Program, information processing device, method, and system

By introducing group combat mechanisms and condition determination mechanisms for multiple characters in the battle game, groups that meet the specified conditions are allowed to fight in different game spaces and perform favorable processing, solving the special sense of characters and fun of games in the existing technology. The problem of insufficient achieves a higher gaming experience.

CN119233847APending Publication Date: 2024-12-31CYGAMES INC
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Patent Information

Application Number
CN202380041431.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-05-20
Filing Date
2023-05-12
Publication Date
2024-12-31

AI Technical Summary

Technical Problem

The correspondence between characters and special skills in existing battle games is limited to the degree of high attack power, and it cannot further improve the special character and the fun of the game.

Method used

By introducing a group battle mechanism of multiple characters in the game, the condition determination unit is used to determine groups that meet the specified conditions, allowing them to fight in different game spaces, and performing favorable processing to enhance the character's special feeling and game experience.

Benefits of technology

It has achieved the improvement of the special character sense and the improvement of the fun of the game, making the game more diverse and interesting.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Provided are a program, an information processing device, a method, and a system that make it possible to impart a special feeling to a character and to improve the interestingness of a game. In a game system (1) having a plurality of information processing devices (10), at least one of the information processing devices (10) functions as a game execution unit (255) that executes a fight game in which fight is performed in a group in a first game space, and at least one of the information processing devices (10) functions as a condition determination unit (256) that determines a condition in which fight is performed in a group in a second game space. And a condition determination unit (256) that performs a determination regarding whether or not an arbitrary group satisfies a predetermined condition in the game, and that performs a determination regarding whether or not the arbitrary group satisfies the predetermined condition in the game when the condition determination unit (256) determines that the arbitrary group satisfies the predetermined condition in the game. The game execution unit (255) executes a battle game in which the group performs battle in a second game space different from the first game space corresponding to the character in the group determined to satisfy the predetermined condition, and executes a favor process for the group satisfying the predetermined condition in the battle game.
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Description

Technical Field

[0001] The present invention relates to a program, etc., and more particularly to a program, etc. for executing a game in which a team including a plurality of characters competes against each other. Background Art

[0002] Conventionally, there are known fighting games in which a character can activate special skills in addition to normal skills that the character can normally activate.

[0003] Prior art literature

[0004] Patent Literature

[0005] Patent Document 1: Japanese Patent No. 6235669 Summary of the invention

[0006] Problem that the invention aims to solve

[0007] In conventional fighting games, characters are matched with special skills to enhance the special feeling of the characters through the special skills. However, in conventional fighting games, only special skills with higher attack power than ordinary skills can be launched, and there is a desire to further enhance the special feeling of the characters.

[0008] The present invention is made to solve such a problem, and an object of the present invention is to provide a program, an information processing device, a method, and a system that can make a character feel special and improve the fun of the game.

[0009] Solutions for solving problems

[0010] A program as one embodiment of the present invention executes a game in which a team including a plurality of characters competes against each other, and the program is characterized in that a computer is caused to function as the following means:

[0011] A game execution unit, which executes a battle game in which the group fights against each other in the first game space; and

[0012] a condition determination unit for determining whether any of the groups satisfies a prescribed condition in the game,

[0013] When the condition determination unit determines that any of the groups satisfies the predetermined condition in the game,

[0014] The game execution unit executes a battle game in which the groups battle against each other in a second game space different from the first game space and corresponding to the characters in the group determined to satisfy the prescribed condition, and performs advantageous processing for the group satisfying the prescribed condition in the battle game.

