Program, method, and server device
The described program and method enhance player interaction in social games by allowing players to execute events in battles based on accumulated points, addressing the need for additional gameplay activation methods and promoting community cooperation.
Patent Information
- Application Number
- JP2025050875
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-26
- Publication Date
- 2025-06-12
AI Technical Summary
Existing social games lack mechanisms to further stimulate player interaction beyond traditional raid battles and point-based systems, leading to a need for additional gameplay activation methods.
A program and method that utilize a server device to store and manage points provided by players, allowing players to execute events in battles based on accumulated points, thereby enhancing player interaction and communication.
The solution effectively increases player communication and interaction by making point-based interactions more engaging and rewarding, promoting a sense of community and cooperation among players.
Smart Images

Figure 2025089482000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, a method, and a server device. [Background technology]
[0002] An online game where players compete against each other or cooperate with each other ( In order to increase the interest of the game in social games, It is important to establish a mechanism to stimulate exchanges between players. As a mechanism to stimulate interaction between players, players cooperate with each other and encounter enemies during the game. Raid battles are known in which players battle with enemies (see Patent Document 1). Another mechanism to stimulate interaction is to give points to players and encourage them to play. It is also possible to set up a system that allows players to acquire items in exchange for accumulated points. It is. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2011-255080 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in games such as social games, in addition to the above mechanisms, There is a demand for a mechanism to stimulate interaction between players. For example, the above mentioned raid By providing a mechanism to activate the gameplay itself, we hope to further stimulate interaction between players. In addition, when players exchange points, Not only for the player who received the int, but also for the player who gave the points, by giving benefits that can be enjoyed in the battle, the point-giving interaction between players is activated, and as a result, there is room to further activate the communication between players.
[0005] The present invention has been made in view of the above, and its object is to provide a technique for further activating the communication between players of a game.
Means for Solving the Problem
[0006] The program according to the present invention causes a computer to function as storage means for storing points provided in response to instructions from other players for each player in a game, and in a battle between a group of characters of a plurality of players and enemy characters, in response to an instruction from one player, control means for controlling to execute an event corresponding to the points provided to the player.
[0007] The method according to the present invention is a method implemented in a server device having storage means for storing points provided in response to instructions from other players for each player in a game and control means, wherein the control unit controls to execute an event corresponding to the points provided to a player in response to an instruction from one player in a battle between a group of characters of a plurality of players and enemy characters.
[0008] The server device according to the present invention stores, for each player in a game, instructions from other players. Storage means for storing points provided according to instructions, and characters of a plurality of players In a battle between a group of and enemy characters, according to an instruction from one player, the player Control means for controlling to execute an event corresponding to the points provided to the player characterized by comprising steps.
[0009] Also, the program of the present invention can be downloaded through various recording media such as optical disks, magnetic disks, and semiconductor memories such as CD-ROMs, or via communication networks such as communication networks and can be installed or loaded into a computer.
[0010] Also, in this specification and the like, the "part" does not simply mean a physical configuration, but also includes the case where the function of the configuration is realized by software. Also, even if the function of one configuration is realized by two or more physical configurations, or the functions of two or more configurations are realized by one physical configuration, it may be realized.
Advantages of the Invention
[0011] According to the present invention, it is possible to provide a technique for more actively activating communication between players of a game.
Brief Description of the Drawings
[0012]
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Mode for Carrying Out the Invention
[0013] Hereinafter, embodiments of the present invention will be described in detail with reference to the drawings. However, the scope of the invention is not limited thereto.
[0014] With reference to FIG. 1, the configuration of a game system according to one embodiment will be described. The game system 1 mainly includes information processing devices such as a server device 10 and terminal devices 20. The server device 10 and the plurality of terminal devices 20 can communicate with each other via a network N. Although three terminal devices 20 are shown in FIG. 1, the number of terminal devices 20 that can communicate with the server device 10 is arbitrary.
[0015] The network N is a communication line for transmitting and receiving information between the server device 10 and the terminal device 20. For example, the Internet, a LAN, a dedicated line, a packet communication network, a telephone line, etc. It may be any of an in-company network, other communication lines, combinations thereof, etc., regardless of whether it is wired or wireless.
