. To do.
In the second aspect, link information resulting from the event may be transmitted to a communication terminal of a fellow player whose intimacy is lower than a predetermined value with the player in which the event occurred. As a result, it is possible to induce communication with a friend who is not so close on a daily basis.
 本発明の第2の観点は、プレイヤによって操作される通信端末からネットワークを介してアクセス可能に構成され、前記通信端末によるプレイヤのゲームの実行を、プレイヤを一意に特定するためのプレイヤ識別情報単位で制御するゲーム制御装置、におけるイベント処理方法である。
 このイベント処理方法は、
 プレイヤ識別情報に基づく申請を契機として当該プレイヤ識別情報を他のプレイヤ識別情報と関係付けて登録するステップと、
 第1のプレイヤ識別情報に対応するプレイヤにゲーム上の所定のイベントが生じたときに、前記第1のプレイヤ識別情報と関係付けられた各プレイヤ識別情報に対応するプレイヤの通信端末宛に、前記所定のイベントに応じた処理内容を1又は複数の処理内容の中から指定するためのリンク情報を送信するステップと、
 前記リンク情報によって指定された処理内容を通信端末から受信し、受信した処理内容を実行するステップと、
 を備える。
A second aspect of the present invention is configured to be accessible via a network from a communication terminal operated by a player, and a player identification information unit for uniquely identifying the player's game execution by the communication terminal. It is the event processing method in the game control apparatus controlled by.
This event handling method is
Registering the player identification information in association with other player identification information triggered by an application based on the player identification information;
When a predetermined event on the game occurs in the player corresponding to the first player identification information, the player's communication terminal corresponding to each player identification information associated with the first player identification information Transmitting link information for designating processing contents corresponding to a predetermined event from one or more processing contents;
Receiving the processing content specified by the link information from the communication terminal, and executing the received processing content;
Is provided.
 本発明の第3の観点は、イベント処理プログラムである。
 このイベント処理プログラムは、
 プレイヤによって操作される通信端末からネットワークを介し、プレイヤを一意に特定するためのプレイヤ識別情報単位で実行されるゲームにおけるイベント処理のために、コンピュータを、
 プレイヤ識別情報に基づく申請を契機として当該プレイヤ識別情報を他のプレイヤ識別情報と関係付けて登録する登録手段、
 第1のプレイヤ識別情報に対応するプレイヤにゲーム上の所定のイベントが生じたときに、前記第1のプレイヤ識別情報と関係付けられた各プレイヤ識別情報に対応するプレイヤの通信端末宛に、前記所定のイベントに応じた処理内容を1又は複数の処理内容の中から指定するためのリンク情報を送信する処理内容指定手段、及び
 前記リンク情報によって指定された処理内容を通信端末から受信し、受信した処理内容を実行する処理内容実行手段、
 として機能させるためのプログラムである。
A third aspect of the present invention is an event processing program.
This event processing program
For event processing in a game executed in units of player identification information for uniquely identifying a player via a network from a communication terminal operated by the player, a computer is
Registration means for registering the player identification information in association with other player identification information triggered by an application based on the player identification information;
When a predetermined event on the game occurs in the player corresponding to the first player identification information, the player's communication terminal corresponding to each player identification information associated with the first player identification information Processing content designation means for transmitting link information for designating processing content corresponding to a predetermined event from one or more processing content, and receiving processing content designated by the link information from the communication terminal Processing content execution means for executing the processed content,
It is a program to make it function as.
 コンピュータは、例えばネットワークサーバ、大型計算機等である。また、このゲームプログラムは、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。 The computer is, for example, a network server or a large computer. The game program may be stored in a computer-readable information storage medium such as a DVD-ROM or CD-ROM.
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プレイヤデータベースの構成例を示す図。The figure which shows the structural example of the player 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. プレイヤ間で対戦するときに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 a communication terminal when fighting between players. 対戦で勝利したときに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 a communication terminal, when winning by a battle | competition. 対戦で敗北したときに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 a communication terminal when defeating by a battle | competition. 仲間がアイテムを獲られたときに通信端末に表示されるメッセージの一例を示す図。The figure which shows an example of the message displayed on a communication terminal, when a friend is caught an item. 取り返し対戦を行うときに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 a communication terminal when performing a return battle | competition. 取り返し対戦に勝利したときに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 a communication terminal, when winning a return match. 仲間がアイテムを取り返してくれたときに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 a communication terminal, when a friend collects an item back. 仲間がアイテムを獲られたときに通信端末に表示されるメッセージの一例を示す図。The figure which shows an example of the message displayed on a communication terminal, when a friend is caught an item. 仲間がアイテムを獲ったときに通信端末に表示されるメッセージの一例を示す図。The figure which shows an example of the message displayed on a communication terminal, when a friend acquires an item. 実施形態のゲームサーバと通信端末の間で行われる主要な処理のフローチャート。The flowchart of the main processes performed between the game server and communication terminal of embodiment. 実施形態のゲームサーバと通信端末の間で行われる主要な処理のフローチャート。The flowchart of the main processes performed between the game server and communication terminal of embodiment.
 本発明は、2011年7月28日に日本国特許庁に出願された特願2011-165279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. 2011-165279 filed with the Japan Patent Office on July 28, 2011, 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、個々のプレイヤによって操作される端末であり、例えば、携帯端末、PDA(Personal Digital Assistant)、パーソナルコンピュータ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。
 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、プレイヤは、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。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。
(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, this game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW such as the Internet, a game server 20 connected to the communication network NW, and a database server 30. And is composed of. Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual player, for example, a communication terminal such as a portable terminal, a PDA (Personal Digital Assistant), or a personal computer. 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.
The communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and a player operates the communication terminal 10 on the web page to execute a game. The database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
 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のプレイヤ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。
 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。
Although not shown in FIG. 1, an authentication server for authenticating the player of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided. The game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
The database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
 (2)通信端末の構成
 図2を参照して通信端末10の構成について説明する。
 図2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、無線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 configuration of the communication terminal 10 will be described with reference to FIG.
As shown in FIG. 2, 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 wireless communication interface unit 17 is provided, and a bus 18 for transmitting control signals or data signals between the units is provided.
 CPU11は、ROM12内のウェブブラウザをRAM13にロードして実行する。そして、CPU11は、操作入力部15等によってプレイヤに入力されるURL(Uniform Resource Locator)の適切な指定に基づき、無線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。)を無線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、予め登録されたプレイヤID(プレイヤ識別情報)、あるいは操作入力部15を介して入力されるプレイヤIDを含むアクセス要求メッセージを、無線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 the web browser in the ROM 12 into the RAM 13 and executes it. Then, the CPU 11 displays data for displaying a web page from the game server 20 via the wireless communication interface unit 17 based on appropriate designation of a URL (Uniform Resource Locator) input to the player 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 wireless communication interface unit 17. The HTML data is interpreted. The communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser.
In acquiring HTML data, the CPU 11 sends an access request message including a player ID (player identification information) registered in advance or a player ID input via the operation input unit 15 via the wireless communication interface unit 17. To the game server 20.
 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、プレイヤが操作入力部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. In addition, when the player selects a hyperlink or menu on the web page by operating the operation input unit 15, the web browser transmits new HTML data for displaying the web page according to the selection. 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.
 操作入力部15は、プレイヤの操作入力を受け入れるための複数の釦と、各釦の押下入力を認識してCPU11へ出力するためのインタフェース回路を含みうるが、図2では、方向指示釦と決定釦とを例示している。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プレイヤが選択することを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、プレイヤが通信端末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。 The operation input unit 15 may include a plurality of buttons for accepting the player's operation input and an interface circuit for recognizing the pressing input of each button and outputting it to the CPU 11, but in FIG. Examples of buttons are shown. 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 player selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page. To be provided. When the communication terminal 10 is constituted by a small portable terminal, these buttons are provided on the front surface of the communication terminal 10 so that the player can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange | position.
 (3)ゲームサーバの構成
 図3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3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、無線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. 3, the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a wireless communication interface unit 25, for transmitting control signals or data signals between the units. 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、無線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 wireless communication interface unit 25.
 例えば、CPU21は、無線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のプレイヤ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プレイヤ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 wireless communication interface unit 25. In addition, when the game server 20 performs the authentication process of the player of the communication terminal 10, the CPU 21 performs the authentication process.
The CPU 21 performs processing according to the hyperlink or menu selected by the player on the web page displayed on the communication terminal 10 via the communication interface unit. The processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
The database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
 (3-1)ゲームサーバによって実現されるゲームの例
 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デジタルカードゲームを採り上げる。
 例えばサッカー形式のデジタルカードゲームは、プレイヤがサッカー選手(後述するプレイヤキャラクタ)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、他のプレイヤのチームと単独でサッカーの対戦する、あるいは技能レベルごとのサッカーのリーグ戦を戦うように構成されているゲームである。サッカー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機能や、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機能、あるいは2枚の選手カードを合成していずれかの選手カードをレベルアップさせる強化機能等が設けられている。
(3-1) Example of Game Realized by Game Server The type of game realized by the game server 20 of the present embodiment is not particularly limited, but in the following, for convenience of description of the embodiment, the game server A digital card game is taken up as an example of a game realized by 20.
For example, in a digital card game in a soccer format, a player collects player cards corresponding to soccer players (player characters to be described later) to create his / her team and play soccer against other players' teams alone, or skills It is a game that is configured to fight soccer league battles for each level. In soccer-style digital card games, a scout function that searches for player cards to create your own team, a lottery function that allows you to obtain player cards by lottery, or a combination of two player cards In addition, a strengthening function is provided to level up any player card.
 抽選機能は、好ましくは、選手カードを抽選箱の中から1枚を取り出すような演出を経て実行される。抽選によって得られ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)が抽選で得られる確率は非常に低く設定されている。 The lottery function is preferably executed through an effect of taking out one player card from the lottery box. The player cards obtained by the 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 is obtained by the lottery is set very low.
 プレイヤがゲーム上で保持するものとしてサッカー形式のデジタルカードゲームに用意されているアイテムには、選手カードのほか、パズルカードが含まれる。パズルカードのピースは上記スカウト機能によって入手可能であり、所定数(例えば6枚)の異なる図柄のピースから構成されている。パズルカードを構成するすべての図柄のピースを手に入れることで、プレイヤは1枚の強力な選手カードと交換することが可能となる。
 このサッカー形式のデジタルカードゲームにおいて、パズルカードのピースを相手から獲ることを目的としたプレイヤ間の対戦モードが用意されている。この対戦モードでは、あるプレイヤは、欲しい図柄のピースを得る目的で他のプレイヤとの対戦を実行することができ、相手に勝利すれば欲しい図柄のピースを相手から奪うことができる。
Items prepared in the soccer-style digital card game that the player holds on the game include puzzle cards in addition to player cards. Pieces of the puzzle card can be obtained by the scout function, and are composed of a predetermined number (for example, six pieces) of different symbol pieces. By obtaining all the pieces of the symbols constituting the puzzle card, the player can exchange it for one powerful player card.
