WO2013161719A1 - Game control device, game control method, program, recording medium, and game system - Google Patents

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

Info

Publication number
WO2013161719A1
WO2013161719A1 PCT/JP2013/061664 JP2013061664W WO2013161719A1 WO 2013161719 A1 WO2013161719 A1 WO 2013161719A1 JP 2013061664 W JP2013061664 W JP 2013061664W WO 2013161719 A1 WO2013161719 A1 WO 2013161719A1
Authority
WO
WIPO (PCT)
Prior art keywords
user
game
information
privilege
users
Prior art date
Application number
PCT/JP2013/061664
Other languages
French (fr)
Japanese (ja)
Inventor
庸輔 佐々木
秋津 寺嶋
Original Assignee
株式会社コナミデジタルエンタテインメント
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
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
Priority to JP2014512531A priority Critical patent/JP5941535B2/en
Publication of WO2013161719A1 publication Critical patent/WO2013161719A1/en

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features 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 controlling the progress of a game by each user according to each operation of a plurality of users.
  • social game executed by a game application created based on an operating environment such as an API (Application Programming Interface) operating on a web browser in a social networking service (SNS) by a specific service provider.
  • API Application Programming Interface
  • SNS social networking service
  • Game is popular. It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of users. If a user can connect to the Internet and has a communication terminal equipped with a web browser, the user can enjoy a social game regardless of time and place.
  • One of the features of the above-described social game is that it has a richer communication function for interaction between users than the conventional online game.
  • social games for example, in addition to the execution of a game that cooperates between mutually related users (companies), information exchange by communicating with the companion such as greetings and communication with the companion, on the game with the companion Item presents or item exchanges are taking place.
  • a digital card game (Dragon Collection (registered trademark)) described in Non-Patent Document 1 below is known.
  • a conventional social game information regarding a plurality of options is provided to a user who is executing the game, and the game is advanced according to the selection result of the user.
  • the user's selection result is merely for determining whether or not to proceed with the game, and even if the user selects the same option as other users, the progress of the user's own game There was no effect. For this reason, it has been difficult for the user to obtain satisfaction by selecting the same option as that of other users.
  • the present invention has been made in view of the above-described viewpoints, and a game control device, a game control method, a program, a recording medium, and a game that enable a user to obtain satisfaction by selecting the same option as another user
  • the purpose is to provide a system.
  • a first aspect of the present invention is a game control device.
  • the game control device Execution means for executing the game; Information providing means for providing the user with information on a plurality of objects as options during execution of the game by the user; Obtaining means for obtaining information on an operation for selecting any object from the plurality of objects for each user; When the information about the object selected by the first user is acquired, the privilege on the game according to the number or the ratio of the second user who selects the same object as the first user is given to the first user. Granting means for granting to Is provided.
  • the “object” may be anything as long as it is a selection target, but includes, for example, a character and an item.
  • a character is, for example, a virtual person or creature on a game, or a monster, and includes those displayed on a card or the like.
  • the item may be, for example, a thing that the user can hold on the game, a thing that the user needs to collect on the game, or an advantage that the user has on the game. What can acquire an effect may be used.
  • the “information regarding a plurality of objects” may be provided directly to the user from the game control device, or may be provided to the user via an external device accessible to the game control device.
  • the “privilege on the game” may be, for example, a point or item on the game or an advantageous effect on the game.
  • the advantageous effect on the game may be, for example, that the parameter of the item that the user holds in the game may be increased, or that the character's ability may be improved without using the item. It may be that the user can obtain a special item.
  • the advantageous effect on the game may be that the setting is adjusted so that the progress of the game is facilitated, for example, the consumption of points on the game to be consumed according to the user's operation or the like. It may be reduced more than usual, the point may be available, or the progress rate of the game according to the user's operation or the like may be increased more than usual.
  • the advantageous effect on the game may be that the setting on the game is adjusted so that the game can be indirectly advantageous, for example, an event that allows the user to acquire a special item is generated. It may be possible to increase the probability that the parameter of the item will increase significantly.
  • the game privilege according to the number or ratio of the second users who have selected the same object as the first user is Granted to the first user.
  • the progress of the game of the first user has a good influence based on the benefits on the game.
  • the 1st user can obtain the satisfaction by having selected the same object as the 2nd user.
  • the game control device further includes an association unit that associates users with each other, and the granting unit includes a game unit according to a number or a ratio of users associated with the first user among the second users. May be given to the first user. For example, when the number of users (friend users) related to the first user among the second users is larger or the ratio is higher, the benefits granted to the first user are larger.
  • the progress of the first user's game can be realized by a game having a new interest that is influenced by the fellow users of the first user.
  • the granting unit may assign the same object as the first user within a predetermined period of time based on acquisition of information regarding the object selected by the first user among the second users.
  • a privilege on the game according to the number or ratio of the selected users may be given to the first user.
  • “within a predetermined period based on acquisition of information related to the object selected by the first user” means, for example, when information related to the object selected by the first user is acquired In this case, it may be within a predetermined period before the reference time, may be within a predetermined period after the reference time, or may be within a predetermined period including before and after the reference time. .
  • the first user is almost at the same time as many other users in order to increase the possibility of obtaining more privileges.
  • Motivation to select objects since the number of accesses of the whole game improves when many users execute a game at substantially the same time, a community in the game can be activated.
  • the granting unit when the granting unit obtains information related to the object selected by the first user a plurality of times, the granting unit continues the same object as the first user among the second users.
  • a privilege on the game according to the number or ratio of the users selected in the above may be given to the first user. For example, when the number of users or the percentage of users who have continuously selected the same object as the first user among the second users is larger, the benefits granted to the first user are increased.
  • the first user can further enhance the satisfaction by continuously selecting the same object as the second user.
  • the granting unit continuously selects the same object as the first user by the second user.
  • a privilege on the game corresponding to the number of times played may be given to the first user. For example, if the number of benefits given to the first user increases as the number of times the same object as the first user is continuously selected by the second user increases, The user can further enhance the satisfaction by selecting the same object as the second user in succession.
  • the first user needs to consider objects selected by other users in order to obtain more benefits, that is, to increase the number of times the same object as the second user is continuously selected. As a result, the interest of the game can be further enhanced.
  • the game includes a plurality of parts to be executed, and the information providing unit provides the user with information on the plurality of objects when a predetermined condition is satisfied in each part.
  • the “predetermined condition” may be, for example, that the user has conquered (cleared) the part to be executed, or the user has a predetermined number of other users or characters in the part to be executed. You may have won the match.
  • the “predetermined condition” may be, for example, that the user has acquired a predetermined number of items in the execution target part, and the progress of the game in the execution target part reaches a predetermined threshold or more. It may be that.
  • the first user selects the same object by selecting any one of the plurality of objects each time a predetermined condition is satisfied in each part, so that the second user selects the same object.
  • Benefits on the game can be obtained according to the number or ratio. For this reason, in order to increase the number of times the first user obtains a privilege, the motivation to perform as many parts as possible is given.
  • the granting unit proceeds the game of the first user in the (N + 1) th part based on the selection result of the first user in the N (N is a natural number) part. May be adjusted to be advantageous. For example, when a privilege is given for each part, if the progress of the game becomes more advantageous as the part to be executed advances, the progress of the game becomes extremely easy. May decrease. Therefore, it is preferable that the game effect based on the privilege is reset every time an object is selected. Thereby, it can be suppressed that the progress of the game becomes more advantageous as the part to be executed advances.
  • the plurality of objects may include an object related to the user's preference. According to this game control device, for example, it is possible to realize an unprecedented game in which the progress of the first user's game is affected by the second user having the same taste as the first user.
  • the acquisition unit acquires, for each of the plurality of groups, information related to an operation of selecting any one of the plurality of objects when there are a plurality of groups including at least one user.
  • the granting unit may grant a privilege on the game to the first user according to the number or ratio of the group that selects the same object as the group to which the first user belongs among a plurality of groups.
  • the 1st user can obtain the privilege on the game according to the number or ratio of the group which selected the same object as the group to which he belongs. Thereby, a favorable influence based on the privilege on a game arises in progress of a 1st user's game.
  • the 1st user can obtain the satisfaction by having selected the same object as the group to which the first user belongs.
  • the amount of data to be managed may be reduced compared to managing object selection results for each user. Therefore, it is possible to reduce the load on the game control apparatus related to the processing of the data.
  • a second aspect of the present invention is a game control method.
  • the game control method is as follows: Running the game, and Providing the user with information about a plurality of objects as options during execution of the game by the user; Obtaining information on an operation for selecting any object from the plurality of objects for each user; When the information about the object selected by the first user is acquired, the privilege on the game according to the number or the ratio of the second user who selects the same object as the first user is given to the first user. A step of granting to Is provided.
  • a third aspect of the present invention provides a computer for controlling the execution of a game.
  • the ability to run games A function of providing the user with information on a plurality of objects as options during execution of the game by the user; A function of acquiring information on an operation for selecting any object from the plurality of objects for each user and storing the information in a storage device; and when acquiring information about an object selected by a first user, A function of acquiring information on a second user who has selected the same object as the first user from the storage device, and giving a privilege on the game according to the number or ratio of the second users to the first user , It is a program for realizing.
  • the computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
  • a fifth aspect of the present invention is a game system including a communication terminal and a server accessed from the communication terminal, Execution means for executing the game, Information providing means for providing the user with information on a plurality of objects as options during execution of the game by the user; An acquisition unit that acquires, for each user, information related to an operation of selecting any one of the plurality of objects; When the information about the object selected by the first user is acquired, the privilege on the game according to the number or the ratio of the second user who selects the same object as the first user is given to the first user. Granting means to grant to Any one of the communication terminal and the server is provided with each means.
  • the communication terminal may be, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television receiver having a bidirectional communication function, a game device with a communication function, or the like.
  • a mobile terminal a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television receiver having a bidirectional communication function, a game device with a communication function, or the like.
  • the figure which shows the basic composition of the game system of embodiment The figure which shows an example of the external appearance of the communication terminal of embodiment.
  • the figure which shows the other example of the external appearance of the communication terminal of embodiment The block diagram which shows the structure of the communication terminal of embodiment.
  • the block diagram which shows the structure of the game server of embodiment The block diagram which shows the structure of the database server of embodiment.
  • the figure which shows the structural example of the user database contained in a database server.
  • the figure which shows the data structural example of answer data The figure which shows an example of the display screen of the communication terminal which displays a top page.
  • the flowchart which shows an example of the main processes of the game control apparatus of embodiment.
  • the figure which shows the data structural example of group data The figure which shows the example of 1 structure of each function in each of a communication terminal and a game server.
  • the present invention relates to a patent application of Japanese Patent Application No. 2012-100431 filed with the Japan Patent Office on April 25, 2012, the contents of which are incorporated herein by reference.
  • FIG. 1 shows a system configuration example of a game system according to the embodiment.
  • the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW,
  • NW network
  • the database server 30 is configured.
  • Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function.
  • a communication terminal such as a John receiver (including a so-called multi-function smart TV).
  • the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10.
  • the game server 20 is mounted with an application operable on a web browser as a game application.
  • the database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 in a wired or wireless manner for reading and writing the information. Note that the game server 20 and the database server 30 may be connected via a communication network NW.
  • the communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.
  • an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided.
  • the game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
  • FIGS. 2A and 2B are diagrams each illustrating an example of the appearance of the communication terminal 10.
  • FIG. 2A illustrates a button input type communication terminal such as a foldable mobile terminal (mobile phone).
  • FIG. 2B illustrates a communication terminal of a touch panel input method such as a smartphone.
  • FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10. As shown in FIG.
  • the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, A 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
  • the CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. And CPU11 is based on the appropriate designation
  • the communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser. In acquiring the HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the communication interface unit 17. The game server 20 is notified.
  • the web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14.
  • the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.
  • the image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data.
  • the display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
  • LCD Liquid-Cristal-Display
  • the instruction input unit 15 includes a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input.
  • a button group 15b including a group 15a and a plurality of instruction input buttons such as a numeric keypad is provided, and an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11 is included.
  • the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16.
  • the determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page.
  • buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange
  • the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
  • the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen.
  • the touch panel input method may be a known method such as a capacitance method.
  • the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
  • the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu.
  • the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
  • the configuration of the game server 20 will be described with reference to FIG.
  • the game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10.
  • the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a communication interface unit 25, for transmitting control signals or data signals between the units.
  • a bus 26 is provided.
  • the game server 20 can take the same structure as a general-purpose web server regarding hardware.
  • the ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client.
  • the ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
  • the CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the communication interface unit 25.
  • the CPU 21 transmits HTML data to the communication terminal 10 via the communication interface unit 25.
  • the CPU 21 performs the authentication process.
  • the CPU 21 performs processing according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10.
  • the processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
  • the database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
  • the database server 30 (storage device) can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as a RAID (Redundant Array of Inexpensive Disks).
  • Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
  • FIG. 5 shows an example of the configuration of the database server 30.
  • the database server 30 includes a user database 31 and a game database 32.
  • the type of game that is executed and controlled by the game server 20 of the present embodiment is not particularly limited. However, for convenience of description of the embodiment, a female warrior card (hereinafter, as appropriate) will be described as an example of the game of the present embodiment. , Simply referred to as a “warrior card”) (hereinafter referred to simply as “game” or “game of the present embodiment” as appropriate).
  • This game includes the following processes to be executed by the user. ⁇ Quest processing: This is a process for obtaining a warrior card by searching a plurality of areas (parts) set in the game in order to create a team of at least one warrior card. In this game, a certain amount of physical strength points (described later) are consumed by executing the quest process.
  • ⁇ Battle processing This is a process of performing a battle (match) with another user's team.
  • the battle process will not be described in detail here.
  • a parameter indicating the ability of the warrior card used by the user in the battle for example, a value indicating attack power or defense power
  • Configured to be determined for example, a user who uses a warrior card with a large parameter value for a battle is more likely to win against another user who uses a warrior card with a smaller parameter value for a battle. Good.
  • the larger the value of the parameter of the warrior card possessed by the user the more the game can be advanced over other users.
  • FIG. 6 shows an example of a user database 31 applied in the game of the present embodiment.
  • the user database 31 stores, for each user ID (user identification information), information on each item of user name, display image, skill level, physical strength point, number of warriors, fellow user ID, and possessed card data. Including. Information included in the user database 31 can be updated sequentially by the game server 20.
  • data for each user ID included in the user database 31 is collectively referred to as user data.
  • the data of each item constituting the user data is as follows.
  • -User name It is a user name displayed on the communication terminal 10 at the time of execution of a game in order to specify a user.
  • the user name is text having a predetermined length or less designated in advance by the user.
  • the user name is a name that identifies the user on the network environment (or game community) provided by the game server 20.
  • Display image This is a display image displayed on the communication terminal 10 when the game is executed in order to identify the user.
  • the display image is an avatar image selected in advance by the user, for example. Skill level This is data indicating the skill level of the user on the game.
  • the skill level may be sequentially increased by continuously executing the quest process.
  • -Physical strength point It is a point required in performing the quest process in the game of this embodiment.
  • the physical strength point is a value that decreases by, for example, a certain amount by performing a search in the quest process and recovers (increases) every time a predetermined time elapses.
  • -Number of warriors This is the number of warrior cards that the user has in the game. The maximum number of warriors (for example, 60) is defined in advance.
  • ⁇ Friend's user ID It is data of a user ID of a fellow user.
  • Each warrior card possessed by the user includes, for example, data such as an image of a warrior character and a parameter indicating a warrior character's ability (for example, a value indicating an attack power and a defense power).
  • the data of the warrior card may include “rare degree”.
  • the “rare degree” is a value indicating the degree of rarity value of the warrior card, and the higher the value is, the lower the probability of appearing in the game is set.
  • the rarity is expressed in five stages from 1 to 5, and the rarity of the warrior card corresponding to the character of the warrior with outstanding abilities or the character of the popular warrior is set high. Has been.
  • the game database 32 stores and updates information related to the progress of the game executed by the game server 20 based on the access from the game server 20.
  • Information relating to the progress of the game may include various information depending on the nature of the game. Taking the case of the game of the present embodiment as an example, the information related to the progress of the game includes information indicating the progress status of the quest process, information about a battle result with another user, and the like. Further, as will be described later, in the game of the present embodiment, a question-and-answer questionnaire is performed a plurality of times during the execution of the game.
  • questionnaire data in which data indicating a plurality of question items in a questionnaire and a plurality of answer items (options) for each question item are respectively described, and a result of answering the question is stored as a user ID ( Answer data which is data described for each user) is stored. Examples of questionnaire data and answer data are shown in FIGS. 7 and 8, respectively.
  • the questionnaire data is data that is loaded and stored in, for example, the RAM 23 when the questionnaire is executed on the game.
  • the questionnaire data includes a question ID, a question item corresponding to the question ID, a plurality of (three in the example in the figure) answer IDs corresponding to the question ID, and an answer item (object) corresponding to the answer ID.
  • the answer items of the questionnaire data illustrated in FIG. 7 are composed of text data such as “red” and “dog”. For example, image data such as characters (for example, warrior cards) and items, voice data, and the like. It may be configured.
  • the contents of the question item and the answer item may be arbitrarily set, but the plurality of answer items may include an answer item related to the user's preference.
  • an answer item for a question that asks the user's preference such as a user's favorite color or animal
  • users who have selected the same answer item in the questionnaire may have an affinity for each other by having the same taste. For this reason, each user can be motivated so that users may be related (become friends). Thereby, since the exchange between users can be accelerated
  • the answer data includes the question ID included in the questionnaire data illustrated in FIG. 7 and the answer ID of the answer item selected by the user for the question item of the question ID for each user ID. It is data associated with. Note that NULL data is described in the answer item corresponding to the question ID of the question item that has not yet been answered by the user in the questionnaire.
  • the example of FIG. 8 indicates that the user with the user ID “000001” has not yet answered the questions with the question IDs “Q001” and “Q002”. In the example of FIG. 8, the user with the user ID “000004” answered the question with the question ID “Q001”, but has not yet answered the question with the question ID “Q002”. Is shown.
  • FIG. 9 is a diagram illustrating an example of a top page displayed on the communication terminal 10 in the game of the present embodiment.
  • 10 to 11 are diagrams showing examples of a series of web pages displayed on the communication terminal 10 when the quest process is executed.
  • menus, marks and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10.
  • the position on the display screen of the mark and the like can be changed by scrolling the web page by the user's direction instruction button or touch panel operation.
  • the top page of the game of this embodiment illustrated in FIG. 9 is configured by a web page corresponding to each user ID.
  • the example of FIG. 9 includes a user data display area, a warrior image display area, and a menu display area.
  • the user data display area is an area where skill level, physical strength points, the number of warriors, and data of each item (see FIG. 6) included in the user data of the target user ID are displayed.
  • “40/60” is described as an example of the number of warriors, but this is 40 warrior cards held by the user, and the maximum number of warrior cards that can be held is 60.
  • the warrior image display area is an area in which an image of a warrior card specified in advance by the user among a plurality of warrior cards included in the user data of the target user ID is displayed.
  • the menu display area displays the menus m1 and m2 in which the texts “Quest” and “Battle” are written as a basic menu corresponding to a plurality of functions (quest processing, battle processing) provided in the game of the present embodiment. It is an area to be done.
  • the menu m1 or m2 is selected on the top page, the game is started.
  • the quest process is executed.
  • the web page is updated as shown in step S1 of FIG.
  • a search rate gauge indicating the degree of progress of the area to be searched (area 1 in the example of FIG. 10) and a menu labeled “search” for executing the search process m10 and the like are included.
  • the user selects and operates the menu m10. With this operation as a trigger, a warrior card is searched for an area to be searched. At this time, every time the menu m10 is selected and searched, the value of “search rate” (%) increases at a constant or random increase amount.
  • this game is configured such that a predetermined amount (for example, 5 points) of physical strength points is reduced per search, and when the value of the physical strength points is less than the predetermined amount, The search process cannot be executed. In this case, the user needs to wait until the value of the physical fitness point recovers (increases).
  • the web page shown in step S1 may be configured such that the value of the physical fitness point required for one search is displayed.
  • the web page is updated as shown in step S2 of FIG. 11 in order to conduct a questionnaire on the game.
  • the web page shown in step S2 includes a question item in the questionnaire (in the example of the figure, “What color is your favorite color?”) And a plurality of answer items that are user choices (in the example of the figure, “red”, “blue”). ”,“ White ”), etc.
  • Each of the plurality of answer items is associated with menus m11, m12, and m13 each labeled “select”.
  • the web page is updated as shown in step S3 in FIG.
  • a message indicating the number of other users who have selected “red” as a favorite color is displayed.
  • the privilege to be given can be arbitrarily set, but in the example of the present embodiment, the number of other users who have selected the same answer item as the user whose search rate increase in one search process in the next area is the same.
  • an increase of a predetermined ratio (X% in the example in the figure) is set as a privilege.
  • the web page in step S3 includes a message indicating that the privilege has been granted.
  • the user can advantageously advance the game by obtaining a privilege. More specifically, the user conquers one area (that is, the search rate) because the amount of increase in the search rate per search process increases more than usual (that is, a state where no privilege is obtained). The number of search processes required to reach 100% can be reduced more than usual. For this reason, since the consumption amount of physical strength points in one area is reduced more than usual, the user can execute the search process in the next area at an early stage and increase the progress of the game faster than usual. Can do.
  • a menu m14 labeled “To next area” is displayed on the web page in step S3.
  • the web page is updated as shown in step S1 of FIG.
  • search processing for the next area here, area 2 is executed.
  • the amount of increase in the search rate per one search is increased by a predetermined rate.
  • the privilege on the game when the user selects one of the plurality of answer items, the privilege on the game according to the number of other users who have selected the same answer item as the user is given to the user. Is granted. In this case, the progress of the user's game has a good influence (here, the efficiency of the search process of the user in the next area is increased) based on the benefits on the game.
  • the content of the privilege may be determined according to the ratio of other users who have selected the same answer item as the user.
  • the privilege given to the user may be, for example, a warrior card with a high degree of rarity (for example, a rarity level of 4 or 5). Further, the privilege may be a point or item on another game different from the game of the present embodiment.
  • FIG. 12 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
  • game execution means (execution means) 52, information provision means 53, acquisition means 54, and provision means 55 correspond to the main components of the present invention.
  • Other means are not necessarily indispensable structures, but they are structures for making the present invention more preferable.
  • the registration unit 51 has a function of recognizing a user request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performing a registration process (user registration). Note that the registration means 51 is not an essential component of the present invention, but is a component for making the present invention more preferable.
  • the function of the registration means 51 is implement
  • the CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the communication interface unit 25.
  • the registration request message is automatically generated by a predetermined operation on the communication terminal 10 on the web page provided from the game server 20 (for example, a predetermined menu selection operation or a text input such as a user ID or password specified by the user). Web pages may be configured to be generated automatically.
  • the registration request message may include information for identifying the communication terminal 10 as the transmission source (for example, individual identification information of a terminal such as a UID (Unique Identifier), an IP address, a mail address, etc.), or If the user has already used another game by the same service provider, the user ID may be included.
  • UID Unique Identifier
  • the CPU 21 When the CPU 21 receives the registration request message and the registration request message does not include the user ID, the CPU 21 issues a new user ID and performs registration processing of the user ID, and then the registration processing is completed. Is sent to the communication terminal 10.
  • the CPU 21 receives the registration request message and the registration request message includes a user ID, the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
  • the CPU 21 When the registration is completed, the CPU 21 generates user data corresponding to the user ID and stores it in the user database 31.
  • the user can execute the game of the present embodiment.
  • the game execution means 52 may have a function of executing an authentication process at the time of user login when the user executes the game of the present embodiment. This function is realized as follows.
  • the CPU 21 of the game server 20 acquires the individual identification information or the user ID and password from the HTTP request, and acquires the individual identification information or the user ID and password.
  • the authentication process is performed by collating with data recorded in the user database 31.
  • the game execution means 52 has a function of executing a game.
  • the game execution means 52 receives an HTTP request in response to a user's selection operation on the web page with respect to the communication terminal 10, and HTML data (that is, HTTP data for sequentially updating the web page displayed on the communication terminal 10.
  • HTML data that is, HTTP data for sequentially updating the web page displayed on the communication terminal 10.
  • the game execution means 52 executes a quest process and a battle process in response to a user's selection operation for any of the menus m1 to m2 displayed on the communication terminal 10.
  • each process is executed hierarchically so that a new web page including a plurality of subdivided menus is displayed.
  • the function in which the game execution means 52 performs a quest process is implement
  • the CPU 21 of the game server 20 recognizes that the menu m1 has been selected on the top page of FIG. 9, the CPU 21 generates HTML data for displaying the web page shown in step S1 of FIG. Send to.
  • the CPU 21 recognizes that the menu m10 to be searched is selected, the CPU 21 accesses the user database 31 and updates (decreases) the value of the physical strength point of the target user ID.
  • the physical strength points required for one search may be different for each area to be searched. That is, the amount of physical strength points that are reduced (consumed) in one search may be different for each area to be searched. For example, each time the skill level of the user increases, the amount of physical strength points consumed may be increased.
  • the health points decrease each time the selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the quest process is executed, the health points displayed on the top page are The quest process will be displayed in a reduced amount.
  • the physical strength points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.
  • the information providing unit 53 has a function of providing information related to a plurality of answer items (objects) as options to the user during execution of the game by the user (in the present embodiment, during execution of the quest process).
  • the timing at which information related to a plurality of answer items is provided may be set randomly, with a predetermined regularity, or set when a predetermined condition on the game is satisfied. May be.
  • the “object” may be anything as long as it is a selection target, but includes, for example, a character and an item.
  • a character is, for example, a virtual person or creature on a game, or a monster, and includes those displayed on a card or the like (for example, a warrior card).
  • the item may be, for example, a thing that the user can hold on the game, a thing that the user needs to collect on the game, or an advantage that the user has on the game. What can acquire an effect may be used.
  • the information providing unit 53 satisfies a predetermined condition in each area (in this embodiment, the search rate reaches 100%).
  • the “predetermined condition” may be, for example, that the user has conquered (cleared) the area to be executed, or the user has a predetermined number of other users or characters in the area to be executed. You may have won the match.
  • the “predetermined condition” may be, for example, that the user has acquired a predetermined number of items in the execution target area, and the progress of the game in the execution target area is a predetermined threshold value.
  • each time the search rate reaches 100% in each area the user selects one of the plurality of answer items, so that the number or percentage of other users who have selected the same answer item.
  • the corresponding game privilege can be obtained. For this reason, in order to increase the number of times that the user obtains a privilege, the user is provided with the motivation to execute as many areas as possible.
  • the function of the information provision means 53 is implement
  • a case where it is determined that a predetermined condition in the area is satisfied when the search rate of the execution target area by the user reaches 100% will be described as an example.
  • the CPU 21 of the game server 20 recognizes that the search rate has reached 100% by selecting the menu m10 on the web page shown in step S1 in FIG. 10, the web page in step S2 in FIG. HTML data for display is generated and transmitted to the user's communication terminal 10.
  • the CPU 21 accesses the game database 32 and extracts question items and data of a plurality of answer items corresponding to the question items from the questionnaire data.
  • the question items extracted from the questionnaire data and the plurality of answer items corresponding to the question items may be determined based on a predetermined order (for example, ascending order or descending order of question IDs) or randomly. It may be determined.
  • the acquisition unit 54 has a function of acquiring, for each user, information related to an operation for selecting one of the answer items (objects) from a plurality of answer items (objects).
  • the “operation for selecting one of the answers” may be, for example, an operation directly performed on the game control device or an external device accessible to the game control device. It may be an operation.
  • the function of the acquisition means 54 is implement
  • the CPU 21 of the game server 20 receives a reply message from the communication terminal 10 via the communication interface unit 25 when any of the menus m11, m12, and m13 is selected on the web page shown in step S2 of FIG. To do.
  • the reply message may include information indicating the menu selected from the menus m11, m12, and m13.
  • the web page shown in step S2 may be configured such that an answer message is automatically generated by a selection operation of any of the menus m11, m12, and m13.
  • the CPU 21 extracts information indicating the selected menu from the reply message. Then, the CPU 21 associates the answer ID of the answer item corresponding to the selected menu with the user ID of the user who performed the selection operation of any of the menus m11, m12, and m13 in the answer data (see FIG. 8). Record. For example, when the web page shown in step S2 of FIG.
  • the question ID corresponding to the question item (here, “Q001”) includes the answer ID corresponding to the answer item (here Then, “A001-1”) is recorded.
  • the granting means 55 obtains information on the answer item (object) selected by the user (first user), the number of other users (second users) who have selected the same answer item as the user or It has a function to give a privilege on the game according to the ratio to the user.
  • “giving a privilege on the game to the user” means a predetermined storage device (for example, the user database 31) in a state in which information on the privilege (for example, points, items, etc.) is associated with the user ID of the user. Etc.).
  • the predetermined storage device may be provided in the game server 20, for example, or may be provided in the user's communication terminal 10 or the like.
  • the “game privilege” may be, for example, a point or item on the game, an advantageous effect on the game, or the like.
  • the advantageous effect on the game may be, for example, increasing the parameter of the item that the user holds on the game, or improving the ability of the warrior card (character) without using the item. It may be that the user can obtain a special item.
  • the advantageous effect on the game may be that the setting is adjusted so as to facilitate the progress of the scenario in the game. For example, the game points to be consumed according to the user's operation (for example, , Physical strength points) may be reduced more than usual, or the points may be obtained, and the progress of the game according to the user's operation is increased more than usual. It may be.
  • the advantageous effect on the game may be that the setting on the game is adjusted so that the game can be indirectly advantageous, for example, an event that allows the user to acquire a special item is generated. It may be possible to increase the probability that the parameter of the item will increase significantly.
  • the “privilege on game” may be a privilege on the same game as the game executed by the user, or may be a privilege on another game different from the game executed by the user.
  • different different games for example, in the case of one game series, where the game configuration and genre are almost the same but the game titles are different (for example, “Game A (2011 version)” and “ Game A (2012 version) "and the like.
  • the granting unit 55 is based on the selection result of the user (first user) in the Nth (N is a natural number) area.
  • a function of adjusting the progress of the user's game in the (N + 1) th area to be advantageous may be provided.
  • the content of the privilege may be that a setting on the game is adjusted so as to facilitate the progress of the game in the (N + 1) th area.
  • the game effect based on the privilege is reset each time an answer item is selected. Thereby, it can be suppressed that the progress of the game becomes more advantageous as the execution target area progresses.
  • the function of the provision means 55 is realizable as follows.
  • a case where the privilege given to the user is to increase the amount of increase in the search rate according to one search operation in the scout process in the next area will be described as an example.
  • the CPU 21 of the game server 20 may store setting data configured based on the setting example illustrated in FIG. 13A or 13B in the game database 32 in advance.
  • the privilege increases as the number of other users who have selected the same answer item as the user in the questionnaire increases (in the example illustrated in FIG. 13A, the amount of increase in the search rate per search operation).
  • the ratio of the other users who selected the same answer item as the user in the questionnaire may be, for example, the ratio of the other user to all the users who performed the game registration process. It may be a ratio of the other users to all users who answered the question item corresponding to.
  • the menu m11, m12, and m13 is referred to with reference to the answer data.
  • the number or ratio of other users who selected the same answer item as the user who performed any of the selection operations is calculated.
  • the CPU 21 determines a privilege according to the calculated number or ratio of other users and the setting data configured based on the setting example illustrated in FIG. 13A or 13B.
  • the information regarding the determined privilege may be stored in the game database 32 in association with the user ID.
  • the CPU 21 accesses the game database 32 and refers to the information related to the privilege corresponding to the user ID of the user to perform one search.
  • the increase amount of the search rate per operation that is, the selection operation of the menu m10
  • the determined increase amount is increased by a ratio based on the privilege content.
  • the privilege for example, the amount of points given, the rate of reduction of point consumption, Or the ratio of the increase in the search rate per one search operation, etc.
  • the privilege is selected using the predetermined arithmetic expression or the like, and the same answer item as the user who performed the selection operation of any of the menus m11, m12, m13 is selected. It may be obtained by applying the number or ratio of the other users to the calculation formula.
  • the CPU 21 when granting a warrior card to a user as a privilege, the CPU 21 rewrites the number of warriors in the user data of the user ID of the user to be granted and the data of the possessed card (increase the number of warriors and image of the warrior card And a process of additionally writing parameters and the like.
  • CPU21 when giving an item, a point, etc. to a user as a privilege, in the process which provides a privilege, CPU21 associates the user ID of the user used as provision object, and the point, item provided, and user database 31. You may make it memorize.
  • the CPU 21 when a predetermined amount of strengthening points is given to the user as a privilege, the CPU 21 performs a process of rewriting the strengthening points in the user data of the user ID of the user to be given (a process of adding a predetermined amount of points). You can go.
  • count that an item, a point, etc. are provided may be 1 time, and may be multiple times.
  • the privilege is to increase the ability value of the warrior card held by the user for a predetermined period (privilege grant period) after the privilege is granted, the CPU 21 determines the user ID of the user to be granted.
  • CPU21 returns the capability value of a possession card to the original value, when a privilege provision period is complete
  • the CPU 21 has a user ID of a user who is a privilege grant target, a message for notifying that the privilege is granted, and the like. May be transmitted to a game system that controls the execution of another game.
  • the game system that controls the execution of other games may be configured similarly to the game system of the present embodiment.
  • the flowchart of FIG. 14 is a flowchart when the quest process in one area is performed in the game of this embodiment.
  • step S100 when recognizing that the menu m1 instructing execution of the quest process is selected on the top page shown in FIG. 9, the CPU 21 of the game server 20 displays HTML for displaying the web page shown in step S1 of FIG. Data is generated and transmitted to the communication terminal 10 (step S100).
  • step S110: YES the menu m10
  • step S120 the fitness point
  • step S130: YES a questionnaire process is performed (step S140). The questionnaire process will be described later. If the search rate has not reached 100% (step S130: NO), the process proceeds to step S100.
  • the CPU 21 determines to give a warrior card with a predetermined or random probability from among a plurality of warrior cards prepared in advance for a quest, the CPU 21 gives the user a warrior card. Processing may be performed.
  • the process of assigning a warrior card includes, for example, a process of updating user data based on the assigned warrior card.
  • the flowchart of FIG. 15 is a flowchart when conducting a questionnaire process in the game of the present embodiment.
  • the CPU 21 of the game server 20 recognizes that the search rate has reached 100% in step S130 of the flow of FIG. 14, it generates HTML data for displaying the web page of step S2 of FIG. To the communication terminal 10 (step S200).
  • the CPU 21 accesses the game database 32 and extracts question items and data of a plurality of answer items corresponding to the question items from the questionnaire data. And CPU21 produces
  • step S210 when any of the menus m11, m12, and m13 is selected on the web page shown in step S2 of FIG. 11 (step S210: YES), the CPU 21 communicates with the communication terminal 10 via the communication interface unit 25. Receive an answer message from. Then, the CPU 21 extracts information indicating the selected menu from the answer message, and selects the answer ID of the answer item corresponding to the selected menu from the user who performed the selection operation of any of the menus m11, m12, and m13. The response data (see FIG. 8) is recorded in association with the user ID (step S220). Subsequently, CPU21 performs the process which provides a privilege with respect to a user (step S230).
  • the CPU 21 refers to the answer data, and another user who selects the same answer item as the user who performed the selection operation of any of the menus m11, m12, and m13 (that is, the same answer ID as that user) The number or ratio of other users in which are recorded. Then, the CPU 21 determines a privilege according to the calculated number or ratio of other users and the setting data configured based on the setting example illustrated in FIG. 13A or FIG. 13B, and the user ID to be given And information related to the privilege are stored in the game database 32 in association with each other.
  • the game control device of the embodiment when a user selects one of a plurality of answer items, the game according to the number or ratio of other users who have selected the same answer item as the user.
  • the upper privilege is given to the user.
  • the progress of the user's game has a good influence based on the benefits on the game. For this reason, the user can obtain the satisfaction by selecting the same answer item as another user.
  • options are presented according to a predetermined condition that is satisfied by progressing the game, and the option selected by the user is displayed before the selection of the selected user.
  • a privilege that promotes the progress of the game is given, but the present invention is not limited to this. It suffices if options are presented to the user during the execution of the game, and the conditions for presenting the options may not be set based on whether or not the conditions regarding the progress of the game by the user are satisfied.
  • the answer item by the user may be accepted by presenting the question item and a plurality of answer items corresponding to the question item on the top page. That is, it is not necessary to execute the quest as a condition for presenting options to the user.
  • the timing of accessing the game, the frequency with which the user executes the game, and the progress rate of the game are between users. Therefore, the timing for presenting the same question item and a plurality of answer items (options) corresponding to the question item is different for each user.
  • the content of the answer data corresponding to the question item at the time when the same question item is presented differs for each user. For example, when the same question item is presented to the user every time the user logs in, the question item is presented to the user U1 who has logged in at the timing T1, and the same question item is presented to the user U2 who has logged in to T2 later than T1. Even in this case, since the answer data (see FIG. 8) for the question item is updated with the answers of other users between timings T1 and T2, the processing for the user U1 and the user U2 has the same options. Even if it exists, the content of the answer data which CPU21 refers will differ.
  • the timing for presenting the options differs for each user according to the progress of the user's game. Therefore, the number of users who selected option A at the time when user U1 selected option A for the same question item, and option A when user U2 whose game progress was delayed from user U1 selected option A. The number of users who selected is different. Then, as described in the present embodiment, the progress of the game is delayed in the case where the privilege to be given to the user who has selected the option according to the number of users who have selected the same option is improved.
  • the user may suppress the start of the game or the progress of the game due to a delay in the start of the game or the progress of the game. You can prevent things. Moreover, even if it is the same choice, since a privilege will differ for every user, the interest property of a game can be increased.
  • the privilege to be given is a privilege that promotes the progress of the game or accelerates the progress of the game, so that the user who is delayed in the start or progress of the game has more progress of the game.
  • the privilege which promotes can be acquired. Therefore, since the difference in the progress of each user's game in the entire user can be narrowed, it becomes easy to activate communication between users according to the progress of the game.
  • the user U1 first user
  • the user U1 may select the option A on the basis of the time when the option A is selected as a reference, and the corresponding privilege may be determined. Then, the number of users who have selected option A may be acquired based on the point in time when option A is presented as one of the options to user U1.
  • the registration means 51 which relates users is provided, and the provision means 55 was related with the user (1st user) among other users (2nd user).
  • the privilege on the game according to the number or ratio of other users is the first privilege
  • the privilege on the game according to the number or ratio of fellow users among other users is the second privilege.
  • Each of the first privilege and the second privilege may be given to the user (first user), or only the second privilege may be given.
  • the registration unit 51 may have a function of relating users. Specifically, the registration unit 51 may register the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID as a “mate” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a friend relationship and that the corresponding user is in a friend relationship.
  • the registration means 51 is an example of the “association means” in the present invention. The registration means 51 in this case is executed as follows, for example.
  • the CPU 21 of the game server 20 sends an application message (application) specifying a user ID (or a corresponding display name) that the user wants to become a friend from the communication terminal 10 of the user corresponding to a certain user ID via the communication interface unit 25.
  • Accept. Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10.
  • the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends.
  • the CPU 21 accesses the user data of the corresponding two user IDs in the user database 31 and writes the data in the “mate” section (see FIG. 6).
  • the conditions for associating users are not limited to the format that requires application and approval as described above, but the user who performs the same stage or area on the game or the user who has performed the battle, You may register as a user who is related within, that is, as a friend.
  • users who transmit a predetermined number of greeting messages may be automatically registered as friends, and if there is a mode on the game in which a battle is performed between users, the user who has performed the battle a predetermined number of times or more You may automatically register each other as a friend.
  • the users in the group may be associated with each other by associating each user with the same group (guild or the like).
  • the user A can apply for the specific user B in the user associated with the predetermined group and obtain the approval of the specific user B, the predetermined group and Associate user A.
  • the users may be related to each other.
  • achieves by registering data in the user database 31 by registering the friendship relationship between users was shown, it is not restricted to this example.
  • the data regarding the friendship may be written in an external storage device on the network accessible from the game server 20.
  • the function of the providing means 55 in this modification is realized as follows.
  • the CPU 21 of the game server 20 refers to the answer data, and extracts other users who are the same answer items as the user and who are fellow users of the user.
  • the fellow user is extracted based on the user ID of the fellow user recorded in the user data corresponding to the user ID of the user.
  • CPU21 should just perform the process which determines the content of a privilege based on the number or ratio of the fellow user who extracted, and provides the determined privilege to a user.
  • it may be set so that many privileges (for example, many points, a valuable item, or a more advantageous effect on a game) are given, so that the number or ratio of a fellow user is large.
  • the granting unit 55 is within a predetermined period based on acquisition of information related to an answer item (object) selected by the user (first user) among other users (second users). You may give the user the privilege on the game according to the number or ratio of the user who selected the same answer item as the said user.
  • “within a predetermined period based on the acquisition of information on the answer item selected by the user” means, for example, when the information on the answer item selected by the user is acquired as the reference time It may be within a predetermined period before the reference time, may be within a predetermined period after the reference time, or may be within a predetermined period including before and after the reference time.
  • a time other than when the information about the answer item is acquired for example, the timing when the option is presented to the user may be set as the reference time.
  • the greater the number or percentage of users who have selected the same answer item as the user within a predetermined period based on the acquisition of information related to the answer item selected by the user the more the user is given If the user is configured to increase the number of benefits, the user is motivated to select an answer item at approximately the same time as many other users in order to increase the possibility of obtaining more benefits. Attached. For this reason, since the number of accesses of the whole game improves when many users execute a game at substantially the same time, a community in the game can be activated.
  • the CPU 21 of the game server 20 may store the answer data illustrated in FIG. 16 in the game database 32 in advance instead of the answer data illustrated in FIG.
  • the answer data shown in FIG. 16 includes the question ID included in the questionnaire data shown in FIG. 7, the answer ID of the answer item selected by the user with respect to the question item of the question ID, and the answer date (answer item selection date). Is associated with each user ID. For example, when the CPU 21 recognizes that one of the menus m11, m12, and m13 has been selected in step S210 of the flow of FIG. 15, the CPU 21 acquires information related to the date and time when the selection has been recognized. Then, it may be recorded in the answer data of FIG.
  • the date and time information may be acquired using a timer built in the CPU 21 or may be transmitted from the communication terminal 10 in a state included in the answer message.
  • the function of the provision means 55 in this modification is implement
  • the CPU 21 of the game server 20 obtains information (answer message) related to the answer item selected by the user, for example, within a predetermined period (for example, within 10 minutes) before the reference time with the time when the information is obtained as the reference time.
  • the number or percentage of users who selected the same answer item as the user is calculated. In the example of FIG.
  • CPU21 should just determine a privilege according to the number or ratio of the extracted user, and should provide it to a user. In addition, it may be set so that more privilege (for example, many points, a high-value item, or a more advantageous effect on a game) is given, so that the number or ratio of the extracted users is large. Further, the privilege may be obtained by applying the number or ratio of extracted users to the arithmetic expression using a predetermined arithmetic expression or the like.
  • a privilege on the game may be given to the user according to the number or ratio of selected users who have continuously selected the same answer item as the user.
  • the number of times the same answer item has been continuously selected may be a limited value (for example, 3 times) or a predetermined value or more (for example, 4 times or more).
  • the number of selected users or the ratio is larger, the number of benefits given to the user increases, and the user is satisfied by continuously selecting the same answer items as the selected user. The feeling can be further enhanced.
  • the function of the assigning means 55 in this modification is realized as follows.
  • the CPU 21 of the game server 20 obtains information (answer message) regarding the answer item selected by the user, the answer same as that user is continuously given a predetermined number of times (for example, three times) with reference to the answer data in FIG.
  • Other users who have selected the item are extracted as selected users.
  • the selected user is another user who has the same answer ID as the user for three or more consecutive question IDs.
  • CPU21 should just determine a privilege according to the number or ratio of the extracted selected user, and should provide it to a user. It may be set so that as the number or ratio of selected users increases, more benefits (for example, more points, higher value items, or more advantageous effects on the game) are given.
  • the privilege may be obtained by applying the number or ratio of selected selected users to the arithmetic expression using a predetermined arithmetic expression or the like.
  • the function of the assigning means 55 in this modification is realized as follows.
  • the CPU 21 of the game server 20 obtains information (answer message) related to the answer item selected by the user
  • the CPU 21 obtains the number of times the same answer item as that of other users has been continuously selected with reference to the answer data in FIG. .
  • the CPU 21 obtains an answer from the user with the user ID “000001”
  • the CPU 21 obtains the number of times that the same answer item as the user with the user ID “000002” is continuously selected for each question.
  • CPU21 should just determine a privilege according to the frequency
  • the privilege may be obtained by applying the number of times that the same answer item as the user is continuously selected by another user to the arithmetic expression using a predetermined arithmetic expression or the like.
  • the acquisition unit 54 acquires, for each of the plurality of groups, information related to an operation for selecting any one of the answer items from the plurality of answer items when there are a plurality of groups of at least one user.
  • the granting unit 55 may grant a privilege on the game to the user according to the number or ratio of the group that selects the same answer item as the group to which the user (first user) belongs among the plurality of groups. Good.
  • the user can obtain a privilege on the game according to the number or ratio of the groups that have selected the same answer item as the group to which the user belongs. Thereby, a favorable influence based on the privilege on a game arises in progress of a user's game.
  • the user can obtain satisfaction due to the fact that the group to which the user belongs has selected the same answer item as the other group.
  • the amount of answer item data can be reduced compared to when answer items are managed for each user. The load can be reduced.
  • the function of the acquisition means 54 in this modification is implement
  • the CPU 21 of the game server 20 may store the group data illustrated in FIG. 17 in the game database 32 in advance, for example.
  • the group data shown in FIG. 17 is data in which user IDs of users included in the group and answer IDs of answer items selected by the group for each question item are associated with each group ID. is there. Users included in one group may be arbitrarily set, or may be configured to be included in a group when the user selects a desired group.
  • CPU21 may determine the reply item of the user who selected the reply item earliest with respect to one question item among the users contained in a group as a reply item of a group, for example. Referring to the example of FIG.
  • the user with the user ID “111222” is the earliest in the group for the question with the question ID “Q001”.
  • the answer ID corresponding to the answer item is “A001-1”
  • the answer ID corresponding to the answer item of the user is recorded in the group data as the selection result of the group.
  • the CPU 21 may record the largest number of answer items among the answer items of the users included in the group as group answer items in the group data.
  • the function of the providing means 55 in this modification is realized as follows.
  • the CPU 21 of the game server 20 refers to the group data and extracts another group B in which the same answer item as the answer item is selected.
  • CPU21 should just perform the process which determines the content of a privilege based on the number or ratio of the other extracted group B, and provides the determined privilege to the user who belongs to the group A.
  • FIG. it may be set so that many privileges (for example, many points, a valuable item, or a more advantageous effect on a game) are given, so that the number or ratio of the other group B is large.
  • the privilege may be obtained by applying the number or ratio of other extracted groups to the arithmetic expression using a predetermined arithmetic expression or the like.
  • the game to be executed of the present invention is a battle game using a warrior card.
  • the game of the present invention is not limited to this and is applied to any game. Can do.
  • games of various genres such as role-playing games, table games, puzzle games, sports games, racing games, shooting games, action games, adventure games, simulation games, etc.
  • the present invention can be suitably applied.
  • a predetermined operation input such as a selection operation of an option is performed by inputting a pressing operation of a predetermined operation button on a user's communication terminal or a touch operation on a display screen for a communication terminal having a touch panel function.
  • the operation input may be an operation input by shaking a communication terminal provided with an acceleration sensor, or an operation input by gesture (gesture input).
  • gesture input by performing a predetermined gesture on a communication terminal having an imaging function, the communication terminal recognizes an image of the gesture and recognizes an operation input previously associated with the gesture.
  • the operation input may be performed by inputting voice.
  • the game server 20 and the database server 30 on the network are configured to realize the functions of the game execution unit 52, the information providing unit 53, the acquisition unit 54, and the granting unit 55. I can't. All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment.
  • FIG. 18A and FIG. 18B each show an example of function sharing between the communication terminal 10, the game server 20, and the database server 30 for each function in the functional block diagram shown in FIG.
  • the database server 30 stores various data (for example, questionnaire data and answer data).
  • the data is stored in the storage device in the communication terminal 10.
  • the storage device may be a RAM 13 in the communication terminal 10, a mass storage device such as an HDD (Hard Disk Drive) (not shown), a flash memory, or the like.