[0016] The server device 10 communicates with the terminal device 20 via the network N, so that the user of the terminal device 20 can play as a player by operating the terminal device 20. The server device 10 provides a game that can be played. For example, when the user of the terminal device 20 operates as a player, a character in the game (hereinafter also referred to as a player character) operated by the user of the terminal device 20 fights against a character (hereinafter also referred to as another player character) operated by the user of another terminal device 20 as a player, or cooperates with another player character to fight against an enemy character and progresses the game. Note that one player can operate a plurality of player characters. As described above, a group of a plurality of player characters that can be operated by one player is called a deck. [Configuration and Operation of Server Device]
[0017] Referring to FIG. 2, an example of the schematic configuration of the server device 10 will be described. The server device 10 mainly includes a control unit 11, a communication unit 14, a storage unit 15, a display unit 16, and an operation unit 17. The control unit 11 is mainly composed of a CPU (Central Processing Unit) 12 and a memory 13.
[0018] The server device 10 can be configured using an information processing device such as a dedicated or general-purpose server computer. For example, when the CPU 12 executes a predetermined program stored in the memory 13 or the like, it functions as various function realization means. Note that the server device 10 It may be configured by a single device or by a plurality of devices distributed on a network. It may be configured.
[0019] In the control unit 11, the CPU 12 expands and executes the program stored in the storage unit 15 or the like in the memory 13, thereby controlling the operations of various components included in the server device 10 and also controlling the execution of various processes. The details of the processes executed in the control unit 11 will be described later. The communication unit 14 is a communication interface for communicating with other information processing devices via the network N. The communication unit 14 transmits and receives, for example, game information or operation information by the user. The details of the processes executed in the control unit 11 will be described later.
[0020] The communication unit 14 is a communication interface for communicating with other information processing devices via the network N. The communication unit 14 transmits and receives, for example, game information or operation information by the user. to perform.
[0021] The storage unit 15 is composed of a storage device such as a hard disk. The storage unit 15 stores various programs and various information necessary for the execution of the processes in the control unit 11. Specific examples of the information stored in the storage unit 15 will be described later. The storage unit 15 stores various programs and various information necessary for the execution of the processes in the control unit 11. Specific examples of the information stored in the storage unit 15 will be described later. Specific examples of the information stored in the storage unit 15 will be described later.
[0022] The display unit 16 is a display device that displays various information such as the processing result by the control unit 11. The display unit 16 is configured using members such as liquid crystal and organic EL.
[0023] The operation unit 17 is a user interface for receiving operations on the server device 10. The operation unit 17 is composed of input devices such as a keyboard, a mouse, operation keys, a touch panel, and a stylus. to be configured.
[0024] Next, with reference to FIG. 3, an example of the information stored in the storage unit 15 of the server device 10 according to an embodiment will be described. The storage unit 15 stores a game control program 111, a friend management program 111, a friend management program The ram 112, the point management program 113, the event execution control program 114, and mainly stores the database 120. These programs are, for example, in the control unit 11 and are expanded and executed in the memory 13 by the CPU 12 to realize various functions.
[0025] The game control program 111 is a program for performing processing to control the progress of the game according to the operations of the terminal device 20 by the player of the game and the game flow set in advance There is. There is.
[0026] Referring to FIG. 4, as an example of the game flow set in advance in one embodiment, the outline of an example of the game flow of a battle-type social game will be described. First, the player character responds to the operations of the terminal device 20 by the player of the game (that is, the user of the terminal device 20) to start a quest and battles various enemy characters encountered during the quest . A quest is a task imposed on the player character during the game (for example, defeating a preset type and number of characters in a battle-type game). In this battle during the quest, the player character can attack the character that is the opponent in the battle (hereinafter, referred to as an enemy character.) and receive attacks from the enemy character . In exchange for defeating the enemy character, the player character obtains various items . Received. To get.
[0027] In addition, the battle includes a raid battle in which the player character cooperates with other player characters to battle the enemy character . The raid boss, which is the enemy in the raid battle, is usually difficult for one player character to defeat, and one or multiple players registered in advance for the player It is difficult to defeat with a single player character, and one or multiple players registered in advance for the player Multiple other player characters (hereinafter referred to as friends) can cooperate in battle to defeat it. As an example of how to cooperate, when a certain player character encounters a raid boss, it requests support from other player characters (friends), and other player characters responding to the request attack the raid boss asynchronously within a preset fixed time with the certain player character. Note that the normal scenario of the game is a quest, and when encountering a raid boss, the scenario branches and a raid battle is conducted. When defeating an enemy character in a raid battle, all player characters participating in that battle can obtain various items corresponding to the defeated enemy character.