[0015] A program as one embodiment of the present invention may have at least one of the following structures [2], [7] to

[12] :

[0016] [2] the game includes a plurality of battle sessions in which the battle game is executed,

[0017] The prescribed condition includes: specifying the battle phase in which the condition determination unit performs the determination;

[0018] [7] In the structure [2], the specified condition includes any one of the following conditions or a combination of two or more conditions:

[0019] The group to be the subject of the determination is designated before the battle begins;

[0020] The character to be the subject of the determination is designated before the battle begins;

[0021] a prescribed parameter of the character designated as the object of the determination before the start of the battle round is equal to or greater than a prescribed value until a prescribed time has passed since the start of the battle round, wherein the prescribed parameter is a parameter that changes due to an attack by a character of another group different from the group of the designated character; and

[0022] The number of determinations is within a prescribed number in each of the groups;

[0023] [8] the facilitation process includes executing a process of executing a skill that can be activated only in the second game space based on an input of a player associated with the character in the group that satisfies the prescribed condition;

[0024] [9] the game execution unit ends the fighting game in the second game space after a predetermined time has passed since the start of the fighting game, or,

[0025] The game execution unit ends the fighting game in the second game space after a predetermined time has passed since the start of the fighting game, and executes the fighting game in the first game space;

[0026]

[10] the program causes the computer to also function as a display control unit, the display control unit causing a display unit connected to the computer to display the fighting game,

[0027] When the condition determination unit determines that any of the groups satisfies the predetermined condition in the game,

[0028] The display control unit causes the display unit to display the battle game played by the group in the second game space;

[0029]

[11] In the configuration

[10] , when the condition determination unit determines that any of the groups satisfies the prescribed condition in the game,

[0030] The display control unit causes the display unit to display the limit points increased or decreased according to the status of the fighting game in the second game space,

[0031] The game execution unit executes the battle game in the second game space and increases or decreases the limit points according to the status of the battle game, and ends the battle game in the second game space when the limit points decrease to a predetermined value;

[0032]

[12] The character can be selected by the player,

[0033] The second game space is associated with all the characters that can be selected in the game.

[0034] An information processing device for a game as one embodiment of the present invention executes a game in which a team including a plurality of characters battles against each other. The information processing device is characterized by comprising:

[0035] A game execution unit, which executes a battle game in which the group fights against each other in the first game space; and

[0036] a condition determination unit for determining whether any of the groups satisfies a prescribed condition in the game,

[0037] When the condition determination unit determines that any of the groups satisfies the predetermined condition in the game,

[0038] The game execution unit executes a battle game in which the groups battle against each other in a second game space different from the first game space and corresponding to the characters in the group determined to satisfy the prescribed condition, and performs advantageous processing for the group satisfying the prescribed condition in the battle game.

[0039] A method as one embodiment of the present invention is a method for executing a game in which a team including a plurality of characters battles against each other by an information processing device, wherein the method is characterized by functioning as the following steps:

[0040] a game execution step of executing a battle game in which the group fights against each other in the first game space; and

[0041] a condition determination step of determining whether any of the groups satisfies a prescribed condition in the game,

[0042] When it is determined in the condition determination step that any of the groups satisfies the predetermined condition in the game,

[0043] In the game execution step, a battle game is executed in which the groups fight against each other in a second game space different from the first game space and corresponding to the characters in the group determined to satisfy the specified conditions, and in the battle game, advantageous processing is performed for the group that satisfies the specified conditions.

[0044] A system as one embodiment of the present invention executes a game in which a team including a plurality of characters competes against each other. The system is characterized in that:

[0045] The system comprises a plurality of information processing devices.

[0046] At least one of the information processing devices functions as a game execution unit that executes a battle game in which the groups compete against each other in the first game space.

[0047] At least one of the information processing devices functions as a condition determination unit that determines whether any of the groups satisfies a predetermined condition in the game.

[0048] When the condition determination unit determines that any of the groups satisfies the predetermined condition in the game,

[0049] The game execution unit executes a battle game in which the groups battle against each other in a second game space different from the first game space and corresponding to the characters in the group determined to satisfy the prescribed condition, and performs advantageous processing for the group satisfying the prescribed condition in the battle game.

[0050] Effects of the Invention

[0051] According to the present invention, a character can be given a special feeling, and the fun of the game can be improved. BRIEF DESCRIPTION OF THE DRAWINGS

[0052] Figure 1 This is a diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention.

[0053] Figure 2 is a block diagram showing the hardware configuration of an information processing device.