Abstract

This game control device comprises: an execution means that executes a game; an information provision means that provides to users information relating to a plurality of objects that are choices, during execution of the game by the user; an acquisition means that obtains for each user information relating to an operation for selecting an object among the plurality of objects; and a granting means that grants privileges in the game to a first user, in accordance with the number or ratio of second users who have selected the same object as the first user, if information relating to the object selected by the first user has been obtained.

Description

ゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステムGAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, RECORDING MEDIUM, GAME SYSTEM
 本発明は、複数のユーザの各々の操作に応じて、各ユーザによるゲームの進行を制御する技術に関する。 The present invention relates to a technique for controlling the progress of a game by each user according to each operation of a plurality of users.
 近年、特定のサービス提供者によるソーシャルネットワーキングサービス(SNS)においてウェブブラウザ上で動作するAPI(Application Programming Interface)などの動作環境を基に作成されるゲーム用アプリケーションによって実行される、いわゆるソーシャルゲーム(Social Game)が普及している。ソーシャルゲームは、不特定多数のユーザ間でコミュニケーションをとりながらプレイするオンラインゲームの一種であると言える。ユーザは、インターネットに接続可能であり、かつウェブブラウザが搭載された通信端末を備えていれば、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。 In recent years, a so-called social game (Social) executed by a game application created based on an operating environment such as an API (Application Programming Interface) operating on a web browser in a social networking service (SNS) by a specific service provider. Game) is popular. It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of users. If a user can connect to the Internet and has a communication terminal equipped with a web browser, the user can enjoy a social game regardless of time and place.
 上述したソーシャルゲームでは、従来のオンラインゲームよりも、ユーザ間の交流を図るためのコミュニケーション機能が充実している点が特徴の1つとなっている。ソーシャルゲームでは、例えば、互いに関係付けられたユーザ(仲間)間で協力したゲームの実行のほか、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。このようなソーシャルゲームの一例として、下記の非特許文献1に記載されたデジタルカードゲーム(ドラゴンコレクション(登録商標))が知られている。 One of the features of the above-described social game is that it has a richer communication function for interaction between users than the conventional online game. In social games, for example, in addition to the execution of a game that cooperates between mutually related users (companies), information exchange by communicating with the companion such as greetings and communication with the companion, on the game with the companion Item presents or item exchanges are taking place. As an example of such a social game, a digital card game (Dragon Collection (registered trademark)) described in Non-Patent Document 1 below is known.
 従来のソーシャルゲームにおいて、ゲームを実行中のユーザに対して複数の選択肢に関する情報を提供し、当該ユーザの選択結果に応じてゲームを進行させるようにしたものがあった。しかしながら、従来のソーシャルゲームでは、ユーザの選択結果はゲームを進行させるか否かを判別するためのものに過ぎず、ユーザが他のユーザと同じ選択肢を選択したとしても、ユーザ自身のゲームの進行には何等影響が生じなかった。このため、ユーザにとっては、他のユーザと同じ選択肢を選択したことによる満足感が得られ難いものとなっていた。 In a conventional social game, information regarding a plurality of options is provided to a user who is executing the game, and the game is advanced according to the selection result of the user. However, in the conventional social game, the user's selection result is merely for determining whether or not to proceed with the game, and even if the user selects the same option as other users, the progress of the user's own game There was no effect. For this reason, it has been difficult for the user to obtain satisfaction by selecting the same option as that of other users.
 本発明は上述した観点に鑑みてなされたもので、ユーザが、他のユーザと同じ選択肢を選択したことによる満足感を得られるようにしたゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステムを提供することを目的とする。 The present invention has been made in view of the above-described viewpoints, and a game control device, a game control method, a program, a recording medium, and a game that enable a user to obtain satisfaction by selecting the same option as another user The purpose is to provide a system.
 本発明の第1の観点は、ゲーム制御装置である。
 当該ゲーム制御装置は、
 ゲームを実行する実行手段と、
 ユーザによる前記ゲームの実行中に、選択肢となる複数のオブジェクトに関する情報を前記ユーザに提供する情報提供手段と、
 前記複数のオブジェクトの中からいずれかのオブジェクトを選択する操作に関する情報をユーザごとに取得する取得手段と、
 第1のユーザにより選択されたオブジェクトに関する情報を取得した場合に、前記第1のユーザと同じオブジェクトを選択した第2のユーザの数あるいは割合に応じたゲーム上の特典を、前記第1のユーザに付与する付与手段と、
 を備える。
A first aspect of the present invention is a game control device.
The game control device
Execution means for executing the game;
Information providing means for providing the user with information on a plurality of objects as options during execution of the game by the user;
Obtaining means for obtaining information on an operation for selecting any object from the plurality of objects for each user;
When the information about the object selected by the first user is acquired, the privilege on the game according to the number or the ratio of the second user who selects the same object as the first user is given to the first user. Granting means for granting to
Is provided.
 ここで、「オブジェクト」とは、選択対象となるものであれば何でもよいが、例えば、キャラクタやアイテムを含む。キャラクタとは、例えばゲーム上の仮想的な人物や生物、若しくはモンスター等であり、それらがカード等に表示されているものをも含む。また、アイテムとは、例えば、ユーザがゲーム上保有することができるものであってもよいし、ユーザがゲーム上で収集する必要があるものであってもよいし、ユーザがゲーム上で有利な効果を得られるものなどであってもよい。
 また、「複数のオブジェクトに関する情報」は、例えば、ゲーム制御装置からユーザに対して直接提供されてもよいし、ゲーム制御装置にアクセス可能な外部装置を介してユーザに提供されてもよい。
 さらに、「ゲーム上の特典」とは、例えば、ゲーム上のポイント若しくはアイテム、又はゲーム上の有利な効果などであってよい。ここで、ゲーム上の有利な効果とは、例えば、ユーザがゲーム上保有するアイテムのパラメータを上昇させることであってもよいし、アイテムを用いることなくキャラクタの能力を向上させることであってもよいし、ユーザが特殊なアイテムを入手できることであってもよい。また、ゲーム上の有利な効果とは、ゲームの進行を進め易くするように設定を調整することであってもよく、例えば、ユーザの操作などに応じて消費するゲーム上のポイントの消費量を通常よりも低減させることであってもよいし、当該ポイントを入手できることであってもよいし、ユーザの操作などに応じたゲームの進行率を通常よりも上昇させることであってもよい。さらに、ゲーム上の有利な効果とは、間接的にゲームを有利に進められるようにゲーム上の設定を調整することであってもよく、例えば、ユーザが特殊なアイテムを取得可能なイベントを発生させることでもよいし、アイテムのパラメータが大幅に上昇する確率を上昇させることであってもよい。
Here, the “object” may be anything as long as it is a selection target, but includes, for example, a character and an item. A character is, for example, a virtual person or creature on a game, or a monster, and includes those displayed on a card or the like. The item may be, for example, a thing that the user can hold on the game, a thing that the user needs to collect on the game, or an advantage that the user has on the game. What can acquire an effect may be used.
Further, the “information regarding a plurality of objects” may be provided directly to the user from the game control device, or may be provided to the user via an external device accessible to the game control device.
Furthermore, the “privilege on the game” may be, for example, a point or item on the game or an advantageous effect on the game. Here, the advantageous effect on the game may be, for example, that the parameter of the item that the user holds in the game may be increased, or that the character's ability may be improved without using the item. It may be that the user can obtain a special item. Further, the advantageous effect on the game may be that the setting is adjusted so that the progress of the game is facilitated, for example, the consumption of points on the game to be consumed according to the user's operation or the like. It may be reduced more than usual, the point may be available, or the progress rate of the game according to the user's operation or the like may be increased more than usual. Further, the advantageous effect on the game may be that the setting on the game is adjusted so that the game can be indirectly advantageous, for example, an event that allows the user to acquire a special item is generated. It may be possible to increase the probability that the parameter of the item will increase significantly.
 このゲーム制御装置では、第1のユーザが複数のオブジェクトの中からいずれかを選択すると、第1のユーザと同じオブジェクトを選択した第2のユーザの数あるいは割合に応じたゲーム上の特典が、第1のユーザに付与される。例えば、第1のユーザのゲームの進行には、ゲーム上の特典に基づく良好な影響が生じることになる。このため、第1のユーザは、第2のユーザと同じオブジェクトを選択したことによる満足感を得ることができる。また、例えば、第1のユーザのゲームの進行が、第1のユーザと同じオブジェクトを選択した第2のユーザによって影響を受けるという、新たな興趣性を有するゲームを実現することができる。 In this game control device, when the first user selects one of the plurality of objects, the game privilege according to the number or ratio of the second users who have selected the same object as the first user is Granted to the first user. For example, the progress of the game of the first user has a good influence based on the benefits on the game. For this reason, the 1st user can obtain the satisfaction by having selected the same object as the 2nd user. In addition, for example, it is possible to realize a game with new interest that the progress of the game of the first user is influenced by the second user who has selected the same object as the first user.
 上記ゲーム制御装置において、ユーザ同士を関係付ける関係付け手段を備え、前記付与手段は、前記第2のユーザのうち、前記第1のユーザと関係付けられたユーザの数あるいは割合に応じたゲーム上の特典を、前記第1のユーザに付与してもよい。
 例えば、第2のユーザのうち第1のユーザと関係付けられたユーザ(仲間のユーザ)の数あるいは割合が多いほど、第1のユーザに付与される特典が多くなるように構成されている場合、第1のユーザのゲームの進行は、第1のユーザの仲間のユーザによって影響を受けるという、新たな興趣性を有するゲームを実現することができる。
In the game control device, the game control device further includes an association unit that associates users with each other, and the granting unit includes a game unit according to a number or a ratio of users associated with the first user among the second users. May be given to the first user.
For example, when the number of users (friend users) related to the first user among the second users is larger or the ratio is higher, the benefits granted to the first user are larger. The progress of the first user's game can be realized by a game having a new interest that is influenced by the fellow users of the first user.
 上記ゲーム制御装置において、前記付与手段は、前記第2のユーザのうち、前記第1のユーザにより選択されたオブジェクトに関する情報の取得を基準とした所定期間内に前記第1のユーザと同じオブジェクトを選択したユーザの数あるいは割合に応じたゲーム上の特典を、前記第1のユーザに付与してもよい。
 ここで、「第1のユーザにより選択されたオブジェクトに関する情報の取得を基準とした所定期間内」とは、例えば、第1のユーザにより選択されたオブジェクトに関する情報が取得されたときを基準時とした場合には、当該基準時以前の所定期間内であってもよいし、当該基準時以後の所定期間内であってもよいし、当該基準時の前後を含む所定期間内であってもよい。
 例えば、第2のユーザのうち、第1のユーザにより選択されたオブジェクトに関する情報の取得を基準とした所定期間内に第1のユーザと同じオブジェクトを選択したユーザの数あるいは割合が多いほど、第1のユーザに付与される特典が多くなるように構成されている場合には、第1のユーザは、より多くの特典を得る可能性を高めるために、多数の他のユーザとほぼ同じ時期にオブジェクトを選択することが動機付けられる。このため、多数のユーザがほぼ同じ時期にゲームを実行することによってゲーム全体のアクセス数が向上することから、ゲーム内のコミュニティを活性化させることができる。
In the above-described game control device, the granting unit may assign the same object as the first user within a predetermined period of time based on acquisition of information regarding the object selected by the first user among the second users. A privilege on the game according to the number or ratio of the selected users may be given to the first user.
Here, “within a predetermined period based on acquisition of information related to the object selected by the first user” means, for example, when information related to the object selected by the first user is acquired In this case, it may be within a predetermined period before the reference time, may be within a predetermined period after the reference time, or may be within a predetermined period including before and after the reference time. .
For example, among the second users, the greater the number or percentage of users who have selected the same object as the first user within a predetermined period based on the acquisition of information related to the object selected by the first user, In the case where the number of privileges granted to one user is increased, the first user is almost at the same time as many other users in order to increase the possibility of obtaining more privileges. Motivation to select objects. For this reason, since the number of accesses of the whole game improves when many users execute a game at substantially the same time, a community in the game can be activated.
 上記ゲーム制御装置において、前記付与手段は、前記第1のユーザにより選択されたオブジェクトに関する情報を複数回取得した場合に、前記第2のユーザのうち、前記第1のユーザと同じオブジェクトを連続して選択したユーザの数あるいは割合に応じたゲーム上の特典を、前記第1のユーザに付与してもよい。
 例えば、第2のユーザのうち、第1のユーザと同じオブジェクトを連続して選択したユーザの数あるいは割合が多いほど、第1のユーザに付与される特典が多くなるように構成されている場合には、第1のユーザは、第2のユーザと同じオブジェクトを連続して選択することによって満足感をさらに高めることができる。
In the above-described game control device, when the granting unit obtains information related to the object selected by the first user a plurality of times, the granting unit continues the same object as the first user among the second users. A privilege on the game according to the number or ratio of the users selected in the above may be given to the first user.
For example, when the number of users or the percentage of users who have continuously selected the same object as the first user among the second users is larger, the benefits granted to the first user are increased. In addition, the first user can further enhance the satisfaction by continuously selecting the same object as the second user.
 上記ゲーム制御装置において、前記付与手段は、前記第1のユーザにより選択されたオブジェクトに関する情報を複数回取得した場合に、前記第1のユーザと同じオブジェクトが前記第2のユーザにより連続して選択された回数に応じたゲーム上の特典を、前記第1のユーザに付与してもよい。
 例えば、第1のユーザと同じオブジェクトが第2のユーザにより連続して選択された回数が多いほど、第1のユーザに付与される特典が多くなるように構成されている場合には、第1のユーザは、第2のユーザと同じオブジェクトを連続して選択することによって満足感をさらに高めることができる。また、第1のユーザは、より多くの特典を得るため、すなわちより第2のユーザと同じオブジェクトを連続して選択した回数を多くするために、他のユーザが選択したオブジェクトについて検討する必要があることから、ゲームの興趣性をさらに高めることができる。
In the above game control device, when the information on the object selected by the first user is acquired a plurality of times, the granting unit continuously selects the same object as the first user by the second user. A privilege on the game corresponding to the number of times played may be given to the first user.
For example, if the number of benefits given to the first user increases as the number of times the same object as the first user is continuously selected by the second user increases, The user can further enhance the satisfaction by selecting the same object as the second user in succession. In addition, the first user needs to consider objects selected by other users in order to obtain more benefits, that is, to increase the number of times the same object as the second user is continuously selected. As a result, the interest of the game can be further enhanced.
 上記ゲーム制御装置において、前記ゲームは、実行対象となる複数のパートを備え、前記情報提供手段は、各パートにおいて所定の条件を満たしたときに、前記複数のオブジェクトに関する情報を前記ユーザに提供してもよい。
 ここで、「所定の条件」とは、例えば、ユーザが実行対象のパートを制覇(クリア)したことであってもよいし、ユーザが実行対象のパートにおいて所定数の他のユーザあるいはキャラクタとの対戦に勝利したことであってもよい。また、「所定の条件」とは、例えば、ユーザが実行対象のパートにおいて所定数のアイテムを獲得したことであってもよいし、実行対象のパートにおけるゲームの進行度が所定の閾値以上に達したことであってもよい。
 このゲーム制御装置によれば、第1のユーザは、各パートにおいて所定の条件が満たされる度に複数のオブジェクトの中からいずれかのオブジェクトを選択することにより、同じオブジェクトを選択した第2のユーザの数あるいは割合に応じたゲーム上の特典を得ることができる。このため、第1のユーザは、特典を得る回数を増やすために、1つでも多くのパートを実行しようとする動機付けが与えられる。
In the game control device, the game includes a plurality of parts to be executed, and the information providing unit provides the user with information on the plurality of objects when a predetermined condition is satisfied in each part. May be.
Here, the “predetermined condition” may be, for example, that the user has conquered (cleared) the part to be executed, or the user has a predetermined number of other users or characters in the part to be executed. You may have won the match. The “predetermined condition” may be, for example, that the user has acquired a predetermined number of items in the execution target part, and the progress of the game in the execution target part reaches a predetermined threshold or more. It may be that.
According to this game control apparatus, the first user selects the same object by selecting any one of the plurality of objects each time a predetermined condition is satisfied in each part, so that the second user selects the same object. Benefits on the game can be obtained according to the number or ratio. For this reason, in order to increase the number of times the first user obtains a privilege, the motivation to perform as many parts as possible is given.
 上記ゲーム制御装置において、前記付与手段は、N(Nは自然数)個目のパートにおける前記第1のユーザの選択結果に基づいて、N+1個目のパートにおける前記第1のユーザの前記ゲームの進行が有利になるように調整してもよい。
 例えば、パートごとに特典が付与される場合、実行対象のパートが進むほどゲームの進行が重畳的に有利になるようにしたならば、ゲームの進行が極めて容易になることから、ゲームの興趣性が低下するおそれがある。そこで、オブジェクトの選択が行われる度に特典に基づくゲーム上の効果がリセットされることが好ましい。これにより、実行対象のパートが進むほどゲームの進行が重畳的に有利になることが抑制され得る。
In the above-described game control device, the granting unit proceeds the game of the first user in the (N + 1) th part based on the selection result of the first user in the N (N is a natural number) part. May be adjusted to be advantageous.
For example, when a privilege is given for each part, if the progress of the game becomes more advantageous as the part to be executed advances, the progress of the game becomes extremely easy. May decrease. Therefore, it is preferable that the game effect based on the privilege is reset every time an object is selected. Thereby, it can be suppressed that the progress of the game becomes more advantageous as the part to be executed advances.
 上記ゲーム制御装置において、前記複数のオブジェクトには、前記ユーザの嗜好性に関連するオブジェクトが含まれてもよい。
 このゲーム制御装置によれば、例えば、第1のユーザのゲームの進行は、自身と同じ趣向を有する第2のユーザによって影響を受けるという、従来にないゲームを実現することができる。
In the game control device, the plurality of objects may include an object related to the user's preference.
According to this game control device, for example, it is possible to realize an unprecedented game in which the progress of the first user's game is affected by the second user having the same taste as the first user.
 上記ゲーム制御装置において、前記取得手段は、少なくとも一のユーザからなるグループが複数存在する場合に、複数のオブジェクトの中からいずれかのオブジェクトを選択する操作に関する情報を複数のグループごとに取得し、前記付与手段は、複数のグループのうち、前記第1のユーザが属するグループと同じオブジェクトを選択したグループの数あるいは割合に応じたゲーム上の特典を、前記第1のユーザに付与してもよい。
 このゲーム制御装置によれば、第1のユーザは、自身が属するグループと同じオブジェクトを選択したグループの数あるいは割合に応じたゲーム上の特典を得ることができる。これにより、第1のユーザのゲームの進行には、ゲーム上の特典に基づく良好な影響が生じることになる。このため、第1のユーザは、自身の属するグループが他のグループと同じオブジェクトを選択したことによる満足感を得ることができる。また、例えば、第1のユーザのゲームの進行が、第1のユーザが属するグループと同じオブジェクトを選択した他のグループによって影響を受けるという、新たな興趣性を有するゲームを実現することができる。
 また、オブジェクトの選択結果をグループごとに管理する場合には、オブジェクトの選択結果をユーザごとに管理する場合と比べて管理対象となるデータ(つまり、オブジェクトの選択結果)の量を少なくすることができるので、当該データの処理に係るゲーム制御装置の負荷を低減することができる。
In the game control device, the acquisition unit acquires, for each of the plurality of groups, information related to an operation of selecting any one of the plurality of objects when there are a plurality of groups including at least one user. The granting unit may grant a privilege on the game to the first user according to the number or ratio of the group that selects the same object as the group to which the first user belongs among a plurality of groups. .
According to this game control apparatus, the 1st user can obtain the privilege on the game according to the number or ratio of the group which selected the same object as the group to which he belongs. Thereby, a favorable influence based on the privilege on a game arises in progress of a 1st user's game. For this reason, the 1st user can obtain the satisfaction by having selected the same object as the group to which the first user belongs. In addition, for example, it is possible to realize a game with new interest that the progress of the game of the first user is influenced by another group that selects the same object as the group to which the first user belongs.
In addition, when managing object selection results for each group, the amount of data to be managed (that is, object selection results) may be reduced compared to managing object selection results for each user. Therefore, it is possible to reduce the load on the game control apparatus related to the processing of the data.
 本発明の第2の観点は、ゲーム制御方法である。
 当該ゲーム制御方法は、
 ゲームを実行するステップと、
 ユーザによる前記ゲームの実行中に、選択肢となる複数のオブジェクトに関する情報を前記ユーザに提供するステップと、
 前記複数のオブジェクトの中からいずれかのオブジェクトを選択する操作に関する情報をユーザごとに取得するステップと、
 第1のユーザにより選択されたオブジェクトに関する情報を取得した場合に、前記第1のユーザと同じオブジェクトを選択した第2のユーザの数あるいは割合に応じたゲーム上の特典を、前記第1のユーザに付与するステップと、
 を備える。
A second aspect of the present invention is a game control method.
The game control method is as follows:
Running the game, and
Providing the user with information about a plurality of objects as options during execution of the game by the user;
Obtaining information on an operation for selecting any object from the plurality of objects for each user;
When the information about the object selected by the first user is acquired, the privilege on the game according to the number or the ratio of the second user who selects the same object as the first user is given to the first user. A step of granting to
Is provided.
 本発明の第3の観点は、ゲームの実行を制御するために、コンピュータに、
 ゲームを実行する機能、
 ユーザによる前記ゲームの実行中に、選択肢となる複数のオブジェクトに関する情報を前記ユーザに提供する機能、
 前記複数のオブジェクトの中からいずれかのオブジェクトを選択する操作に関する情報をユーザごとに取得して記憶装置に記憶する機能、及び
 第1のユーザにより選択されたオブジェクトに関する情報を取得した場合に、前記第1のユーザと同じオブジェクトを選択した第2のユーザに関する情報を前記記憶装置から取得し、前記第2のユーザの数あるいは割合に応じたゲーム上の特典を前記第1のユーザに付与する機能、
 を実現させるためのプログラムである。
A third aspect of the present invention provides a computer for controlling the execution of a game.
The ability to run games,
A function of providing the user with information on a plurality of objects as options during execution of the game by the user;
A function of acquiring information on an operation for selecting any object from the plurality of objects for each user and storing the information in a storage device; and when acquiring information about an object selected by a first user, A function of acquiring information on a second user who has selected the same object as the first user from the storage device, and giving a privilege on the game according to the number or ratio of the second users to the first user ,
It is a program for realizing.
 コンピュータは、例えばネットワークサーバ、大型計算機等であってよい。また、このプログラムは、DVD-ROMやCD-ROM等のコンピュータが読み取り可能な情報記憶媒体に格納されてもよい。すなわち、本発明の第4の観点は、前記プログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体である。 The computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
 本発明の第5の観点は、通信端末と、当該通信端末からアクセスされるサーバとを含むゲームシステムであって、
 ゲームを実行する実行手段、
 ユーザによる前記ゲームの実行中に、選択肢となる複数のオブジェクトに関する情報を前記ユーザに提供する情報提供手段、
 前記複数のオブジェクトの中からいずれかのオブジェクトを選択する操作に関する情報をユーザごとに取得する取得手段、
 第1のユーザにより選択されたオブジェクトに関する情報を取得した場合に、前記第1のユーザと同じオブジェクトを選択した第2のユーザの数あるいは割合に応じたゲーム上の特典を、前記第1のユーザに付与する付与手段、
 の各手段を、前記通信端末又は前記サーバのいずれか一方が備える。
A fifth aspect of the present invention is a game system including a communication terminal and a server accessed from the communication terminal,
Execution means for executing the game,
Information providing means for providing the user with information on a plurality of objects as options during execution of the game by the user;
An acquisition unit that acquires, for each user, information related to an operation of selecting any one of the plurality of objects;
When the information about the object selected by the first user is acquired, the privilege on the game according to the number or the ratio of the second user who selects the same object as the first user is given to the first user. Granting means to grant to
Any one of the communication terminal and the server is provided with each means.
 通信端末は、例えば携帯端末、スマートフォン、PDA(Personal Digital Assistant)、パーソナルコンピュータ、双方向の通信機能を備えたテレビジョン受像機、通信機能付きゲーム装置等であってよい。 The communication terminal may be, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television receiver having a bidirectional communication function, a game device with a communication function, or the like.
実施形態のゲームシステムの基本構成を示す図。The figure which shows the basic composition of the game system of embodiment. 実施形態の通信端末の外観の一例を示す図。The figure which shows an example of the external appearance of the communication terminal of embodiment. 実施形態の通信端末の外観の他の例を示す図。The figure which shows the other example of the external appearance of the communication terminal of embodiment. 実施形態の通信端末の構成を示すブロック図。The block diagram which shows the structure of the communication terminal of embodiment. 実施形態のゲームサーバの構成を示すブロック図。The block diagram which shows the structure of the game server of embodiment. 実施形態のデータベースサーバの構成を示すブロック図。The block diagram which shows the structure of the database server of embodiment. データベースサーバに含まれるユーザデータベースの構成例を示す図。The figure which shows the structural example of the user database contained in a database server. アンケートデータのデータ構成例を示す図。The figure which shows the data structural example of questionnaire data. 回答データのデータ構成例を示す図。The figure which shows the data structural example of answer data. トップページを表示する通信端末の表示画面の一例を示す図。The figure which shows an example of the display screen of the communication terminal which displays a top page. ユーザの通信端末において表示されるウェブページを例示する図。The figure which illustrates the web page displayed in a user's communication terminal. ユーザの通信端末において表示される一連のウェブページを例示する図。The figure which illustrates a series of web pages displayed in a user's communication terminal. 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. ユーザと同じ回答項目を選択した他のユーザの数に応じた特典の設定例を示す図。The figure which shows the example of a setting of the privilege according to the number of the other users who selected the same answer item as a user. ユーザと同じ回答項目を選択した他のユーザの割合に応じた特典の設定例を示す図。The figure which shows the example of a setting of the privilege according to the ratio of the other user who selected the same answer item as a user. 実施形態のゲーム制御装置の主要な処理の一例を示すフローチャート。The flowchart which shows an example of the main processes of the game control apparatus of embodiment. 実施形態のゲーム制御装置の主要な処理の一例を示すフローチャート。The flowchart which shows an example of the main processes of the game control apparatus of embodiment. 変形例における回答データのデータ構成例を示す図。The figure which shows the data structural example of the reply data in a modification. グループデータのデータ構成例を示す図。The figure which shows the data structural example of group data. 通信端末及びゲームサーバの各々における各機能の一構成例を示す図。The figure which shows the example of 1 structure of each function in each of a communication terminal and a game server. 通信端末及びゲームサーバの各々における各機能の他の構成例を示す図。The figure which shows the other structural example of each function in each of a communication terminal and a game server.