In this soccer-style digital card game, a battle mode between players is prepared for the purpose of catching pieces of puzzle cards from the opponent. In this battle mode, a certain player can execute a battle with another player for the purpose of obtaining a piece of the desired symbol, and if he wins the opponent, he can take away the desired symbol piece from the opponent.
 このサッカー形式のデジタルカードゲームでは、プレイヤによるゲーム上の活動によって逐次消費(つまり、低下)させられるコストである運営コストが設定されており、この運営コストが少なくなると、そのプレイヤのゲーム上の活動が制限されるようになっている。この運営コストは所定時間の間に所定コストだけ回復するようになっているため、プレイヤは、運営コストが少なくなった場合にはゲームを実行せずに待機することになる。 In this soccer-type digital card game, an operating cost is set, which is a cost that is successively consumed (that is, reduced) by the game activity by the player. Is now restricted. Since the operation cost is recovered by a predetermined cost during a predetermined time, the player waits without executing the game when the operation cost is reduced.
 このサッカー形式のデジタルカードゲームでは、プレイヤ間の対戦結果はゲームサーバ20によって決定されて即座に通信端末10上に表示され、プレイヤ側での通信端末に対する複雑な釦操作は不要であるため、ソーシャルゲームとして好適である。
 このサッカー形式のデジタルカードゲームでは、後述するように、プレイヤは自らの仲間を登録することができるようになっている。仲間は何人でも登録することができる。仲間のプレイヤ間では、メッセージの交換、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、相手のプレイヤにエールを送る(応援する)等、ネットワーク上の交流を図ることを可能とするネットワークサービスが提供される。なお、プレイヤは、仲間のプレイヤにエールを送ることで一定量のエールポイントを得ることができ、所定量のエールポイントと引き換えに、選手カードを引く抽選を行うことができるように構成されている。
In this soccer-type digital card game, a match result between players is determined by the game server 20 and immediately displayed on the communication terminal 10, and a complicated button operation on the communication terminal on the player side is unnecessary. It is suitable as a game.
In this soccer-type digital card game, the player can register his / her friends as will be described later. Any number of friends can be registered. Network services are provided that allow exchanges on the network, such as message exchanges, game item presents or item exchanges, and sending (cheering) ale to other players. The In addition, it is comprised so that a player can obtain a fixed amount of ale points by sending ale to a fellow player, and can draw a player card in exchange for a predetermined amount of ale points. .
 (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4に、データベースサーバ30の構成の一例を示す。図4に示すように、データベースサーバ30は、プレイヤデータベース31と、ゲーム結果データベース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. 4 shows an example of the configuration of the database server 30. As shown in FIG. 4, the database server 30 includes a player database 31 and a game result database 32.
 図5に、上述したサッカー形式のデジタルカードゲームにおいて適用されるプレイヤデータベース31の一例を示す。この例では、プレイヤデータベース31は、プレイヤID(プレイヤ識別情報)ごとに、表示名/表示画像、技能レベル、運営コスト、エールポイント、仲間、保有アイテム、及びキャラクタデータの各項目についての情報を含む。プレイヤデータベース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. 5 shows an example of the player database 31 applied in the above-described soccer-style digital card game. In this example, the player database 31 includes information about each item of display name / display image, skill level, operation cost, Yale point, friend, possession item, and character data for each player ID (player identification information). . Information included in the player database 31 can be sequentially updated by the game server 20.
 以下の説明では、プレイヤデータベース31に含まれるプレイヤID、あるいはプレイヤを特定する表示名(後述する)ごとのデータを総称して「プレイヤデータ」という。プレイヤ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。
 「表示名/表示画像」は、ゲームの実行時に通信端末10のプレイヤを特定するために表示される表示名及び表示画像である。表示名はプレイヤによって予め指定される所定長以下のテキストであり、表示画像は例えばプレイヤによって予め選択されるアバタ画像である。表示名は、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)上でプレイヤを特定する名称である。
 「技能レベル」は、ゲーム上のプレイヤの技能レベルを意味し、例えばLv1(レベル1)からLv10(レベル10)までの範囲のレベル値である。
 「運営コスト」は、上述したサッカー形式のデジタルカードゲームにおいて、プレイヤIDに対応するプレイヤによるゲーム上の活動を行う上で必要となるコストである。運営コストは、他のプレイヤとの対戦等のゲーム上の活動によって低減し、時間が経過すると回復(増加)する値である。「運営コスト」の単位はP(ポイント)である。
 「エールポイント」は、上述したサッカー形式のデジタルカードゲームのエール機能に基づいてプレイヤが取得したポイントである。
 「仲間」は、対象とするプレイヤIDの仲間である他のプレイヤIDを、その仲間との親密度とを関連付けたデータである。親密度は例えば、最も親密度が低い「1」から最も親密度が高い「10」までの範囲の値である。
 「保有アイテム」は、上述したサッカー形式のデジタルカードゲームの場合には、対象となるプレイヤIDに対応するプレイヤが保持する選手カードとパズルカードのピースについての画像を含むデータである。
In the following description, the player ID included in the player database 31 or the data for each display name (to be described later) specifying the player is generically referred to as “player data”. The data of each item constituting the player data is as follows.
“Display name / display image” is a display name and a display image that are displayed to identify the player of the communication terminal 10 when the game is executed. The display name is text of a predetermined length or less specified in advance by the player, and the display image is, for example, an avatar image selected in advance by the player. The display name is a name that identifies the player on the network environment (or game community) provided by the game server 20.
“Skill level” means a skill level of a player on the game, and is a level value in a range from Lv1 (level 1) to Lv10 (level 10), for example.
The “operation cost” is a cost necessary for performing the game activity by the player corresponding to the player ID in the above-described soccer-type digital card game. The operating cost is a value that is reduced by an activity on the game such as a battle with another player and recovered (increased) over time. The unit of “operating cost” is P (points).
“Ale points” are points acquired by the player based on the ale function of the above-described soccer-style digital card game.
“Friend” is data in which another player ID, which is a friend of the target player ID, is associated with an intimacy with the friend. The familiarity is, for example, a value in a range from “1” having the lowest familiarity to “10” having the highest familiarity.
In the case of the above-described soccer-style digital card game, the “held item” is data including images of player cards and puzzle card pieces held by the player corresponding to the target player ID.
 「キャラクタデータ」は、ゲームについてのプレイヤキャラクタの情報を含む。プレイヤキャラクタは、ゲームの性質によって多様な情報を含みうるが、サッカー形式のデジタルカードゲームの場合を例に挙げれば、選手カードに1対1で対応するゲーム上の選手を意味する。プレイヤキャラクタの情報は、プレイヤキャラクタ(選手)の能力値(能力パラメータ)が項目ごとに記述された情報である。例えば、図5に示すように、項目として「走力」,「キック力」,「守備力」等の各々の各能力値が含まれてもよい。なお、プレイヤがプレイヤIDを取得した時点では、キャラクタデータは所定のデフォルトのデータを含むものとなっている。 “Character data” includes player character information about the game. The player character may include various types of information depending on the nature of the game. For example, in the case of a soccer-style digital card game, the player character means a player on the game corresponding one-to-one with the player card. The player character information is information in which the ability value (ability parameter) of the player character (player) is described for each item. For example, as shown in FIG. 5, each ability value such as “running ability”, “kicking ability”, “defense ability”, and the like may be included as items. When the player acquires the player ID, the character data includes predetermined default data.
 図4に戻り、ゲーム結果データベース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によって実行されたゲーム結果に関する情報を記憶、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。サッカー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、異なるプレイヤ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プレイヤIDの間のリーグ戦の結果(スコア、ランキング等)などを含む。 Returning to FIG. 4, the game result database 32 stores and updates information related to the game result executed by the game server 20 based on the access from the game server 20. Information related to game results may include various information depending on the nature of the game. For example, in the case of a soccer-style digital card game, information on game results includes results of battles between different player IDs (scores, etc.), results of league battles between a plurality of player IDs of specific skill levels ( Score, ranking, etc.).
 (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、上述したサッカー形式のデジタルカードゲーム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6を参照して説明する。図6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。
(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. Below, the function implement | achieved with the game control apparatus of this embodiment is demonstrated with reference to FIG. 6, taking the case where the digital card game of the soccer format mentioned above is applied as an example. FIG. 6 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
 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プレイヤの要求を認識し、登録処理を行う機能を備える。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、無線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、プレイヤ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、そのプレイヤ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プレイヤIDが含まれていない場合には、プレイヤIDを新規に発行してそのプレイヤ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プレイヤIDが含まれている場合には、そのプレイヤ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、図5に示したように、所定のデフォルトのデータが記述された新規のプレイヤIDについてのプレイヤデータがプレイヤデータベース31に格納される。
The registration means 51 has a function of recognizing a player's request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performing a registration process. The function of the registration means 51 in this case is realized as follows, for example. The CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the wireless communication interface unit 25. The registration request message is automatically generated by a predetermined operation (for example, a predetermined menu selection operation, text input, etc.) on the communication terminal 10 on the web page provided from the game server 20. May be configured. The registration request message may include information (for example, an IP address, an email address, etc.) for specifying the communication terminal 10 that is the transmission source, or the player has already played another game by the same service provider. If used, the player ID may be included.
When the CPU 21 receives the registration request message and does not include a player ID in the registration request message, the CPU 21 issues a new player ID and performs registration processing of the player ID, and then the registration processing is completed. Is sent to the communication terminal 10. When the CPU 21 receives the registration request message and includes a player ID in the registration request message, the CPU 21 performs registration processing of the player ID, and then transmits a registration completion message indicating that the registration processing is completed. 10 to send.
When registration is completed, as shown in FIG. 5, player data for a new player ID in which predetermined default data is described is stored in the player database 31.
 登録手段51はまた、プレイヤIDに基づく申請を契機として当該プレイヤIDを他のプレイヤIDと関係付けて登録する機能を備える。すなわち、登録手段51は、プレイヤIDに基づく申請を契機として、他のプレイヤIDを「仲間」として登録する。なお、以下の説明では、プレイヤIDが仲間の関係にあることと、対応するプレイヤ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、無線通信インタフェース部25を介して、あるプレイヤIDに対応するプレイヤの通信端末10から、仲間になりたいプレイヤID(あるいは、対応する表示名)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、プレイヤの通信端末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プレイヤIDに基づくアクセスがあったタイミングで、そのプレイヤIDに対応する通信端末10宛に、他のプレイヤ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、プレイヤデータベース31内の対応する2つのプレイヤIDのプレイヤデータの「仲間」の箇所(図5参照)にデータを書き込む。
The registration means 51 also has a function of registering the player ID in association with other player IDs triggered by an application based on the player ID. That is, the registration unit 51 registers another player ID as a “mate” with an application based on the player ID as a trigger. In the following description, it is synonymous that the player ID has a friend relationship and that the corresponding player has a friend relationship.
The function of the registration means 51 in this case is realized as follows, for example. The CPU 21 of the game server 20 applies an application message (application) specifying a player ID (or a corresponding display name) to be a friend from the communication terminal 10 of the player corresponding to a certain player ID via the wireless communication interface unit 25. Accept. The transmission of the application message is set in advance as a function of a web page provided to the communication terminal 10 of the player. When receiving the application message, the CPU 21 approves an application based on another player ID to the communication terminal 10 corresponding to the player ID at the timing when there is an access based on the player ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 writes data in the “mate” portion (see FIG. 5) of the player data of the corresponding two player IDs in the player database 31.