[0054] Figure 3 This is an example of a functional block diagram of an information processing device.

[0055] Figure 4 This is an example of a functional block diagram of the game control unit of the server.

[0056] Figure 5 This is an example of a game screen showing a battle in a first game space when the competition round is a first type of battle.

[0057] Figure 6 This is an example of a game screen showing a battle in the first game space before a determination is made as to whether or not a predetermined condition is satisfied when the battle round is the second type of battle.

[0058] Figure 7 This is an example of a game screen showing a battle in the second game space when the battle round is the second type of battle and a predetermined condition is satisfied.

[0059] Figure 8 This is another example of a game screen showing a battle in the second game space when the battle round is the second type of battle and a predetermined condition is satisfied.

[0060] Fig. 9 This is an example of an operation flow chart of a game system according to one embodiment of the present invention. DETAILED DESCRIPTION

[0061] The game system involved in the embodiment of the present invention is described with reference to the accompanying drawings. In this specification, for the sake of convenience, sometimes more detailed descriptions than necessary are omitted. For example, sometimes detailed descriptions of well-known matters and repeated descriptions of substantially the same structures are omitted.

[0062] The game system can be realized by a system in which a plurality of information processing devices are connected via a network, but can also be realized by a plurality of information processing devices communicating without a network. First, an embodiment realized by a system connected to a network is described, and then a system without a network is described.

[0063] [Embodiment realized by a system via a network]

[0064] [Overview Structure]

[0065] Figure 1 FIG. 1 is a diagram showing an example of the overall structure of a game system according to an embodiment of the present invention. Figure 1As shown, the game system 1 has a plurality of information processing devices 10. The information processing device 10 includes a server and a terminal device used by each player. That is, if the information processing device 10 is referred to as a server 10A when the information processing device 10 is a server and is also referred to as a terminal device 10B when the information processing device 10 is a terminal device, one form of the information processing device 10 is the server 10A, and the other form is the terminal device 10B. The server 10A and the terminal device 10B can have the hardware structure of the information processing device 10, and be connected to a network 60 such as the Internet in a manner that can communicate with each other. In addition, with respect to the game system 1 of this embodiment, a server-client system is assumed for description, but it can also be configured as a system without a server 10A such as P2P (Peer to Peer: point-to-point).

[0066] The server 10A can be composed of one or more computers that provide games that can be reproduced in the terminal device 10B. In the present embodiment, the terminal device 10B is a game device for consumers. However, as long as it has the hardware structure of the information processing device 10, it can also be a computer such as a smart phone, a tablet computer, a notebook personal computer, a desktop computer, etc.

[0067] The server 10A stores various programs such as a control program for controlling the progress of an online game and various data used in the game. The server 10A transmits and receives data to and from the terminal device 10B regularly or as needed to progress the game.

[0068] In one example, a game application that can be executed in the terminal device 10B is pre-stored in the terminal device 10B, and each terminal device 10B receives input (e.g., operation) related to the game, and sends the input and / or information related to the input to the server 10A. The server 10A executes the game based on the received input and / or information related to the input, and sends the execution result and the information required for display in the terminal device 10B to the terminal device 10B, so that the output device 13 of the terminal device 10B displays the information related to the game on the screen. In addition, the terminal device 10B of this embodiment can obtain the game application by downloading from the server 10A, but it can also be set to read the game application from a recording medium such as a memory card or an optical disk storing the game application.

[0069] In another example, the server 10A is a website server that provides game services to the terminal device 10B. The terminal device 10B obtains HTML data for displaying a web page from the server 10A, analyzes the obtained HTML data, and displays the web page. In this case, the server 10A that communicates with the terminal device 10B has all or part of the functions of the game control unit 25 described later.

[0070] [Detailed structure]

[0071] Figure 2 is a block diagram showing the hardware structure of the information processing device 10. Figure 2 As shown, the information processing device 10 includes a processor 11, an input device 12, an output device 13, a storage device 14, and a communication device 15. The components 11 to 15 are connected via a bus 16. In addition, an interface may be inserted between the bus 16 and the components 11 to 15 as needed.