 本発明は、2012年4月25日に日本国特許庁に出願された特願2012-100431の特許出願に関連しており、この出願の内容がこの明細書に参照によって組み込まれる。 The present invention relates to a patent application of Japanese Patent Application No. 2012-100431 filed with the Japan Patent Office on April 25, 2012, the contents of which are incorporated herein by reference.
 以下、本発明の実施形態について説明する。 Hereinafter, embodiments of the present invention will be described.
 (1)ゲームシステムの構成
 図1は、実施形態のゲームシステムのシステム構成例を示している。図1に示すように、このゲームシステムは、例えばインターネットなどの通信網NW(ネットワーク)に接続可能な通信端末10a,10b,10c,…と、通信網NWに接続されているゲームサーバ20と、データベースサーバ30とによって構成されている。各通信端末10a,10b,10c,…はそれぞれ、個々のユーザによって操作される端末であり、例えば、携帯端末、スマートフォン、PDA(Personal Digital Assistant)、パーソナルコンピュータ、双方向の通信機能を備えたテレビジョン受像機(いわゆる多機能型のスマートテレビも含む。)などの通信端末である。なお、以下の説明において、各通信端末10a,10b,10c,…に共通して言及するときには、通信端末10と表記する。
 このゲームシステムにおいて、ゲームサーバ20は、クライアントである通信端末10と通信可能に構成されており、通信端末10に対してゲーミングサービスを提供する。ゲームサーバ20には、ゲーム用アプリケーションとしてウェブブラウザ上で動作可能なアプリケーションが実装されている。データベースサーバ30は、ゲームを実行する上での後述する様々な情報を格納しており、それらの情報の読み書きのためにゲームサーバ20と有線又は無線で接続される。なお、ゲームサーバ20とデータベースサーバ30は、通信網NWを介して接続しても良い。
 通信端末10は、ゲームサーバ20によって提供されるウェブページを表示可能なウェブブラウザを備えており、ユーザは、通信端末10をウェブページ上で操作してゲームを実行する。
(1) Configuration of Game System FIG. 1 shows a system configuration example of a game system according to the embodiment. As shown in FIG. 1, the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW, The database server 30 is configured. Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function. A communication terminal such as a John receiver (including a so-called multi-function smart TV). In the following description, when referring to the communication terminals 10a, 10b, 10c,.
In this game system, the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10. The game server 20 is mounted with an application operable on a web browser as a game application. The database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 in a wired or wireless manner for reading and writing the information. Note that the game server 20 and the database server 30 may be connected via a communication network NW.
The communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.
 また、図1には図示していないが、ゲームサーバ20とは別に各通信端末10のユーザを認証するための認証サーバを設けてもよい。また、多くの通信端末10からのアクセスを受け入れるために複数のゲームサーバ20を設ける場合は、その複数のゲームサーバ20間の負荷を調整するためのロードバランサを設けてもよい。また、ゲームサーバ20は単一のサーバ装置として構成してもよいが、機能を分散させた複数のサーバ装置として構成してもよい。 Although not shown in FIG. 1, an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided. The game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
 (2)通信端末の構成
 図2A、図2B及び図3を参照して通信端末10について説明する。
 図2A、図2Bはそれぞれ、通信端末10の外観の例を示す図である。図2Aは、例えば折り畳み式の携帯端末(携帯電話機)などの釦入力方式の通信端末を例示したものである。図2Bは、例えばスマートフォンなどのタッチパネル入力方式の通信端末を例示したものである。図3は、通信端末10の内部構成を示すブロック図である。
 図3に示すように、通信端末10は、CPU(Central Processing Unit)11、ROM(Read Only Memory)12、RAM(Random Access Memory)13、画像処理部14、指示入力部15、表示部16、及び、通信インタフェース部17を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス18が設けられている。
(2) Configuration of Communication Terminal The communication terminal 10 will be described with reference to FIGS. 2A, 2B, and 3.
2A and 2B are diagrams each illustrating an example of the appearance of the communication terminal 10. FIG. 2A illustrates a button input type communication terminal such as a foldable mobile terminal (mobile phone). FIG. 2B illustrates a communication terminal of a touch panel input method such as a smartphone. FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10.
As shown in FIG. 3, the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, A 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、指示入力部15等によってユーザに入力されるURL(Uniform Resource Locator)の適切な指定に基づき、通信インタフェース部17を介して、ゲームサーバ20からウェブページを表示するためのデータ、すなわち、HTML(HyperText Markup Language)文書や当該文書と関連付けられた画像などのオブジェクトのデータ(以下、総称して適宜「HTMLデータ」と表記する。)を、通信インタフェース部17を介して取得し、そのHTMLデータを解釈する。なお、通信端末10には、ウェブブラウザのブラウザ機能を拡張するための様々なプラグインが実装されていてよい。
 なお、HTMLデータの取得に当たって、CPU11は、予め登録されたユーザID(ユーザ識別情報)、あるいは指示入力部15を介して入力されるユーザIDを含むアクセス要求メッセージを、通信インタフェース部17を介してゲームサーバ20へ通知する。
The CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. And CPU11 is based on the appropriate designation | designated of URL (Uniform Resource Locator) input to a user by the instruction | indication input part 15 grade | etc., Data for displaying a web page from the game server 20 via the communication interface part 17, That is, data of an object such as an HTML (HyperText Markup Language) document and an image associated with the document (hereinafter collectively referred to as “HTML data” as appropriate) is acquired via the communication interface unit 17. Interpret the HTML data. The communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser.
In acquiring the HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the communication interface unit 17. The game server 20 is notified.
 ウェブブラウザは、画像処理部14を介して、取得したHTMLデータに基づき、ゲームサーバ20から提供されるウェブページを表示部16に表示する。また、ウェブブラウザは、ユーザが指示入力部15の操作によってウェブページ上のハイパーリンク(Hyperlink)またはメニューが選択されると、その選択に応じたウェブページを表示するための新たなHTMLデータの送信(つまり、ウェブページの更新)をゲームサーバ20へ要求する。 The web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14. When the user selects a hyperlink or menu on the web page by operating the instruction input unit 15, the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.
 画像処理部14は、HTMLデータの解析結果としてCPU11から与えられる表示用画像データに基づいて、表示部16にウェブページを表示する。表示部16は、例えば、マトリクス状に画素単位で配置された薄膜トランジスタを含むLCD(Liquid Cristal Display)モニタであり、表示用画像データに基づいて薄膜トランジスタを駆動することでウェブページの画像を表示画面16aに表示する。 The image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data. The display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
 通信端末10が釦入力方式の通信端末(図2Aに示す)である場合、指示入力部15は、ユーザの操作入力を受け入れるための方向指示釦と決定釦などの複数の指示入力釦を含む釦群15a、及び、テンキーなどの複数の指示入力釦を含む釦群15bを備え、各釦の押下(操作)入力を認識してCPU11へ出力するためのインタフェース回路を含む。例えば、方向指示釦は、表示部16に表示されているウェブページをスクロールして表示することをCPU11へ指示するために設けられる。また、決定釦は、例えばウェブページ上で複数のハイパーリンクまたはメニューが表示されるときに、アクティブ表示(例えば強調表示)されている1つのハイパーリンクまたはメニューをユーザが選択することをCPU11へ指示するために設けられる。なお、通信端末10を小型の携帯端末によって構成する場合には、これらの釦は、ユーザが通信端末10を片手で保持したままその親指で操作(クリック)しやすいように、通信端末10の前面に配置されていることが好ましい。図2Aに示す例では、釦群15bは、釦群15aの下方に配置され、「0」~「9」、「*」、「#」(テンキー)が表記された複数の指示入力釦を含む。 When the communication terminal 10 is a button input type communication terminal (shown in FIG. 2A), the instruction input unit 15 includes a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input. A button group 15b including a group 15a and a plurality of instruction input buttons such as a numeric keypad is provided, and an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11 is included. For example, the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16. The determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page. To be provided. When the communication terminal 10 is configured by a small portable terminal, these buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange | position. In the example shown in FIG. 2A, the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
 通信端末10がタッチパネル入力方式の通信端末(図2Bに示す)である場合、指示入力部15は、主として表示画面16aに指先あるいはペンで触れることによるタッチパネル方式の入力を受け付ける。タッチパネル入力方式は、静電容量方式などの公知の方式でよい。なお、図2Bに示すように、通信端末10がタッチパネル入力方式の場合であっても釦群15aが設けられる場合もある。 When the communication terminal 10 is a touch panel input type communication terminal (shown in FIG. 2B), the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen. The touch panel input method may be a known method such as a capacitance method. As illustrated in FIG. 2B, the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
 通信端末10に表示されるウェブページ上のメニューの選択操作は、例えば通信端末10が携帯端末である場合には、方向指示釦の押下操作によってメニューを選択し、決定釦の押下操作によって、選択したメニューを確定することによって行われる。また、選択操作は、例えば通信端末10がタッチパネル入力方式の場合には、ウェブページが表示されている表示画面16a上のメニューの位置を指あるいはペンで指示(タッチ操作)することによって行われる。 For example, when the communication terminal 10 is a portable terminal, the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu. Further, for example, when the communication terminal 10 is a touch panel input method, the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
 (3)ゲームサーバの構成
 図4を参照してゲームサーバ20の構成について説明する。
 ゲームサーバ20は、例えば階層構造の複数のウェブページからなるゲームのウェブサイトを管理しており、通信端末10に対してゲームのウェブサービスを提供する。図4に示すように、ゲームサーバ20は、CPU21、ROM22、RAM23、データベース(DB)アクセス部24、及び、通信インタフェース部25を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス26が設けられている。なお、ゲームサーバ20は、ハードウエアに関しては汎用のウェブサーバと同一の構成をとることができる。
(3) Configuration of Game Server The configuration of the game server 20 will be described with reference to FIG.
The game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10. As shown in FIG. 4, the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a communication interface unit 25, for transmitting control signals or data signals between the units. A bus 26 is provided. In addition, the game server 20 can take the same structure as a general-purpose web server regarding hardware.
 ROM22には、クライアントである通信端末10のウェブブラウザに対してHTML文書や画像などのオブジェクトの表示(ウェブページの表示)のサービスを提供するアプリケーションプログラムが格納されている。ROM22には、アプリケーションプログラム以外にもCPU21によって参照される各種データが格納されている。
 CPU21は、ROM22内のゲームプログラムをRAM23にロードして実行し、通信インタフェース部25を介して、各種の処理を行う。
The ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client. The ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
The CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the communication interface unit 25.
 例えば、CPU21は、通信インタフェース部25を介して、HTMLデータを通信端末10宛に送信する。なお、ゲームサーバ20が通信端末10のユーザの認証処理を行う場合には、CPU21はその認証処理を行う。
 CPU21は、通信端末10に表示されるウェブページ上でユーザにより選択されたハイパーリンクまたはメニューに応じた処理を行う。その処理は、例えば、新たなHTMLデータの送信、または、ゲームサーバ20内の演算処理あるいはデータ処理などを含む。
 データベースアクセス部24は、CPU21がデータベースサーバ30に対してデータの読み書きを行うときのインタフェースである。
For example, the CPU 21 transmits HTML data to the communication terminal 10 via the communication interface unit 25. In addition, when the game server 20 performs the authentication process of the user of the communication terminal 10, the CPU 21 performs the authentication process.
The CPU 21 performs processing according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10. The processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
The database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
 (4)データベースサーバの構成
 データベースサーバ30(記憶装置)は、大容量のハードディスク装置やRAID(Redundant Arrays of Inexpensive Disks)等の形態の装置等、汎用ストレージで実現できる。データベースサーバ30内の各データベースは、ゲームサーバ20のデータベースアクセス部24を介してCPU21からのデータの読み書きが可能となるように構成されている。
 図5に、データベースサーバ30の構成の一例を示す。図5に示すように、データベースサーバ30は、ユーザデータベース31と、ゲームデータベース32とを備える。
(4) Configuration of Database Server The database server 30 (storage device) can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as a RAID (Redundant Array of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a user database 31 and a game database 32.
 本実施形態のゲームサーバ20によって実行制御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、本実施形態のゲームの一例として、女性戦士カード(以下適宜、単に「戦士カード」という。)を用いたデジタルカードゲーム(以下適宜、単に「ゲーム」あるいは「本実施形態のゲーム」という。)を採り上げる。このゲームは、ユーザの実行対象となる以下の処理を含む。
・クエスト処理:
 少なくとも一枚の戦士カードからなる自らのチームを作り上げていくために、ゲーム上で設定されている複数のエリア(パート)を探索して戦士カードを得る処理である。このゲームでは、クエスト処理を実行することで一定量の体力ポイント(後述する)を消費する。
・バトル処理:
 他のユーザのチームとバトル(対戦)を行う処理である。なお、バトル処理については、ここでは詳しく述べないが、例えばユーザがバトルで使用する戦士カードの能力を示すパラメータ(例えば、攻撃力、防御力を示す値)の大小に応じて、バトルの結果が決定されるように構成される。例えば、パラメータの値の大きい戦士カードをバトルに使用したユーザが、それよりパラメータの値の小さい戦士カードをバトルに使用した他のユーザに対して勝利する可能性が高くなるように設定されてもよい。この場合、ユーザの保有する戦士カードのパラメータの値が大きいほど、他のユーザと比べてゲームをより優位に進められるようになる。
The type of game that is executed and controlled by the game server 20 of the present embodiment is not particularly limited. However, for convenience of description of the embodiment, a female warrior card (hereinafter, as appropriate) will be described as an example of the game of the present embodiment. , Simply referred to as a “warrior card”) (hereinafter referred to simply as “game” or “game of the present embodiment” as appropriate). This game includes the following processes to be executed by the user.
・ Quest processing:
This is a process for obtaining a warrior card by searching a plurality of areas (parts) set in the game in order to create a team of at least one warrior card. In this game, a certain amount of physical strength points (described later) are consumed by executing the quest process.
・ Battle processing:
This is a process of performing a battle (match) with another user's team. The battle process will not be described in detail here. For example, depending on the magnitude of a parameter indicating the ability of the warrior card used by the user in the battle (for example, a value indicating attack power or defense power) Configured to be determined. For example, a user who uses a warrior card with a large parameter value for a battle is more likely to win against another user who uses a warrior card with a smaller parameter value for a battle. Good. In this case, the larger the value of the parameter of the warrior card possessed by the user, the more the game can be advanced over other users.
 図6に、本実施形態のゲームにおいて適用されるユーザデータベース31の一例を示す。この例では、ユーザデータベース31は、ユーザID(ユーザ識別情報)ごとに、ユーザ名、表示画像、技能レベル、体力ポイント、戦士数、仲間のユーザID及び保有カードのデータの各項目についての情報を含む。ユーザデータベース31に含まれる情報は、ゲームサーバ20によって逐次更新されうる。 FIG. 6 shows an example of a user database 31 applied in the game of the present embodiment. In this example, the user database 31 stores, for each user ID (user identification information), information on each item of user name, display image, skill level, physical strength point, number of warriors, fellow user ID, and possessed card data. Including. Information included in the user database 31 can be updated sequentially by the game server 20.
 以下の説明では、ユーザデータベース31に含まれるユーザIDごとのデータを総称してユーザデータという。ユーザデータを構成する各項目のデータは、以下のとおりである。
・ユーザ名
 ユーザを特定するために、ゲームの実行時に通信端末10に表示されるユーザ名である。ユーザ名はユーザによって予め指定される所定長以下のテキストである。また、ユーザ名は、ゲームサーバ20によって提供されるネットワーク環境(あるいはゲームコミュニティ)上でユーザを特定する名称である。
・表示画像
 ユーザを特定するために、ゲームの実行時に通信端末10に表示される表示画像である。表示画像は例えばユーザによって予め選択されるアバタ画像である。
・技能レベル
 ゲーム上のユーザの技能レベル示すデータである。例えばLv1(レベル1)からLv100(レベル100)までの範囲のレベル値である。例えば、クエスト処理が継続的に実行されることで、順次技能レベルが上がるように構成されてもよい。
・体力ポイント
 本実施形態のゲームにおいて、クエスト処理を実行する上で必要となるポイントである。体力ポイントは、クエスト処理において探索を行うことで例えば一定量減少し、所定の時間が経過する毎に回復(増加)する値である。
・戦士数
 ユーザがゲーム上保有する戦士カードの数である。戦士数の最大値(例えば、60)は予め規定されている。
・仲間のユーザID
 仲間のユーザのユーザIDのデータである。
・保有カードのデータ
 ユーザが保有する戦士カードごとに、例えば、戦士のキャラクタの画像や、戦士のキャラクタの能力を示すパラメータ(例えば、攻撃力、防御力を示す値)等のデータが含まれる。なお、戦士カードのデータには、「レア度」が含まれてもよい。ここで、「レア度」とは、戦士カードの希少価値の度合を示す値であり、その値が高いほどゲーム内で出現する確率が非常に低く設定されている。なお、本実施形態のゲームでは、レア度が1~5の5段階で表されており、能力の際立った戦士のキャラクタや人気のある戦士のキャラクタなどに対応する戦士カードのレア度は高く設定されている。
In the following description, data for each user ID included in the user database 31 is collectively referred to as user data. The data of each item constituting the user data is as follows.
-User name It is a user name displayed on the communication terminal 10 at the time of execution of a game in order to specify a user. The user name is text having a predetermined length or less designated in advance by the user. The user name is a name that identifies the user on the network environment (or game community) provided by the game server 20.
Display image This is a display image displayed on the communication terminal 10 when the game is executed in order to identify the user. The display image is an avatar image selected in advance by the user, for example.
Skill level This is data indicating the skill level of the user on the game. For example, it is a level value in a range from Lv1 (level 1) to Lv100 (level 100). For example, the skill level may be sequentially increased by continuously executing the quest process.
-Physical strength point It is a point required in performing the quest process in the game of this embodiment. The physical strength point is a value that decreases by, for example, a certain amount by performing a search in the quest process and recovers (increases) every time a predetermined time elapses.
-Number of warriors This is the number of warrior cards that the user has in the game. The maximum number of warriors (for example, 60) is defined in advance.
・ Friend's user ID
It is data of a user ID of a fellow user.
-Data of possessed card Each warrior card possessed by the user includes, for example, data such as an image of a warrior character and a parameter indicating a warrior character's ability (for example, a value indicating an attack power and a defense power). The data of the warrior card may include “rare degree”. Here, the “rare degree” is a value indicating the degree of rarity value of the warrior card, and the higher the value is, the lower the probability of appearing in the game is set. In the game of the present embodiment, the rarity is expressed in five stages from 1 to 5, and the rarity of the warrior card corresponding to the character of the warrior with outstanding abilities or the character of the popular warrior is set high. Has been.
 図5に戻り、ゲームデータベース32は、ゲームサーバ20からのアクセスに基づき、ゲームサーバ20によって実行されたゲームの進行に関する情報を記憶、更新する。ゲームの進行に関する情報は、ゲームの性質によって多様な情報を含みうる。本実施形態のゲームの場合を例に挙げれば、ゲームの進行に関する情報は、クエスト処理の進行状況を示す情報や、他のユーザとのバトル結果についての情報などを含む。
 また、後述するように、本実施形態のゲームでは、ゲームの実行中に一問一答形式のアンケートが複数回行われるようになっている。そのため、ゲームデータベース32には、アンケートにおける複数の質問項目と、それぞれの質問項目に対する複数の回答項目(選択肢)とを示すデータがそれぞれ記述されたアンケートデータ、及び、質問に対する回答結果をユーザID(ユーザ)ごとに記述したデータである回答データとが記憶されている。アンケートデータ及び回答データの例をそれぞれ、図7及び図8に示す。
Returning to FIG. 5, the game database 32 stores and updates information related to the progress of the game executed by the game server 20 based on the access from the game server 20. Information relating to the progress of the game may include various information depending on the nature of the game. Taking the case of the game of the present embodiment as an example, the information related to the progress of the game includes information indicating the progress status of the quest process, information about a battle result with another user, and the like.
Further, as will be described later, in the game of the present embodiment, a question-and-answer questionnaire is performed a plurality of times during the execution of the game. Therefore, in the game database 32, questionnaire data in which data indicating a plurality of question items in a questionnaire and a plurality of answer items (options) for each question item are respectively described, and a result of answering the question is stored as a user ID ( Answer data which is data described for each user) is stored. Examples of questionnaire data and answer data are shown in FIGS. 7 and 8, respectively.
 アンケートデータの一例を図7に示す。アンケートデータは、ゲーム上でアンケートが実施される際に例えばRAM23にロードされ、記憶されるデータである。アンケートデータは、質問IDと、質問IDに対応する質問項目と、質問IDに対応する複数(図の例では3つ)の回答IDと、回答IDに対応する回答項目(オブジェクト)とを含む。図7に例示したアンケートデータの回答項目は、「赤」や「犬」などのテキストデータで構成されているが、例えば、キャラクタ(例えば戦士カード)やアイテムなどの画像データや、音声データなどで構成されてもよい。
 また、質問項目及び回答項目の内容については任意に設定され得るが、複数の回答項目には、ユーザの嗜好性に関連する回答項目が含まれてもよい。例えば、図7に示すように、ユーザの好む色や動物などのようにユーザの嗜好を問う質問に対する回答項目が含まれてもよい。この場合、アンケートにおいて同じ回答項目を選択したユーザ同士は、同じ趣向を有することで相互に親近感が生じ得る。このため、ユーザ同士が関係付けられる(仲間にする)ように各ユーザを動機付けることができる。これにより、ユーザ間の交流を促進することができるので、ゲームのソーシャル性を高めることができる。
An example of the questionnaire data is shown in FIG. The questionnaire data is data that is loaded and stored in, for example, the RAM 23 when the questionnaire is executed on the game. The questionnaire data includes a question ID, a question item corresponding to the question ID, a plurality of (three in the example in the figure) answer IDs corresponding to the question ID, and an answer item (object) corresponding to the answer ID. The answer items of the questionnaire data illustrated in FIG. 7 are composed of text data such as “red” and “dog”. For example, image data such as characters (for example, warrior cards) and items, voice data, and the like. It may be configured.
The contents of the question item and the answer item may be arbitrarily set, but the plurality of answer items may include an answer item related to the user's preference. For example, as shown in FIG. 7, an answer item for a question that asks the user's preference, such as a user's favorite color or animal, may be included. In this case, users who have selected the same answer item in the questionnaire may have an affinity for each other by having the same taste. For this reason, each user can be motivated so that users may be related (become friends). Thereby, since the exchange between users can be accelerated | stimulated, the social property of a game can be improved.
 図8に例示するように、回答データは、図7に示したアンケートデータに含まれる質問IDと、当該質問IDの質問項目に対してユーザが選択した回答項目の回答IDとを、ユーザIDごとに対応付けたデータである。なお、アンケートにおいてユーザが未だ回答していない質問項目の質問IDに対応する回答項目には、NULLデータが記述される。図8の例では、ユーザIDが「000001」のユーザは、質問IDが「Q001」及び「Q002」の質問に対して未だ回答していないことを示している。また、図8の例では、ユーザIDが「000004」のユーザは、質問IDが「Q001」の質問に対して回答したが、質問IDが「Q002」の質問に対して未だ回答していないことを示している。 As illustrated in FIG. 8, the answer data includes the question ID included in the questionnaire data illustrated in FIG. 7 and the answer ID of the answer item selected by the user for the question item of the question ID for each user ID. It is data associated with. Note that NULL data is described in the answer item corresponding to the question ID of the question item that has not yet been answered by the user in the questionnaire. The example of FIG. 8 indicates that the user with the user ID “000001” has not yet answered the questions with the question IDs “Q001” and “Q002”. In the example of FIG. 8, the user with the user ID “000004” answered the question with the question ID “Q001”, but has not yet answered the question with the question ID “Q002”. Is shown.
 (5)本実施形態のゲーム
 以下、本実施形態のゲームの内容について、図9~11を参照しながら説明する。図9は、本実施形態のゲームにおいて通信端末10上に表示されるトップページの一例を示す図である。図10~11は、クエスト処理が実行されるときの通信端末10上に表示される一連のウェブページの例を示す図である。
 なお、以下の説明において、通信端末10に表示されるウェブページ上で表示されるメニュー、マーク等はウェブページ上で所望の位置に配置されるものであって、通信端末10で視認されるメニュー、マーク等の表示画面上の位置は、ユーザの方向指示釦あるいはタッチパネルの操作によるウェブページのスクロール操作によって変化しうる。
(5) Game of this Embodiment The contents of the game of this embodiment will be described below with reference to FIGS. FIG. 9 is a diagram illustrating an example of a top page displayed on the communication terminal 10 in the game of the present embodiment. 10 to 11 are diagrams showing examples of a series of web pages displayed on the communication terminal 10 when the quest process is executed.
In the following description, menus, marks and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10. The position on the display screen of the mark and the like can be changed by scrolling the web page by the user's direction instruction button or touch panel operation.
 図9に例示する本実施形態のゲームのトップページは、個々のユーザIDに応じたウェブページで構成される。図9の例では、ユーザデータ表示領域、戦士画像表示領域及びメニュー表示領域を含む。
 ユーザデータ表示領域は、対象となるユーザIDのユーザデータに含まれる、技能レベル、体力ポイント、戦士数、仲間の各項目のデータ(図6参照)が表示される領域である。なお、図9において、戦士数の一例として「40/60」と表記されているが、これは、ユーザが保有する戦士カードが40枚であり、最大で保有可能な戦士カードの枚数が60枚であることを示す。
 戦士画像表示領域は、対象となるユーザIDのユーザデータに含まれる複数の戦士カードのうちユーザによって予め指定された戦士カードの画像が表示される領域である。
 メニュー表示領域は、本実施形態のゲームに設けられる複数の機能(クエスト処理、バトル処理)に対応した基本メニューとして、「クエスト」、「バトル」のテキストが表記された各メニューm1,m2が表示される領域である。
 このトップページ上で、メニューm1又はm2が選択操作されることで、ゲームの実行が開始される。
The top page of the game of this embodiment illustrated in FIG. 9 is configured by a web page corresponding to each user ID. The example of FIG. 9 includes a user data display area, a warrior image display area, and a menu display area.
The user data display area is an area where skill level, physical strength points, the number of warriors, and data of each item (see FIG. 6) included in the user data of the target user ID are displayed. In FIG. 9, “40/60” is described as an example of the number of warriors, but this is 40 warrior cards held by the user, and the maximum number of warrior cards that can be held is 60. Indicates that
The warrior image display area is an area in which an image of a warrior card specified in advance by the user among a plurality of warrior cards included in the user data of the target user ID is displayed.
The menu display area displays the menus m1 and m2 in which the texts “Quest” and “Battle” are written as a basic menu corresponding to a plurality of functions (quest processing, battle processing) provided in the game of the present embodiment. It is an area to be done.
When the menu m1 or m2 is selected on the top page, the game is started.
 図9のトップページ上でメニューm1が選択操作されると、クエスト処理が実行される。この場合、図10のステップS1に示すようにウェブページが更新される。ステップS1のウェブページには、探索の対象となるエリア(図10の例では、エリア1)の進行度合いを示す探索率のゲージ、探索処理を実行するための「探索する」と表記されたメニューm10などが含まれる。
 クエスト処理では、ユーザは、メニューm10を選択操作する。この操作を契機として、探索の対象となるエリアについての戦士カードの探索が行われる。このとき、メニューm10が選択操作されて探索が行われる度に、「探索率」(%)の値が一定の、あるいはランダムな増加量で増加する。探索率が100%に達した場合には、対象となるエリアの探索が終了したことになり、次のエリア(図10の例では、エリア2)の探索に移る。上述したように、このゲームでは、1回の探索につき、所定量(例えば5ポイント)の体力ポイントが減少するように構成されており、体力ポイントの値が所定量よりも少なくなった場合には、探索処理を実行することができない。この場合、ユーザは、体力ポイントの値が回復(増加)するまで待機する必要がある。なお、ステップS1に示すウェブページは、1回の探索に要する体力ポイントの値が表示されるように構成されてもよい。
When the menu m1 is selected and operated on the top page of FIG. 9, the quest process is executed. In this case, the web page is updated as shown in step S1 of FIG. On the web page in step S1, a search rate gauge indicating the degree of progress of the area to be searched (area 1 in the example of FIG. 10) and a menu labeled “search” for executing the search process m10 and the like are included.