 ゲーム進行手段52は、プレイヤによる通信端末10に対する操作に応じた通信端末10におけるウェブページを通して、プレイヤの通信端末10で表示されるゲームを進行させる機能を備える。
 ゲーム進行手段52の機能は、以下のとおり実現される。ゲームサーバ20のCPU21は、プレイヤによるウェブページ上のハイパーリンクまたはメニューの選択に応じたウェブページを表示するためのHTMLデータを、無線通信インタフェース部25を介して通信端末10宛に送信する。CPU21は、プレイヤによるウェブページ上のハイパーリンクまたはメニューの選択に応じて新たなHTMLデータを逐次送信し、これにより、通信端末10で表示されるウェブページが逐次切り替わることで、プレイヤがゲームの進行を認識する。
 また、ゲーム進行手段51では、ゲームサーバ20のCPU21が、ゲームの開始に先立って、無線通信インタフェース部25を介して通信端末10からアクセス要求メッセージを受けると、所定の認証処理の後、その通信端末10からアクセス要求メッセージに含まれるプレイヤIDを認識する。そして、CPU21は、各通信端末10に表示されるゲームの進行を、プレイヤID単位で管理する。
The game progression means 52 has a function of advancing a game displayed on the player's communication terminal 10 through a web page on the communication terminal 10 in response to an operation on the communication terminal 10 by the player.
The function of the game progress means 52 is implement | achieved as follows. The CPU 21 of the game server 20 transmits HTML data for displaying a web page corresponding to a hyperlink or menu selection on the web page by the player to the communication terminal 10 via the wireless communication interface unit 25. The CPU 21 sequentially transmits new HTML data in accordance with the selection of a hyperlink or menu on the web page by the player, whereby the web page displayed on the communication terminal 10 is sequentially switched, so that the player progresses the game. Recognize
Further, in the game progress means 51, when the CPU 21 of the game server 20 receives an access request message from the communication terminal 10 via the wireless communication interface unit 25 prior to the start of the game, the communication is performed after a predetermined authentication process. The player ID included in the access request message is recognized from the terminal 10. Then, the CPU 21 manages the progress of the game displayed on each communication terminal 10 in units of player IDs.
 図7は、ゲーム進行手段52によって実行されるプレイヤの通信端末10上の表示の一例であって、サッカー形式のデジタルカードゲームにおけるトップページを示す。トップページは、個々のプレイヤIDに応じたウェブページで構成される。図7に例示されるトップページは、プレイヤデータ表示領域、選手画像表示領域及び基本メニュー表示領域を含む。プレイヤデータ表示領域は、対象となるプレイヤIDのプレイヤデータに含まれる、技能レベル、運営コスト、エールポイント、選手カード、仲間の各項目のデータ(図5参照)がCPU21によって読み出された結果として表示される領域である。選手画像表示領域は、対象となるプレイヤIDのプレイヤデータに含まれる所定位置の選手カード(例えば、エースストライカーに相当するプレイヤキャラクタの選手カード、あるいはプレイヤデータ内で最初に順序付けられたプレイヤキャラクタに対応する選手カード)の画像データがCPU21によって読み出された結果として表示される領域である。基本メニュー表示領域は、サッカー形式のデジタルカードゲームに設けられる複数の機能(スカウト機能、ポジション機能、強化機能、抽選機能、対戦機能)に対応した基本メニューとして、「スカウト」、「ポジション」、「強化」、「抽選」、「試合」の各メニューが配置される領域である。ゲーム進行手段52では、CPU21が、プレイヤによる通信端末10に対する基本メニューの選択操作を受信し、選択されたメニューに応じた新たなウェブページを表示するためのHTMLデータを、無線通信インタフェース部25を介して通信端末10宛に送信する。新たなウェブページには、選択された基本メニューに対応する機能についてさらに具体的なゲーム実行内容の指示を行うためのメニューが用意される。なお、通信端末10におけるメニューの選択操作は、例えば、操作入力部15の方向指示釦を操作して所望のメニューを選択した後に決定釦を押下する(つまり、クリックする)操作であってよい。 FIG. 7 shows an example of the display on the communication terminal 10 of the player executed by the game progress means 52, and shows the top page in the soccer-style digital card game. The top page is composed of web pages corresponding to individual player IDs. The top page illustrated in FIG. 7 includes a player data display area, a player image display area, and a basic menu display area. The player data display area is obtained as a result of the CPU 21 reading out the data of each item of the skill level, the operation cost, the yell point, the player card, and the mate included in the player data of the target player ID (see FIG. 5). This is the area to be displayed. The player image display area corresponds to a player card at a predetermined position included in the player data of the target player ID (for example, a player card of a player character corresponding to an ace striker, or a player character first ordered in the player data) This is an area displayed as a result of the CPU 21 reading out the image data of the player card. The basic menu display area includes “Scout”, “Position”, “Position” as basic menus corresponding to multiple functions (scout function, position function, strengthening function, lottery function, battle function) provided in the soccer card game. This is an area where menus of “enhancement”, “lottery”, and “game” are arranged. In the game progress means 52, the CPU 21 receives the basic menu selection operation for the communication terminal 10 by the player, and transmits the HTML data for displaying a new web page corresponding to the selected menu to the wireless communication interface unit 25. To the communication terminal 10. In the new web page, a menu for instructing more specific game execution contents for the function corresponding to the selected basic menu is prepared. The menu selection operation on the communication terminal 10 may be, for example, an operation of pressing (ie, clicking) the decision button after operating the direction instruction button of the operation input unit 15 to select a desired menu.
 ゲーム進行手段52において行われるゲームの進行のための処理は、ゲームの性質によって任意に設定されうるものであるが、上述したサッカー形式のデジタルカードゲームの場合には、プレイヤによるウェブページ上のハイパーリンクまたはメニューの選択に応じた複数の機能(スカウト機能、ポジション機能、強化機能、抽選機能、対戦機能)の少なくともいずれかを実行する処理が含まれる。なお、対戦機能については、後述する対戦実行手段53によって実質的に行われる。スカウト機能、強化機能、抽選機能については既に説明したとおりであり、以下の説明では各機能について言及しない。ポジション機能は、プレイヤの指示の下、プレイヤキャラクタのポジションの入れ替え、控えのプレイヤキャラクタとの交替等を実行する機能である。 The process for progressing the game performed in the game progress means 52 can be arbitrarily set depending on the nature of the game. However, in the case of the above-described soccer-type digital card game, the player performs hyper-processing on the web page. A process of executing at least one of a plurality of functions (a scout function, a position function, an enhancement function, a lottery function, and a battle function) according to the selection of the link or menu is included. The battle function is substantially performed by the battle execution means 53 described later. The scout function, the enhancement function, and the lottery function have already been described, and the following description does not refer to each function. The position function is a function for executing a replacement of the position of the player character, a replacement with a reserved player character, or the like under the instruction of the player.
 対戦実行手段53は、プレイヤIDに対応するプレイヤ間の対戦を、敗北したプレイヤが保持するアイテムが勝利したプレイヤに移されるようにして実行する機能を備える。なお、以下の説明では、「プレイヤ間の対戦」と、プレイヤが保持する選手カードに対応するプレイヤキャラクタ間での対戦を意味する「プレイヤキャラクタ間の対戦」とは同義である。
 対戦実行手段53の機能は例えば、以下のとおり実現される。あるプレイヤIDに対応するプレイヤの通信端末10のトップページ上で「試合」のメニューの選択操作がなされ、その選択結果を受信すると、ゲームサーバ20のCPU21は、そのプレイヤIDの対戦相手を、プレイヤデータベース31に含まれる他のプレイヤIDの中から決定する。このとき、対戦するプレイヤID同士の技能レベルが同一であることが好ましい。
The battle execution means 53 has a function of executing a battle between players corresponding to the player ID so that an item held by the defeated player is transferred to the winning player. In the following description, “a battle between players” is synonymous with “a battle between player characters” which means a battle between player characters corresponding to player cards held by the player.
The function of the battle execution means 53 is realized as follows, for example. When the selection operation of the “game” menu is performed on the top page of the communication terminal 10 of the player corresponding to a certain player ID and the selection result is received, the CPU 21 of the game server 20 selects the opponent of the player ID as the player. It is determined from other player IDs included in the database 31. At this time, it is preferable that the skill levels of the player IDs that compete are the same.
 対戦相手の決定は、プレイヤが望むパズルカードのピースの指定に基づき、そのピースを保持する複数の他のプレイヤをプレイヤデータとともに提示し、提示された他のプレイヤの中から対戦相手がプレイヤに選択されるという方法で行うことができる。この場合、CPU21はプレイヤデータベース31にアクセスし、プレイヤに指定されたピースを保有アイテムとして含むプレイヤIDを所定数検索し、その所定数のプレイヤIDの検索結果を含むHTMLデータを、ピースを指定したプレイヤの通信端末10宛に送信する。プレイヤの通信端末10上に表示されたウェブページ上では、検索の結果得られた所定数のプレイヤIDに対応する表示名が表示される。このウェブページは、通信端末10上で表示名を選択することで対戦相手の選択結果がゲームサーバ20宛に送信されるように構成されている。 The determination of the opponent is based on the specification of the piece of the puzzle card that the player wants, and a plurality of other players holding the piece are presented together with the player data, and the opponent selects the player from among the presented other players It can be done by the method of being. In this case, the CPU 21 accesses the player database 31 and searches for a predetermined number of player IDs including the pieces designated by the player as possession items, and designates pieces of HTML data including search results of the predetermined number of player IDs. The data is transmitted to the communication terminal 10 of the player. On the web page displayed on the communication terminal 10 of the player, display names corresponding to a predetermined number of player IDs obtained as a result of the search are displayed. This web page is configured such that an opponent's selection result is transmitted to the game server 20 by selecting a display name on the communication terminal 10.
 対戦相手が決定すると、CPU21は通信端末10宛に、対戦相手を通知するウェブページを表示するためのHTMLデータを送信する。対戦相手を通知するウェブページの一例を図8に示す。図8に示す例では、プレイヤ:ABC(表示名)の対戦相手として、プレイヤ:XYZ(表示名)が選択されたことを示している。このウェブページには、対戦の実行を最終的に指示させるための「試合開始」のメニューが設けられている。プレイヤ:ABCが通信端末10の操作入力部15を操作することにより、「試合開始」のメニューを選択する操作が行われると、その選択結果がゲームサーバ20のCPU21宛に送信される。これにより、異なるプレイヤIDのプレイヤ間でのプレイヤキャラクタによる対戦が実行される。対戦の実行に当たって、CPU21は、データベースアクセス部24を介してデータベースサーバ30のプレイヤデータベース31にアクセスし、対戦相手となる2つのプレイヤIDに対応付けられたキャラクタデータを読み出す。そして、CPU21は、読み出したキャラクタデータに基づいて、プレイヤキャラクタ間の対戦を実行する。 When the opponent is determined, the CPU 21 transmits HTML data for displaying a web page for notifying the opponent to the communication terminal 10. An example of a web page notifying an opponent is shown in FIG. The example shown in FIG. 8 indicates that player: XYZ (display name) is selected as the opponent of player: ABC (display name). This web page is provided with a “start game” menu for finally instructing execution of a match. Player: When the ABC operates the operation input unit 15 of the communication terminal 10 to perform an operation of selecting a “game start” menu, the selection result is transmitted to the CPU 21 of the game server 20. Thereby, the battle | competition by the player character between the players of different player ID is performed. In executing the battle, the CPU 21 accesses the player database 31 of the database server 30 via the database access unit 24, and reads out the character data associated with the two player IDs as opponents. And CPU21 performs the battle | competition between player characters based on the read character data.
