The present invention relates to a technique for controlling a progress of a game for respective users.
Recently, so-called social network games have become widespread as applications executable in a social networking service (SNS). As an example of the social network games, a digital card game (Dragon collection (registered trademark)) is disclosed in a Japanese game magazine “Appli Style, Vol. 5 (Eastpress Co., Ltd.) p. 7-8.”
As many social network games are provided recently, a system has been demanded which motivates a user to select and play a specific game from many social network games. That is, a system that leads a user to play a specific game, particularly a new game that users have never played, has been demanded.
The present invention has been devised in consideration of the above. An object of the present invention is to provide a first game control device, a game control method, a program, a recording medium, and a game system that lead a user to play a specific game.
An aspect of the present invention is a first game control device for a first game including:
an executor configured to execute the first game;
a determiner configured to determine whether at least one of a status of execution in the first game played by a user, and a degree of association in the first game between the user and another user satisfies a condition;
a provider configured to provide a second game control device that executes a second game, with first information indicating that the condition is satisfied, after the determiner determines that the condition has been satisfied; and
a notifier configured to notify the user that the user can receive a benefit in the second game, after the determiner determines that the condition has been satisfied.
The first game and the second game may be executable after completion of user registration, and a number of users having registered in the first game is less than a number of users having registered in the second game. Further, the provider may be configured to temporarily record the first information in a buffer, to transmit the first information in the buffer to the second game control device, and to repeat transmission of the first information until completion.
The first game and the second game may be executable after completion of user registration, and a number of users having registered in the first game is less than a number of users having registered in the second game, and the provider may be configured to transmit the first information to the second game control device in response to an input of the user.
In the first game control device, the provider may be configured to simultaneously transmit the first information to the second game control device at set time intervals.
In the first game control device, the condition may be that a level reaches a predetermined value, the level indicating a degree of progression by the user in the first game or a degree of progression by the user in an event of the first game.
In the first game control device, the benefit may be increased as the level increases.
The first game and the second game may be executable after completion of user registration. Further, the provider may be configured to provide the second game control device with the first information, irrespective of whether the user is registered in the second game, and the notifier may be configured to notify the user, irrespective of whether the user is registered in the second game.
In the first game control device, the determiner may be configured to limit a user to be determined, based on registered information for the user.
In the first game control device, the registered information may be at least one of sex and age.
Referring now to the attached drawings which form a part of this disclosure:
The embodiment of the present embodiment will be described below.
With this game system, the game server 20a is configured to be able to communicate with the communication terminal 10 as a client. The game server 20a and the database server 30a provide the communication terminal 10 with gaming service for a game A. The game server 20b is configured to be able to communicate with the communication terminal 10 as a client. The game server 20b and the database server 30b provide the communication terminal 10 with gaming service for a game B. The game server 20c is configured to be able to communicate with the communication terminal 10 as a client. The game server 20c and the database server 30c provide the communication terminal 10 with gaming service for a game C.
The game server 20 is embedded with an application operable on a web browser as a game application in the game system. The database server 30 stores a variety of information for executing the games as described below. The database server 30 is connected to the game servers 20 by means of a wired connection for example for reading and writing the information.
The communication terminal 10 includes a web browser that is able to display a web page provided by the game server 20. A user executes a game application by performing an operation for selecting a button, etc. (an instruction button, for example) on the web page displayed on the communication terminal 10.
In addition to the game server 20, an authentication server may be provided for authenticating respective users of the communication terminals 10, although not illustrated in
The communication terminal 10 will be hereinafter explained with reference to
As represented in
The CPU 11 loads a web browser stored in the ROM 12 into the RAM 13 and runs the web browser therein. The CPU 11 acquires data for displaying a web page from the game server 20 through the communication interface unit 17 on the basis of an appropriately specified uniform resource locator (URL) that is inputted by a user using the operational input unit 15 and the like. The acquired data is data of objects such as images associated with a hypertext markup language (HTML) document and the HTML document (hereinafter collectively referred to as “HTML data” on an as-needed basis). The CPU 11 then interprets the acquired HTML data. It should be noted that each communication terminal 10 may be embedded with a variety of plug-ins for extending browsing functions of the web browser. An example of such plug-ins is a flash player provided by Adobe systems Incorporated (United States).
In acquiring the HTML data, the CPU 11 transmits an access request message to the game server 20 through the communication interface unit 17. The access request message herein includes either a preliminarily registered user ID (user identification information) or a user ID inputted through the operational input unit 15.
The web browser displays on the display unit 16 a web page provided by the game server 20 through the image processing unit 14 on the basis of the acquired HTML data. Further, when either a Hyperlink or a button on the web page is selected by a user operating the operational input unit 15, the web browser sends a request to the game server 20 (that is, a request for updating a web page; HTTP request) to transmit new HTML data for displaying the web page in accordance with the selection.
The image processing unit 14 displays a web page on the display unit 16 on the basis of image data for display to be provided from the CPU 11 as an analysis result of the HTML data. For example, the display unit 16 is a liquid crystal display (LCD) monitor including thin-film transistors arranged in a matrix manner on a pixel-by-pixel basis. The display unit 16 displays the image of the web page by driving the thin-film transistors on the basis of the image data for display on a display screen 16a.
In the case in which the mobile terminal 10 is a communication terminal to which a button input method (see
In the case in which the mobile terminal 10 is a communication terminal to which a touch panel input method (see
In the case in which a button input method applies to the mobile terminal 10 for example, a selection operation of a button on a web page displayed on the communication terminal 10 is performed by the following steps: selecting a button on the web page with a pressing operation of the direction instructional button and subsequently confirming the selected button with a pressing operation of the confirmation button. In the case in which a touch panel input method applies to the mobile terminal 10 for example, the selection operation is conducted by indicating (touch operation) with a finger or pen a position of a button on the display screen 16a on which the web page is displayed.
The configuration of the game server 20 will be explained with reference to
For example, the game server 20 manages a website of a game including a plurality of hierarchically structured web pages. The game server 20 provides a web service of the game to the communication terminals 10. As illustrated in
The ROM 22 stores an application program that provides the service of displaying a HTML document and objects such as images (i.e., displaying a web page) to the web browser of the communication terminal 10 as a client. A variety of data referenceable by the CPU 21 is stored in the ROM 22 in addition to the application program.