In the quest process, the user selects and operates the menu m10. With this operation as a trigger, a warrior card is searched for an area to be searched. At this time, every time the menu m10 is selected and searched, the value of “search rate” (%) increases at a constant or random increase amount. When the search rate reaches 100%, the search for the target area is completed, and the search for the next area (area 2 in the example of FIG. 10) is started. As described above, this game is configured such that a predetermined amount (for example, 5 points) of physical strength points is reduced per search, and when the value of the physical strength points is less than the predetermined amount, The search process cannot be executed. In this case, the user needs to wait until the value of the physical fitness point recovers (increases). Note that the web page shown in step S1 may be configured such that the value of the physical fitness point required for one search is displayed.
 また、対象となるエリアの探索率が100%に達すると、ゲーム上のアンケートを実施するために、図11のステップS2に示すようにウェブページが更新される。ステップS2に示すウェブページには、アンケートにおける質問項目(図の例では、「好きな色は?」)と、ユーザの選択肢となる複数の回答項目(図の例では、「赤」、「青」、「白」)などが含まれる。複数の回答項目には、それぞれ「選択する」と表記されたメニューm11,m12,m13が対応付けられている。 Further, when the search rate of the target area reaches 100%, the web page is updated as shown in step S2 of FIG. 11 in order to conduct a questionnaire on the game. The web page shown in step S2 includes a question item in the questionnaire (in the example of the figure, “What color is your favorite color?”) And a plurality of answer items that are user choices (in the example of the figure, “red”, “blue”). ”,“ White ”), etc. Each of the plurality of answer items is associated with menus m11, m12, and m13 each labeled “select”.
 ステップS2のウェブページにおいて例えばメニューm11が選択操作されると、図11のステップS3に示すようにウェブページが更新される。この例では、好きな色として「赤」を選択した他のユーザの数を示すメッセージなどが表示される。
 ここで、本実施形態のゲームでは、ユーザに対して、当該ユーザと同じ回答項目を選択した他のユーザの数に応じたゲーム上の特典が付与されるように構成されている。付与される特典は任意に設定され得るが、本実施形態の例では、次のエリアでの1回の探索処理における探索率の増加量が、ユーザと同じ回答項目を選択した他のユーザの数に応じて、所定の割合(図の例ではX%)増加することが特典として設定されている。また、ステップS3のウェブページには、特典が付与されたことを示すメッセージが含まれる。この場合、ユーザは、特典を得ることにより、ゲームを有利に進めることができる。具体的に説明すると、ユーザは、1回当たりの探索処理における探索率の増加量が通常(つまり、特典を得ていない状態)よりも増加するため、1つのエリアを制覇する(つまり、探索率が100%に達する)ために必要な探索処理の回数を通常よりも減らすことができる。このため、1つのエリアにおける体力ポイントの消費量が通常よりも減少するので、ユーザは、次のエリアにおける探索処理を早期に実行することができ、ゲームの進行度を通常よりも早く上昇させることができる。
 また、ステップS3のウェブページには、「次のエリアへ」と表記されたメニューm14が表示される。メニューm14の選択操作に応じて、ウェブページが図10のステップS1に示すように更新される。なお、更新されたウェブページでは、次のエリア(ここでは、エリア2)の探索処理が実行されることになる。また、次のエリアの探索処理では、1回の探索(メニューm10の選択操作)当たりの探索率の増加量が所定の割合だけ増加する。
For example, when the menu m11 is selected and operated on the web page in step S2, the web page is updated as shown in step S3 in FIG. In this example, a message indicating the number of other users who have selected “red” as a favorite color is displayed.
Here, in the game of this embodiment, it is comprised so that the privilege on the game according to the number of the other users who selected the same answer item as the said user with respect to the user may be provided. The privilege to be given can be arbitrarily set, but in the example of the present embodiment, the number of other users who have selected the same answer item as the user whose search rate increase in one search process in the next area is the same. In accordance with the above, an increase of a predetermined ratio (X% in the example in the figure) is set as a privilege. In addition, the web page in step S3 includes a message indicating that the privilege has been granted. In this case, the user can advantageously advance the game by obtaining a privilege. More specifically, the user conquers one area (that is, the search rate) because the amount of increase in the search rate per search process increases more than usual (that is, a state where no privilege is obtained). The number of search processes required to reach 100% can be reduced more than usual. For this reason, since the consumption amount of physical strength points in one area is reduced more than usual, the user can execute the search process in the next area at an early stage and increase the progress of the game faster than usual. Can do.
In addition, a menu m14 labeled “To next area” is displayed on the web page in step S3. In response to the selection operation of the menu m14, the web page is updated as shown in step S1 of FIG. In the updated web page, search processing for the next area (here, area 2) is executed. In the search processing for the next area, the amount of increase in the search rate per one search (selecting operation of menu m10) is increased by a predetermined rate.
 つまり、本実施形態のゲームでは、ユーザが複数の回答項目の中からいずれかを選択すると、当該ユーザと同じ回答項目を選択した他のユーザの数に応じたゲーム上の特典が、当該ユーザに付与される。この場合、ユーザのゲームの進行には、ゲーム上の特典に基づく良好な影響(ここでは、次のエリアにおける当該ユーザの探索処理の効率が上がること)が生じることになる。なお、特典の内容は、ユーザと同じ回答項目を選択した他のユーザの割合に応じて決定されてもよい。 That is, in the game of the present embodiment, when the user selects one of the plurality of answer items, the privilege on the game according to the number of other users who have selected the same answer item as the user is given to the user. Is granted. In this case, the progress of the user's game has a good influence (here, the efficiency of the search process of the user in the next area is increased) based on the benefits on the game. The content of the privilege may be determined according to the ratio of other users who have selected the same answer item as the user.
 なお、ユーザに付与される特典は、例えば、レア度の高い(例えば、レア度が4または5)戦士カードであってもよい。また、特典は、本実施形態のゲームと異なる他のゲーム上のポイントやアイテムなどであってもよい。 The privilege given to the user may be, for example, a warrior card with a high degree of rarity (for example, a rarity level of 4 or 5). Further, the privilege may be a point or item on another game different from the game of the present embodiment.
 (6)ゲーム制御装置における各機能の概要
 次に、上述した本実施形態のゲームを実現するゲーム制御装置における各処理について説明する。
 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、上述した戦士カードを用いた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12を参照して説明する。図12は、本実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図である。
 なお、図12の機能ブロック図において、ゲーム実行手段(実行手段)52、情報提供手段53、取得手段54及び付与手段55が本発明の主要な構成に対応している。その他の手段は必ずしも必須の構成ではないが、本発明をさらに好ましくするための構成である。
(6) Overview of Functions in Game Control Device Next, each process in the game control device that realizes the game of the present embodiment described above will be described.
In the present embodiment, the game server 20 and the database server 30 constitute a game control device. Below, the function implement | achieved with the game control apparatus of this embodiment is demonstrated with reference to FIG. 12 for the case where the digital card game using the warrior card mentioned above is applied as an example. FIG. 12 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
In the functional block diagram of FIG. 12, game execution means (execution means) 52, information provision means 53, acquisition means 54, and provision means 55 correspond to the main components of the present invention. Other means are not necessarily indispensable structures, but they are structures for making the present invention more preferable.
 登録手段51は、例えば通信端末10に提供するウェブページ上での通信端末10への適切な操作入力に基づいてユーザの要求を認識し、登録処理(ユーザ登録)を行う機能を備える。
 なお、登録手段51は、本発明に必須の構成要素ではないが、本発明をさらに好ましくするための構成要素である。
The registration unit 51 has a function of recognizing a user request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performing a registration process (user registration).
Note that the registration means 51 is not an essential component of the present invention, but is a component for making the present invention more preferable.
 登録手段51の機能は、例えば以下のとおり実現される。ゲームサーバ20のCPU21は、通信インタフェース部25を介して通信端末10から登録要求メッセージを受信する。登録要求メッセージは、ゲームサーバ20から提供されるウェブページ上での通信端末10に対する所定の操作(例えば、所定のメニューの選択操作やユーザが指定するユーザIDやパスワード等のテキスト入力等)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、UID(Unique Identifier)などの端末の個体識別情報、IPアドレス、メールアドレス等)が含まれていてもよく、あるいは、ユーザが既に同一のサービス提供者による他のゲームを利用している場合には、そのユーザIDが含まれていてもよい。
 CPU21は、登録要求メッセージを受信し、登録要求メッセージにユーザIDが含まれていない場合には、ユーザIDを新規に発行してそのユーザIDの登録処理を行った後、登録処理が完了した旨のメッセージを通信端末10へ送信する。CPU21は、登録要求メッセージを受信し、登録要求メッセージにユーザIDが含まれている場合には、そのユーザIDの登録処理を行った後、登録処理が完了したことを示す登録完了メッセージを通信端末10へ送信する。
 登録が完了すると、CPU21は、ユーザIDに対応するユーザデータを生成し、ユーザデータベース31に格納する。登録が完了すると、ユーザは、本実施形態のゲームを実行することが可能となる。
The function of the registration means 51 is implement | achieved as follows, for example. The CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the communication interface unit 25. The registration request message is automatically generated by a predetermined operation on the communication terminal 10 on the web page provided from the game server 20 (for example, a predetermined menu selection operation or a text input such as a user ID or password specified by the user). Web pages may be configured to be generated automatically. The registration request message may include information for identifying the communication terminal 10 as the transmission source (for example, individual identification information of a terminal such as a UID (Unique Identifier), an IP address, a mail address, etc.), or If the user has already used another game by the same service provider, the user ID may be included.
When the CPU 21 receives the registration request message and the registration request message does not include the user ID, the CPU 21 issues a new user ID and performs registration processing of the user ID, and then the registration processing is completed. Is sent to the communication terminal 10. When the CPU 21 receives the registration request message and the registration request message includes a user ID, the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
When the registration is completed, the CPU 21 generates user data corresponding to the user ID and stores it in the user database 31. When the registration is completed, the user can execute the game of the present embodiment.
 ゲーム実行手段52は、ユーザが本実施形態のゲームを実行するに当たって、ユーザのログイン時の認証処理を実行する機能を備えてもよい。
 この機能は、以下のようにして実現される。ゲームサーバ20のCPU21は、各ユーザの通信端末10からのHTTPリクエストを受信すると、当該HTTPリクエストから個体識別情報、あるいはユーザID及びパスワードを取得し、その個体識別情報、あるいはユーザID及びパスワードを、例えばユーザデータベース31に記録済みのデータと照合して認証処理を行う。
The game execution means 52 may have a function of executing an authentication process at the time of user login when the user executes the game of the present embodiment.
This function is realized as follows. When receiving the HTTP request from the communication terminal 10 of each user, the CPU 21 of the game server 20 acquires the individual identification information or the user ID and password from the HTTP request, and acquires the individual identification information or the user ID and password. For example, the authentication process is performed by collating with data recorded in the user database 31.
 ゲーム実行手段52は、ゲームを実行する機能を備える。例えば、ゲーム実行手段52は、通信端末10に対するユーザのウェブページ上の選択操作に応じてHTTPリクエストを受信し、通信端末10に表示されるウェブページを逐次更新するためのHTMLデータ(つまり、HTTPレスポンス)を送信することで、ウェブサービスにより本実施形態のゲームを実行する。
 ゲーム実行手段52は、通信端末10に表示されたメニューm1~m2のいずれかに対するユーザの選択操作に応じて、それぞれクエスト処理及びバトル処理を実行する。好ましくは、各処理が実行された場合、さらに細分化された複数のメニューを含む新たなウェブページが表示されるように、階層的に各処理が実行される。
The game execution means 52 has a function of executing a game. For example, the game execution means 52 receives an HTTP request in response to a user's selection operation on the web page with respect to the communication terminal 10, and HTML data (that is, HTTP data for sequentially updating the web page displayed on the communication terminal 10. By transmitting (response), the game of this embodiment is executed by the web service.
The game execution means 52 executes a quest process and a battle process in response to a user's selection operation for any of the menus m1 to m2 displayed on the communication terminal 10. Preferably, when each process is executed, each process is executed hierarchically so that a new web page including a plurality of subdivided menus is displayed.
 ゲーム実行手段52がクエスト処理を実行する機能は、以下のようにして実現される。
 ゲームサーバ20のCPU21は、図9のトップページ上でメニューm1が選択操作されたことを認識すると、図10のステップS1に示すウェブページを表示するためのHTMLデータを生成して通信端末10宛に送信する。また、CPU21は、探索を行うメニューm10が選択操作されることを認識すると、ユーザデータベース31にアクセスし、対象となるユーザIDの体力ポイントの値を更新する(減少させる)。なお、クエスト処理において、探索対象となるエリアごとに、1回の探索に要する体力ポイントが異なってもよい。つまり、探索対象となるエリアごとに、1回の探索で減少する(消費される)体力ポイントの量が異なってもよい。例えば、ユーザの技能レベルが上がるごとに、消費される体力ポイントの量を多くしてもよい。
The function in which the game execution means 52 performs a quest process is implement | achieved as follows.
When the CPU 21 of the game server 20 recognizes that the menu m1 has been selected on the top page of FIG. 9, the CPU 21 generates HTML data for displaying the web page shown in step S1 of FIG. Send to. When the CPU 21 recognizes that the menu m10 to be searched is selected, the CPU 21 accesses the user database 31 and updates (decreases) the value of the physical strength point of the target user ID. In the quest process, the physical strength points required for one search may be different for each area to be searched. That is, the amount of physical strength points that are reduced (consumed) in one search may be different for each area to be searched. For example, each time the skill level of the user increases, the amount of physical strength points consumed may be increased.
 クエスト処理において、ゲームサーバ20のCPU21は、メニューm10に対する選択操作を認識すると、クエスト処理用に予め設けられた複数の戦士カードの中から所定の、あるいはランダムな確率で戦士カードを抽選して出現させる。CPU21は、戦士カードを出現させた(発掘した)場合には、ユーザデータベース31にアクセスし、対象となるユーザIDのデータに対して、出現した新たな戦士カードのデータを追加して、戦士数の値を1だけ増加させる。ユーザによるメニューm10に対する選択操作が繰返し行われ、図10のステップS1においてエリアの探索率が100%に達すると、探索対象となるエリア(この場合、エリア1)についての探索は終了し、探索対象は次のエリア(この場合、エリア2)に移る。 In the quest process, when the CPU 21 of the game server 20 recognizes the selection operation for the menu m10, a warrior card is randomly drawn from a plurality of warrior cards provided in advance for the quest process and appears with a random probability. Let When the warrior card appears (excavated), the CPU 21 accesses the user database 31 and adds the data of the new warrior card that appears to the data of the target user ID. Is increased by one. When the selection operation for the menu m10 by the user is repeatedly performed and the area search rate reaches 100% in step S1 of FIG. 10, the search for the area to be searched (in this case, area 1) is ended, and the search target Move to the next area (in this case, area 2).
 クエスト処理では、メニューm10に対する選択操作を行う度に体力ポイントが減少していくため、クエスト処理が実行された直後にトップページが表示される場合には、そのトップページに表示される体力ポイントがクエスト処理の実行前よりも減少されて表示されることになる。なお、体力ポイントは、例えば所定時間(例えば3分)が経過する度に1ポイントずつ回復(増加)する。 In the quest process, the health points decrease each time the selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the quest process is executed, the health points displayed on the top page are The quest process will be displayed in a reduced amount. The physical strength points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.
 情報提供手段53は、ユーザによるゲームの実行中(本実施形態では、クエスト処理の実行中)に、選択肢となる複数の回答項目(オブジェクト)に関する情報を当該ユーザに提供する機能を備える。
 ここで、複数の回答項目に関する情報が提供されるタイミングは、ランダムに設定されてもよいし、所定の規則性をもって設定されてもよいし、ゲーム上の所定の条件を満たしたときに設定されてもよい。
 ここで、「オブジェクト」とは、選択対象となるものであれば何でもよいが、例えば、キャラクタやアイテムを含む。キャラクタとは、例えばゲーム上の仮想的な人物や生物、若しくはモンスター等であり、それらがカード等に表示されているもの(例えば戦士カード)をも含む。また、アイテムとは、例えば、ユーザがゲーム上保有することができるものであってもよいし、ユーザがゲーム上で収集する必要があるものであってもよいし、ユーザがゲーム上で有利な効果を得られるものなどであってもよい。
The information providing unit 53 has a function of providing information related to a plurality of answer items (objects) as options to the user during execution of the game by the user (in the present embodiment, during execution of the quest process).
Here, the timing at which information related to a plurality of answer items is provided may be set randomly, with a predetermined regularity, or set when a predetermined condition on the game is satisfied. May be.
Here, the “object” may be anything as long as it is a selection target, but includes, for example, a character and an item. A character is, for example, a virtual person or creature on a game, or a monster, and includes those displayed on a card or the like (for example, a warrior card). The item may be, for example, a thing that the user can hold on the game, a thing that the user needs to collect on the game, or an advantage that the user has on the game. What can acquire an effect may be used.
 また、情報提供手段53は、ゲームが、実行対象となる複数のエリア(パート)を備える場合に、各エリアにおいて所定の条件を満たしたとき(本実施形態では、探索率が100%に達したとき)に、複数の回答項目(オブジェクト)に関する情報をユーザに提供する機能を備えてもよい。
 ここで、「所定の条件」とは、例えば、ユーザが実行対象のエリアを制覇(クリア)したことであってもよいし、ユーザが実行対象のエリア内で所定数の他のユーザあるいはキャラクタとの対戦に勝利したことであってもよい。また、「所定の条件」とは、例えば、ユーザが実行対象のエリア内で所定数のアイテムを獲得したことであってもよいし、実行対象のエリア内でのゲームの進行度が所定の閾値以上に達したことであってもよい。
 この場合、ユーザは、各エリアにおいて探索率が100%に達する度に複数の回答項目の中からいずれかの回答項目を選択することにより、同じ回答項目を選択した他のユーザの数あるいは割合に応じたゲーム上の特典を得ることができる。このため、ユーザは、特典を得る回数を増やすために、1つでも多くのエリアを実行しようとする動機付けが与えられる。
In addition, when the game includes a plurality of areas (parts) to be executed, the information providing unit 53 satisfies a predetermined condition in each area (in this embodiment, the search rate reaches 100%). A function of providing information on a plurality of answer items (objects) to the user.
Here, the “predetermined condition” may be, for example, that the user has conquered (cleared) the area to be executed, or the user has a predetermined number of other users or characters in the area to be executed. You may have won the match. In addition, the “predetermined condition” may be, for example, that the user has acquired a predetermined number of items in the execution target area, and the progress of the game in the execution target area is a predetermined threshold value. It may be that the above has been reached.
In this case, each time the search rate reaches 100% in each area, the user selects one of the plurality of answer items, so that the number or percentage of other users who have selected the same answer item. The corresponding game privilege can be obtained. For this reason, in order to increase the number of times that the user obtains a privilege, the user is provided with the motivation to execute as many areas as possible.
 情報提供手段53の機能は、例えば以下のようにして実現される。ここでは、ユーザによる実行対象のエリアの探索率が100%に達したときに、エリアにおける所定の条件を満たしたと判別される場合を一例として説明する。
 ゲームサーバ20のCPU21は、図10のステップS1に示すウェブページ上でメニューm10が選択操作されることにより、探索率が100%に達したことを認識すると、図11のステップS2のウェブページを表示するためのHTMLデータを生成して、ユーザの通信端末10宛に送信する。ここで、CPU21は、ゲームデータベース32にアクセスして、質問項目及び当該質問項目に対応する複数の回答項目のデータをアンケートデータから抽出する。そして、CPU21は、抽出したデータをステップS2のウェブページに含めるようにHTMLデータを生成する。ここで、アンケートデータから抽出される質問項目及び当該質問項目に対応する複数の回答項目は、所定の順序(例えば、質問IDの昇順あるいは降順など)に基づいて決定されてもよいし、ランダムに決定されてもよい。
The function of the information provision means 53 is implement | achieved as follows, for example. Here, a case where it is determined that a predetermined condition in the area is satisfied when the search rate of the execution target area by the user reaches 100% will be described as an example.
When the CPU 21 of the game server 20 recognizes that the search rate has reached 100% by selecting the menu m10 on the web page shown in step S1 in FIG. 10, the web page in step S2 in FIG. HTML data for display is generated and transmitted to the user's communication terminal 10. Here, the CPU 21 accesses the game database 32 and extracts question items and data of a plurality of answer items corresponding to the question items from the questionnaire data. And CPU21 produces | generates HTML data so that the extracted data may be included in the web page of step S2. Here, the question items extracted from the questionnaire data and the plurality of answer items corresponding to the question items may be determined based on a predetermined order (for example, ascending order or descending order of question IDs) or randomly. It may be determined.
 取得手段54は、複数の回答項目(オブジェクト)の中からいずれかの回答項目を選択する操作に関する情報をユーザごとに取得する機能を備える。
 ここで、「いずれかの回答を選択する操作」は、例えば、ゲーム制御装置に対して直接行われた操作であってもよいし、ゲーム制御装置にアクセス可能な外部装置に対して行われた操作であってもよい。
 取得手段54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、図11のステップS2に示すウェブページ上でメニューm11,m12,m13のいずれかの選択操作が行われると、通信インタフェース部25を介して通信端末10から回答メッセージを受信する。回答メッセージには、メニューm11,m12,m13のうち選択されたメニューを示す情報が含まれていてもよい。また、ステップS2に示すウェブページは、メニューm11,m12,m13のいずれかの選択操作によって回答メッセージが自動的に生成されるように構成されてもよい。CPU21は、回答メッセージを受信すると、選択されたメニューを示す情報を回答メッセージから抽出する。そして、CPU21は、選択されたメニューに対応する回答項目の回答IDを、メニューm11,m12,m13のいずれかの選択操作を行ったユーザのユーザIDと対応付けて回答データ(図8参照)に記録する。例えば、ユーザIDが「000001」のユーザの通信端末10上に図11のステップS2に示すウェブページが表示されている場合に、当該ユーザがメニューm11を選択操作(つまり、回答項目として「赤」を選択)すると、回答データ内の当該ユーザのユーザIDに対応する項目のうち、質問項目に対応する質問ID(ここでは、「Q001」)の項目には、回答項目に対応する回答ID(ここでは、「A001-1」)が記録される。
The acquisition unit 54 has a function of acquiring, for each user, information related to an operation for selecting one of the answer items (objects) from a plurality of answer items (objects).
Here, the “operation for selecting one of the answers” may be, for example, an operation directly performed on the game control device or an external device accessible to the game control device. It may be an operation.
The function of the acquisition means 54 is implement | achieved as follows, for example.
The CPU 21 of the game server 20 receives a reply message from the communication terminal 10 via the communication interface unit 25 when any of the menus m11, m12, and m13 is selected on the web page shown in step S2 of FIG. To do. The reply message may include information indicating the menu selected from the menus m11, m12, and m13. Further, the web page shown in step S2 may be configured such that an answer message is automatically generated by a selection operation of any of the menus m11, m12, and m13. When receiving the reply message, the CPU 21 extracts information indicating the selected menu from the reply message. Then, the CPU 21 associates the answer ID of the answer item corresponding to the selected menu with the user ID of the user who performed the selection operation of any of the menus m11, m12, and m13 in the answer data (see FIG. 8). Record. For example, when the web page shown in step S2 of FIG. 11 is displayed on the communication terminal 10 of the user whose user ID is “000001”, the user selects the menu m11 (that is, “red” as an answer item). Of the items corresponding to the user ID of the user in the answer data, the question ID corresponding to the question item (here, “Q001”) includes the answer ID corresponding to the answer item (here Then, “A001-1”) is recorded.
 付与手段55は、ユーザ(第1のユーザ)により選択された回答項目(オブジェクト)に関する情報を取得した場合に、当該ユーザと同じ回答項目を選択した他のユーザ(第2のユーザ)の数あるいは割合に応じたゲーム上の特典を、当該ユーザに付与する機能を備える。
 ここで、「ゲーム上の特典を、当該ユーザに付与する」とは、特典(例えば、ポイント、アイテムなど)に関する情報をユーザのユーザIDに対応付けた状態で所定の記憶装置(例えばユーザデータベース31など)に記憶させることであってよい。また、所定の記憶装置は、例えばゲームサーバ20に設けられていてもよいし、ユーザの通信端末10などに設けられていてもよい。
 また、「ゲーム上の特典」とは、例えば、ゲーム上のポイント若しくはアイテム、又はゲーム上の有利な効果などであってよい。ここで、ゲーム上の有利な効果とは、例えば、ユーザがゲーム上保有するアイテムのパラメータを上昇させることであってもよいし、アイテムを用いることなく戦士カード(キャラクタ)の能力を向上させることであってもよいし、ユーザが特殊なアイテムを入手できることであってもよい。また、ゲーム上の有利な効果とは、ゲームにおけるシナリオの進行を進め易くするように設定を調整することであってもよく、例えば、ユーザの操作などに応じて消費するゲーム上のポイント(例えば、体力ポイント)の消費量を通常よりも低減させることであってもよいし、このポイントを入手できることであってもよいし、ユーザの操作などに応じたゲームの進行度を通常よりも上昇させることであってもよい。さらに、ゲーム上の有利な効果とは、間接的にゲームを有利に進められるようにゲーム上の設定を調整することであってもよく、例えば、ユーザが特殊なアイテムを取得可能なイベントを発生させることでもよいし、アイテムのパラメータが大幅に上昇する確率を上昇させることであってもよい。
 さらに、「ゲーム上の特典」とは、ユーザが実行するゲームと同一のゲーム上の特典であってもよいし、ユーザが実行するゲームとは異なる他のゲーム上の特典であってもよい。ここで、異なる他のゲームとは、例えば一つのゲームシリーズのように、ゲームの構成やジャンルがほぼ同じであるがゲームのタイトルが異なる場合(例えば、「ゲームA(2011年度版)」と「ゲームA(2012年度版)」など)も含む。
When the granting means 55 obtains information on the answer item (object) selected by the user (first user), the number of other users (second users) who have selected the same answer item as the user or It has a function to give a privilege on the game according to the ratio to the user.
Here, “giving a privilege on the game to the user” means a predetermined storage device (for example, the user database 31) in a state in which information on the privilege (for example, points, items, etc.) is associated with the user ID of the user. Etc.). The predetermined storage device may be provided in the game server 20, for example, or may be provided in the user's communication terminal 10 or the like.
Further, the “game privilege” may be, for example, a point or item on the game, an advantageous effect on the game, or the like. Here, the advantageous effect on the game may be, for example, increasing the parameter of the item that the user holds on the game, or improving the ability of the warrior card (character) without using the item. It may be that the user can obtain a special item. Further, the advantageous effect on the game may be that the setting is adjusted so as to facilitate the progress of the scenario in the game. For example, the game points to be consumed according to the user's operation (for example, , Physical strength points) may be reduced more than usual, or the points may be obtained, and the progress of the game according to the user's operation is increased more than usual. It may be. Further, the advantageous effect on the game may be that the setting on the game is adjusted so that the game can be indirectly advantageous, for example, an event that allows the user to acquire a special item is generated. It may be possible to increase the probability that the parameter of the item will increase significantly.
Further, the “privilege on game” may be a privilege on the same game as the game executed by the user, or may be a privilege on another game different from the game executed by the user. Here, different different games, for example, in the case of one game series, where the game configuration and genre are almost the same but the game titles are different (for example, “Game A (2011 version)” and “ Game A (2012 version) "and the like.