[0028] Furthermore, a player character can execute various events that can only be executed in a raid battle according to the accumulated amount (charge amount) of points previously received from other player characters who are friends. As an example of such an event, for example, a player character can perform an attack with a power corresponding to the charge amount of points on the enemy character in a raid battle. As another example of an event, it is also possible to increase the defense power of the player character who executed the event and other player characters who are participating in the raid battle in a cooperative relationship with the said player character. Various other events can be considered. As long as multiple player characters fighting the same enemy character in one raid battle can share the benefits, any kind of event is acceptable. Note that the provision of points from a player By making specifications, it becomes possible to build relationships among players before the start of the raid battle.
[0029] Return to the explanation of FIG. 3. The friend management program 112 is a program that manages the registration of friends of each player. Specifically, for example, when the friend management program 112 receives a friend application for player character B from the terminal device 20 that operates player character A, it transmits the information of the friend application to the terminal device 20 that operates player character B. After that, when the friend management program 112 receives an approval instruction for the friend application from the terminal device 20 that operates player character B, it registers the relationship between player character A and player character B as friends, and stores the registered friend information in the database 120. Further, when the friend management program 112 receives an instruction to delete a friend registration from the terminal device 20, it updates the information stored in the database 120 to delete the friend registration.
[0030] FIG. 5(A) shows an example of the information of friends registered for a player among the information stored in the database 120. In this example, the friend information includes the identification information (player ID) of the player who operates the player character, and the identification information (Friend 1 to 4) of each of the plurality of players registered as friends for the corresponding player. Note that the number of friends that can be registered for one player can be set arbitrarily. For example, the number of friends that can be registered for the player is set according to the player's level (a value added according to the number of enemy characters defeated so far and the amount of game play, etc.). This may be done. For example, as the player's level increases, the number of registrable friends may be increased. The player's level increases as the game progresses according to pre-set rules.
[0031] The point management program 113 is a program that manages the points provided and accumulated for each player in the game in response to instructions from other players. Note that points may be provided and accumulated for each player (the same applies hereinafter). The point management program 113 stores information on the accumulated amount (charge amount) of points provided to each player in the database 120. Note that a player can give points only to a player who is a friend. The amount of points that a player can provide to a friend within a predetermined period, and the amount of points that can be accumulated after being provided, are restricted within a predetermined value. This restricted value (upper limit value) can be set according to, for example, the player's experience level. Further, the number of points that a player can provide to one friend within a predetermined period is also restricted to a predetermined amount.
[0032] Referring to FIG. 6, an example of point provision between players managed by the point management program 113 will be described. As shown in the figure, for example, when the player's level is 10, it may be set that 30 points can be provided to a friend per day. Also, for example, one player may be set to be able to provide 1 point to one friend per day. At this time, a certain player can provide 30 points to a friend per day. This means that a player can give points to 30 friends per day.
[0033] FIG. 5B shows information stored in the database 120 that is associated with player information. 1 shows an example of information on the amount of charge points that have been acquired and stored. The player's information includes the identification information (player ID) of the player who controls the player character, The level of the player's equipment (Level), the amount of points the player has charged (Point Charge) Charge amount), the upper limit of points that can be held (point charge limit), the player can The maximum number of points that can be given to a friend within a period (for example, one day) (maximum number of points given) , including the upper limit of the number of other players who can be registered as friends (friend limit). It is recommended that the maximum number of points granted is set lower than the maximum number of friends granted. By setting the int cap like that, players can only use the int cap of their friends, not all of them. This means that points can only be awarded to a select few, which increases the value of the points.
[0034] Returning to the explanation of FIG. 3, the event execution control program 114 controls the characters of multiple players. In a battle (raid battle) between a group of players and an enemy character, the players play through the terminal device 20. Depending on the instruction from the player, the character of the player will be given points according to the accumulated points. Specifically, the event execution control program In a raid battle, the player 114 receives an instruction from one of the players participating in the raid battle. When receiving the ball, the point information stored in the database 120 is referenced and the player's It controls the character to execute events according to the points accumulated. The event is executed when the accumulated points reach a predetermined value (e.g., 5 points) or more. It may be restricted to be executable. When the event is executed, all (or part) of the accumulated points disappear. Also, the event is executable when the accumulated points reach a predetermined value or more, and the size of the event may change according to the added amount of points from the predetermined value. That is, the size of the event (parameter meter such as attack power) in the case of 5 points is smaller than that in the case of 6 points. With such a configuration, the motivation to collect points can be improved.