The CPU 21 loads a game program stored in the ROM 22 into the RAM 23 and runs the loaded game program. The CPU 21 also performs a variety of processing through the communication interface unit 25.
For example, the CPU 21 communicates with the web browser of the communication terminal 10 according to HTTP through the communication interface unit 25. For example, the CPU 21 performs data processing and computation based on a HTTP request (including a user's selection result of a hyper link or a button on a web page, for example) received through the communication interface unit 25 from the communication terminal 10. The CPU 21 returns a HTTP response including a processing result to the web browser of the communication terminal 10. The HTTP response includes HTML data for updating a web page. In the case in which the game server 20 is supposed to perform authentication processing for a user of the communication terminal 10, the CPU 21 performs the authentication processing.
The database access unit 24 is an interface used when the CPU 21 performs data reading and data writing with respect to the database server 30.
The API server 26 is embedded with Web API, and communicates with an API server of other game server according to HTTP. For example, the API server 26 issues a request for a processing step to the API server of the other game server according to HTTP. The other API server, which receives the request, returns a processing result to the API server as a request source. In the present embodiment, the API server 26 issues a request including user information for a specific user (benefit data as will be described later, for example) to an API server of other game server. The other API server, which receives the request, performs a processing step based on the user information included in the request.
Note that
The database server 30 as a memory device can be realized by a general-purpose storage such as a high-capacity hard disk drive, a redundant array of inexpensive disks (RAID) or other form of device. Databases inside the database server 30 are configured to allow reading and writing of data by the CPU 21 through the database access unit 24 of the game server 20.
A configuration of the database server 30 may be different depending on a game to be executed; however, for the purpose of simplicity in explanation, all database servers 30 include the common configuration illustrated in
The game executed by the game server 20 of the present embodiment is not limited to a game of a specific type. For convenience sake of the following explanation, a digital card game will be considered as an exemplary game. Image of a game character is displayed on a card that is used in this digital card game. That is, the game servers 20a, 20b, etc. executes digital card games A, B, etc. respectively.
“User Name” represents a user name for identifying a user of the communication terminal 10 while executing the game. The user name is a text of a certain length or shorter determined in advance by the user. Same as user ID, the user name may be managed with an identical user name for an identical user in the games A, B, C, etc., or may be set to different user names for an identical user in the games A, B, C, etc.
“Progression level” is data indicating a degree of progression of a user in respective games. The progression level a value ranging from Lv1 (Level 1) to Lv100 (Level 100). When an experience value reaches a predetermined value, the progression level increases by one.
“Strength points” are points that are required in performing a quest that will be described later in the game of the present embodiment. The strength points decreases as the quest is performed, while the strength points recover (increase) each time a certain period of time elapses.
“Experience value” is a value that increases as the quest is performed. If the experience value reaches a predetermined value (100 for example), the progression level increases by one and the experience value is reset (that is, becomes zero).
“User IDs of friends” indicates user IDs of users who are associated with a user as friends.
“Owned cards” is data of warrior card(s) that a user owns in the game. An example of such data is an identifier indicating a kind of a card, such as C1. Each card may be associated with parameters (that is, capability value such as attack power and defense power) that are referred to in a battle of the game.
“Owned items” is data of item(s) that a user owns in the game. An example of such data is an identifier indicating a kind of an item, such as Q3.
In the explanation of the present embodiment, it is assumed that respective databases 30a, 30b, etc. have the user database 31 of the same configuration, and that respective games A, B, etc. include functions for executing a quest which will be described later. Contents of the respective games may be different; however, as will be clear later, the contents per se of the respective game are not essential elements in the present embodiment.
In the explanation of the present embodiment, it is assumed that the game servers 20a, 20b, 20c, etc. are embedded on a common platform, and that an identical user is managed with an identical user ID in the games A, B, C, etc.; however, the present invention is not limited to such case. As long as relations among user IDs for different games are known in respective game servers 20, different user IDs can be used in each of the games for an identical user.
In the present embodiment, a joint campaign with the game B (referred to as “joint campaign” hereinafter) is held in the game A in order to guide a user to play the game A (namely, a first game). In the joint campaign, the user is provided with a benefit that is receivable in the game B (namely, a second game), in accordance with a status of execution of the user in the game A. This joint campaign may be held for a limited period of time for the purpose of prompting a user to try to play the game A faster.
Referring now back to
The game database 32 stores and updates a present database and a benefit management database with reference to the joint campaign described above. More specifically, in the case in which the joint campaign of the game A and the game B is held, the benefit management database is provided at least in the game database 32 of the database server 30a while the present database is provided in the game database 32 of the database server 30b.
The present database records information with regard to presents to respective users. A present may be: a card, an item, or points, etc. provided as a benefit from a game provider, or a card, an item, etc. provided from other user (friend, for example) as a gift or via trade.
The benefit management database is a database for managing benefits provided to users in the above joint campaign.
The game of the present embodiment will be described hereinafter with reference to
In the following explanation, buttons and marks and the like displayed on the web pages displayed on the communication terminal 10 are arranged in preferable positions on the web pages. The positions on the display screen of the buttons and marks and the like made visible by the communication terminal 10 may be changed with a scrolling operation of the web page by the user using a direction instructional button or touch panel operation.
A web page P1a of
The character image area 101 is an area in which a character image is displayed. A character image to be displayed is selected by a user from a plurality of character images that respectively correspond to a plurality of cards included in user data of user ID to be processed.
The user data area 102 is an area in which respective fields of user data for a user ID to be processed is displayed (see
It is assumed that, in the web page P1a illustrated in
The menu area 103 is an area for displaying buttons that each correspond to each of a plurality of functions provided in the game A of the present embodiment, and buttons that each correspond to a specific event, a campaign, etc. An example of a button that corresponds to one of the plurality of functions provided in the game A of the present embodiment is, but not limited to, a buttom m1 (“Quest”) is displayed in the web page P1a. Buttons for performing other processing steps may be displayed. For example, a button of “Battle” may be displayed for performing a battle against other user by use of cards.
In the game A of the present embodiment, a button m5 (“Joint campaign with game B”) for displaying a web page (which may be referred to as “campaign page” hereinafter) with regard to the joint campaign with the game B is displayed in the menu area 103.