[0072] The processor 11 controls the overall operation of the information processing device 10, and is, for example, an electronic circuit such as a CPU or an MPU. The processor 11 performs various processes by reading and executing programs and data stored in the storage device 14. In one example, the processor 11 is composed of a plurality of processors.

[0073] The input device 12 is a user interface for accepting user input to the information processing device 10, and is, for example, a touch panel, a touch pad, a keyboard, or a mouse. When the information processing device 10 has a touch panel, the touch panel can be, for example, a touch screen, and can function as both the input device 12 and the output device 13. The input device 12 and the output device 13 may be independent devices that are arranged at different locations.

[0074] The output device 13 presents application screens and the like to the user, ie, the player, of the information processing device 10 under the control of the processor 11. The output device 13 may include a display such as a liquid crystal display, an organic EL display, or a plasma display, and a speaker that produces sound.

[0075] The storage device 14 includes a main memory, a buffer memory, and a storage device, and is a storage device that uses a RAM as a volatile memory and a flash memory such as eMMC, UFS, SSD as a non-volatile memory, and a magnetic storage device, etc., which are common smart phones or computers have. The storage device 14 can include an external memory. The storage device 14 stores a game application, for example. The game application includes a game program for executing the game and various data referenced when executing the game program. The game program is started in response to the user's operation on the information processing device 10 and is executed on the operating system (OS) pre-installed in the information processing device 10.

[0076] In one example, the storage device 14 includes a main storage device and an auxiliary storage device. The main storage device is a volatile storage medium that can rewrite information at high speed, and is used as a storage area and a working area when the processor 11 processes information. The auxiliary storage device stores various programs and data used by the programs when executing each program. The auxiliary storage device is, for example, an SSD or a hard disk device, but as long as it can store information, it can be any non-volatile storage device or non-volatile memory, and it can also be removable. The auxiliary storage device stores, for example, an operating system (OS), middleware, application programs, and various data that may be referenced during the execution of these programs.

[0077] The communication device 15 transmits and receives data with other computers such as a server or other information processing devices 10 via the network 60. For example, the communication device 15 performs wireless communication such as mobile communication and wireless LAN, and is connected to the network 60. In one example, the information processing device 10 downloads a program from a server via the communication device 15 and saves the program in the storage device 14. However, the communication device 15 may also perform wired communication using an Ethernet (registered trademark) cable or the like. In the case where data is not transmitted and received with other computers, the information processing device 10 may not have the communication device 15.

[0078] Figure 3 It is an example of a functional block diagram of the information processing device 10. The information processing device 10 includes an input unit 21, an output unit 22, a storage unit 23, a communication unit 24, and a game control unit 25. In the present embodiment, these functions are realized by executing a program by the processor 11. For example, the executed program is a game program stored in the storage device 14 or a game program received via the communication device 15. Since various functions are realized by reading the program in this way, part or all of a component (function) may also be possessed by other components. Various functions are realized as units through the execution of the program. Alternatively, these functions may be realized by hardware by constituting an electronic circuit for realizing part or all of each function.

[0079] The input unit 21 is configured using the input device 12, and receives input from the user to the information processing device 10. The output unit 22 is configured using the output device 13, and presents game-related information to the user of the information processing device 10. The storage unit 23 is configured using the storage device 14, and stores information and programs related to various games. The communication unit 24 is configured using the communication device 15, and functions as an interface for sending and receiving information with other information processing devices 10. The communication unit 24 sends the input information from the user received by the input unit 21 to other information processing devices 10 via the network 60. In addition, the communication unit 24 receives information from other information processing devices 10 and transmits the information to each unit.

[0080] The game control unit 25 performs basic control when executing the game of this embodiment. The game control unit 25 is configured to include a processor 11, and the game control unit 25 executes the game and causes the output device 13 to display a screen related to the game. The execution of the game by the game control unit 25 may include: obtaining information required for the execution from the storage device 14; obtaining player operation information via the input device 12, the communication device 15 and / or the network 60; performing information processing of the game based on the required information; and generating and / or obtaining information required for displaying the screen displayed by the output device 13 based on the information processing.