 対戦の勝敗の決定方法は、プレイヤキャラクタの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つのプレイヤIDに対応付けられたプレイヤキャラクタの能力値を比較し、より大きな能力値のプレイヤキャラクタが、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、能力値の差が大きいほど高い確率としてもよい。このとき、図5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5の例では、「走力」を0.3、「キック力」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 winning or losing the battle can be any method as long as the ability value of the player character affects the winning or losing. For example, the ability values of the player characters associated with the two player IDs that are opponents are compared, and a player character with a larger ability value has a higher probability (for example, a predetermined probability within a range of 60 to 90%). You may set it to win. The win rate may be higher as the difference in ability values is larger. At this time, as shown in FIG. 5, when there are a plurality of ability value items, predetermined weighting (for example, in the example of FIG. 5, “running force” is 0.3 and “kicking 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、対戦相手となる2つのプレイヤIDに対応付けられたプレイヤキャラクタの対戦の対戦結果を決定すると、その対戦結果を含むウェブページを表示させるためのHTMLデータを、対戦相手の2つのプレイヤIDのプレイヤの通信端末10宛に送信する。そして、通信端末10は、ゲームサーバ20から受信したHTMLデータを解釈して対戦結果を含む画像を表示部16に表示する。その表示画面の一例を、図9及び図10に示す。図9は、対戦で勝利したプレイヤキャラクタに対応付けられたプレイヤ(図9の例では、プレイヤ:ABC)の通信端末10において表示されるウェブページの一例を示す。図10は、対戦で敗北したプレイヤキャラクタに対応付けられたプレイヤ(図10の例では、プレイヤ:ABC)の通信端末10において表示されるウェブページの一例を示す。図9及び図10に示す表示画面の例において、対戦結果の詳細(スコア、得点者に対応するプレイヤキャラクタ等)は、ランダムに決定してよい。対戦結果を決定した後、CPU21は、データベースアクセス部24を介して、対戦結果の詳細をゲーム結果データベース32に書き込む処理を行う。
 図8に例示するウェブページ上でプレイヤが「試合開始」のメニューを選択する操作が行われてから、図9または図10に例示するウェブページが表示されるまでの時間は極めて短時間(例えば数秒)であるため、プレイヤは、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。
When the CPU 21 determines the battle result of the battle of the player character associated with the two player IDs as the opponents, the CPU 21 displays HTML data for displaying a web page including the battle results as the two player IDs of the opponents. To the player's communication terminal 10. Then, the communication terminal 10 interprets the HTML data received from the game server 20 and displays an image including the battle result on the display unit 16. An example of the display screen is shown in FIGS. FIG. 9 shows an example of a web page displayed on the communication terminal 10 of the player (player: ABC in the example of FIG. 9) associated with the player character who won the battle. FIG. 10 shows an example of a web page displayed on the communication terminal 10 of the player (player: ABC in the example of FIG. 10) associated with the player character who was defeated in the battle. In the example of the display screen shown in FIGS. 9 and 10, details of the battle result (score, player character corresponding to the scorer, etc.) may be determined randomly. After determining the battle result, the CPU 21 performs a process of writing details of the battle result in the game result database 32 via the database access unit 24.
The time from when the player performs an operation of selecting the “start game” menu on the web page illustrated in FIG. 8 until the web page illustrated in FIG. 9 or 10 is displayed is extremely short (for example, (Several seconds), the player can know the battle result in a very short period of time with a simple operation.
 プレイヤデータ管理手段54は、プレイヤデータベース31のプレイヤデータの更新を行なう機能であり、アイテム記憶手段541、親密度設定手段542及び技能レベル管理手段543を含む。
 アイテム記憶手段541は、プレイヤIDと、当該プレイヤIDに対応するプレイヤがゲーム上で利用可能に保持するアイテムとを関連付けてプレイヤデータベース31に記憶させる機能を備える。アイテム記憶手段541の機能は例えば、以下のように実現される。ゲームサーバ20のCPU21は、プレイヤデータベース31にアクセスし、プレイヤIDに対応するプレイヤがゲーム上で利用可能に保持するアイテム(例えば、選手カード、パズルカードのピース)を記憶、更新する。プレイヤデータ管理手段54によってアイテムを記憶あるいは更新する契機は、例えば、プレイヤがゲーム上で新規の選手カードを入手したときや、プレイヤが入手した所定数のパズルカードのピースを1枚の選手カードに変換するときなどである。
The player data management means 54 is a function for updating player data in the player database 31, and includes an item storage means 541, a closeness setting means 542, and a skill level management means 543.
The item storage unit 541 has a function of associating and storing in the player database 31 a player ID and an item that the player corresponding to the player ID holds in the game. The function of the item storage unit 541 is realized as follows, for example. The CPU 21 of the game server 20 accesses the player database 31 and stores and updates items (for example, player cards, pieces of puzzle cards) that the player corresponding to the player ID holds in the game. For example, when the player data management means 54 stores or updates the item, for example, when the player obtains a new player card on the game, or a predetermined number of pieces of puzzle cards obtained by the player are used as one player card. For example, when converting.
 親密度設定手段542は、互いに関係付けられた(つまり、仲間の)プレイヤIDに対応するプレイヤ間で発生するイベントに基づき、プレイヤID間の親密度(つまり、プレイヤ間の親密度)を設定する機能を備える。プレイヤID同士が仲間として登録されると、ゲームサーバ20によって提供されるネットワークサービスのそのプレイヤID同士の利用状況に応じて親密度が設定される。ゲームサーバ20によって提供されるネットワークサービスは、例えば、仲間のプレイヤ間でのメッセージの交換、ゲーム上のアイテムについてプレイヤから仲間のプレイヤへのプレゼントをすること、ゲーム上のアイテムについてプレイヤと仲間のプレイヤの間で交換をすること等である。親密度設定手段542は、プレイヤ同士がより親密であると考えられる場合に、対応するプレイヤID間により高い親密度の値を設定する。親密度の設定方法の例は、以下のとおりである。仲間のプレイヤ間でメッセージの交換、プレゼント、アイテム交換の頻度が多いほど、対応するプレイヤID間の親密度が高く設定される。プレイヤ同士が仲間になってからの期間が長いほど、対応するプレイヤID間の親密度が高く設定される。 The intimacy setting means 542 sets intimacy between player IDs (that is, intimacy between players) based on an event that occurs between players corresponding to mutually related (that is, fellow) player IDs. It has a function. When the player IDs are registered as friends, the familiarity is set according to the usage status of the player IDs of the network service provided by the game server 20. The network service provided by the game server 20 includes, for example, exchange of messages between fellow players, giving a present from a player to a fellow player regarding items on the game, and a player and fellow player regarding items on the game. For example. The intimacy setting means 542 sets a higher intimacy value between corresponding player IDs when the players are considered to be more intimate. An example of how to set the familiarity is as follows. The greater the frequency of message exchange, present, and item exchange among fellow players, the higher the intimacy between corresponding player IDs. The longer the period after players become friends, the higher the familiarity between corresponding player IDs is set.
 親密度設定手段542の機能は、例えば以下のようにして実現される。ゲームサーバ20のCPU21は、メッセージの交換、プレゼント、アイテム交換等、仲間のプレイヤ間での交流イベントが生ずると、その交流イベントの回数を計数する。CPU21は、所定の期間内に生じた交流イベントの回数に応じて親密度を設定する。交流イベントは必ずしも継続的に生ずるとは限らないため、仲間のプレイヤ間の親密度を低下させるような処理は行わなくてもよい。CPU21は、2つのプレイヤIDが仲間になってからの期間を計測し、その期間に基づいて親密度を設定してもよい。CPU21は、交流イベントの回数、または仲間になってからの期間の長さを所定の閾値と比較することで、親密度の値を決定することができる。前述したように、親密度は例えば、最も親密度が低い「1」から最も親密度が高い「10」までの範囲の値である。 The function of the intimacy setting means 542 is realized as follows, for example. CPU21 of game server 20 will count the frequency | count of the exchange event, if the exchange event between fellow players, such as message exchange, a present, item exchange, etc. arises. The CPU 21 sets the familiarity according to the number of AC events that have occurred within a predetermined period. Since an AC event does not always occur continuously, it is not necessary to perform a process for reducing the intimacy between fellow players. CPU21 may measure the period after two player ID becomes a friend, and may set closeness based on the period. CPU21 can determine the value of intimacy by comparing the frequency | count of an alternating current event, or the length of the period after becoming a friend with a predetermined threshold value. As described above, the familiarity is, for example, a value in a range from “1” having the lowest familiarity to “10” having the highest familiarity.
 技能レベル管理手段543は、各プレイヤIDを、ゲーム上の複数の技能レベルのいずれかに属するように管理する機能を備える。技能レベル管理手段543では、プレイヤのゲームの進行状況、あるいはプレイヤのプレイヤキャラクタの能力値の増加に応じて、プレイヤIDを複数の技能レベルのいずれかに区分けする。例えば、技能レベル管理手段543は、ゲームの開始時点では技能レベルはLv1に設定され、プレイヤキャラクタの能力値の増加するにつれて技能レベルを上昇させるようにする。
 技能レベル管理手段543の機能は、例えば以下のようにして実現される。プレイヤキャラクタの能力値のデータ(つまり、キャラクタデータ;図5参照)は例えば強化機能によって更新されうるが、ゲームサーバ20のCPU21は、その能力値を参照して、所定の閾値と比較することで、対応するプレイヤIDの技能レベルを上昇させるか否か決定する。技能レベルを上昇させる場合には、CPU21は、対応するプレイヤIDのプレイヤデータに含まれる技能レベルの項目を更新する。
The skill level management means 543 has a function of managing each player ID so as to belong to one of a plurality of skill levels on the game. The skill level management means 543 classifies the player ID into one of a plurality of skill levels according to the progress of the game of the player or the increase of the ability value of the player character of the player. For example, the skill level management means 543 sets the skill level to Lv1 at the start of the game, and increases the skill level as the player character's ability value increases.
The function of the skill level management means 543 is realized as follows, for example. The ability value data of the player character (that is, character data; see FIG. 5) can be updated by, for example, the strengthening function, but the CPU 21 of the game server 20 refers to the ability value and compares it with a predetermined threshold value. Then, it is determined whether or not to increase the skill level of the corresponding player ID. When increasing the skill level, the CPU 21 updates the skill level item included in the player data of the corresponding player ID.