If the button m5 is selected on the web page P1a of
A “recovery item”, which is exemplified as a content of a benefit, is an item that increases strength points of a user up to the maximum value in the game. As will be described later, the strength points decreases as the quest is performed. With the recovery item used, the quest can be performed more frequently in a short period, and accordingly a user can advance the game farther. A “card drawing ticket” is, for example, a ticket that allows a user to draw a card one time, in the case in which a function for drawing a card is available in the game B.
As illustrated in
If the buttom m1 (“Quest”) is selected on the web page P1a of
Every time the quest is performed, the strength points are consumed (reduced). A point display area 203 is provided to display the strength points that the user owns after the points have been reduced. For example, the strength points have been reduced from 100 to 92 with a change of a web page from P1a to P4a. If the button m11 is repeatedly selected in the web page P4a, the experience value will reach a predetermined value (100, for example) and the progression level will be raised from Lv1 to Lv2. Consequently, the updated web page P5a will be displayed.
If the buttom m11 is repeatedly selected in the web page P4a, the strength points will be reduced as described above. If the strength points becomes less than a value (8, for example) that requires to perform one time quest, then the subsequent quest cannot be performed. In this case, in order to play the quest again, the user needs to wait until the strength points recovers (increases) as time elapses.
If the button m5 is selected in the web page P1a of
If the web banner b1 (“To Game B!”) is selected in the web page P6a of
In the top page P1b of the game B, a button m25 (“Present has arrived!!”) will be displayed if there are any presents that have not been received by the user. With the button m25 selected, the updated web page P2b will be displayed for a list of presents. In the list of presents, a button m27 (“Receive”) for receiving a present or a text indicating that a present has been received, is displayed in association with respective presents to the user to be processed. Here, as illustrated in the web page P6a of
Next, respective processing in the game control device to realize the game of the present embodiment will be described.
In the present embodiment, the game control device is configured, for example, by the game server 20 and the database server 30. Hereinafter, functions performed by the game control device of the present embodiment will be described with reference to
Note that the registers 51, 61 are not mandatory elements for the present invention, but elements preferably provided respectively for the first and second game control devices according to the present embodiment.
The register 51 includes a function for recognizing a registration request from a user and performing registration processing in response to an operational input to the communication terminal 10 on a web page for example that is provided to the communication terminal 10. The registration processing is performed when a user performs user registration in the game of the present embodiment.
The function of the register 51 may be realized, for example, as described below. The CPU 21 of the game server 20a receives a registration request message from the communication terminal 10 through the communication interface unit 25. The web page provided by the game server 20 may be configured so that a registration request message is automatically generated by a certain operation (e.g., a selection of a certain button, or input of text of user ID and password, etc.) to the communication terminal 10 on the web page. Information (e.g., identification information of the communication terminal 10 as a transmission source such as UID (Unique Identifier), a mail address, etc.) may be included in the registration request message. Alternatively, in the case in which the user plays the other game(s) from the same service provider, the registration request message may include the user ID of that user.
If the CPU 21 receives the registration request message in which a user ID is not included, the CPU 21 issues a new user ID and processes the new user ID, and then transmits a message to the communication terminal 10 indicating the fact that the registration has been completed. If the CPU 21 receives the registration request message in which a user ID is included in the registration request message, the CPU 21 processes that user ID, and then transmits a registration completion message to the communication terminal 10. The registration includes processing steps performed by the CPU 21 for generating user data that corresponds to user ID and for storing the user data in the user database 31. Once the registration for a user is completed, the user corresponding to the user ID can start playing the game of the present embodiment. If the CPU 21 receives a HTTP request for logging in from the communication terminal 10 of a user after registration for the user is completed, the CPU 21 acquires identification information, or user ID and a password from the HTTP request. The CPU 21 then performs authentication processing by comparing the acquired identification information, or user ID and a password, with data that is recorded in the user database 31 for example.
The register 51 also includes a function for associating a user with one or more users. For example, when receiving an application based on a user ID, the register 51 associates the user ID with the other user ID. That is, the register 51, in response to application based on a user ID, registers the other user ID (namely, the other user) as “friend.”
The function of the register 51 will be realized for example as described below. The CPU 21 of the game server 20a receives an application message (application) that specifies a user ID (or the corresponding user name) to desirably be friends with, from the communication terminal 10 of the user corresponding to a user ID through the communication interface unit 25. The transmission of the application message may be preset as a function of the web page provided to the communication terminal 10 of the user.
Upon receiving the application message, the CPU 21 transmits HTML data to the communication terminal 10 corresponding to the user ID, when access occurs based on the user ID included in the application message. The transmitted HTML data is for displaying a web page to request for replying whether or not the application on the basis of the other user ID is approved. The CPU 21 registers both users as friends if a message of approval of the application is returned. Specifically, the CPU 21 writes the data (a user ID of the friend) in the “User IDs of friends” field (see
Instead of directly associating a user with other user, each of a plurality of users may be associated with an identical group (guild, etc.) and resultantly a user in the group may be associated with any other user in the group. For example, if user A makes an application as described to user B who is associated with a specific group and receives approval from user B, then user A is made associated with the specific group. With an application and approval with respect to a user in a specific user, a user in a group may be associated with other user in the identical group irrespective of whether a direct application and approval have been made.
In the present embodiment, an example is disclosed in which registration of users as friends is realized by writing data into the user database 31; however, registration of users as friends is not limited to such example. Data with regard to friends may be written to an external memory device in the network accessible from the game server 20.
The game executor 52 includes a function for executing the game A.
In the present embodiment, the game A is executed by transmitting HTML data for sequentially updating a web page displayed on the communication terminal 10, in response to an operation by a user to the communication terminal 10. The CPU 21 of the game server 20a receives a HTTP request from the communication terminal 10 through the communication interface unit 25, and performs processing required based on the HTTP request. The CPU 21 then transmits a HTTP response to the communication terminal 10. The transmitted HTTP response includes HTML data that is a result of the processing performed.
A content of processing that is performed based on the HTTP request may be different depending on a function provided in the game. The following is an example of the content of processing.
In the case in which the quest, which was explained with reference to
In the case in which a battle is performed between a user and other user by use of cards, the CPU 21 of the game server 20a compares parameters (attack power and defense power, for example) of cards used by the user and the other user in the battle. The CPU 21 then determines a result of the battle based on a result of the comparison.