[0035] As an example of the event, as described above, the player's character can perform an attack with a power according to the charge amount of points against the enemy character in the raid battle. That is, the more the charge amount of points, the more powerful an attack can be performed against the enemy character. As another example of the event, the character of the player who executed the event and the characters of other players who are participating in the raid battle in a cooperative relationship with the character of the said player can also increase the defense power or recover the damage. The event can be various other things, and any thing can be used as long as the characters of multiple players fighting against the same enemy character in one raid battle can share the benefits.
[0036] Thus, the event execution control program 114 controls the execution of the event that can be executed only in the raid battle, so as to arouse the player's will to play in the raid battle. It is possible. That is, even when a player encounters a strong enemy that cannot be defeated alone, if the frequency of communication with friends before the encounter is high (that is, if a large number of points are obtained from friends ), the probability of being able to defeat the enemy character increases in proportion to that frequency , leading to an improvement in the motivation to challenge the raid battle, and further ensuring the continuation of the game and the will to complete the game. Also, with such a configuration, players can play the game while grasping the point acquisition status of other players, and by a plurality of players pooling the points they have accumulated and challenging to defeat the enemy character, it is possible to give all players a method to obtain better results (success in defeating) more efficiently.
[0037] Furthermore, the results generated by the execution of the event are shared among all players participating in the raid battle, so the players' motivation to provide points to their friends increases. As a result, the communication between players through the provision of points is activated. Also, by associating the frequency of such communication between players with the results and rewards that can be shared among players, it is possible to improve the sense of unity among players compared to the conventional specification of simply participating in the raid battle.
[0038] The database 120 stores various information such as the information necessary for the above processing executed in the server device 10, and the information generated by the processing. The database 120 stores, for example, the above-described point information and friend information.
[0039] Next, with reference to FIG. 7, the processing related to the event executed in the server device 10 An example of the flow will be described. Each processing step included in the processing flow described below can be arbitrarily reordered or executed in parallel within a range where there is no contradiction in the processing content and other steps may be added between each processing step. Also, for convenience, a step described as one step can be executed by dividing it into multiple steps, while what is described as multiple steps for convenience can be grasped as one step. First, in step S11, the control unit 11 determines whether the player has encountered a raid boss during play in the quest. If it is determined that the player has encountered the raid boss, the processing of the raid battle is started and the process proceeds to step S12.
[0040] First, in step S11, the control unit 11 determines whether the player has encountered a raid boss during play in the quest. If it is determined that the player has encountered the raid boss, the processing of the raid battle is started and the process proceeds to step S12.
[0041] In step S12, the control unit 11 determines whether the player can execute an event. To determine whether the player can execute an event, the control unit 11, for example, refers to the charge amount of the points stored in association with the player information stored in the database 120, and determines that the event can be executed when the charge amount is equal to or greater than a predetermined value (for example, 5 points). If it is determined that the event cannot be executed (No in step S12), the process ends. If it is determined that the event can be executed (Yes in step S12), the process proceeds to step S13. refers to the charge amount of the points stored in association with the player information stored in the database 120, and determines that the event can be executed when the charge amount is equal to or greater than a predetermined value (for example, 5 points). If it is determined that the event cannot be executed (No in step S12), the process ends. If it is determined that the event can be executed (Yes in step S12), the process proceeds to step S13. S12), the process ends. If it is determined that the event can be executed (Yes in step S12), the process proceeds to step S13. es), the process proceeds to step S13.
[0042] Since the event cannot be executed unless the charge amount of the points is equal to or greater than the predetermined value in this way, the player will recognize that the points are important. Therefore, the player will come to hold goodwill towards other players who give points, and towards that player will It may be considered to give points as well. As a result, communication between players is activated.
[0043] In step S13, the control unit 11 determines whether an event execution has been instructed by the player via the terminal device 20.