 プレイヤデータ管理手段54は、プレイヤデータに含まれる運営コスト及びエールポイントを管理する機能を備える。運営コスト及びエールポイントの管理は、運営コスト及びエールポイントをプレイヤIDごとに更新することを含む。
 このプレイヤデータ管理手段54の機能は、例えば以下のようにして実現される。プレイヤIDに与えられる運営コストの最大値は固定値であるとする。そして、ゲームサーバ20のCPU21は、特定のプレイヤIDについてゲーム上の活動(あるいは実行)に伴ってコストを消費した場合には、プレイヤデータベース31にアクセスして、そのプレイヤIDのプレイヤデータの運営コストを消費したコストの分だけ低減するようにして更新する。ここで、ゲーム上の個々の活動と、消費するコスト(以下、消費コスト)との関係は既知であるとする。例えば、ゲーム上の個々の活動と消費コストの関係を記述したデータベースがROM22に格納されており、CPU21はコストの算出に当たって、ROM22内のデータベースを参照するようにすればよい。また、CPU21は、プレイヤIDの運営コストの値を所定時間で所定量(例えば、1分で1P)だけ回復(つまり、増加)させるようにする。
 さらにCPU21は、プレイヤデータの運営コストを逐次モニタしており、運営コストの残量が少ない場合には、ゲーム上の新たな活動が制限する。例えば、運営コストの値が、対戦による消費コストよりも小さい場合には、プレイヤは新たな対戦を行うことができず、運営コストが十分に回復するまで対戦の実行を待つ必要がある。
The player data management means 54 has a function of managing operating costs and ale points included in the player data. Management of operating costs and ale points includes updating operating costs and ale points for each player ID.
The function of this player data management means 54 is implement | achieved as follows, for example. It is assumed that the maximum value of the operating cost given to the player ID is a fixed value. Then, when the CPU 21 of the game server 20 consumes the cost for the activity (or execution) of the game for a specific player ID, the CPU 21 accesses the player database 31 and operates the player data of the player ID. Is updated so as to reduce the amount of cost consumed. Here, it is assumed that the relationship between each activity on the game and the cost to be consumed (hereinafter referred to as consumption cost) is known. For example, a database describing the relationship between individual activities on the game and consumption costs is stored in the ROM 22, and the CPU 21 may refer to the database in the ROM 22 when calculating the cost. Further, the CPU 21 recovers (that is, increases) the value of the operation cost of the player ID by a predetermined amount (for example, 1P per minute) in a predetermined time.
Further, the CPU 21 sequentially monitors the operating cost of the player data, and when the remaining operating cost is low, new activities on the game are limited. For example, when the value of the operation cost is smaller than the cost of consumption due to the battle, the player cannot perform a new battle and needs to wait for the battle to be performed until the management cost is sufficiently recovered.
 また、CPU21は、特定のプレイヤがエールポイントを取得した場合、あるいは抽選で選手カードを引くことでエールポイントを消費した場合には、プレイヤデータベース31にアクセスして、対応するプレイヤIDのプレイヤデータのエールポイントを更新する。 In addition, when a specific player acquires an ale point or when an ale point is consumed by drawing a player card in a lottery, the CPU 21 accesses the player database 31 and stores the player data of the corresponding player ID. Update ale points.
 処理内容指定手段55は、あるプレイヤIDに対応するプレイヤにゲーム上の所定のイベントが生じたときに、そのプレイヤIDと関係付けられた、つまりそのプレイヤIDと仲間の各プレイヤIDに対応するプレイヤの通信端末10宛に、所定のイベントに応じた処理内容を1又は複数の処理内容の中から指定するためのリンク情報を送信する機能を備える。ここで、プレイヤに生ずるゲーム上の所定のイベントは、そのプレイヤにとって有利あるいは不利であることを問わず如何なるイベントでもよいが、以下では、一例として、「他のプレイヤとの対戦で敗北してアイテムを獲られたこと」というイベントを挙げる。 The processing content designation means 55 is associated with the player ID when a predetermined event on the game occurs in the player corresponding to a certain player ID, that is, the player corresponding to the player ID and each of the fellow player IDs. The communication terminal 10 is provided with a function of transmitting link information for designating processing contents corresponding to a predetermined event from one or a plurality of processing contents. Here, the predetermined event on the game that occurs to the player may be any event regardless of whether it is advantageous or disadvantageous for the player. Event.
 処理内容指定手段55の機能は、例えば以下のようにして実現される。ゲームサーバ20のCPU21は、所定のイベントが各プレイヤIDのプレイヤに生じたか否かを逐次監視しており、あるプレイヤIDに所定のイベントが生じた場合には、その所定のイベントに対応するものとして予め定められている1又は複数の処理内容に対応するリンク情報を含むHTMLデータを、そのプレイヤIDの仲間のプレイヤの通信端末10宛に送信する。このHTMLデータは、通信端末10上でウェブページとして表示されたときに、リンク情報に対応する処理内容のいずれかをプレイヤが指定できる構成となっている。また、このHTMLデータには、所定のイベントの内容を表示させるためのテキストを含むことが好ましい。 The function of the processing content designation means 55 is realized as follows, for example. The CPU 21 of the game server 20 sequentially monitors whether or not a predetermined event has occurred in the player of each player ID. When a predetermined event occurs in a certain player ID, it corresponds to the predetermined event. HTML data including link information corresponding to one or more predetermined processing contents is transmitted to the communication terminal 10 of the fellow player of the player ID. When the HTML data is displayed as a web page on the communication terminal 10, the player can specify any of the processing contents corresponding to the link information. The HTML data preferably includes text for displaying the contents of a predetermined event.
 図11は、複数の処理内容に対応するメニュー(リンク情報)をトップページを表示する通信端末10の表示画面例を示す。図11は、プレイヤ:ABCの仲間のプレイヤのトップページを表示する通信端末10の表示画面例である。図11に示す表示画面では中央部分に、仲間のプレイヤ:ABCがプレイヤ:XYZに敗北してパズルカードのピースPU001が獲られたというイベントを示すテキスト、及び、リンク情報として「取り返しに行く」、「プレゼントする」のテキストのメニューが表示されている。「取り返しに行く」というメニューは、「パズルカードのピースPU001をプレイヤ:XYZから取り返すための対戦を行う」という処理内容に対応している。「プレゼントする」というメニューは、「パズルカードのピースPU001を仲間のプレイヤ:ABCにプレゼントする」という処理内容に対応している。「取り返しに行く」、「プレゼントする」のいずれかのメニューの選択操作がなされると、メニューの選択結果がゲームサーバ20へ送信されるようにウェブページが構成されている。この選択操作は、操作入力部15の方向指示釦を操作して所望のメニューを選択した後に決定釦を押下する(つまり、クリックする)操作を行うという非常に簡便な操作で済むようになっている。 FIG. 11 shows a display screen example of the communication terminal 10 that displays a top page of menus (link information) corresponding to a plurality of processing contents. FIG. 11 is a display screen example of the communication terminal 10 that displays the top page of the player: ABC fellow player. In the central portion of the display screen shown in FIG. 11, a text indicating an event that a fellow player: ABC is defeated by a player: XYZ and a puzzle card piece PU001 is captured, and “going back” as link information, A menu with the text “Give Present” is displayed. The menu “going back” corresponds to the processing content “playing a battle to get back the puzzle card piece PU001 from the player: XYZ”. The menu “Give present” corresponds to the processing content “Give a puzzle card piece PU001 to a friend player: ABC”. The web page is configured so that the menu selection result is transmitted to the game server 20 when any of the menu operations “going back” or “present” is selected. This selection operation can be performed by a very simple operation of operating the direction instruction button of the operation input unit 15 to select a desired menu and then pressing (ie, clicking) the decision button. Yes.
 処理内容実行手段56は、リンク情報によって指定された処理内容(指定結果)を通信端末10から受信し、受信した処理内容を実行する機能を備える。処理内容実行手段56は、受信した処理内容に応じて実現方法は異なるが、図11に示したリンク情報に対応した処理内容の場合には、処理内容実行手段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、指定された処理内容が「パズルカードのピースPU001をプレイヤ:XYZから取り返すための対戦を行う」という処理内容である場合、処理内容を指定したプレイヤとプレイヤ:XYZとの間で、処理内容を指定したプレイヤがパズルカードのピースPU001を獲る(取り返す)ためのプレイヤキャラクタによる対戦を実行する。対戦の実行に当たっては、前述したように、CPU21は、データベースアクセス部24を介してデータベースサーバ30のプレイヤデータベース31にアクセスし、対戦相手となる2つのプレイヤIDに対応付けられたキャラクタデータを読み出す。そして、CPU21は、読み出したキャラクタデータに基づいてプレイヤキャラクタ間の対戦を実行する。
The processing content execution means 56 has a function of receiving the processing content (designation result) specified by the link information from the communication terminal 10 and executing the received processing content. The processing content execution means 56 has different implementation methods depending on the received processing contents, but in the case of processing contents corresponding to the link information shown in FIG. 11, the function of the processing content execution means 56 is as follows. Realized.
The CPU 21 of the game server 20, when the designated processing content is the processing content “to perform a battle to retrieve the puzzle card piece PU001 from the player: XYZ”, between the player who has designated the processing content and the player: XYZ. In the meantime, the player who has designated the processing content executes a battle by the player character for catching (recovering) the puzzle card piece PU001. In executing the battle, as described above, the CPU 21 accesses the player database 31 of the database server 30 via the database access unit 24, and reads the character data associated with the two player IDs as opponents. And CPU21 performs the battle | competition between player characters based on the read character data.
 図12及び図13は、「パズルカードのピースPU001をプレイヤ:XYZから取り返すための対戦を行う」という処理内容を実行した場合に、その処理内容を指定したプレイヤの通信端末10に表示される表示画面の一例を示している。なお、以下の説明の便宜上、図11において処理内容を指定したプレイヤの表示名が「BAG」である場合を想定する。
 図12は、図11の表示画面において「取り返しに行く」というメニューの選択操作がプレイヤ:BAGによってなされたときに通信端末10に新たに表示されるウェブページの一例である。このウェブページでは、対戦相手であるプレイヤ:XYZとそのプレイヤデータの一部、さらには対戦の実行の確定を促すための「対戦へ」というメニューが表示される。ここで、「対戦へ」というメニューが選択操作されると、CPU21は、プレイヤ:BAGとプレイヤ:XYZの間の対戦を実行する。
FIG. 12 and FIG. 13 show the display displayed on the communication terminal 10 of the player who specified the processing content when the processing content “Perform a battle to retrieve the puzzle card piece PU001 from the player: XYZ” is executed. An example of a screen is shown. For convenience of the following description, it is assumed that the display name of the player who specified the processing content in FIG. 11 is “BAG”.
FIG. 12 is an example of a web page that is newly displayed on the communication terminal 10 when the player: BAG performs a menu selection operation of “going back” on the display screen of FIG. 11. In this web page, an opponent player: XYZ, a part of the player data, and a menu “go to battle” for prompting confirmation of execution of the battle are displayed. Here, when the menu “go to battle” is selected and operated, the CPU 21 executes a battle between the player: BAG and the player: XYZ.