The determiner 53 includes a function for determining whether at least one of a status of execution in the game A (namely, a first game) played by a user to be processed, and a degree of association in the game A between the user and another user satisfies a condition for benefits (namely, a condition).
The condition for benefits is preferably, but not limited to, a condition that motivates a user to try to play the game A, that is, a condition that guides a user to the game A. For example, “status of execution in the game A satisfies a condition for benefits” by the user may refer to: a condition under which a progression level or total playtime in the game A exceeds a prescribed value; or a condition under which display or processing steps for a tutorial of the game A has completed if the tutorial is supposed to be displayed for a user accessing to the game A for the first time.
“Degree of association in the game A between the user and other user satisfies a condition for benefits” may refer to: a condition under which the user invites the other user to the game A and the other user is registered in the game A; a condition under which the user is associated with the other user as friends in the game A; or a condition under which a degree of intimacy between the user and the other user is equal to or higher than a prescribed level.
Note that the degree of intimacy indicates numerical information with regard to a degree of association between two friends that is determined based on a criteria. For example, the degree of intimacy may be set as high when a specific value increases. Such specific value may be: a frequency (cheering frequency) of transmission and reception with regard to cheering messages between the two friends; a number of times of transmission and reception with regard to presents such as items usable in the game; or the like.
The function of the determiner 53 will be realized for example as described below. Every time the CPU 21 of the game server 20a receives a HTTP request from the communication terminal 10, the CPU 21 accesses to the benefit management database and determines whether each of conditions for benefits for which data of “00” (Condition for benefits is not satisfied.) is written has been satisfied by the user to be processed. Determination may be different for each of the conditions for benefits.
In the case in which a condition for benefits is that a progression level of a user to be processed reaches a prescribed level for example, the CPU 21 of the game server 20a accesses to user data of the user to read the progression level. The CPU 21 then determines that the condition has been satisfied if the progression level, which has been read, is equal to or higher than a prescribed level.
In the case in which a condition for benefits is that a tutorial of the game A is configured with a plurality of web pages that are displayed hierarchically or in stages in response to a selection operation by a user, the CPU 21 of the game server 20a may determine that the condition has been satisfied if transmission has been completed with regard to HTML data for a web page that is displayed last among the plurality of web pages that configures the tutorial.
In the case in which a condition for benefits is that other user is registered based on invitation from a user to be processed, determination will be performed as follows. That is, in the case in which a user is registered in the game A due to invitation from other user, the CPU 21 of the game server 20a records data that associates the inviting user with the invited user, in user data for example. The CPU 21 then determines whether the condition has been satisfied, referring to that data.
If a condition for benefits has become satisfied by a user to be processed, the CPU 21 of the game server 20a rewrites data corresponding to the condition in the benefit management database, from “00” (Condition for benefits is not satisfied.) to “10” (Condition for benefits is satisfied, and benefit data is not transmitted.).
The provider 54 includes a function for providing the game server 20b (namely, a second game control device) that executes the game B (namely, a second game), with benefit data (namely, first information) indicating that the condition for benefits is satisfied, after the determiner 53 determines that the condition for benefits has been satisfied.
The function of the provider 54 will be realized as described below. The CPU 21 of the game server 20a accesses to the benefit management database to generate benefit data that corresponds to each of conditions for benefits for which “10” (Condition for benefits is satisfied, and benefit data is not transmitted.) is written. The CPU 21 then adds (or writes) the benefit data into a benefit data queue (namely, buffer) in the RAM 23.
Then benefit data and the benefit data queue will be explained with reference to
The CPU 21 of the game server 20a refers to the benefit management database to generate benefit data, based on user ID and conditions for benefits that correspond to data of “10” (Condition for benefits is satisfied, and benefit data is not transmitted.). The CPU 21 then writes the benefit data into the benefit data queue.
After reading benefit data to be transmitted from the benefit data queue, the CPU 21 of the game server 20a controls the API server 26 such that a request including the benefit data, which has been read, is transmitted to the API server 26 of the game server 20b. Note that the API server 26 of the game server 20a receives a response from the API server 26 of the game server 20b. The response includes a reception result (reception successful, or reception failed) with regard to the benefit data.
After transmission of the benefit data is completed, the CPU 21 of the game server 20a accesses to the benefit management database to rewrite data corresponding to the benefit data that has been transmitted, from “10” (Condition for benefits is satisfied, and benefit data is not transmitted.) to “11” (Condition for benefits is satisfied, and benefit data is transmitted.).
The notifier 55 includes a function for notifying a user that the user can receive a benefit in the game B (namely, the second game), if the determiner 53 determines that a condition for benefits has been satisfied.
An example of how the function of the notifier 55 is realized will be explained with reference to
In
The register 61 and the game executor 62 includes functions provided for the game B, which are the same functions as those of the register 51 and the game executor 52 respectively. Hence, explanation of how the functions of the register 61 and the game executor 62 are realized, will be omitted. Note that, as described above, a content of the game B that is executed by the game executor 62, may be different from that of the game A.
The benefit provider 63 includes a function for providing a user with a benefit in the game B (namely, second game) based on benefit data (namely, first information).
The function of the benefit provider 63 will be realized as described below. If the CPU 21 of the game server 20b receives benefit data, through the API server, from the game server 20a, the CPU 21 writes new data in the present database based on the received benefit data. In this case, the CPU 21 writes a code indicating that the benefit derives from the joint campaign, into the field of “Origin” that corresponds to user ID included in the benefit data. The CPU 21 writes a content of the benefit (identifier indicating a kind of a card, for example) included in the benefit data, into the field of “Content of present.” The CPU 21 writes “0” (Not received) into the field of “Reception status.”
If the CPU 21 of the game server 20b recognizes a selection operation (selection operation to the button m27, for example) for receiving a benefit in a web page (the web page P2b of
The CPU 21 of the game server 20b generates HTML data in response to the selection operation (selection operation to the button m27, for example) for receiving the benefit, and transmits the HTML data to the communication terminal 10. A web page (not illustrated) that is displayed based on the HTML data preferably includes a text indicating that the benefit has been provided to the user.
An example of the main processing flow performed in the game system of the present embodiment will be described with reference to sequence charts of
In
In
If any one of the conditions for benefits for which data of “00” is written has been satisfied (Step S210: YES), the CPU 21 of the game server 20a updates the benefit management database (benefit management DB) by rewriting data corresponding to conditions satisfied in the benefit management database, to “10” (Condition for benefits is satisfied, and benefit data is not transmitted.) (Step S220).