[0044] If the execution of the event is instructed (Yes in step S13), the control unit 11 executes an event according to the points (charge amount) accumulated for the player's character (step S14). After executing the event, the process ends. Also, if the execution of the event is not instructed (No in step S13), the process proceeds to step S15. In step S15, the control unit 11 determines whether the battle has ended. If the battle
[0045] has not ended (No in step S15), the process proceeds to step S13, and if the battle has ended (Yes in step S15), the process ends. Details of the event are as described above. As described above, according to this embodiment, since an event that can be executed only in the raid battle is provided , it can be expected that the play of the raid battle is promoted, and communication between players in the game
[0046] can be activated. Also, according to this embodiment, since the event cannot be executed unless the charge amount of the points is equal to or more than a predetermined value (or, if the charge amount of the points is low, the effect by the execution of the event is also low), it is considered that the player will recognize the points as important.
[0047] Therefore, it is considered that the player will be favorably disposed towards other players who have given points. (or, if the charge amount of the points is low, the effect by the execution of the event is also low), it is considered that the player will recognize the points as important. Therefore, it is considered that the player will be favorably disposed towards other players who have given points. and it may be possible to give points to that player. As a result, a trust relationship (human relationship) can be constructed among players through the giving and receiving of points. Once a human relationship is constructed, a player who notices a friend who is engaged in a raid battle may participate in the raid battle to cooperate with that friend, and exchanges among players, such as executing an event, may be activated.
[0048] Also, according to the present embodiment, the results generated by the execution of an event are shared among all the players participating in the raid battle. For example, an attack on a raid boss as an event is beneficial to all the players participating in the raid battle. By sharing the results generated by the execution of an event among the players participating in the raid battle in this way, a sense of camaraderie can be generated among the players, and exchanges among players may be activated.
[0049] Furthermore, since the results generated by the execution of an event are shared among all the players participating in the raid battle, the players' motivation to provide points to their friends increases. As a result, exchanges among players due to the provision of points are activated.
[0050] [Configuration and Operation of Terminal Device] With reference to FIG. 8, an example of the schematic configuration of the terminal device 20 will be described. The terminal device 20 mainly includes a control unit 21, a communication unit 24, a storage unit 25, a display unit 26, and an operation unit 27 as its configuration. The control unit 21 is mainly configured to include a CPU 22 and a memory 23.
[0051] The terminal device 20 is a mobile phone (including a smartphone), a tablet terminal, a personal It can be applied to information terminals such as computers. The terminal device 20, for example, has a CPU 22 functions as various function implementation means by executing various programs stored in the memory 23 and the like.
[0052] In the control unit 21, the CPU 22 expands and executes a program stored in the storage unit 25 and the like in the memory 23, thereby controlling the operations of various components included in the terminal device 20 and also controlling the execution of various processes. Examples of the processes executed in the control unit 21 will be described later.
[0053] The communication unit 24 is a communication interface for communicating with other information processing devices via the network N. The communication unit 24, for example, transmits and receives game information or operation information by the user.
[0054] The storage unit 25 is composed of a storage device such as a hard disk. The storage unit 25 stores various programs and various information necessary for the execution of the processes in the control unit 21. The storage unit 25 stores, for example, a game control program 251. The game control program 251 is a program for performing processes for controlling the progress of the game according to the operation of the terminal device 20 by the player of the game and a preset game flow.
[0055] The display unit 26 is a display device for displaying various information such as the processing results by the control unit 21. The display unit 26 is configured using members such as liquid crystals and organic ELs.
[0056] The operation unit 27 is a user interface for receiving operations on the terminal device 20. The operation unit 27 includes a keyboard, a mouse, operation keys, a touch panel, a stylus, and the like. It is constituted by an input device.
[0057] Next, with reference to FIGS. 9 to 11, the operation of the terminal device 20 will be described. FIG. 9 shows an example of an operation screen displayed on the display unit 26 of the terminal device 20 when the player checks the charge amount of points and when giving points to a friend. In the example of FIG. 9, the charge amount of the player's points is displayed in the upper row (91), and the point giving status to the players in the friend relationship with the player is displayed in the lower row (92). As shown in the upper row, a total of 10 icons indicating the charge amount (93) are displayed, indicating that the upper limit of the charge amount of points is 10. Also, the icon ( 931) with the color inverted indicates the current charge amount, and in the example of FIG. 9, it is shown that the charge amount is 6. One of the icons (931) indicating the charge amount may indicate 1 point from a friend, or may correspond to a predetermined number of points. Also, the upper limit of the charge amount may be proportional to the number of friends of the player. In this example, it is assumed that the charge amount of points is displayed by icons, but the way of displaying the charge amount is not limited to this form, and for example, another display form such as a meter may be used. Also, although not shown in FIG. 9, a display indicating whether an event can be executed may be attached together with the display of the point charge amount. That is, when the charge amount is equal to or greater than a predetermined value, it indicates that the event can be executed. Also, parameters related to the event may be displayed together with the display of the point charge amount. For example, when an attack is performed as an event, the parameter of the attack power may be displayed.