 図13は、図12の表示画面において「対戦へ」というメニューの選択操作がプレイヤ:BAGによってなされたときに通信端末10に新たに表示されるウェブページの一例である。この例は、プレイヤ:BAGがプレイヤ:XYZに対して勝利し、パズルカードのピースPU001を取り返すことに成功した場合を示している。このウェブページでは、取り返したパズルカードのピースPU001をプレイヤ:ABCへ返すことを指示するための「仲間のABCさんへ」というメニューが表示されている。このメニューの選択操作がなされると、その選択結果を受信したゲームサーバ20のCPU21は、プレイヤデータベース31にアクセスし、プレイヤ:XYZのプレイヤデータからアイテム(ここでは、パズルカードのピースPU001)を削除する処理、及びプレイヤ:ABCのプレイヤデータにアイテムを追加する処理を行う。 FIG. 13 is an example of a web page that is newly displayed on the communication terminal 10 when the selection operation of the menu “go to battle” on the display screen of FIG. 12 is performed by the player: BAG. This example shows a case where the player: BAG wins against the player: XYZ and succeeds in retrieving the puzzle card piece PU001. In this web page, a menu of “To friend ABC” for instructing to return the returned piece PU001 of the puzzle card to the player: ABC is displayed. When this menu selection operation is performed, the CPU 21 of the game server 20 that has received the selection result accesses the player database 31 and deletes the item (here, the piece PU001 of the puzzle card) from the player data of the player: XYZ. And a process of adding an item to the player data of the player: ABC.
 処理内容実行手段56ではさらに、CPU21が、プレイヤ:ABCの通信端末10宛に、プレイヤ:ABCの仲間のプレイヤ:BAGによってアイテムが取り返されたことを示すメッセージを含むウェブページを表示するためのHTMLデータを送信してもよい。図14に、プレイヤ:ABCの通信端末10上のウェブページの表示画面の例を示す。図14に示す例では、「お礼を言う」というメニューが設けられている。このメニューの選択操作がプレイヤ:ABCによってなされると、CPU21は、プレイヤ:BAGのプレイヤIDに基づくアクセスがあったときに、プレイヤ:ABCからのお礼を示す所定のテキストを含むウェブページが表示されるように、プレイヤ:BAGの通信端末10宛にHTMLデータを送信する。 Further, in the processing content execution means 56, the CPU 21 displays an HTML for displaying a web page including a message indicating that the item has been recovered by the player: ABC fellow player: BAG to the communication terminal 10 of the player: ABC. Data may be sent. In FIG. 14, the example of the display screen of the web page on the communication terminal 10 of player: ABC is shown. In the example illustrated in FIG. 14, a menu “Thank you” is provided. When this menu selection operation is performed by the player: ABC, the CPU 21 displays a web page including predetermined text indicating thanks from the player: ABC when there is an access based on the player ID of the player: BAG. As described above, the HTML data is transmitted to the communication terminal 10 of the player: BAG.
 一方、ゲームサーバ20のCPU21は、指定された処理内容が「パズルカードのピースPU001を仲間のプレイヤ:ABCにプレゼントする」という処理内容である場合、CPU21はプレイヤデータベース31にアクセスし、プレイヤ:BAGのプレイヤデータからアイテム(ここでは、パズルカードのピースPU001)を削除する処理、及びプレイヤ:ABCのプレイヤデータにアイテムを追加する処理を行う。
 なお、プレイヤ:BAGがプレイヤ:ABCのアイテムの取り返しに成功した場合、あるいはプレイヤ:BAGがプレイヤ:ABCへアイテムをプレゼントした場合には、プレイヤ:BAGとプレイヤ:ABCの間の親密度を向上させるか、あるいは両者にエールポイントを与える等の特典を付与してもよい。
On the other hand, if the designated processing content is the processing content “present the puzzle card piece PU001 to a fellow player: ABC”, the CPU 21 accesses the player database 31 and the player: BAG. The process of deleting the item (here, the piece PU001 of the puzzle card) from the player data and the process of adding the item to the player data of the player: ABC are performed.
When the player: BAG succeeds in retrieving the item of the player: ABC, or when the player: BAG presents the item to the player: ABC, the closeness between the player: BAG and the player: ABC is improved. Or you may give privileges, such as giving an ale point to both.
 以上では、図11に関連して、指定された処理内容が対戦の実行によってアイテムを取り返すことやアイテムをプレゼントすることである場合について述べてきたが、処理内容はそれらに限られず、所定のイベントに応じて様々な処理内容を設定してよい。ここで、他の処理内容について、図15及び図16を参照して説明する。
 図15は、プレイヤ:ABCに生じた所定のイベントが「他のプレイヤとの対戦で敗北してアイテムを獲られたこと」である場合に、プレイヤ:ABCの仲間のプレイヤ:BAGのトップページを表示する通信端末10の表示画面例を示す。この表示画面例では、複数の処理内容に対応するリンク情報の例として、「残念だったね、と言う」と「また頑張って、と言う」の2つのメニューが設けられる。
 図16は、プレイヤ:ABCに生じた所定のイベントが「他のプレイヤとの対戦で勝利してアイテムを獲ったこと」である場合に、プレイヤ:ABCの仲間のプレイヤ:BAGのトップページを表示する通信端末10の表示画面例を示す。この表示画面例では、複数の処理内容に対応するリンク情報の例として、「良かったね、と言う」と「おめでとう!と言う」の2つのメニューが設けられる。
 図15及び図16のいずれの場合でも、いずれかのメニューの選択操作がなされると、メニューの選択結果がゲームサーバ20へ送信されるようにウェブページが構成されている。ゲームサーバ20のCPU21は、メニューの選択結果を受信すると、メニューの選択結果に応じたテキストのメッセージを含むHTMLデータをプレイヤ:ABCの通信端末10宛に送信する。
In the above, in relation to FIG. 11, the case where the designated processing content is to return an item or to present an item by executing a battle has been described. However, the processing content is not limited to them, and a predetermined event Various processing contents may be set in accordance with the above. Here, other processing contents will be described with reference to FIGS. 15 and 16.
FIG. 15 shows a case where a predetermined event that occurs in the player: ABC is “has been defeated in a match with another player and an item has been caught”, and the top page of the player: ABC fellow player: BAG The example of a display screen of the communication terminal 10 to display is shown. In this display screen example, as examples of link information corresponding to a plurality of processing contents, there are provided two menus of “say unfortunately” and “say good luck”.
FIG. 16 shows a case where a predetermined event occurring in the player: ABC is “winning a match with another player and winning an item” and the player: a friend of ABC's player: BAG top page The example of a display screen of the communication terminal 10 to display is shown. In this display screen example, as an example of link information corresponding to a plurality of processing contents, two menus of “say good” and “say congratulations!” Are provided.
In any case of FIG. 15 and FIG. 16, the web page is configured such that when any menu selection operation is performed, the menu selection result is transmitted to the game server 20. Upon receiving the menu selection result, the CPU 21 of the game server 20 transmits HTML data including a text message corresponding to the menu selection result to the communication terminal 10 of the player: ABC.
 (6)ゲームサーバと通信端末の間の主要な処理のフロー
 次に、本実施形態のゲームサーバ20と通信端末10の間で行われる主要な処理のフローの一例について、図17A及び図17Bのフローチャートを参照して説明する。図17A及び図17Bは、プレイヤが獲られたアイテムをそのプレイヤの仲間が取り返す場合の処理を示すフローチャートである。
(6) Flow of main processing between game server and communication terminal Next, an example of the flow of main processing performed between the game server 20 and the communication terminal 10 of the present embodiment will be described with reference to FIGS. 17A and 17B. This will be described with reference to a flowchart. FIG. 17A and FIG. 17B are flowcharts showing processing in the case where the player's companion returns the item that the player has caught.
 図17Aでは、プレイヤ:ABCにとって「プレイヤ:XYZとの対戦において敗北してアイテムが獲られた」という所定のイベントが生じた場合が想定されている(ステップS10)。このとき、処理内容指定手段55は、後述するリンク情報を含むHTMLデータをプレイヤ:ABCのすべての仲間の通信端末10宛に送信してもよいが、より好ましい例では、仲間へのリンク情報の送信の是非のチェック、リンク情報を送信すべき仲間の限定、及び、送信先に応じたリンク情報の決定を以下の点に基づいて行う(ステップS20~S50)。
 ・ステップS10で対戦したプレイヤ:ABC,XYZの技能レベル
 ・プレイヤ:ABCとその仲間の親密度
 ・プレイヤ:ABCが失ったアイテムを仲間が所有しているか否か
In FIG. 17A, it is assumed that a predetermined event has occurred for the player: ABC that “the item has been defeated in the battle with the player: XYZ” (step S10). At this time, the processing content designating unit 55 may transmit HTML data including link information to be described later to the communication terminals 10 of all the friends of the player: ABC, but in a more preferred example, the link information to the friends is sent. Based on the following points, whether or not to check transmission, limitation of friends to whom link information should be transmitted, and determination of link information according to the transmission destination are performed (steps S20 to S50).
-Player who played in step S10: Skill level of ABC, XYZ-Player: Intimacy of ABC and its friends-Player: Whether the friends own items lost by ABC
 ゲームサーバ20の処理内容指定手段55は、プレイヤ:ABCの技能レベルがプレイヤ:XYZの技能レベルより高い場合には、「アイテムをプレイヤ:XYZから取り返すための対戦を行う」という処理内容に対応するリンク情報を仲間のプレイヤの通信端末10宛に送信することを禁止することが好ましい(ステップS20,S50)。この禁止処理を行うのは、プレイヤ:ABCにとってみれば、自分よりも技能レベルの高いプレイヤに勝利してアイテムを手に入れたにも関わらず別の対戦でそのアイテムを失いうることが不合理とも考えられるためである。この場合、CPU21はプレイヤデータベース31にアクセスして、プレイヤ:ABCとプレイヤ:XYZのプレイヤデータに基づいて、プレイヤ間の技能レベルを比較する。
 なお、ステップS50では、プレイヤ:ABCの技能レベルがプレイヤ:XYZの技能レベルより高い場合であっても、「アイテムを仲間のプレイヤ:ABCにプレゼントする」という処理内容に対応するリンク情報を仲間のプレイヤの通信端末10宛に送信することは禁止しなくてもよい。
When the player: ABC skill level is higher than the player: XYZ skill level, the process content specifying means 55 of the game server 20 corresponds to the process content of “playing a battle to get items back from the player: XYZ”. It is preferable to prohibit the link information from being transmitted to the communication terminal 10 of the fellow player (steps S20 and S50). This prohibition process is performed by the player: ABC, and it is unreasonable to lose the item in another battle despite winning the player with a higher skill level than himself. This is also considered. In this case, the CPU 21 accesses the player database 31 and compares the skill levels between the players based on the player data of player: ABC and player: XYZ.
In step S50, even if the skill level of the player: ABC is higher than the skill level of the player: XYZ, link information corresponding to the processing content of “present an item to a fellow player: ABC” is displayed. Transmission to the communication terminal 10 of the player may not be prohibited.