Next, the CPU 21 of the game server 20a again accesses to the benefit management database to generate benefit data corresponding to conditions for benefits for which “10” (Condition for benefits is satisfied, and benefit data is not transmitted.) is written. The CPU 21 then adds the benefit data into the benefit data queue in the RAM 23 (Step S230). The benefit data queue includes user ID of user U1 and a content of a benefit provided in the game B.
The CPU 21 of the game server 20a reads benefit data for user U1 from the benefit data queue in the RAM 23, and controls the API server 26 such that a request including the benefit data, which has been read, is transmitted to the API server 26 of the game server 20b (Step S240). The API server 26 of the game server 20a receives a response from the API server 26 of the game server 20b. The response includes a reception result (reception successful, or reception failed) with regard to the benefit data.
After transmission of the benefit data is completed, the CPU 21 of the game server 20a accesses to the benefit management database to rewrite data corresponding to the benefit data that has been transmitted, from “10” (Condition for benefits is satisfied, and benefit data is not transmitted.) to “11” (Condition for benefits is satisfied, and benefit data is transmitted.). Thereby, the benefit management database is updated (Step S250).
If the CPU 21 of the game server 20b receives benefit data through the API server, the CPU 21 updates the present database by writing new data into the present database (present DB; see
The CPU 21 of the game server 20a proceeds to Step S270 after Step S250, and generates HTML data including a processing result based on the HTTP request in Step S200 (Step S270). The CPU 21 then transmits the generated HTML data to the communication terminal 10 of user U1 (Step S280). The communication terminal 10 of user U1 interprets the received HTML data and displays a web page (Step S290).
The processing steps based on determination for the conditions for benefits in the joint campaign of the game A have been described above. Meanwhile, when the game server 20a transmits the benefit data to the game server 20b (Step S240), the game server 20b may not be able to receive the benefit data since the game B is under maintenance. A situation under which “the game B is under maintenance” is, for example, is a situation under which a service for playing the game B is stopped for a period of time for a reason that a program for executing the game B is updated, etc.
The sequence chart of
It is assumed in
If user U1 performs a selection operation to a button (selection operation to the button m25, for example) for displaying a list of presents in a top page (the web page P1b of
If user U1 performs a selection operation (selection operation to the button m27, for example) for receiving a benefit from the list of presents displayed in Step S340, the communication terminal 10 transmits a HTTP request including the selection result to the game server 20b (Step S350). The CPU 21 of the game server 20b receives the HTTP request, and updates the user database (user DB) and the present database (present DB) (Step S360). For example, in the case of a card as a content of the benefit, the CPU 21 of the game server 20b accesses to the user data of the user to be processed and writes the card as the benefit in the field of “Owned cards.” Further, the CPU 21 accesses to the present database to rewrite data in the field of “Reception status” corresponding to the benefit to be received by user U1 (that is, the benefit to be provided to user U1), from “0” (Not received) to “1” (Received).
The CPU 21 of the game server 20b generates HTML data in response to a selection operation (selection operation to the button m27, for example) for receiving the benefit (Step S370), and transmits the HTML data to the communication terminal 10 of user U1 (Step S380). The communication terminal 10 of user U1 interprets the received HTML data and display a web page (Step S390). The displayed web page preferably includes a text indicating that the benefit has been provided to user U1.
As described above, it is configured in the game control devices according to the present embodiment that, if a status of execution in the game A (namely, the first game) by a user has satisfied a condition for benefits, the user is provided with a benefit in the game B (namely, the second game). Thereby, the user is motivated to try to play the game A so that any condition for benefits is satisfied in the game A, for the purpose of obtaining the benefit in the game B. Further, it is configured in the game control devices according to the present embodiment that, if a degree of association in the game A (namely, the first game) between the user and other user satisfies a condition, the user will be provided with a benefit in the game B (namely, the second game). Thereby, the user is motivated to establish and strengthen relationship with the other user in the game A so that the degree of association in the game A between the user and other user satisfies the condition, for the purpose of obtaining the benefit in the game B. That is, according to the game control devices of the present embodiment, a demand of a user for obtaining a benefit in the game B that the user has already played is tied to motivation for trying to play the game A. Therefore, it becomes possible to smoothly guide the user to the game A. Particularly in the case in which the game B is well known and the game A is a new game, effect of guiding the user to the game A is high because a lot of users have already played the game B.
In the case in which a user obtains a benefit in the game B due to the joint campaign that has been described in the present embodiment, an entry procedure for the user is not necessary with regard to the joint campaign in the game A or the game B. If the user begins to play the game A without performing any special procedure, and any condition for benefits has been satisfied in the game A, the user will be provided with a benefit in the game B irrespective of whether the user is aware of the joint campaign.
As described in the present embodiment, in the case in which a number of registered users (a number of users having registered) in the game A (namely, the first game) is less than a number of registered users in the game B (namely, the second game), it is preferable that the provider 54 temporarily records benefit data (namely, first information) in a benefit data queue (buffer), transmits the benefit data in the benefit data queue to the game server 20b (namely, the second game control device), and repeats transmitting the benefit data until completion.
In the case in which a number of registered users in the game A is less than a number of registered users in the game B, the game server 20a only requires memory capacity and computation capability that are lower than the game server 20b does. It is reasonable to strengthen processing capability gradually as the number of registered users increases. Thus, the game server 20a may require processing capability for relatively a small number of users, especially in the case in which the game A is a new game and service of the game A has just started.
Meanwhile, a conventional game control device executing a specific game, in providing users with a benefit, determines whether or not to provide the benefit with respect to each of the users. Here, it is assumed that, in order to determine whether a condition has been satisfied for each of a great many registered users of the game B, the game server 20b accesses to the game server 20a whose processing capability is low. Then, as there are many registered users of the game B, there is possibility of occurrence of congestion in the game server 20a of the game A whose processing capability is low. Particularly there is a social network game whose number of registered users is several hundred thousand to several million registered users. If the game B is such social networking game, the game server 20a of the game A may not be able to process accesses. This is because excessive processing load is applied for the game server 20a of the game A in the case in which a great many registered users in the game B, even some of the users, perform an operation for accessing the game server 20a of the game A to determine whether the condition has been satisfied. In view of the above, according to the present embodiment, the game server 20b does not access to the game server 20a of the game A to determine whether the condition has been satisfied. In the game server 20a of the present embodiment, benefit data indicating that the condition is satisfied is temporarily recorded in a buffer, the benefit data in the buffer is transmitted to the game server 20b, and transmission of the benefit data is repeated until the transmission completes. That is, the game server 20a of the game A accesses to the game server 20b whose processing capability is high, for processing with respect to each of relatively fewer registered users. Thereby, the occurrence of congestion can be avoided.