 また、付与手段55は、ゲームが、実行対象となる複数のエリア(パート)を備える場合に、N(Nは自然数)個目のエリアにおけるユーザ(第1のユーザ)の選択結果に基づいて、N+1個目のエリアにおける当該ユーザのゲームの進行が有利になるように調整する機能を備えてもよい。例えば、特典の内容は、N+1個目のエリアにおけるゲームの進行を進め易くするようにゲーム上の設定が調整されることであってもよい。
 例えば、エリアごとに特典が付与される場合、実行対象のエリアが進むほどゲームの進行が重畳的に有利になるようにしたならば、ゲームの進行が極めて容易になることから、ゲームの興趣性が低下するおそれがある。そこで、回答項目の選択が行われる度に特典に基づくゲーム上の効果がリセットされることが好ましい。これにより、実行対象のエリアが進むほどゲームの進行が重畳的に有利になることが抑制され得る。
In addition, when the game includes a plurality of areas (parts) to be executed, the granting unit 55 is based on the selection result of the user (first user) in the Nth (N is a natural number) area. A function of adjusting the progress of the user's game in the (N + 1) th area to be advantageous may be provided. For example, the content of the privilege may be that a setting on the game is adjusted so as to facilitate the progress of the game in the (N + 1) th area.
For example, when a privilege is given for each area, if the progress of the game becomes more advantageous as the area to be executed advances, the progress of the game becomes extremely easy. May decrease. Therefore, it is preferable that the game effect based on the privilege is reset each time an answer item is selected. Thereby, it can be suppressed that the progress of the game becomes more advantageous as the execution target area progresses.
 付与手段55の機能は、以下のようにして実現できる。ここでは、ユーザに付与される特典が、次のエリアでのスカウト処理における1回の探索操作に応じた探索率の増加量を通常よりも増加させることである場合を一例として説明する。なお、ユーザに対して付与する特典の内容については、予めROM22やRAM23などに記録されていてもよい。
 ゲームサーバ20のCPU21は、例えば、図13A又は図13Bに例示した設定例に基づき構成された設定用データをゲームデータベース32に予め格納してもよい。図13Aに示す設定例では、アンケートにおいてユーザと同じ回答項目を選択した他のユーザの数が多いほど、特典が多くなる(図13Aの例では、1回の探索操作当たりの探索率の増加量の割合が増加する)ように設定されている。また、図13Bに示す設定例では、アンケートにおいてユーザと同じ回答項目を選択した他のユーザの割合が多いほど、特典が多くなる(図13Bの例では、1回の探索操作当たりの探索率の増加量の割合が増加する)ように設定されている。ここで、アンケートにおいてユーザと同じ回答項目を選択した他のユーザの割合とは、例えば、ゲームの登録処理を行った全てのユーザに対する当該他のユーザの割合であってもよいし、当該回答項目に対応する質問項目について回答を行った全てのユーザに対する当該他のユーザの割合であってもよい。
The function of the provision means 55 is realizable as follows. Here, a case where the privilege given to the user is to increase the amount of increase in the search rate according to one search operation in the scout process in the next area will be described as an example. In addition, about the content of the privilege provided with respect to a user, you may record on ROM22, RAM23, etc. previously.
For example, the CPU 21 of the game server 20 may store setting data configured based on the setting example illustrated in FIG. 13A or 13B in the game database 32 in advance. In the setting example illustrated in FIG. 13A, the privilege increases as the number of other users who have selected the same answer item as the user in the questionnaire increases (in the example illustrated in FIG. 13A, the amount of increase in the search rate per search operation). Is set to increase). Further, in the setting example illustrated in FIG. 13B, the greater the percentage of other users who have selected the same answer item as the user in the questionnaire, the greater the number of benefits (in the example of FIG. 13B, the search rate per search operation is increased). The rate of increase is set to increase). Here, the ratio of the other users who selected the same answer item as the user in the questionnaire may be, for example, the ratio of the other user to all the users who performed the game registration process. It may be a ratio of the other users to all users who answered the question item corresponding to.
 ゲームサーバ20のCPU21は、図11のステップS2に示すウェブページ上でメニューm11,m12,m13のいずれかが選択操作されたことを認識すると、回答データを参照して、メニューm11,m12,m13のいずれかの選択操作を行ったユーザと同じ回答項目を選択した他のユーザ(つまり、当該ユーザと同じ回答IDが記録されている他のユーザ)の数あるいは割合を算出する。そして、CPU21は、算出された他のユーザの数あるいは割合と、図13A又は図13Bに例示した設定例に基づき構成された設定用データとに応じて、特典を決定する。なお、決定された特典に関する情報は、ユーザIDと対応付けてゲームデータベース32に記憶されてもよい。
 また、CPU21は、次のエリア(ここでは、エリア2)におけるクエスト処理を実行する際に、ゲームデータベース32にアクセスして、ユーザのユーザIDに対応する特典に関する情報を参照し、1回の探索操作(つまり、メニューm10の選択操作)当たりの探索率の増加量を決定すると、決定した増加量を、特典内容に基づく割合だけ増加させる。
 なお、本実施形態では、図13A又は図13Bに例示した設定例に基づき特典を決定する場合について説明しているが、特典(例えば、付与されるポイントの量、ポイント消費量の低減する割合、あるいは1回の探索操作当たりの探索率の増加量の割合など)は、所定の演算式等を用いて、メニューm11,m12,m13のいずれかの選択操作を行ったユーザと同じ回答項目を選択した他のユーザの数あるいは割合を当該演算式に当てはめることで求められてもよい。
When the CPU 21 of the game server 20 recognizes that any of the menus m11, m12, and m13 has been selected on the web page shown in step S2 of FIG. 11, the menu m11, m12, m13 is referred to with reference to the answer data. The number or ratio of other users who selected the same answer item as the user who performed any of the selection operations (that is, other users in which the same answer ID as that user is recorded) is calculated. Then, the CPU 21 determines a privilege according to the calculated number or ratio of other users and the setting data configured based on the setting example illustrated in FIG. 13A or 13B. In addition, the information regarding the determined privilege may be stored in the game database 32 in association with the user ID.
Further, when executing the quest process in the next area (here, area 2), the CPU 21 accesses the game database 32 and refers to the information related to the privilege corresponding to the user ID of the user to perform one search. When the increase amount of the search rate per operation (that is, the selection operation of the menu m10) is determined, the determined increase amount is increased by a ratio based on the privilege content.
In addition, in this embodiment, although the case where a privilege is determined based on the setting example illustrated in FIG. 13A or FIG. 13B has been described, the privilege (for example, the amount of points given, the rate of reduction of point consumption, Or the ratio of the increase in the search rate per one search operation, etc.) is selected using the predetermined arithmetic expression or the like, and the same answer item as the user who performed the selection operation of any of the menus m11, m12, m13 is selected. It may be obtained by applying the number or ratio of the other users to the calculation formula.
 なお、特典として戦士カードをユーザに付与する場合、CPU21は、付与対象となるユーザのユーザIDのユーザデータにおける戦士数及び保有カードのデータを書き換える処理(戦士数を増加させるとともに、戦士カードの画像及びパラメータ等を追記する処理)を行ってよい。
 また、特典としてアイテムやポイントなどをユーザに付与する場合には、CPU21は、特典を付与する処理において、付与対象となるユーザのユーザIDと、付与されるポイントやアイテムとを関連付けてユーザデータベース31に記憶するようにしてもよい。例えば、特典として所定量の強化ポイントがユーザに付与される場合には、CPU21は、付与対象となるユーザのユーザIDのユーザデータにおける強化ポイントを書き換える処理(所定量のポイントを加算する処理)を行ってよい。また、特典としてアイテムやポイントなどがユーザに付与される場合には、アイテムやポイントなどが付与される回数は、1回であってもよいし、複数回であってもよい。
 また、特典が、ユーザの保有する戦士カードの能力値を、特典が付与されてから所定期間(特典付与期間)の間上昇させることである場合、CPU21は、付与対象となるユーザのユーザIDのユーザデータにおける保有カードの能力値を所定の割合だけ加算する処理を行ってよい。この場合、ユーザは、特典付与期間内のバトル処理において、他のユーザとのバトルに勝利する可能性を高めることができるので、他のユーザと比べてゲームをより優位に進められるようになる。なお、CPU21は、特典付与期間が終了すると、保有カードの能力値を元の値に戻す。
 さらに、特典が、本実施形態のゲームと異なる他のゲーム上の特典である場合、CPU21は、特典の付与対象となるユーザのユーザIDと、特典を付与することを通知するためのメッセージ等とを、他のゲームの実行を制御するゲームシステムに送信すればよい。この場合、他のゲームの実行を制御するゲームシステムは、本実施形態のゲームシステムと同様に構成されてもよい。
In addition, when granting a warrior card to a user as a privilege, the CPU 21 rewrites the number of warriors in the user data of the user ID of the user to be granted and the data of the possessed card (increase the number of warriors and image of the warrior card And a process of additionally writing parameters and the like.
Moreover, when giving an item, a point, etc. to a user as a privilege, in the process which provides a privilege, CPU21 associates the user ID of the user used as provision object, and the point, item provided, and user database 31. You may make it memorize. For example, when a predetermined amount of strengthening points is given to the user as a privilege, the CPU 21 performs a process of rewriting the strengthening points in the user data of the user ID of the user to be given (a process of adding a predetermined amount of points). You can go. Moreover, when an item, a point, etc. are provided to a user as a privilege, the frequency | count that an item, a point, etc. are provided may be 1 time, and may be multiple times.
When the privilege is to increase the ability value of the warrior card held by the user for a predetermined period (privilege grant period) after the privilege is granted, the CPU 21 determines the user ID of the user to be granted. You may perform the process which adds the capability value of the possession card | curd in user data by a predetermined ratio. In this case, since the user can increase the possibility of winning a battle with another user in the battle process within the privilege grant period, the game can be advanced more advantageously than the other users. In addition, CPU21 returns the capability value of a possession card to the original value, when a privilege provision period is complete | finished.
Furthermore, when the privilege is a privilege on another game different from the game of the present embodiment, the CPU 21 has a user ID of a user who is a privilege grant target, a message for notifying that the privilege is granted, and the like. May be transmitted to a game system that controls the execution of another game. In this case, the game system that controls the execution of other games may be configured similarly to the game system of the present embodiment.
 (7)本実施形態のゲーム制御装置の主要な処理のフロー
 次に、本実施形態のゲーム制御装置により行われる主要な処理のフローの一例について、図14のフローチャートを参照して説明する。図14のフローチャートは、本実施形態のゲームにおいて、1つのエリアにおけるクエスト処理が行われるときのフローチャートである。
(7) Flow of main processing of game control device of this embodiment Next, an example of the flow of main processing performed by the game control device of this embodiment will be described with reference to the flowchart of FIG. The flowchart of FIG. 14 is a flowchart when the quest process in one area is performed in the game of this embodiment.
 先ず、図9に示すトップページでクエスト処理の実行を指示するメニューm1が選択操作されたことを認識すると、ゲームサーバ20のCPU21は、図10のステップS1に示すウェブページを表示するためのHTMLデータを生成して通信端末10宛に送信する(ステップS100)。ここでメニューm10(「探索する」)が選択操作されたことを認識すると(ステップS110:YES)、CPU21は、探索率と体力ポイントを更新し(ステップS120)、探索率が100%に達した場合には(ステップS130:YES)、アンケート処理を行う(ステップS140)。なお、アンケート処理については後述する。また、探索率が100%に達していない場合には(ステップS130:NO)、ステップS100の処理に移行する。
 また、CPU21は、クエスト用に予め用意された複数の戦士カードの中から所定の、あるいはランダムな確率で戦士カードを抽選し、戦士カードを付与することを決定すると、ユーザに戦士カードを付与する処理を行ってもよい。戦士カードを付与する処理は、例えば、付与された戦士カードに基づいてユーザデータを更新する処理を含む。
First, when recognizing that the menu m1 instructing execution of the quest process is selected on the top page shown in FIG. 9, the CPU 21 of the game server 20 displays HTML for displaying the web page shown in step S1 of FIG. Data is generated and transmitted to the communication terminal 10 (step S100). When it is recognized that the menu m10 ("search") has been selected (step S110: YES), the CPU 21 updates the search rate and the fitness point (step S120), and the search rate reaches 100%. In this case (step S130: YES), a questionnaire process is performed (step S140). The questionnaire process will be described later. If the search rate has not reached 100% (step S130: NO), the process proceeds to step S100.
Further, when the CPU 21 determines to give a warrior card with a predetermined or random probability from among a plurality of warrior cards prepared in advance for a quest, the CPU 21 gives the user a warrior card. Processing may be performed. The process of assigning a warrior card includes, for example, a process of updating user data based on the assigned warrior card.
 次に、本実施形態のゲーム制御装置により行われる主要な処理のフローの一例について、図15のフローチャートを参照して説明する。図15のフローチャートは、本実施形態のゲームにおいて、アンケート処理を行うときのフローチャートである。
 ゲームサーバ20のCPU21は、図14のフローのステップS130において、探索率が100%に達したことを認識すると、図11のステップS2のウェブページを表示するためのHTMLデータを生成して、ユーザの通信端末10宛に送信する(ステップS200)。ここで、CPU21は、ゲームデータベース32にアクセスして、質問項目及び当該質問項目に対応する複数の回答項目のデータをアンケートデータから抽出する。そして、CPU21は、抽出したデータをステップS2のウェブページに含めるようにHTMLデータを生成する。
 次に、CPU21は、図11のステップS2に示すウェブページ上でメニューm11,m12,m13のいずれかの選択操作が行われると(ステップS210:YES)、通信インタフェース部25を介して通信端末10から回答メッセージを受信する。そして、CPU21は、選択されたメニューを示す情報を回答メッセージから抽出し、選択されたメニューに対応する回答項目の回答IDを、メニューm11,m12,m13のいずれかの選択操作を行ったユーザのユーザIDと対応付けて回答データ(図8参照)に記録する(ステップS220)。
 次いで、CPU21は、ユーザに対して特典を付与する処理を行う(ステップS230)。具体的には、CPU21は、回答データを参照して、メニューm11,m12,m13のいずれかの選択操作を行ったユーザと同じ回答項目を選択した他のユーザ(つまり、当該ユーザと同じ回答IDが記録されている他のユーザ)の数あるいは割合を算出する。そして、CPU21は、算出された他のユーザの数あるいは割合と、図13A又は図13Bに例示した設定例に基づき構成された設定用データとに応じて、特典を決定し、付与対象のユーザIDと当該特典に関する情報とを対応付けてゲームデータベース32に記憶させる。
Next, an example of a flow of main processing performed by the game control device of the present embodiment will be described with reference to the flowchart of FIG. The flowchart of FIG. 15 is a flowchart when conducting a questionnaire process in the game of the present embodiment.
When the CPU 21 of the game server 20 recognizes that the search rate has reached 100% in step S130 of the flow of FIG. 14, it generates HTML data for displaying the web page of step S2 of FIG. To the communication terminal 10 (step S200). Here, the CPU 21 accesses the game database 32 and extracts question items and data of a plurality of answer items corresponding to the question items from the questionnaire data. And CPU21 produces | generates HTML data so that the extracted data may be included in the web page of step S2.
Next, when any of the menus m11, m12, and m13 is selected on the web page shown in step S2 of FIG. 11 (step S210: YES), the CPU 21 communicates with the communication terminal 10 via the communication interface unit 25. Receive an answer message from. Then, the CPU 21 extracts information indicating the selected menu from the answer message, and selects the answer ID of the answer item corresponding to the selected menu from the user who performed the selection operation of any of the menus m11, m12, and m13. The response data (see FIG. 8) is recorded in association with the user ID (step S220).
Subsequently, CPU21 performs the process which provides a privilege with respect to a user (step S230). Specifically, the CPU 21 refers to the answer data, and another user who selects the same answer item as the user who performed the selection operation of any of the menus m11, m12, and m13 (that is, the same answer ID as that user) The number or ratio of other users in which are recorded. Then, the CPU 21 determines a privilege according to the calculated number or ratio of other users and the setting data configured based on the setting example illustrated in FIG. 13A or FIG. 13B, and the user ID to be given And information related to the privilege are stored in the game database 32 in association with each other.
 上述したように、実施形態のゲーム制御装置によれば、ユーザが複数の回答項目の中からいずれかを選択すると、当該ユーザと同じ回答項目を選択した他のユーザの数あるいは割合に応じたゲーム上の特典が、当該ユーザに付与される。例えば、ユーザのゲームの進行には、ゲーム上の特典に基づく良好な影響が生じることになる。このため、ユーザは、他のユーザと同じ回答項目を選択したことによる満足感を得ることができる。また、例えば、ユーザのゲームの進行が、当該ユーザと同じ回答項目を選択した他のユーザによって影響を受けるという、新たな興趣性を有するゲームを実現することができる。 As described above, according to the game control device of the embodiment, when a user selects one of a plurality of answer items, the game according to the number or ratio of other users who have selected the same answer item as the user. The upper privilege is given to the user. For example, the progress of the user's game has a good influence based on the benefits on the game. For this reason, the user can obtain the satisfaction by selecting the same answer item as another user. In addition, for example, it is possible to realize a game with new interest that the progress of the user's game is influenced by another user who has selected the same answer item as the user.
 本実施形態では、ユーザの操作に基づいて進行するゲームにおいて、ゲームを進行することで満たされる所定の条件に応じて選択肢を提示し、ユーザが選択した選択肢を、当該選択したユーザの選択より前に選択した人数に応じて、ゲームの進行を促進するような特典を付与することとしているが、これに限られない。ゲームの実行中にユーザに対して選択肢が提示されればよく、選択肢を提示する条件がユーザによるゲームの進行状況に関する条件を満たすか否かに基づいて設定されなくても構わない。例えば、ユーザが所定回数ログインする度にトップページ上で、質問項目と当該質問項目に対応する複数の回答項目を提示することで、ユーザによる回答項目を受け付けてもよい。つまり、クエストを実行することを、ユーザに選択肢を提示する条件としなくてもよい。
 なお、特に本実施形態で説明したソーシャルゲーム、あるいはオンラインゲームでは、多数のユーザがゲームに参加しており、ゲームにアクセスするタイミング、ユーザがゲームを実行する頻度、及びゲームの進捗率がユーザ間で異なることから、同一の質問項目及び当該質問項目に対応する複数の回答項目(選択肢)を提示するタイミングがユーザごとに異なる。そのため、同一の質問項目が提示された時点におけるその質問項目に対応する回答データの内容が、ユーザごとに異なることになる。
 例えば、ユーザがログインする度に同一の質問項目をユーザに提示する場合、タイミングT1にログインしたユーザU1に質問項目を提示し、T1より遅れてT2にログインしたユーザU2に同一の質問項目を提示した場合であっても、タイミングT1~T2の間に、その質問項目に対する回答データ(図8参照)が他のユーザの回答によって更新されるため、ユーザU1とユーザU2に対する処理では、同じ選択肢であってもCPU21が参照する回答データの内容が異なることになる。
 また、本実施形態のようにゲームの進行に応じて選択肢を提示する場合には、ユーザのゲームの進行状況に応じて、ユーザ毎に選択肢を提示する時期が異なることとなる。そのため、同一の質問項目に対してユーザU1が選択肢Aを選択した時期における選択肢Aを選択したユーザ数と、ユーザU1よりゲームの進行が遅れているユーザU2が選択肢Aを選択した時期における選択肢Aを選択したユーザ数が異なることとなる。そして、本実施形態で説明したように、同一の選択肢を選択したユーザ数に応じてその選択肢を選択したユーザに対して付与する特典をより良くする場合には、ゲームの進行が遅れてしまったユーザであってもより多くの特典を得ることができる可能性があるため、ゲームの開始やゲームの進行が遅れていることに起因してゲームの開始やゲームの進行をユーザが抑制してしまう事を防ぐことができる。また、同一の選択肢であってもユーザごとに特典が異なることになるため、ゲームの興趣性を増すことができる。
In the present embodiment, in a game that progresses based on a user's operation, options are presented according to a predetermined condition that is satisfied by progressing the game, and the option selected by the user is displayed before the selection of the selected user. Depending on the number of people selected, a privilege that promotes the progress of the game is given, but the present invention is not limited to this. It suffices if options are presented to the user during the execution of the game, and the conditions for presenting the options may not be set based on whether or not the conditions regarding the progress of the game by the user are satisfied. For example, each time the user logs in a predetermined number of times, the answer item by the user may be accepted by presenting the question item and a plurality of answer items corresponding to the question item on the top page. That is, it is not necessary to execute the quest as a condition for presenting options to the user.
In particular, in the social game or online game described in this embodiment, a large number of users participate in the game, and the timing of accessing the game, the frequency with which the user executes the game, and the progress rate of the game are between users. Therefore, the timing for presenting the same question item and a plurality of answer items (options) corresponding to the question item is different for each user. Therefore, the content of the answer data corresponding to the question item at the time when the same question item is presented differs for each user.
For example, when the same question item is presented to the user every time the user logs in, the question item is presented to the user U1 who has logged in at the timing T1, and the same question item is presented to the user U2 who has logged in to T2 later than T1. Even in this case, since the answer data (see FIG. 8) for the question item is updated with the answers of other users between timings T1 and T2, the processing for the user U1 and the user U2 has the same options. Even if it exists, the content of the answer data which CPU21 refers will differ.
In addition, when the options are presented according to the progress of the game as in the present embodiment, the timing for presenting the options differs for each user according to the progress of the user's game. Therefore, the number of users who selected option A at the time when user U1 selected option A for the same question item, and option A when user U2 whose game progress was delayed from user U1 selected option A. The number of users who selected is different. Then, as described in the present embodiment, the progress of the game is delayed in the case where the privilege to be given to the user who has selected the option according to the number of users who have selected the same option is improved. Since even a user may be able to obtain more benefits, the user may suppress the start of the game or the progress of the game due to a delay in the start of the game or the progress of the game. You can prevent things. Moreover, even if it is the same choice, since a privilege will differ for every user, the interest property of a game can be increased.
 仮に、本実施形態とは異なり、固定化した回答データを参照してユーザに対する特典を付与するとした場合、例えば、質問項目を提示するための各ユーザに共通の期間が経過した後に、当該期間の経過後に記録されている回答データを参照して、各ユーザによる選択肢の選択結果に基づき各ユーザに特典を付与するとした場合には、同一の選択肢を選択したユーザにはすべて同一の特典が付与され、各ユーザが選択肢を選択したタイミングが付与される特典に反映されない。そのため、上述した本実施形態のゲームの効果が生じない。 Temporarily, unlike this embodiment, when giving a privilege to a user with reference to fixed answer data, for example, after a period common to each user for presenting a question item passes, When referring to the answer data recorded after the elapse of time and granting a privilege to each user based on the selection result of the option by each user, all users who have selected the same option are granted the same privilege. The timing at which each user selects an option is not reflected in the privilege. Therefore, the effect of the game of this embodiment mentioned above does not arise.
 さらに、本実施形態では、付与する特典を、ゲームの進行を促進する、又は、ゲームの進行を早めるような特典とすることで、ゲームの開始又は進行が遅れているユーザほど、よりゲームの進行を促進する特典を得ることができる。そのため、ユーザ全体における各ユーザのゲームの進捗の差を狭めるようにすることができるため、ゲームの進捗に応じたユーザ間のコミュニケーションの活性化を図りやすくなる。
 なお、本実施形態のように、例えばユーザU1(第1のユーザ)が選択肢Aを選択した時点を基準として、選択肢Aを選択したユーザ数を取得して、対応する特典を決定するとしても良いし、ユーザU1に対して選択肢の一つとして選択肢Aを提示する時点を基準として、選択肢Aを選択したユーザ数を取得するようにしても良い。
Furthermore, in the present embodiment, the privilege to be given is a privilege that promotes the progress of the game or accelerates the progress of the game, so that the user who is delayed in the start or progress of the game has more progress of the game. The privilege which promotes can be acquired. Therefore, since the difference in the progress of each user's game in the entire user can be narrowed, it becomes easy to activate communication between users according to the progress of the game.
Note that, as in the present embodiment, for example, the user U1 (first user) may select the option A on the basis of the time when the option A is selected as a reference, and the corresponding privilege may be determined. Then, the number of users who have selected option A may be acquired based on the point in time when option A is presented as one of the options to user U1.
 (8)変形例
 以下、上述した実施形態の変形例について説明する。
(8) Modification Hereinafter, a modification of the above-described embodiment will be described.
 (8-1)変形例1
 上記実施形態において、ユーザ同士を関係付ける登録手段51(関係付け手段)を備え、付与手段55は、他のユーザ(第2のユーザ)のうち、ユーザ(第1のユーザ)と関係付けられたユーザ(仲間のユーザ)の数あるいは割合に応じたゲーム上の特典を、当該ユーザに付与してもよい。
 例えば、他のユーザのうちユーザと関係付けられた仲間のユーザの数あるいは割合が多いほど、ユーザに付与される特典が多くなるように構成されている場合、ユーザのゲームの進行は、仲間のユーザによって影響を受けるという、新たな興趣性を有するゲームを実現することができる。
 なお、他のユーザの数あるいは割合に応じたゲーム上の特典を第1の特典とし、他のユーザのうち仲間のユーザの数あるいは割合に応じたゲーム上の特典を第2の特典とした場合、ユーザ(第1のユーザ)には、第1の特典と第2の特典のそれぞれが付与されてもよいし、第2の特典のみが付与されてもよい。
(8-1) Modification 1
In the said embodiment, the registration means 51 (association means) which relates users is provided, and the provision means 55 was related with the user (1st user) among other users (2nd user). You may give the privilege on the game according to the number or ratio of a user (friend user) to the said user.
For example, when the number of users or the proportion of fellow users related to the user among other users is larger, the benefits given to the user are increased. It is possible to realize a game with new interest that is influenced by the user.
In addition, when the privilege on the game according to the number or ratio of other users is the first privilege, and the privilege on the game according to the number or ratio of fellow users among other users is the second privilege. Each of the first privilege and the second privilege may be given to the user (first user), or only the second privilege may be given.
 本変形例において、登録手段51は、ユーザ同士を関係付ける機能を備えてもよい。具体的には、登録手段51は、ユーザIDに基づく申請を契機として当該ユーザIDを他のユーザIDと関係付けて登録してもよい。すなわち、登録手段51は、ユーザIDに基づく申請を契機として、他のユーザIDを「仲間」として登録する。なお、以下の説明では、ユーザIDが仲間の関係にあることと、対応するユーザが仲間の関係にあることとは、同義である。ここで、登録手段51は、本発明の「関係付け手段」の一例である。
 この場合の登録手段51は例えば、以下のとおり実行される。ゲームサーバ20のCPU21は、通信インタフェース部25を介して、あるユーザIDに対応するユーザの通信端末10から、仲間になりたいユーザID(あるいは、対応する表示名)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、ユーザの通信端末10に提供されるウェブページの機能として予め設定されている。CPU21は、申請メッセージを受け付けると、申請メッセージに含まれるユーザIDに基づくアクセスがあったタイミングで、そのユーザIDに対応する通信端末10宛に、他のユーザIDに基づく申請を承認するか否かを返信することを要求するためのウェブページを表示させるHTMLデータを送信する。その申請を承認することが返信されれば、CPU21は、両者を仲間として登録する。具体的には、CPU21は、ユーザデータベース31内の対応する2つのユーザIDのユーザデータにアクセスして、「仲間」の箇所(図6参照)にデータを書き込む。
 なお、ユーザ同士を関係付ける条件は、上記のような申請と承認を必要とする形式に限られず、ゲーム上の同一のステージやエリアなどを実行するユーザやバトルを行ったユーザを、ユーザとゲーム内で関係付けられたユーザ、つまり仲間として登録してもよい。あるいは、所定回数の挨拶メッセージを送信するユーザ同士を自動的に仲間として登録してもよいし、ユーザ間でバトルを行うゲーム上のモードが存在する場合には、所定回数以上バトルを行ったユーザ同士を自動的に仲間として登録してもよい。
 また、ユーザ同士を直接的に対応付けるのではなく、各ユーザを同一のグループ(ギルド等)と対応付けることで、そのグループ内のユーザ同士を関連関係付けても良い。例えば、ユーザAが所定のグループと対応付けられたユーザ内の特定のユーザBに対して上記のような申請を行い、当該特定のユーザBの承認を得ることができると、当該所定のグループとユーザAとを対応付ける。このようにすることによって、所定のグループ内の特定のユーザに対して申請と承認を行うことで、所定のグループに所属する直接的に申請と承認を行っているかいないかに関わらず同一グループ内のユーザ同士を関連関係付けるようにしても良い。
 本実施形態では、ユーザ同士の仲間関係の登録をユーザデータベース31にデータを書き込むことによって実現する例を示したが、この例に限られない。仲間関係に関するデータは、ゲームサーバ20からアクセス可能なネットワーク上の外部の記憶装置に書き込まれるようにしてもよい。
In this modification, the registration unit 51 may have a function of relating users. Specifically, the registration unit 51 may register the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID as a “mate” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a friend relationship and that the corresponding user is in a friend relationship. Here, the registration means 51 is an example of the “association means” in the present invention.