 ゲームサーバ20の処理内容指定手段55は、プレイヤ:ABCの仲間の中から、プレイヤ:ABCとの親密度に応じてリンク情報の送信先(つまり、仲間の通信端末10)を決定することが好ましい(ステップS30,S50)。この場合、CPU21はプレイヤデータベース31のプレイヤデータにアクセスして、プレイヤ:ABCと仲間の各プレイヤとの間の親密度を読み出し、所定の閾値と比較する。1つの好ましい適用例では、プレイヤ:ABCとの親密度が所定値よりも高い仲間のプレイヤの通信端末10宛に、リンク情報の送信が限定される。これによって、それほど親しくない仲間から頻繁にリンク情報を受信することによる煩わしさが解消する。 It is preferable that the processing content specifying means 55 of the game server 20 determines the link information transmission destination (that is, the fellow communication terminal 10) according to the familiarity with the player: ABC from among the friends: ABC. (Steps S30 and S50). In this case, the CPU 21 accesses the player data in the player database 31, reads out the intimacy between the player: ABC and each of the fellow players, and compares it with a predetermined threshold value. In one preferable application example, transmission of link information is limited to a communication terminal 10 of a fellow player whose friendship with the player: ABC is higher than a predetermined value. This eliminates the hassle of frequently receiving link information from less familiar friends.
 ゲームサーバ20の処理内容指定手段55は、ステップS10(所定のイベント)でプレイヤ:ABCが失ったアイテムと同じアイテムを保有する仲間の通信端末10にのみ、仲間のプレイヤデータがプレイヤ:ABCにアイテムをプレゼントするという処理内容に対応するリンク情報を送信することが好ましい(ステップS40,S50)。これにより、アイテムを保持していないためにプレゼントするという処理内容を実現することができない仲間に対してその処理内容に対応するリンク情報が送信されるという状況が回避される。 The processing content specifying means 55 of the game server 20 is configured so that the player data of the friend is an item in the player: ABC only in the communication terminal 10 of the friend who has the same item as the item lost by the player: ABC in step S10 (predetermined event). It is preferable to transmit link information corresponding to the processing content of presenting (steps S40 and S50). Thereby, the situation where the link information corresponding to the processing content is transmitted with respect to the friend who cannot implement | achieve the processing content which presents because it does not hold | maintain an item is avoided.
 上述した様々な観点から、送信先と送信するリンク情報を決定した後、処理内容指定手段55は、リンク情報を含むHTMLデータをプレイヤ:ABCの仲間の通信端末10宛に送信する(ステップS60)。各通信端末は、受信したHTMLデータを解釈し、処理内容に対応するメニュー(リンク情報)を含むウェブページを表示する(ステップS70)。この場合、各仲間の通信端末10には、「取り返しに行く」または「プレゼントする」のいずれかのメニューが表示される場合、両方のメニューが表示される場合、処理内容に対応するメニューが表示されない場合が生じうる。
 通信端末10に対するいずれかのメニューの選択操作によって、処理内容が指定されると、その指定結果が通信端末10からゲームサーバ20宛に送信される(ステップS90)。
From the various viewpoints described above, after determining the transmission destination and link information to be transmitted, the processing content designating means 55 transmits HTML data including the link information to the communication terminal 10 of the player: ABC fellow (step S60). . Each communication terminal interprets the received HTML data and displays a web page including a menu (link information) corresponding to the processing content (step S70). In this case, when one of the menus of “going back” or “giving present” is displayed on the communication terminal 10 of each associate, when both menus are displayed, the menu corresponding to the processing content is displayed. There may be cases where it is not done.
When the processing content is designated by the selection operation of any menu on the communication terminal 10, the designation result is transmitted from the communication terminal 10 to the game server 20 (step S90).
 以下の説明では、ステップS90で指定結果を返信したプレイヤがプレイヤ:BAGである場合を想定する。
 プレイヤ:ABCの仲間であるプレイヤ:BAGの通信端末10から処理内容の指定結果を受信すると、処理内容実行手段56が指定された処理内容を解釈して実行する(ステップS100,S110)。このフローチャートの例では、指定された処理内容が「アイテムをプレイヤ:XYZから取り返すための対戦を行う」という処理内容であって、その対戦(取り返し対戦)において、仲間のプレイヤ:BAGがプレイヤ:XYZに勝利した場合が想定される。この場合、ゲームサーバ20の処理内容実行手段56は、例えば、仲間のプレイヤの通信端末10の表示画面が図11~13に示した順に遷移して表示するようにHTMLデータを送信する。ここで、図13の表示画面においてアイテムをプレイヤ:ABCへ戻すことを確定するメニューの選択操作が行われると(ステップS120:YES)、その選択結果が通信端末10からゲームサーバ20宛に送信される(ステップS130)。選択結果を受信すると、ゲームサーバ20の処理内容実行手段56は、アイテムの移管処理を行う(ステップS140)。つまり、ゲームサーバ20のCPU21はプレイヤデータベース31にアクセスし、プレイヤ:XYZのプレイヤデータからアイテムを削除する処理、及びプレイヤ:ABCのプレイヤデータにアイテムを追加する処理を行う。
In the following description, it is assumed that the player who has returned the specified result in step S90 is player: BAG.
When the processing content designation result is received from the communication terminal 10 of the player: BAG who is a player: ABC, the processing content execution means 56 interprets and executes the designated processing content (steps S100, S110). In the example of this flowchart, the designated processing content is the processing content of “playing a battle for retrieving items from the player: XYZ”, and in the battle (returning battle), the fellow player: BAG is playing the player: XYZ. It is assumed that you have won. In this case, the processing content execution means 56 of the game server 20 transmits the HTML data so that the display screen of the communication terminal 10 of the fellow player transitions and displays in the order shown in FIGS. Here, when a menu selection operation for confirming that the item is returned to the player: ABC is performed on the display screen of FIG. 13 (step S120: YES), the selection result is transmitted from the communication terminal 10 to the game server 20. (Step S130). When the selection result is received, the process content execution means 56 of the game server 20 performs an item transfer process (step S140). That is, the CPU 21 of the game server 20 accesses the player database 31 and performs a process of deleting an item from the player data of the player: XYZ and a process of adding an item to the player data of the player: ABC.
 その後、ゲームサーバ20のCPU21は、プレイヤ:ABC及びその仲間宛のメッセージを作成し(ステップS150)、そのメッセージを含むHTMLデータを各通信端末10宛に送信するようにしてもよい(ステップS160)。プレイヤ:ABC宛のメッセージは、例えば、図14に例示したメッセージ(「仲間のBAGさんが取り返してくれました!!」)である。プレイヤ:ABCの仲間宛のメッセージは、仲間のプレイヤ:BAGがプレイヤ:ABCのアイテムを取り返したことを通知するものであってよい。これにより、プレイヤ:BAG以外の仲間のプレイヤにとって見れば、ステップS10のイベントに対するメニュー選択(つまり、処理内容の選択)を行う必要がなくなったことが分かるため、無駄に処理内容に対応するメニューを選択することがなくなる。 Thereafter, the CPU 21 of the game server 20 creates a message addressed to the player: ABC and its friends (step S150), and transmits HTML data including the message to each communication terminal 10 (step S160). . Player: The message addressed to ABC is, for example, the message illustrated in FIG. 14 (“My friend BAG has recovered!”). The message addressed to the friend of the player: ABC may be a notification that the friend player: BAG has regained the item of the player: ABC. As a result, it can be understood that it is no longer necessary to perform menu selection (that is, selection of processing contents) for the event of step S10 for fellow players other than the player: BAG. There is no choice.
 図14に例示したメッセージを含むウェブページでは、「お礼を言う」というメニューが設けられている。このメニューの選択操作がプレイヤ:ABCによってなされると(ステップS170)、その選択結果がゲームサーバ20宛に送信される(ステップS180)。そして、ゲームサーバ20のCPU21は、プレイヤ:BAGのプレイヤIDに基づくアクセスがあったときに、プレイヤ:ABCからのお礼を示す所定のテキストのメッセージを含むウェブページが表示されるようにHTMLデータを作成し(ステップS190)、プレイヤ:BAGの通信端末10宛にHTMLデータを送信する(ステップS200)。 In the web page including the message illustrated in FIG. 14, a menu “Thank you” is provided. When this menu selection operation is performed by the player: ABC (step S170), the selection result is transmitted to the game server 20 (step S180). Then, when there is an access based on the player ID of the player: BAG, the CPU 21 of the game server 20 sends the HTML data so that a web page including a predetermined text message indicating thanks from the player: ABC is displayed. It creates (step S190) and transmits HTML data to the communication terminal 10 of the player: BAG (step S200).
 図17A及び図17Bに示した処理によれば、他のプレイヤに敗北してアイテムを獲られたプレイヤ:ABCが、コミュニケーションに積極的でない場合であっても、プレイヤ:ABCが敗北してアイテムを獲られたという事実(つまり、所定のイベント)は、プレイヤ:ABCが自ら行動を起こすことなく、ゲームサーバ20によって仲間に伝達される。このとき、プレイヤ:ABCの仲間の通信端末10には、上記所定のイベントに対する処理内容がメニュー(リンク情報)として表示され、非常に簡便な操作で即座にメニューが選択でき、上記所定のイベントに対する応答ができるようになっている。そのため、プレイヤ:ABCに生じた上記の所定のイベントに対して、プレイヤ:ABCと仲間の間でのコミュニケーションの開始が自動的、かつお互いの負担が少ない状態で円滑に行なわれるようにすることができる。そのため、仲間に生じた所定のイベントを契機として、仲間同士の交流を促進させることができる。 According to the processing shown in FIGS. 17A and 17B, even if the player: ABC who has been defeated by another player and the item is not active in communication, the player: ABC has been defeated and the item has been acquired. The fact of being caught (that is, a predetermined event) is transmitted to the friends by the game server 20 without causing the player: ABC to take action. At this time, the processing content for the predetermined event is displayed as a menu (link information) on the communication terminal 10 of the player: ABC, and the menu can be selected immediately by a very simple operation. You can respond. Therefore, in response to the predetermined event occurring in the player: ABC, the start of communication between the player: ABC and the friends is performed automatically and smoothly in a state where the mutual burden is small. it can. Therefore, exchange between friends can be promoted with a predetermined event occurring in the friends.