In the present embodiment described above, a condition for benefits may be, but not limited to, that a progression level for a user reaches a predetermined value in the game A (namely, the first game), as exemplified by the web page P2a in
It should be noted that the progression level to be determined is not limited to the progression level of the game A per se, but a progression level of a specific event of the game A (a limited-time event in the game A, for example). In this case, it is possible to guide a user who has played the game A and has not participated in a specific event of the game A, to the specific event.
Modifications of the present embodiment will be described below.
(8-1) Modification 1
In the present embodiment described above, in the case in which a number of registered users (a number of users having registered) in the game A (namely, the first game) is less than a number of registered users in the game B (namely, the second game), the provider 54 may transmit benefit data (namely, first information) to the game server 20b (namely, second game control device) in response to an input of the user.
As described above, in the case in which a number of registered users in the game A (namely, the first game) is less than a number of registered users in the game B (namely, the second game), the game server 20a requires memory capacity and computation capability that are lower than the game server 20b does. Then, the game server 20a of the game A transmits the benefit data indicating that a condition for benefits has been satisfied, to the game server 20b of the game B, in response to an input of the user. Thereby, the game server 20a of the game A accesses to the game server 20b whose processing capability is high, for processing with respect to each of relatively fewer registered users. Thereby, the occurrence of congestion can be avoided in the game server 20a of the game A.
An example for realizing the present modification will be described with reference to
In the present modification, as illustrated in
In
Next, the CPU 21 of the game server 20a generates HTML data including processing result based on the HTTP request in Step S400 (Step S430). The CPU 21 then transmits the generated HTML data to the communication terminal 10 of user U1 (Step S440). The communication terminal 10 of user U1 interprets the received HTML data and displays a web page (Step S450).
In the present modification, different from the sequence chart of the present embodiment illustrated in
If a user accesses to a campaign page (web page P2a of
If the CPU 21 of the game server 20b receives benefit data through the API server, the CPU 21 updates the present database by writing new data into the present database (present DB; see
After the benefit data is successfully transmitted, the CPU 21 of the game server 20a accesses to the benefit management database to rewrite data corresponding to the benefit data that has been transmitted, from “10” (Condition for benefits is satisfied, and benefit data is not transmitted.) to “11” (Condition for benefits is satisfied, and benefit data is transmitted.). Thereby, the benefit management database is updated (Step S500). The CPU 21 of the game server 20a generates HTML data including a processing result based on the HTTP request at Step S460 (Step S510), and transmits the HTML data to the communication terminal 10 of user U1 (Step S520). The communication terminal 10 of user U1 interprets the received HTML data and display a web page (Step S530).
(8-2) Modification 2
In the present embodiment described above, the provider 54 may simultaneously transmit the benefit data (namely, first information) with respect to a plurality of users at set time intervals.
In the present embodiment described above, if the determiner 53 determines that a condition for benefits has been satisfied, benefit data (namely, first information) is immediately written into the benefit data queue and then transmitted to the game server 20b (namely, second game control device). Thus, it is required that the game server 20b receive the benefit data and perform processing steps based on the received benefit data, every time the benefit data is transmitted. In contrast, in the present modification, benefit data with respect to a plurality of users are simultaneously transmitted at set time intervals. Then, the game server 20b can perform batch processing with regard to a plurality of benefit data at a fixed time. Accordingly, stationary load applied for the game server 20b is reduced. A time when the benefit data are transmitted may be preferably, but not limited to, in a range of hours during which stationary load is low (that is, hour during which accesses from users are relatively few), such as hours in the middle of the night.
It will be explained how the present modification is realized with reference to
In
For example, in the case in which the prescribed time at Step S600 is set to be 3 a.m. and 3 p.m., a plurality of benefit data are simultaneously transmitted at 3 PM based on determination results made during a period from 3 a.m. to 3 p.m., while a plurality of benefit data are simultaneously transmitted at 3 a.m. based on determination results made during a period from 3 p.m. to 3a.m.
If the CPU 21 of the game server 20b receives the plurality of benefit data through the API server, the CPU 21 updates the present database by writing new data into the present database (present DB; see
(8-3) Modification 3
In the present embodiment described above, the benefit provided in the game B may be increased as the progression level increases.
According to this configuration, the benefit that a user can obtain in the game B (namely, second game) is increased as the user progresses the game A (namely, first game). Thus, the user's eagerness in playing the game A is increased, because the user is motivated to obtain as many benefits as possible in the game B.
In realizing the present modification, relation between a degree of progression in the game A and a benefit provided in the game B may be properly set. The following is an example of the relation.
(8-4) Modification 4
In the present embodiment described above, the provider 54 may provide the game server 20b with the benefit data (namely, first information) irrespective of whether a user is registered in the game B (namely, second game), and the notifier 55 may notify the user irrespective of whether the user is registered in the game B (namely, second game).
According to this configuration, even in the case in which a user is not registered in the game B at a time when a condition for benefits is satisfied with regard to the game A, the user is provided with a benefit after the user is registered in the game B.
The present modification will be realized as described below. The CPU 21 of the game server 20b of the game B receives benefit data. If the CPU 21 does not recognize user ID in the game corresponding to user ID included in the received benefit data (if the corresponding user ID does not exist in the user database of the game B, for example), the CPU 21 cannot update the present database. Thus, the CPU 21 records the benefit data in the game database 32 of the database server 30b, for example. Then, after the user performs user registration and accordingly the CPU 21 of the game server 20b recognizes the user ID included in the benefit data that has been recorded, the CPU 21 updates the present database based on the benefit data.
(8-5) Modification 5
In the present embodiment described above, the determiner 53 may limit a user to be determined, based on registered information for the user.
By limiting users to be determined, processing load for determination in the game server 20a of the game A can be reduced. Further, since users to be determined are limited based on registered information for the users, it becomes possible to effectively guide the users to be determined, to the game A (namely, first game), while reducing processing load.