The registration means 51 in this case is executed as follows, for example. The CPU 21 of the game server 20 sends an application message (application) specifying a user ID (or a corresponding display name) that the user wants to become a friend from the communication terminal 10 of the user corresponding to a certain user ID via the communication interface unit 25. Accept. Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10. When receiving the application message, the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 accesses the user data of the corresponding two user IDs in the user database 31 and writes the data in the “mate” section (see FIG. 6).
Note that the conditions for associating users are not limited to the format that requires application and approval as described above, but the user who performs the same stage or area on the game or the user who has performed the battle, You may register as a user who is related within, that is, as a friend. Alternatively, users who transmit a predetermined number of greeting messages may be automatically registered as friends, and if there is a mode on the game in which a battle is performed between users, the user who has performed the battle a predetermined number of times or more You may automatically register each other as a friend.
Further, instead of directly associating users with each other, the users in the group may be associated with each other by associating each user with the same group (guild or the like). For example, when the user A can apply for the specific user B in the user associated with the predetermined group and obtain the approval of the specific user B, the predetermined group and Associate user A. In this way, by applying and approving specific users within a given group, whether or not they are directly applying and approving belonging to a given group The users may be related to each other.
In this embodiment, although the example which implement | achieves by registering data in the user database 31 by registering the friendship relationship between users was shown, it is not restricted to this example. The data regarding the friendship may be written in an external storage device on the network accessible from the game server 20.
 また、本変形例における付与手段55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、図15のフローのステップS230の処理において、回答データを参照し、ユーザと同じ回答項目を選択した他のユーザのうち、当該ユーザの仲間のユーザを抽出する。なお、仲間のユーザは、ユーザのユーザIDに対応するユーザデータに記録された仲間のユーザのユーザIDに基づき抽出される。そして、CPU21は、抽出した仲間のユーザの数あるいは割合に基づいて特典の内容を決定し、決定した特典をユーザに付与する処理を行えばよい。なお、仲間のユーザの数あるいは割合が多いほど、多くの特典(例えば、多くのポイント、価値の高いアイテム、あるいはゲーム上のより有利な効果)が与えられるように設定されてもよい。 Further, the function of the providing means 55 in this modification is realized as follows. In the process of step S230 of the flow of FIG. 15, the CPU 21 of the game server 20 refers to the answer data, and extracts other users who are the same answer items as the user and who are fellow users of the user. The fellow user is extracted based on the user ID of the fellow user recorded in the user data corresponding to the user ID of the user. And CPU21 should just perform the process which determines the content of a privilege based on the number or ratio of the fellow user who extracted, and provides the determined privilege to a user. In addition, it may be set so that many privileges (for example, many points, a valuable item, or a more advantageous effect on a game) are given, so that the number or ratio of a fellow user is large.
 (8-2)変形例2
 上記実施形態において、付与手段55は、他のユーザ(第2のユーザ)のうち、ユーザ(第1のユーザ)により選択された回答項目(オブジェクト)に関する情報の取得を基準とした所定期間内に当該ユーザと同じ回答項目を選択したユーザの数あるいは割合に応じたゲーム上の特典を、当該ユーザに付与してもよい。
 ここで、「ユーザにより選択された回答項目に関する情報の取得を基準とした所定期間内」とは、例えば、ユーザにより選択された回答項目に関する情報が取得されたときを基準時とした場合には、当該基準時以前の所定期間内であってもよいし、当該基準時以後の所定期間内であってもよいし、当該基準時の前後を含む所定期間内であってもよい。なお、回答項目に関する情報が取得されたとき以外の時間、例えば、ユーザに対して選択肢が提示されたタイミングを基準時としても良い。
 例えば、他のユーザのうち、ユーザにより選択された回答項目に関する情報の取得を基準とした所定期間内に当該ユーザと同じ回答項目を選択したユーザの数あるいは割合が多いほど、当該ユーザに付与される特典が多くなるように構成されている場合には、当該ユーザは、より多くの特典を得る可能性を高めるために、多数の他のユーザとほぼ同じ時期に回答項目を選択することが動機付けられる。このため、多数のユーザがほぼ同じ時期にゲームを実行することによってゲーム全体のアクセス数が向上することから、ゲーム内のコミュニティを活性化させることができる。
(8-2) Modification 2
In the above-described embodiment, the granting unit 55 is within a predetermined period based on acquisition of information related to an answer item (object) selected by the user (first user) among other users (second users). You may give the user the privilege on the game according to the number or ratio of the user who selected the same answer item as the said user.
Here, “within a predetermined period based on the acquisition of information on the answer item selected by the user” means, for example, when the information on the answer item selected by the user is acquired as the reference time It may be within a predetermined period before the reference time, may be within a predetermined period after the reference time, or may be within a predetermined period including before and after the reference time. It should be noted that a time other than when the information about the answer item is acquired, for example, the timing when the option is presented to the user may be set as the reference time.
For example, among other users, the greater the number or percentage of users who have selected the same answer item as the user within a predetermined period based on the acquisition of information related to the answer item selected by the user, the more the user is given If the user is configured to increase the number of benefits, the user is motivated to select an answer item at approximately the same time as many other users in order to increase the possibility of obtaining more benefits. Attached. For this reason, since the number of accesses of the whole game improves when many users execute a game at substantially the same time, a community in the game can be activated.
 本変形例における取得手段54では、ゲームサーバ20のCPU21は、例えば、図8に例示した回答データの代わりに図16に例示した回答データをゲームデータベース32に予め格納してもよい。図16に示す回答データは、図7に示したアンケートデータに含まれる質問IDと、当該質問IDの質問項目に対してユーザが選択した回答項目の回答ID及び回答日時(回答項目の選択日時)とを、ユーザIDごとに対応付けたデータである。例えば、CPU21は、図15のフローのステップS210において、メニューm11,m12,m13のいずれかが選択操作されたことを認識したときに、選択操作されたことを認識したときの日時に関する情報を取得して、図16の回答データに記録してもよい。なお、日時に関する情報は、CPU21に内蔵されたタイマを用いて取得されてもよいし、回答メッセージに含まれた状態で通信端末10から送信されるようにしてもよい。
 また、本変形例における付与手段55の機能は、以下のように実現される。ゲームサーバ20のCPU21は、ユーザにより選択された回答項目に関する情報(回答メッセージ)を取得すると、例えば、当該情報を取得したときを基準時として基準時以前の所定期間内(例えば10分以内)に当該ユーザと同じ回答項目を選択したユーザの数あるいは割合を算出する。図16の例では、CPU21は、ユーザIDが「000001」のユーザの質問(質問IDが「Q001」)に対する回答を得た場合、ユーザIDが「000003」のユーザを、所定期間内(ここでは10分以内)に当該ユーザと同じ回答項目を選択したユーザとして抽出する。また、CPU21は、抽出したユーザの数あるいは割合に応じて特典を決定し、ユーザに付与すればよい。なお、抽出したユーザの数あるいは割合が多いほど、多くの特典(例えば、多くのポイント、価値の高いアイテム、あるいはゲーム上のより有利な効果)が与えられるように設定されてもよい。また、特典は、所定の演算式等を用いて、抽出されたユーザの数あるいは割合を当該演算式に当てはめることで求められてもよい。
In the acquisition means 54 in the present modification, the CPU 21 of the game server 20 may store the answer data illustrated in FIG. 16 in the game database 32 in advance instead of the answer data illustrated in FIG. The answer data shown in FIG. 16 includes the question ID included in the questionnaire data shown in FIG. 7, the answer ID of the answer item selected by the user with respect to the question item of the question ID, and the answer date (answer item selection date). Is associated with each user ID. For example, when the CPU 21 recognizes that one of the menus m11, m12, and m13 has been selected in step S210 of the flow of FIG. 15, the CPU 21 acquires information related to the date and time when the selection has been recognized. Then, it may be recorded in the answer data of FIG. Note that the date and time information may be acquired using a timer built in the CPU 21 or may be transmitted from the communication terminal 10 in a state included in the answer message.
Moreover, the function of the provision means 55 in this modification is implement | achieved as follows. When the CPU 21 of the game server 20 obtains information (answer message) related to the answer item selected by the user, for example, within a predetermined period (for example, within 10 minutes) before the reference time with the time when the information is obtained as the reference time. The number or percentage of users who selected the same answer item as the user is calculated. In the example of FIG. 16, when the CPU 21 obtains an answer to the question of the user with the user ID “000001” (question ID is “Q001”), the user with the user ID “000003” Within 10 minutes), the same answer item as that user is extracted as the selected user. Moreover, CPU21 should just determine a privilege according to the number or ratio of the extracted user, and should provide it to a user. In addition, it may be set so that more privilege (for example, many points, a high-value item, or a more advantageous effect on a game) is given, so that the number or ratio of the extracted users is large. Further, the privilege may be obtained by applying the number or ratio of extracted users to the arithmetic expression using a predetermined arithmetic expression or the like.
 (8-3)変形例3
 上記実施形態において、付与手段55は、ユーザ(第1のユーザ)により選択された回答項目(オブジェクト)に関する情報を複数回取得した場合に、当該ユーザと同じ回答項目を選択した他のユーザ(第2のユーザ)のうち、当該ユーザと同じ回答項目を連続して選択した選択ユーザの数あるいは割合に応じたゲーム上の特典を、当該ユーザに付与してもよい。
 ここで、同じ回答項目を連続して選択した回数は、限定された値(例えば、3回)であってもよいし、所定値以上(例えば、4回以上)であってもよい。
 例えば、選択ユーザの数あるいは割合が多いほど、ユーザに付与される特典が多くなるように構成されている場合には、当該ユーザは、選択ユーザと同じ回答項目を連続して選択することによって満足感をさらに高めることができる。
(8-3) Modification 3
In the above-described embodiment, when the granting unit 55 acquires information about the answer item (object) selected by the user (first user) a plurality of times, the granting unit 55 selects another answer item (first item) that is the same as the user. 2), a privilege on the game may be given to the user according to the number or ratio of selected users who have continuously selected the same answer item as the user.
Here, the number of times the same answer item has been continuously selected may be a limited value (for example, 3 times) or a predetermined value or more (for example, 4 times or more).
For example, when the number of selected users or the ratio is larger, the number of benefits given to the user increases, and the user is satisfied by continuously selecting the same answer items as the selected user. The feeling can be further enhanced.
 本変形例における付与手段55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、ユーザにより選択された回答項目に関する情報(回答メッセージ)を取得すると、図8の回答データを参照して、所定回数(例えば3回)以上連続して当該ユーザと同じ回答項目を選択した他のユーザを選択ユーザとして抽出する。この場合、選択ユーザは、連続する3つ以上の質問IDに対する回答IDがユーザと同じ他のユーザとなる。また、CPU21は、抽出した選択ユーザの数あるいは割合に応じて特典を決定し、ユーザに付与すればよい。なお、選択ユーザの数あるいは割合が多いほど、多くの特典(例えば、多くのポイント、価値の高いアイテム、あるいはゲーム上のより有利な効果)が与えられるように設定されてもよい。また、特典は、所定の演算式等を用いて、抽出された選択ユーザの数あるいは割合を当該演算式に当てはめることで求められてもよい。 The function of the assigning means 55 in this modification is realized as follows. When the CPU 21 of the game server 20 obtains information (answer message) regarding the answer item selected by the user, the answer same as that user is continuously given a predetermined number of times (for example, three times) with reference to the answer data in FIG. Other users who have selected the item are extracted as selected users. In this case, the selected user is another user who has the same answer ID as the user for three or more consecutive question IDs. Moreover, CPU21 should just determine a privilege according to the number or ratio of the extracted selected user, and should provide it to a user. It may be set so that as the number or ratio of selected users increases, more benefits (for example, more points, higher value items, or more advantageous effects on the game) are given. In addition, the privilege may be obtained by applying the number or ratio of selected selected users to the arithmetic expression using a predetermined arithmetic expression or the like.
 (8-4)変形例4
 上記実施形態において、付与手段55は、ユーザ(第1のユーザ)により選択された回答項目(オブジェクト)に関する情報を複数回取得した場合に、当該ユーザと同じ回答項目が他のユーザ(第2のユーザ)により連続して選択された回数に応じたゲーム上の特典を、当該ユーザに付与してもよい。
 例えば、ユーザと同じ回答項目が他のユーザにより連続して選択された回数が多いほど、当該ユーザに付与される特典が多くなるように構成されている場合には、当該ユーザは、他のユーザと同じ回答項目を連続して選択することによって満足感をさらに高めることができる。また、ユーザは、より多くの特典を得るため、すなわち他のユーザと同じ回答項目を連続して選択した回数を多くするために、他のユーザが選択した回答項目について検討する必要があることから、ゲームの興趣性を高めることができる。
(8-4) Modification 4
In the above-described embodiment, when the granting unit 55 obtains information about the answer item (object) selected by the user (first user) a plurality of times, the same answer item as the user is assigned to another user (second user). You may give the user the privilege on the game according to the frequency | count selected continuously by the user.
For example, when the number of benefits given to the user increases as the number of times the same answer item as the user is continuously selected by the other user increases, the user Satisfaction can be further enhanced by successively selecting the same answer items. In addition, in order to obtain more benefits, that is, in order to increase the number of times the same answer item is continuously selected as another user, it is necessary to consider the answer item selected by the other user. , Can enhance the fun of the game.
 本変形例における付与手段55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、ユーザにより選択された回答項目に関する情報(回答メッセージ)を取得すると、図8の回答データを参照して、他のユーザと同じ回答項目を連続して選択した回数をもとめる。例えば、CPU21は、ユーザIDが「000001」のユーザの回答を得た場合、ユーザIDが「000002」のユーザと同じ回答項目を質問ごとに連続して選択した回数をもとめる。そして、CPU21は、同じ回答項目を質問ごとに連続して選択した回数に応じて特典を決定し、ユーザIDが「000001」のユーザに特典を付与すればよい。なお、同じ回答項目を連続して選択した回数が多いほど、多くの特典(例えば、多くのポイント、価値の高いアイテム、あるいはゲーム上のより有利な効果)が与えられるように設定されてもよい。また、他のユーザは任意に設定されてもよいし、ユーザが指定することにより設定されてもよい。さらに、他のユーザは複数設定されてもよい。また、他のユーザが複数設定された場合には、複数の他のユーザのうち、ユーザと同じ回答項目を連続して選択した回数が最も多いユーザの当該回数に応じて特典が決定されてもよい。また、特典は、所定の演算式等を用いて、ユーザと同じ回答項目が他のユーザにより連続して選択された回数を、当該演算式に当てはめることで求められてもよい。 The function of the assigning means 55 in this modification is realized as follows. When the CPU 21 of the game server 20 obtains information (answer message) related to the answer item selected by the user, the CPU 21 obtains the number of times the same answer item as that of other users has been continuously selected with reference to the answer data in FIG. . For example, when the CPU 21 obtains an answer from the user with the user ID “000001”, the CPU 21 obtains the number of times that the same answer item as the user with the user ID “000002” is continuously selected for each question. And CPU21 should just determine a privilege according to the frequency | count which selected the same answer item continuously for every question, and should provide a privilege to the user whose user ID is "000001". In addition, it may be set so that more benefits (for example, more points, higher value items, or more advantageous effects on the game) can be given as the number of times the same answer item is selected continuously. . Also, other users may be set arbitrarily, or may be set by user designation. Further, a plurality of other users may be set. In addition, when a plurality of other users are set, even if a privilege is determined according to the number of times of the user who has selected the same answer item as the user continuously among the plurality of other users. Good. Further, the privilege may be obtained by applying the number of times that the same answer item as the user is continuously selected by another user to the arithmetic expression using a predetermined arithmetic expression or the like.
 (8-5)変形例5
 上記実施形態において、取得手段54は、少なくとも一のユーザからなるグループが複数存在する場合に、複数の回答項目の中からいずれかの回答項目を選択する操作に関する情報を複数のグループごとに取得し、付与手段55は、複数のグループのうち、ユーザ(第1のユーザ)が属するグループと同じ回答項目を選択したグループの数あるいは割合に応じたゲーム上の特典を、当該ユーザに付与してもよい。
 この場合、ユーザは、自身が属するグループと同じ回答項目を選択したグループの数あるいは割合に応じたゲーム上の特典を得ることができる。これにより、ユーザのゲームの進行には、ゲーム上の特典に基づく良好な影響が生じることになる。このため、ユーザは、自身の属するグループが他のグループと同じ回答項目を選択したことによる満足感を得ることができる。また、例えば、ユーザのゲームの進行が、当該ユーザが属するグループと同じ回答項目を選択した他のグループによって影響を受けるという、新たな興趣性を有するゲームを実現することができる。
 また、回答項目をグループごとに管理する場合には、回答項目をユーザごとに管理する場合と比べて回答項目のデータの量を少なくすることができるので、当該データの処理に係るゲーム制御装置の負荷を低減することができる。
(8-5) Modification 5
In the above embodiment, the acquisition unit 54 acquires, for each of the plurality of groups, information related to an operation for selecting any one of the answer items from the plurality of answer items when there are a plurality of groups of at least one user. The granting unit 55 may grant a privilege on the game to the user according to the number or ratio of the group that selects the same answer item as the group to which the user (first user) belongs among the plurality of groups. Good.
In this case, the user can obtain a privilege on the game according to the number or ratio of the groups that have selected the same answer item as the group to which the user belongs. Thereby, a favorable influence based on the privilege on a game arises in progress of a user's game. For this reason, the user can obtain satisfaction due to the fact that the group to which the user belongs has selected the same answer item as the other group. In addition, for example, it is possible to realize a game with new interest that the progress of a user's game is influenced by another group that has selected the same answer item as the group to which the user belongs.
Also, when answer items are managed for each group, the amount of answer item data can be reduced compared to when answer items are managed for each user. The load can be reduced.
 本変形例における取得手段54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、例えば、図17に例示したグループデータをゲームデータベース32に予め格納してもよい。図17に示すグループデータは、グループに含まれるユーザのユーザIDと、複数の質問IDそれぞれの質問項目に対してグループが選択した回答項目の回答IDとを、グループIDごとに対応付けたデータである。一つのグループに含まれるユーザは任意に設定されてもよいし、ユーザが所望のグループを選択することによってグループに含まれるように構成されてもよい。
 CPU21は、例えば、グループに含まれるユーザのうち、一つの質問項目に対して最も早く回答項目を選択したユーザの回答項目を、グループの回答項目として決定してもよい。図18の例を参照して説明すると、グループIDが「0002」のグループに属するユーザのうちユーザIDが「111222」のユーザが、質問IDが「Q001」の質問に対してグループ内で最も早く回答(ここでは、回答項目に対応する回答IDは「A001-1」である)した場合、当該ユーザの回答項目に対応する回答IDが当該グループの選択結果としてグループデータに記録される。
 また、CPU21は、例えば、グループに含まれるユーザの回答項目のうち最も多い回答項目を、グループの回答項目としてグループデータに記録してもよい。
The function of the acquisition means 54 in this modification is implement | achieved as follows. The CPU 21 of the game server 20 may store the group data illustrated in FIG. 17 in the game database 32 in advance, for example. The group data shown in FIG. 17 is data in which user IDs of users included in the group and answer IDs of answer items selected by the group for each question item are associated with each group ID. is there. Users included in one group may be arbitrarily set, or may be configured to be included in a group when the user selects a desired group.
CPU21 may determine the reply item of the user who selected the reply item earliest with respect to one question item among the users contained in a group as a reply item of a group, for example. Referring to the example of FIG. 18, among users belonging to the group with the group ID “0002”, the user with the user ID “111222” is the earliest in the group for the question with the question ID “Q001”. When an answer is made (here, the answer ID corresponding to the answer item is “A001-1”), the answer ID corresponding to the answer item of the user is recorded in the group data as the selection result of the group.
Further, for example, the CPU 21 may record the largest number of answer items among the answer items of the users included in the group as group answer items in the group data.
 また、本変形例における付与手段55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、グループAの回答項目をグループデータに記録すると、グループデータを参照して、当該回答項目と同じ回答項目を選択した他のグループBを抽出する。そして、CPU21は、抽出した他のグループBの数あるいは割合に基づいて特典の内容を決定し、決定した特典をグループAに属するユーザに付与する処理を行えばよい。なお、他のグループBの数あるいは割合が多いほど、多くの特典(例えば、多くのポイント、価値の高いアイテム、あるいはゲーム上のより有利な効果)が与えられるように設定されてもよい。また、特典は、所定の演算式等を用いて、抽出された他のグループの数あるいは割合を当該演算式に当てはめることで求められてもよい。 Further, the function of the providing means 55 in this modification is realized as follows. When the answer item of group A is recorded in the group data, the CPU 21 of the game server 20 refers to the group data and extracts another group B in which the same answer item as the answer item is selected. And CPU21 should just perform the process which determines the content of a privilege based on the number or ratio of the other extracted group B, and provides the determined privilege to the user who belongs to the group A. FIG. In addition, it may be set so that many privileges (for example, many points, a valuable item, or a more advantageous effect on a game) are given, so that the number or ratio of the other group B is large. Further, the privilege may be obtained by applying the number or ratio of other extracted groups to the arithmetic expression using a predetermined arithmetic expression or the like.
 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。上記実施形態及び各変形例に記載された技術的事項は適宜組合せて適用してもよい。 As mentioned above, although embodiment of this invention was described in detail, this invention is not limited to the said embodiment. In addition, it goes without saying that each embodiment may be variously improved and changed without departing from the gist of the present invention. The technical matters described in the above embodiment and each modification may be applied in appropriate combination.
 例えば、上述した実施形態では、本発明の実行対象のゲームが戦士カードを用いたバトルゲームである場合の例について説明したが、本発明のゲームはこれに限られず、任意のゲームに適用することができる。例えば、ロールプレイングゲーム、テーブルゲーム、パズルゲーム、スポーツゲーム、レースゲーム、シューティングゲーム、アクションゲーム、アドベンチャーゲーム、シミュレーションゲームなどの各種ジャンルのゲームにおいて、ゲームの実行中に、選択肢となる複数のオブジェクトに関する情報をユーザに提供可能に構成されている場合には、本発明を好適に適用することができる。 For example, in the embodiment described above, an example in which the game to be executed of the present invention is a battle game using a warrior card has been described. However, the game of the present invention is not limited to this and is applied to any game. Can do. For example, in games of various genres such as role-playing games, table games, puzzle games, sports games, racing games, shooting games, action games, adventure games, simulation games, etc. In the case where the information can be provided to the user, the present invention can be suitably applied.
 上述した実施形態では、ソーシャルゲームに適用される場合を例として説明したが、これに限られない。例えば、ネットワーク上に置かれたサーバ装置と家庭用オンラインゲーム機とを接続した、いわゆるオンラインゲームシステムにおいても、上述した実施形態と同様に、各ユーザによるゲームの進行を制御できることは言うまでもない。 In the above-described embodiment, the case where the present invention is applied to a social game has been described as an example, but the present invention is not limited thereto. For example, in a so-called online game system in which a server device placed on a network and a home online game machine are connected, it goes without saying that the progress of the game by each user can be controlled as in the above-described embodiment.
 上述した実施形態では、例えば選択肢の選択操作などの所定の操作入力は、ユーザの通信端末に対する所定の操作釦の押下操作の入力や、タッチパネル機能を備えた通信端末に対する表示画面上のタッチ操作の入力であるとしたが、操作入力はこれに限られない。操作入力は、加速度センサを備えた通信端末を振ることによる操作入力、あるいはジェスチャによる操作入力(ジェスチャ入力)であってもよい。ジェスチャ入力では、撮像機能を備えた通信端末に対する所定のジェスチャを行うことで通信端末がそのジェスチャを画像認識し、予めジェスチャに対応付けられた操作入力を認識する。また、音声認識プログラムを実行可能な通信端末の場合には、操作入力は、音声を入力することにより行われてもよい。 In the embodiment described above, for example, a predetermined operation input such as a selection operation of an option is performed by inputting a pressing operation of a predetermined operation button on a user's communication terminal or a touch operation on a display screen for a communication terminal having a touch panel function. Although it is an input, the operation input is not limited to this. The operation input may be an operation input by shaking a communication terminal provided with an acceleration sensor, or an operation input by gesture (gesture input). In gesture input, by performing a predetermined gesture on a communication terminal having an imaging function, the communication terminal recognizes an image of the gesture and recognizes an operation input previously associated with the gesture. In the case of a communication terminal capable of executing a voice recognition program, the operation input may be performed by inputting voice.
 上述した実施形態では、ネットワーク上のゲームサーバ20及びデータベースサーバ30によって、ゲーム実行手段52、情報提供手段53、取得手段54及び付与手段55の各機能を実現する構成としたが、この構成に限られない。これらのすべての手段を通信端末10によって実現する構成としてもよいし、少なくとも一部の手段を通信端末10によって実現する構成としてもよい。通信端末10とゲームサーバ20とでは実質的に同一のハードウエア構成を採ることができるため、上記実施形態に記載したようにして通信端末10によっても各機能を実現できる。例えば、図18A,図18Bにはそれぞれ、図12に示した機能ブロック図の各機能について、通信端末10と、ゲームサーバ20及びデータベースサーバ30との機能分担の例を示す。なお、上述した実施形態では、各種データ(例えば、アンケートデータや回答データなど)をデータベースサーバ30(ゲームデータベース32)が記憶している構成としたが、通信端末10内の記憶装置に記憶させてもよい。その場合には、記憶装置は、通信端末10内のRAM13や図示しないHDD(Hard Disk Drive)などの大容量記憶装置やフラッシュメモリ等であってよい。 In the above-described embodiment, the game server 20 and the database server 30 on the network are configured to realize the functions of the game execution unit 52, the information providing unit 53, the acquisition unit 54, and the granting unit 55. I can't. All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment. For example, FIG. 18A and FIG. 18B each show an example of function sharing between the communication terminal 10, the game server 20, and the database server 30 for each function in the functional block diagram shown in FIG. In the above-described embodiment, the database server 30 (game database 32) stores various data (for example, questionnaire data and answer data). However, the data is stored in the storage device in the communication terminal 10. Also good. In that case, the storage device may be a RAM 13 in the communication terminal 10, a mass storage device such as an HDD (Hard Disk Drive) (not shown), a flash memory, or the like.