 なお、本実施形態のゲーム制御装置において、ゲーム進行手段52は、あるプレイヤが仲間のアイテムの取り返しに成功した場合、または、あるプレイヤが、仲間が失ったアイテムをプレゼントした場合には、そのプレイヤに通常より多いエールポイントを与える等の所定の特典を付与するようにしてもよい。ここで、エールポイントは特典の一例に過ぎず、特典の内容は、ゲームの性質に応じて適宜設定してよい。
 また、本実施形態のゲーム制御装置において、親密度設定手段542は、あるプレイヤが仲間のアイテムの取り返しに成功した場合、または、あるプレイヤが、仲間が失ったアイテムをプレゼントした場合には、両者の親密度を上げるようにしてもよい。このとき、仲間間の親密度が高い場合には、その仲間間での交流イベント(例えば、仲間との協力プレイ、仲間との挨拶や連絡などのコミュニケーション、アイテムのプレゼントあるいはアイテムの交換等)によって付与されるエールポイントを、親密度が低い場合よりも多くすることが好ましい。ここで、エールポイントは親密度が高い仲間間に付与される特典の一例に過ぎず、特典の内容は、ゲームの性質に応じて適宜設定してよい。
 上述した構成にすることで、プレイヤに対して、仲間間のアイテムの取り返し、あるいは仲間が失ったアイテムのプレゼントといった行為に強い動機付けを与えることができる。
In the game control device according to the present embodiment, the game progress means 52 determines that the player progresses when a player succeeds in returning a friend's item or when a player presents an item lost by the friend. A predetermined privilege such as giving more ale points than usual may be granted. Here, an ale point is only an example of a privilege, and the content of the privilege may be appropriately set according to the nature of the game.
Further, in the game control device of the present embodiment, the intimacy setting means 542 indicates that when a certain player succeeds in retrieving a friend's item, or when a certain player presents an item that the fellow has lost, both You may make it raise the intimacy of. At this time, if the intimacy between the peers is high, the exchange event between the peers (for example, cooperative play with the peers, communication such as greetings and communication with the peers, gifts of items or exchange of items) It is preferable to increase the number of ale points to be given as compared to the case where the intimacy is low. Here, an ale point is only an example of a privilege given to friends with high intimacy, and the content of the privilege may be appropriately set according to the nature of the game.
With the above-described configuration, it is possible to give a strong motivation to the player to recover items between friends or to give away items that have been lost by the friends.
 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。 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.

Claims (9)

  1.  プレイヤによって操作される通信端末からネットワークを介してアクセス可能に構成され、前記通信端末によるプレイヤのゲームの実行を、プレイヤを一意に特定するためのプレイヤ識別情報単位で制御するゲーム制御装置であって、
     プレイヤ識別情報に基づく申請を契機として当該プレイヤ識別情報を他のプレイヤ識別情報と関係付けて登録する登録手段と、
     第1のプレイヤ識別情報に対応するプレイヤにゲーム上の所定のイベントが生じたときに、前記第1のプレイヤ識別情報と関係付けられた各プレイヤ識別情報に対応するプレイヤの通信端末宛に、前記所定のイベントに応じた処理内容を1又は複数の処理内容の中から指定するためのリンク情報を送信する処理内容指定手段と、
     前記リンク情報によって指定された処理内容を通信端末から受信し、受信した処理内容を実行する処理内容実行手段と、
     を備えた、ゲーム制御装置。
    A game control device configured to be accessible via a network from a communication terminal operated by a player, and controlling execution of the player's game by the communication terminal in units of player identification information for uniquely identifying the player. ,
    Registration means for registering the player identification information in association with other player identification information triggered by an application based on the player identification information;
    When a predetermined event on the game occurs in the player corresponding to the first player identification information, the player's communication terminal corresponding to each player identification information associated with the first player identification information Processing content designation means for transmitting link information for designating processing content corresponding to a predetermined event from one or more processing content;
    Processing content execution means for receiving the processing content specified by the link information from the communication terminal and executing the received processing content;
    A game control device comprising:
  2.  プレイヤ識別情報と、当該プレイヤ識別情報に対応するプレイヤがゲーム上で利用可能に保持するアイテムとを関連付けて記憶装置に記憶させる記憶手段と、
     プレイヤ識別情報に対応するプレイヤ間の対戦を、敗北したプレイヤが保持するアイテムが勝利したプレイヤに移されるようにして実行する対戦実行手段と、
     を備え、
     前記所定のイベントは、前記第1のプレイヤ識別情報に対応するプレイヤが他の第2のプレイヤ識別情報に対応するプレイヤとの対戦において第1のプレイヤ識別情報に対応するプレイヤが敗北したことであ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。
    Storage means for associating and storing in the storage device the player identification information and an item that the player corresponding to the player identification information holds to be available on the game;
    A battle execution means for executing a battle between players corresponding to the player identification information so that an item held by the defeated player is transferred to the winning player;
    With
    The predetermined event is that the player corresponding to the first player identification information has lost the player corresponding to the first player identification information in a battle with the player corresponding to the other second player identification information. It is characterized by
    The game control apparatus according to claim 1.
  3.  前記1又は複数の処理内容は、前記第1のプレイヤ識別情報と関係付けられたプレイヤ識別情報に対応するプレイヤと、前記第2のプレイヤ識別情報に対応するプレイヤとの間の対戦を実行し、当該対戦において第2のプレイヤ識別情報に対応するプレイヤが敗北した場合に、第2のプレイヤ識別情報に対応するプレイヤとの対戦において第1のプレイヤ識別情報に対応するプレイヤが失ったアイテムを、第1のプレイヤ識別情報に対応するプレイヤに戻す第1の処理内容、を含むことを特徴とする、
     請求項2に記載されたゲーム制御装置。
    The one or more processing contents execute a battle between a player corresponding to the player identification information associated with the first player identification information and a player corresponding to the second player identification information, When the player corresponding to the second player identification information is defeated in the battle, the item lost by the player corresponding to the first player identification information in the battle with the player corresponding to the second player identification information is Including a first processing content to be returned to the player corresponding to one player identification information.
    The game control apparatus according to claim 2.
  4.  各プレイヤ識別情報を、ゲーム上の複数の技能レベルのいずれかに属するように管理するレベル管理手段を備え、
     前記処理内容実行手段は、前記第1のプレイヤ識別情報が前記第2のプレイヤ識別情報よりも高い技能レベルに属する場合には、前記第1の処理内容の実行を禁止することを特徴とする、
     請求項3に記載されたゲーム制御装置。
    Level management means for managing each player identification information so as to belong to any one of a plurality of skill levels on the game,
    The processing content execution means prohibits the execution of the first processing content when the first player identification information belongs to a skill level higher than the second player identification information.
    The game control device according to claim 3.
  5.  前記1又は複数の処理内容は、前記第1のプレイヤ識別情報と関係付けられたプレイヤ識別情報の中で前記所定のイベントに応じた処理内容を送信したいずれかのプレイヤ識別情報、に対応するプレイヤが保持するアイテムのうち、対戦によって前記第1のプレイヤ識別情報に対応するプレイヤが失ったアイテムと同一のアイテムを、第1のプレイヤ識別情報に対応するプレイヤに移す第2の処理内容、を含むことを特徴とする、
     請求項2~4のいずれかに記載されたゲーム制御装置。
    The one or more processing contents correspond to any one of the player identification information that has transmitted the processing contents according to the predetermined event in the player identification information related to the first player identification information. Includes the second processing content for transferring the same item as the item lost by the player corresponding to the first player identification information to the player corresponding to the first player identification information among the items held by the player It is characterized by
    The game control device according to any one of claims 2 to 4.
  6.  前記処理内容指定手段は、前記記憶装置を参照し、前記第1のプレイヤ識別情報と関係付けられたプレイヤ識別情報に対応するプレイヤであって、かつ第1のプレイヤ識別情報に対応するプレイヤが敗北により失ったアイテムと同一のアイテムを保持するプレイヤの通信端末宛に、前記リンク情報を送信することを特徴とする、
     請求項5に記載されたゲーム制御装置。
    The processing content specifying means refers to the storage device, and is a player corresponding to the player identification information associated with the first player identification information, and the player corresponding to the first player identification information is defeated. The link information is transmitted to the communication terminal of the player holding the same item as the item lost by
    The game control apparatus according to claim 5.
  7.  互いに関係付けられたプレイヤ識別情報に対応するプレイヤ間で発生するイベントに基づき、プレイヤ識別情報間の親密度を設定する親密度設定手段を備え、
     前記処理内容指定手段は、前記第1のプレイヤ識別情報と関係付けられたプレイヤ識別情報の中から、前記第1のプレイヤ識別情報との親密度に応じて前記リンク情報の送信先を決定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。
    A closeness setting means for setting closeness between player identification information based on an event that occurs between players corresponding to the player identification information associated with each other;
    The processing content designating unit determines a transmission destination of the link information according to a closeness with the first player identification information from the player identification information associated with the first player identification information. Characterized by the
    The game control device according to any one of claims 1 to 5.
  8.  プレイヤによって操作される通信端末からネットワークを介してアクセス可能に構成され、前記通信端末によるプレイヤのゲームの実行を、プレイヤを一意に特定するためのプレイヤ識別情報単位で制御するゲーム制御装置、におけるイベント処理方法であって、
     プレイヤ識別情報に基づく申請を契機として当該プレイヤ識別情報を他のプレイヤ識別情報と関係付けて登録するステップと、
     第1のプレイヤ識別情報に対応するプレイヤにゲーム上の所定のイベントが生じたときに、前記第1のプレイヤ識別情報と関係付けられた各プレイヤ識別情報に対応するプレイヤの通信端末宛に、前記所定のイベントに応じた処理内容を1又は複数の処理内容の中から指定するためのリンク情報を送信するステップと、
     前記リンク情報によって指定された処理内容を通信端末から受信し、受信した処理内容を実行するステップと、
     を備えた、イベント処理方法。
    An event in a game control device configured to be accessible via a network from a communication terminal operated by a player, and controlling a player's game execution by the communication terminal in units of player identification information for uniquely identifying the player A processing method,
    Registering the player identification information in association with other player identification information triggered by an application based on the player identification information;
    When a predetermined event on the game occurs in the player corresponding to the first player identification information, the player's communication terminal corresponding to each player identification information associated with the first player identification information Transmitting link information for designating processing contents corresponding to a predetermined event from one or more processing contents;
    Receiving the processing content specified by the link information from the communication terminal, and executing the received processing content;
    An event processing method comprising:
  9.  プレイヤによって操作される通信端末からネットワークを介し、プレイヤを一意に特定するためのプレイヤ識別情報単位で実行されるゲームにおけるイベント処理のために、コンピュータを、
     プレイヤ識別情報に基づく申請を契機として当該プレイヤ識別情報を他のプレイヤ識別情報と関係付けて登録する登録手段、
     第1のプレイヤ識別情報に対応するプレイヤにゲーム上の所定のイベントが生じたときに、前記第1のプレイヤ識別情報と関係付けられた各プレイヤ識別情報に対応するプレイヤの通信端末宛に、前記所定のイベントに応じた処理内容を1又は複数の処理内容の中から指定するためのリンク情報を送信する処理内容指定手段、及び
     前記リンク情報によって指定された処理内容を通信端末から受信し、受信した処理内容を実行する処理内容実行手段、
     として機能させるためのイベント処理プログラム。
    For event processing in a game executed in units of player identification information for uniquely identifying a player via a network from a communication terminal operated by the player, a computer is
    Registration means for registering the player identification information in association with other player identification information triggered by an application based on the player identification information;
    When a predetermined event on the game occurs in the player corresponding to the first player identification information, the player's communication terminal corresponding to each player identification information associated with the first player identification information Processing content designation means for transmitting link information for designating processing content corresponding to a predetermined event from one or more processing content, and receiving processing content designated by the link information from the communication terminal Processing content execution means for executing the processed content,
    Event processing program to function as
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