In realizing the present modification, the game server 20a acquires registered information such as sex, age, address, or occupation of a user, identification information of the communication terminal of a user, or mail address of a user, through a user input upon user registration. In the case in which an upper layer server (a server of a platform-provider providing a platform for games, for example; not shown) of respective game servers 20 records the registered information, the game server 20a may acquire the registered information from the upper layer server through the API server 26.
The CPU 21 of the game server 20a identifies a user according to a specific known user identification method based on the registered information. The CPU 21 of the game server 20a identifies a user according to the user identification method upon user registration of the user, and manages data of the identified user in the benefit management database. Therefore, a user who is not managed in the benefit management database (that is, a user who has not been identified) is not provided with a benefit in the game B, since benefit data is not transmitted even if a condition for benefits has been satisfied.
In the present modification, the registered information may be preferably at least one of sex and age. That is, the known user identification method is applied for identifying a user whose registered information satisfies a criteria with regard to at least one of sex and age.
For example, the user identification method may be one for identifying a user with a criteria that a user is female. In the case of the game A (namely, first game) directed for female users, it is assumed that female users, rather than male users, are willing to try to play the game A. In this case, by limiting users to be determined to female users based on the registered information, it becomes possible to guide female users to the game A, while reducing processing load for determination. Alternatively, in the case in which game characters that appear in the game A (namely, first game) are animals, insects, or the like, users to be determined may be limited to junior high school students or younger (that is, users of age equal to or less than junior high school students).
The exemplary embodiment of the present invention has been explained in detail. However, the present invention is not limited to the aforementioned exemplary embodiment. Further, it is apparent that a variety of changes and modifications can be made for the exemplary embodiment without departing from the scope of the present invention. For example, technical matters that are described in the embodiment and the modifications may be combined.
In the embodiment described above, an operational input is an input of pressing an operational button on the communication terminal of a user, or an input of a touch operation to a display screen of the communication terminal that includes a touch panel function; however, an operational input is not limited to these examples. The operational input may be an operational input by swinging the communication terminal having an acceleration sensor, or may be an operational input by a gesture (gesture input). If a gesture is performed to a communication terminal having an imaging function, the communication terminal captures an image of the gesture and recognizes an operational input that corresponds to the gesture. Further, in the case of a communication terminal in which voice recognition program is executable, an operational input may be a voice input.
In the present embodiment described above, communication between game servers 20 and communication between a game server 20 and an upper layer server are performed according to HTTP using Web API; however, the present invention is not limited to communication according to HTTP. The other known protocol for wired or wireless communication may be applied.
While an example has been described in which a social network game is realized, the game for which the present invention may be applied is not limited to the social network game. For example, an online game system may be applied in which a server device on a network and a home online game machine are connected. With such online game system, progress of the game can be controlled in the same way as the embodiments described above.
In the embodiments described above, the functions included in respective means illustrated in
Aspects of the present invention are disclosed hereinafter.
A first aspect of the present invention is a first game control device for a first game including:
an executor configured to execute the first game;
a determiner configured to determine whether at least one of a status of execution in the first game played by a user, and a degree of association in the first game between the user and another user satisfies a condition;
a provider configured to provide a second game control device that executes a second game, with first information indicating that the condition is satisfied, after the determiner determines that the condition has been satisfied; and
a notifier configured to notify the user that the user can receive a benefit in the second game, after the determiner determines that the condition has been satisfied.
In the first game control device described above, the “condition” is preferably, but not limited to, an attainable condition that the user can satisfy relatively easily in the first game. That is, the “condition” is preferably so relaxed that the user does not hesitate to try to play the first game.
In the first game control device described above, an example of a case in which “status of execution in a game satisfies a condition” may be: a case in which a degree of progression in the game or a total period of time for executing the game exceeds a prescribed value; or a case in which displaying or processing a tutorial of a game has been completed, if the tutorial is supposed to be displayed when a user to be determined first accesses to the first game.
In the first game control device described above, an example of a case in which “degree of association in a game between a user and other user satisfies a condition” may be, for example: a case in which the user invites the other user in the game and the other user is registered in the game; the user and the other user are friends in the game; or a degree of intimacy between the user and the other user is equal to or higher than a predetermined value.
It is configured in the first game control device according to the present invention that, if a status of execution in the first game played by a user has satisfied a condition, the user is provided with a benefit in the second game. Thereby, the user is motivated to try to play the first game so that the status of execution in the first game played by the user satisfies the condition, for the purpose of obtaining the benefit in the second game. Further, it is configured that, if a degree of association in the first game between the user and other user has satisfied a condition, the user is provided with a benefit in the second game. Thereby, the user is motivated to establish and strengthen relationship with the other user in the first game so that the degree of association in the first game between the user and other user satisfies the condition, for the purpose of obtaining the benefit in the second game. That is, according to the first game control device of the present invention, a demand of a user for obtaining a benefit in the second game that the user has already played is tied to motivation for trying to play the first game. Therefore, it becomes possible to smoothly guide the user to the first game. Particularly in the case in which the second game is well known and the first game is a new game, effect of guiding the user to the first game is high because a lot of users have already played the second game.
It should be noted that, in providing a user with a benefit in the second game, any procedure (an entry procedure, for example) is not necessarily required in the first game or the second game.
The first game and the second game may be executable after completion of user registration, and a number of users having registered in the first game is less than a number of users having registered in the second game. Further, the provider may be configured to temporarily record the first information in a buffer, to transmit the first information in the buffer to the second game control device, and to repeat transmission of the first information until completion.
According to this configuration, because a number of registered users (that is, a number of users having registered) in the first game is less than a number of registered users in the second game, the first game control device of the present invention requires memory capacity and computation capability that are lower than the second game control device does. It is reasonable to strengthen processing capability gradually as the number of registered users increases. Thus, the control device for the first game may require processing capability for relatively a small number of users especially in the case in which the first game is a new game and service of the first game has just started.