Claims (13)

  1.  ゲームを実行する実行手段と、
     ユーザによる前記ゲームの実行中に、選択肢となる複数のオブジェクトに関する情報を前記ユーザに提供する情報提供手段と、
     前記複数のオブジェクトの中からいずれかのオブジェクトを選択する操作に関する情報をユーザごとに取得する取得手段と、
     第1のユーザにより選択されたオブジェクトに関する情報を取得した場合に、前記第1のユーザと同じオブジェクトを選択した第2のユーザの数あるいは割合に応じたゲーム上の特典を、前記第1のユーザに付与する付与手段と、
     を備えた、ゲーム制御装置。
    Execution means for executing the game;
    Information providing means for providing the user with information on a plurality of objects as options during execution of the game by the user;
    Obtaining means for obtaining information on an operation for selecting any object from the plurality of objects for each user;
    When the information about the object selected by the first user is acquired, the privilege on the game according to the number or the ratio of the second user who selects the same object as the first user is given to the first user. Granting means for granting to
    A game control device comprising:
  2.  ユーザ同士を関係付ける関係付け手段を備え、
     前記付与手段は、前記第2のユーザのうち、前記第1のユーザと関係付けられたユーザの数あるいは割合に応じたゲーム上の特典を、前記第1のユーザに付与す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。
    It has an association means to relate users,
    The granting means grants a privilege on the game to the first user according to the number or ratio of the users associated with the first user among the second users. ,
    The game control apparatus according to claim 1.
  3.  前記付与手段は、前記第2のユーザのうち、前記第1のユーザにより選択されたオブジェクトに関する情報の取得を基準とした所定期間内に前記第1のユーザと同じオブジェクトを選択したユーザの数あるいは割合に応じたゲーム上の特典を、前記第1のユーザに付与することを特徴とする、
     請求項1または2に記載されたゲーム制御装置。
    The assigning means includes the number of users who have selected the same object as the first user within a predetermined period of time based on acquisition of information related to the object selected by the first user among the second users, or A privilege on the game according to the ratio is given to the first user,
    The game control device according to claim 1 or 2.
  4.  前記付与手段は、前記第1のユーザにより選択されたオブジェクトに関する情報を複数回取得した場合に、前記第2のユーザのうち、前記第1のユーザと同じオブジェクトを連続して選択したユーザの数あるいは割合に応じたゲーム上の特典を、前記第1のユーザに付与することを特徴とする、
     請求項1~3のいずれかに記載されたゲーム制御装置。
    The number of users who have continuously selected the same object as the first user among the second users when the granting unit obtains information about the object selected by the first user a plurality of times. Alternatively, a privilege on the game according to the ratio is given to the first user,
    The game control device according to any one of claims 1 to 3.
  5.  前記付与手段は、前記第1のユーザにより選択されたオブジェクトに関する情報を複数回取得した場合に、前記第1のユーザと同じオブジェクトが前記第2のユーザにより連続して選択された回数に応じたゲーム上の特典を、前記第1のユーザに付与することを特徴とする、
     請求項1~3のいずれかに記載されたゲーム制御装置。
    When the information relating to the object selected by the first user is acquired a plurality of times, the granting unit responds to the number of times the same object as the first user is selected by the second user continuously. A privilege on the game is given to the first user,
    The game control device according to any one of claims 1 to 3.
  6.  前記ゲームは、実行対象となる複数のパートを備え、
     前記情報提供手段は、各パートにおいて所定の条件を満たしたときに、前記複数のオブジェクトに関する情報を前記ユーザに提供することを特徴とする、
     請求項1~5のいずれかに記載されたゲーム制御装置。
    The game includes a plurality of parts to be executed,
    The information providing means provides information about the plurality of objects to the user when a predetermined condition is satisfied in each part.
    The game control device according to any one of claims 1 to 5.
  7.  前記付与手段は、N(Nは自然数)個目のパートにおける前記第1のユーザの選択結果に基づいて、N+1個目のパートにおける前記第1のユーザの前記ゲームの進行が有利になるように調整することを特徴とする、
     請求項6に記載されたゲーム制御装置。
    The giving means is such that the progress of the game of the first user in the (N + 1) th part is advantageous based on the selection result of the first user in the N (N is a natural number) part. Characterized by adjusting,
    The game control apparatus according to claim 6.
  8.  前記複数のオブジェクトには、前記ユーザの嗜好性に関連するオブジェクトが含まれることを特徴とする、
     請求項1~7のいずれかに記載されたゲーム制御装置。
    The plurality of objects include an object related to the user's preference,
    The game control device according to any one of claims 1 to 7.
  9.  前記取得手段は、少なくとも一のユーザからなるグループが複数存在する場合に、複数のオブジェクトの中からいずれかのオブジェクトを選択する操作に関する情報を複数のグループごとに取得し、
     前記付与手段は、複数のグループのうち、前記第1のユーザが属するグループと同じオブジェクトを選択したグループの数あるいは割合に応じたゲーム上の特典を、前記第1のユーザに付与することを特徴とする、
     請求項1~8のいずれかに記載されたゲーム制御装置。
    The acquisition unit acquires, for each of a plurality of groups, information related to an operation of selecting any object from a plurality of objects when there are a plurality of groups of at least one user.
    The granting unit grants a privilege on the game to the first user according to the number or ratio of the group that selects the same object as the group to which the first user belongs among a plurality of groups. And
    The game control device according to any one of claims 1 to 8.
  10.  ゲームを実行するステップと、
     ユーザによる前記ゲームの実行中に、選択肢となる複数のオブジェクトに関する情報を前記ユーザに提供するステップと、
     前記複数のオブジェクトの中からいずれかのオブジェクトを選択する操作に関する情報をユーザごとに取得するステップと、
     第1のユーザにより選択されたオブジェクトに関する情報を取得した場合に、前記第1のユーザと同じオブジェクトを選択した第2のユーザの数あるいは割合に応じたゲーム上の特典を、前記第1のユーザに付与するステップと、
     を備えた、ゲーム制御方法。
    Running the game, and
    Providing the user with information about a plurality of objects as options during execution of the game by the user;
    Obtaining information on an operation for selecting any object from the plurality of objects for each user;
    When the information about the object selected by the first user is acquired, the privilege on the game according to the number or the ratio of the second user who selects the same object as the first user is given to the first user. A step of granting to
    A game control method comprising:
  11.  ゲームの実行を制御するために、コンピュータに、
     ゲームを実行する機能、
     ユーザによる前記ゲームの実行中に、選択肢となる複数のオブジェクトに関する情報を前記ユーザに提供する機能、
     前記複数のオブジェクトの中からいずれかのオブジェクトを選択する操作に関する情報をユーザごとに取得して記憶装置に記憶する機能、及び
     第1のユーザにより選択されたオブジェクトに関する情報を取得した場合に、前記第1のユーザと同じオブジェクトを選択した第2のユーザに関する情報を前記記憶装置から取得し、前記第2のユーザの数あるいは割合に応じたゲーム上の特典を前記第1のユーザに付与する機能、
     を実現させるためのプログラム。
    To control the execution of the game, on the computer,
    The ability to run games,
    A function of providing the user with information on a plurality of objects as options during execution of the game by the user;
    A function of acquiring information on an operation for selecting any object from the plurality of objects for each user and storing the information in a storage device; and when acquiring information about an object selected by a first user, A function of acquiring information on a second user who has selected the same object as the first user from the storage device, and giving a privilege on the game according to the number or ratio of the second users to the first user ,
    A program to realize
  12.  請求項11に記載されたプログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体。 A computer-readable recording medium in which the program according to claim 11 is recorded.
  13.  通信端末と、当該通信端末からアクセスされるサーバとを含むゲームシステムであって、
     ゲームを実行する実行手段、
     ユーザによる前記ゲームの実行中に、選択肢となる複数のオブジェクトに関する情報を前記ユーザに提供する情報提供手段、
     前記複数のオブジェクトの中からいずれかのオブジェクトを選択する操作に関する情報をユーザごとに取得する取得手段、
     第1のユーザにより選択されたオブジェクトに関する情報を取得した場合に、前記第1のユーザと同じオブジェクトを選択した第2のユーザの数あるいは割合に応じたゲーム上の特典を、前記第1のユーザに付与する付与手段、
     の各手段を、前記通信端末又は前記サーバのいずれか一方が備えた、
     ゲームシステム。
     