[0058] As shown in the lower section (92), a list (94) of the player's character friends is displayed. By tapping the icon (95) displayed next to each friend list, points can be given to that friend. Also, for each friend, a status display (96) indicating whether points can be given (sendable) or not (already sent) is shown. Also, when the status display (96) indicates that points cannot be given, the instruction to give points is made impossible by graying out the icon or making the icon invisible. The player can, referring to this display, give an instruction to give points to a friend to whom points can be given via the operation unit 27 of the terminal device 20.
[0059] Figure 10 shows the screen displayed on the display unit 26 of the terminal device 20 when the player performs an attack (hereinafter referred to as a friend bomb) as an event against the raid boss in the raid battle. When the amount of points accumulated for the player is above a predetermined value (for example, 5 points), a predetermined display indicating that it is possible to execute a friend bomb during the raid battle is made on the player's play screen. In this example, a "friend bomb" button for executing the friend bomb is displayed. The player can instruct the server device 10 to execute the friend bomb via the operation unit 27, such as by tapping this button, to launch a friend bomb with a power corresponding to the amount of points accumulated against the raid boss. When the instruction to launch is given, as shown in Figure 11, a friend bomb is launched against the raid boss. That is, Figure 11 shows an example of the screen displaying the result of the execution of the event.
[0060] In addition, the ID (or nickname or the like) of another player who has given points to the player may be displayed on the display unit 26. By doing so, the player can visually recognize which player enabled the execution of the event.
[0061] The present invention is not limited to the above-described embodiments, and can be implemented in various other forms without departing from the gist of the present invention. The above embodiments are merely exemplary in all respects and should not be construed in a limiting sense.
Explanation of Reference Numerals
[0062] 1 Game system, 10 Server device, 11, 21 Control unit, 12, 22 CPU, 13, 23 Memory, 14, 24 Communication unit, 15, 25 Storage unit, 16, 26 Display unit, 17, 27 Operation unit, 20 Terminal device
Claims
1. A game control program for providing a game in which a player and another player having a predetermined relationship with the player can cooperate and play a match, comprising: One or more computers, a first control means for accumulating in the player game elements provided by the other players; a second control means for allowing the player and the other player to cooperate in the battle; and a third control means capable of executing a predetermined event according to an amount of game elements that have been granted to the player by the other players and accumulated in the player.
2. 2. The game control program according to claim 1, wherein the game elements are given to the player by the other player before the start of the match.
3. 3. The game control program according to claim 1, wherein the predetermined event allows the player and the character of the other player to share a benefit.
4. 3. The game control program according to claim 1, wherein the predetermined event is an attack on the opponent in the match.
5. 3. The game control program according to claim 1, wherein the predetermined event is increasing a defensive power of the character of the other player.
6. 3. The game control program according to claim 1, wherein the predetermined event is recovery of damage sustained by the character of the other player.
7. The game control program includes: The one or more computers, 7. The game control program according to claim 1, further comprising a fourth control means for causing the player to lose all or a part of the amount of game elements accumulated by the player when the predetermined event is executed.
8. The game control program includes: The one or more computers, 8. The game control program according to claim 1, further comprising: a fifth control means for causing a display to display a screen on which information relating to the predetermined event can be recognized.
9. The game control program includes: The one or more computers, 9. The game control program according to claim 1, further comprising: a sixth control means for causing a display to display a screen showing a result of executing the event.
10. A game control system for providing a game in which a player and another player having a predetermined relationship with the player can cooperate and play a match, comprising: a first control means for accumulating in the player game elements provided by the other players; a second control means for allowing the player and the other player to cooperate in the battle; and a third control means capable of executing a predetermined event according to an amount of game elements that have been granted to the player by the other players and accumulated in the player.
11. A game control method for providing a game in which a player and another player having a predetermined relationship with the player can cooperate and play a match, comprising: On one or more computers, accumulating, in the player, game elements given to the player by the other players; the player and the other player cooperate to play the match; a predetermined event corresponding to an amount of game elements that have been granted to the player by the other players and accumulated in the player; and
Citation Information
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