Meanwhile, a conventional game control device executing a specific game, in providing users with a benefit, determines whether or not to provide the benefit with respect to each of the users. Here, it is assumed that, in order to determine if a condition has been satisfied for each of a great many registered users of the second game, the second game control device accesses to the first game control device whose processing capability is low. Then, as there are many registered users of the second game, there is possibility of occurrence of congestion in the first game control device of the first game whose processing capability is low. Particularly there is a social network game whose number of registered users is several hundred thousand to several million registered users. If the second game is such social networking game, the first game control device of the first game may not be able to process accesses. This is because excessive processing load is applied for the first game control device of the first game in the case in which a great many registered users in the second game, even some of the users, perform an operation for accessing the first game control device of the first game to determine whether the condition has been satisfied. In view of the above, according to the present invention, the second game control device does not access to the first game control device of the first game to determine whether the condition has been satisfied. In the game control device of the present invention (the first game control device of the first game), first information indicating that the condition is satisfied is temporarily recorded in a buffer, the first information in the buffer is transmitted to the second game control device, and transmission of the first information is repeated until completion. That is, the first game control device of the first game accesses to the second game control device whose processing capability is high, for processing with respect to each of relatively fewer registered users. Thereby, occurrence of congestion can be avoided.
The first game and the second game may be executable after completion of user registration, and a number of users having registered in the first game is less than a number of users having registered in the second game, and the provider may be configured to transmit the first information to the second game control device in response to an input of the user.
According to this configuration, because a number of registered users in the first game is less than a number of registered users in the second game, the first game control device of the first game only requires memory capacity and computation capability that are lower than the second game control device does.
Further, the first game control device may transmit the first information to the second game control device in response to an input of the user. That is, the first game control device of the first game accesses to the second game control device whose processing capability is high, for processing with respect to each of relatively fewer registered users. Thereby, occurrence of congestion can be avoided.
In the first game control device, the provider may be configured to simultaneously transmit the first information to the second game control device at set time intervals.
In the case in which the first information is transmitted to the second game control device immediately after the determiner determines that the condition has been satisfied, the second game control device needs to receive the first information and perform processing based on the received first information. In contrast, in the case in which the first information with regard to a plurality of users is simultaneously transmitted to the second game control device at set time intervals, the second game control device can perform batch processing with regard to a plurality of first information at a fixed time. Accordingly, stationary load applied for the second game control device is reduced. A time when the first information is transmitted may be preferably, but not limited to, in a range of hours during which stationary load is low (that is, hour during which accesses from users are relatively few), such as hours in the middle of the night.
In the first game control device, the condition may be that a level reaches a predetermined value, the level indicating a degree of progression by the user in the first game or a degree of progression by the user in an event of the first game.
According to this configuration, the condition under which a benefit is provided in the second game is that a level (namely, progression level) indicating a degree of progression by a user in the first game reaches a predetermined value. Thus, the user is able to set a quantitative target in progressing the first game in order to obtain the benefit in the second game. Accordingly, it is possible to make the user clearly conscious of trying to play the first game.
It should be noted that the progression level to be determined is not limited to the progression level of the first game per se, but a progression level of a specific event of the first game (a limited-time event in the first game, for example). In this case, it is possible to guide a user who has played the first game and has not participated in a specific event of the first game, to the specific event.
In the first game control device, the benefit may be increased as the level increases.
According to this configuration, the benefit that a user can obtain in the second game is increased as the user progresses the first game. Thus, the user's eagerness in playing the first game is increased, because the user is motivated to obtain as many benefits as possible in the second game.
The first game and the second game may be executable after completion of user registration. Further, the provider may be configured to provide the second game control device with the first information, irrespective of whether the user is registered in the second game, and the notifier may be configured to notify the user, irrespective of whether the user is registered in the second game.
According to this configuration, even in the case in which a user is not registered in the second game at a time when the condition is satisfied with regard to the first game, the user is provided with the benefit after the user is registered in the second game.
In the first game control device, the determiner may be configured to limit a user to be determined, based on registered information for the user.
According to this configuration, because users to be determined are limited, processing load for determination in the first game control device can be reduced. Further, since users to be determined are limited based on registered information for the users, it becomes possible to effectively guide the users to be determined, to the first game, while reducing processing load.
In the first game control device, the registered information may be at least one of sex and age. In the case in which the first game is directed for female users for example, it is assumed that female users, rather than male users, are willing to try to play the first game. In this case, by limiting users to be determined to female users based on the registered information, it becomes possible to guide female users to the first game, while reducing processing load for determination. Alternatively, in the case in which game characters that appear in the first game are animals, insects, or the like, users to be determined may be limited to junior high school students or younger (that is, users of age equal to or less than junior high school students).
A second aspect of the present invention is a non-transitory computer-readable recording medium containing a program for enabling a computer to perform a method, the method including:
executing a first game;
determining whether at least one of a status of execution in the first game played by a user, and a degree of association in the first game between the user and another user satisfies a condition;
providing a device that executes a second game, with first information indicating that the condition is satisfied, after the condition has been satisfied; and
notifying the user that a benefit has been received in the second game, after the condition has been satisfied.
An example of such recording medium is DVD-ROM and CD-ROM.
A third aspect of the present invention is a game control method between a first server and a second server, the first server executing a first game in response to access from a communication terminal, the second server executing a second game in response to access from a communication terminal, the method including:
determining, by the first server, whether at least one of a status of execution in the first game played by a user, and a degree of association in the first game between the user and another user satisfies a condition;
providing, by the first server, the second server that executes a second game, with first information indicating that the condition is satisfied, after the determiner determines that the condition has been satisfied;
notifying, by the second server, the user that a benefit has been provided in the second game, after the determiner determines that the condition has been satisfied; and
providing, by the second server, the user with a benefit in the second game based on the first information.
A fourth aspect of the present invention is a game system including a first server and a second server, the first server executing a first game in response to access from a communication terminal, the second server executing a second game in response to access from a communication terminal,
the first server including:
the second server comprising a benefit provider for providing the user with a benefit in the second game based on the first information.
Number | Date | Country | Kind |
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2012-142384 | Jun 2012 | JP | national |
This application is a continuation of International Application PCT/JP2013/066334, with an international filing date of Jun. 13, 2013, which claims the benefit of priority of the prior Japanese Patent Application No. 2012-142384, filed on Jun. 25, 2012, the entire contents International Application PCT/JP2013/066334 and Japanese Patent Application No. 2012-142384 are incorporated herein by reference.
Number | Date | Country | |
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Parent | PCT/JP2013/066334 | Jun 2013 | US |
Child | 14579715 | US |