    A game system including a communication terminal and a server accessed from the communication terminal,
    Execution means for executing the game,
    Information providing means for providing the user with information on a plurality of objects as options during execution of the game by the user;
    An acquisition unit that acquires, for each user, information related to an operation of selecting any one of the plurality of objects;
    When the information about the object selected by the first user is acquired, the privilege on the game according to the number or the ratio of the second user who selects the same object as the first user is given to the first user. Granting means to grant to
    Each of the means is provided in either the communication terminal or the server,
    Game system.
PCT/JP2013/061664 2012-04-25 2013-04-19 Game control device, game control method, program, recording medium, and game system WO2013161719A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2014512531A JP5941535B2 (en) 2012-04-25 2013-04-19 GAME CONTROL DEVICE, PROGRAM, GAME SYSTEM

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2012100431 2012-04-25
JP2012-100431 2012-04-25

Publications (1)

Publication Number Publication Date
WO2013161719A1 true WO2013161719A1 (en) 2013-10-31

Family

ID=49483038

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2013/061664 WO2013161719A1 (en) 2012-04-25 2013-04-19 Game control device, game control method, program, recording medium, and game system

Country Status (2)

Country Link
JP (2) JP5941535B2 (en)
WO (1) WO2013161719A1 (en)

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2015123133A (en) * 2013-12-25 2015-07-06 株式会社バンダイナムコエンターテインメント Program and server system
JP2015123132A (en) * 2013-12-25 2015-07-06 株式会社バンダイナムコエンターテインメント Program and server system
JP5793770B1 (en) * 2015-01-22 2015-10-14 株式会社gloops Game server, game control method, game program, game program recording medium, and terminal device
JP2018161548A (en) * 2018-07-26 2018-10-18 株式会社バンダイナムコエンターテインメント Program and server system
JP2020074873A (en) * 2018-11-06 2020-05-21 怜以 佐藤 Animation information output method, program, and animation information output device for outputting user's play animation having high affinity degree

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP6403838B1 (en) * 2017-06-20 2018-10-10 ヤフー株式会社 Granting device, granting method, and granting program

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4593904A (en) * 1984-03-19 1986-06-10 Syntech International, Inc. Player interactive video gaming device
JP2003144759A (en) * 2001-11-09 2003-05-20 Namco Ltd Server, control program of server, and recording medium recording program
JP3699415B2 (en) * 2002-04-11 2005-09-28 コナミ株式会社 Character training program, character training method, and video game apparatus
JP2011206442A (en) * 2010-03-30 2011-10-20 Namco Bandai Games Inc Game system, program, and information storage medium

Family Cites Families (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP4969735B2 (en) * 2001-05-02 2012-07-04 株式会社バンダイナムコゲームス Program, information storage medium, game system, and server
JP2006113702A (en) * 2004-10-13 2006-04-27 Chugoku Electric Power Co Inc:The Method for publicly soliciting idea
JP4685485B2 (en) * 2005-03-25 2011-05-18 カルビー株式会社 Questionnaire system
JP5091073B2 (en) * 2008-09-25 2012-12-05 株式会社コナミデジタルエンタテインメント GAME SYSTEM, GAME CONTROL METHOD, AND PROGRAM
TW201113069A (en) * 2009-10-07 2011-04-16 Konami Digital Entertainment Management system, gaming device, management device and program
JP2012040055A (en) * 2010-08-13 2012-03-01 Konami Digital Entertainment Co Ltd Game system, game device, game processing method, and program
GB201105450D0 (en) * 2011-03-31 2011-05-18 Babcock Nuclear Ltd Improvements in and relating to methods and systems for investigating radioactive sources in locations

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4593904A (en) * 1984-03-19 1986-06-10 Syntech International, Inc. Player interactive video gaming device
JP2003144759A (en) * 2001-11-09 2003-05-20 Namco Ltd Server, control program of server, and recording medium recording program
JP3699415B2 (en) * 2002-04-11 2005-09-28 コナミ株式会社 Character training program, character training method, and video game apparatus
JP2011206442A (en) * 2010-03-30 2011-10-20 Namco Bandai Games Inc Game system, program, and information storage medium

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
"Professional Baseball Dream Nine", FAMI-TSU GREE, vol. 1, 15 September 2011 (2011-09-15), pages 43 - 46 *

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2015123133A (en) * 2013-12-25 2015-07-06 株式会社バンダイナムコエンターテインメント Program and server system
JP2015123132A (en) * 2013-12-25 2015-07-06 株式会社バンダイナムコエンターテインメント Program and server system
JP5793770B1 (en) * 2015-01-22 2015-10-14 株式会社gloops Game server, game control method, game program, game program recording medium, and terminal device
JP2018161548A (en) * 2018-07-26 2018-10-18 株式会社バンダイナムコエンターテインメント Program and server system
JP2020074873A (en) * 2018-11-06 2020-05-21 怜以 佐藤 Animation information output method, program, and animation information output device for outputting user's play animation having high affinity degree

Also Published As

Publication number Publication date
JP2016174913A (en) 2016-10-06
JPWO2013161719A1 (en) 2015-12-24
JP5941535B2 (en) 2016-06-29
JP6195093B2 (en) 2017-09-13

Similar Documents

Publication Publication Date Title
JP5923411B2 (en) GAME CONTROL DEVICE, PROGRAM, GAME SYSTEM
JP6195093B2 (en) GAME CONTROL DEVICE, PROGRAM, GAME SYSTEM
JP5889777B2 (en) GAME CONTROL DEVICE, PROGRAM, GAME SYSTEM
JP5529193B2 (en) GAME CONTROL DEVICE, PROGRAM, GAME SYSTEM
JP5442810B2 (en) GAME CONTROL DEVICE, PROGRAM, GAME SYSTEM
WO2013161731A1 (en) Game control device, game control method, program, recording medium, and game system
JP5789233B2 (en) GAME CONTROL DEVICE, PROGRAM, GAME SYSTEM
JP2014113344A (en) Game control device, game control method, program, and game system
JP5535272B2 (en) GAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, GAME SYSTEM
JP5736351B2 (en) Game control device, program, game system, lottery device
JP5222417B1 (en) GAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, GAME SYSTEM
WO2013154020A1 (en) Game control device, game control method, program, recording medium, game control system
JP5847302B2 (en) Communication device, program, communication system
JP5779568B2 (en) GAME CONTROL DEVICE, PROGRAM, GAME SYSTEM
JP5529923B2 (en) GAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, GAME SYSTEM, INFORMATION PROCESSING DEVICE
JP5801770B2 (en) GAME CONTROL DEVICE, PROGRAM, GAME SYSTEM
JP5395210B2 (en) GAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, GAME SYSTEM, COMMUNICATION DEVICE
JP5731710B2 (en) GAME CONTROL DEVICE, PROGRAM, GAME SYSTEM
JP5529924B2 (en) GAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, GAME SYSTEM, INFORMATION PROCESSING DEVICE
JP5932876B2 (en) GAME CONTROL DEVICE, PROGRAM, GAME SYSTEM
JP2014147832A (en) Game control device, game control method, program, and game system

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 13782526

Country of ref document: EP

Kind code of ref document: A1

ENP Entry into the national phase

Ref document number: 2014512531

Country of ref document: JP

Kind code of ref document: A

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 13782526

Country of ref document: EP

Kind code of ref document: A1