[0081] Next, the game and the game control unit 25 of this embodiment will be described in detail.

[0082] (game)

[0083] The game of this embodiment is a battle game in which groups fight against each other. Each group is composed of multiple characters, and each character is associated with a player. That is, the game of this embodiment is the following battle action game: each player operates the corresponding character to perform actions such as movement, attack, defense and / or recovery, and the victory or defeat between the groups is determined based on the comprehensive results of the actions. In addition, here, each group contains multiple characters, but it can also be set that at least any one group contains one character. That is, the battle game can also include a battle between a group containing one character and a group containing one or more characters.

[0084] The game of this embodiment includes multiple battle bureaus for executing battle games. That is, a battle bureau is a single battle game, and the victory or defeat between groups is determined according to each battle bureau. In each battle bureau, a score is determined for each action, and the determined scores are summed up for each group to determine the bureau score, and the victory or defeat in the battle bureau can be determined according to the size of the bureau score. For example, the group with a high (or the highest) bureau score can be set as the winner. The group with a large (or the most) number of victories in the battle bureau can be set as the winning group. Actions, for example, can include making the physical strength parameter (HP) of the enemy character zero and restoring the physical strength parameter of the friendly character.

[0085] In addition, the game may not necessarily include multiple battles, and the victory or defeat between the teams may be determined in one battle game. In addition, the victory or defeat between the teams may not be determined for each battle, but may be determined based on the total of the game scores obtained in each battle. In addition, the teams participating in the battle game may be more than three. In this embodiment, it is assumed that there are two teams participating in the battle game for explanation.

[0086] In the game of this embodiment, the type of battle can be selected in each battle. The type of battle can include the first battle and the second battle. The first battle is a battle game in which the group fights in the first game space, and each character can launch a normal battle corresponding to each character (the first type of skills (hereinafter also referred to as "first type of skills")). Normal skills can include actions involved in attack, defense or recovery. In the first battle, all the characters of the group involved in the battle attack, defend, recover and other actions by successively releasing each normal skill in the first game space, thereby obtaining points. The first game space is a stage for the group to carry out the battle in the first battle, which can be called a virtual space or a game field. The first game space is a virtual space or a game field where each character can move freely everywhere. The second battle can include the first battle (that is, the battle game in the first game space), which is a battle game in which a large skill (the second type of skills (hereinafter also referred to as "second type of skills") corresponding to the character in the group that meets the specified conditions is launched when any group meets the specified conditions in the game. In one example, the second type of battle is a battle game in which the first type of battle is conducted in the second type of battle, and when any group satisfies a prescribed condition at the end of the first type of battle, all characters existing in the first game space in the first type of battle move to the second game space corresponding to the characters in the group that satisfies the prescribed condition, and a battle is conducted in the second game space. In another example, the second type of battle may also be a battle game in which when the condition determination unit 256 determines that any group satisfies the prescribed condition before the battle begins, all characters in the group involved in the battle battle in the second game space when the battle begins.

[0087] The second game space is a stage for the group to carry out the battle in the second battle, which can be called a virtual space or a game field. The second game space is a virtual space or a game field where each character can move freely. The second game space is different from the first game space, and is a game space (virtual space or game field) corresponding to all the characters that can be selected in the game. In the second game space, it is more advantageous for the group that meets the specified conditions than for the group that does not meet the specified conditions. The correspondence between the second game space and the character can be realized, for example, by corresponding to each character ID a table or list for identifying the second game space ID, which can be stored in the storage device 14. The first game space is not associated with the character and has nothing to do with the character. Therefore, no matter which character, the game space of the battle game can become the first game space. In contrast, the second game space corresponds to each character, so unless the character is included in any group of the battle game and meets the specified conditions, the battle in the second game space will not be carried out. Therefore, the correspondence between the character and the second game space can enhance the special feeling of the character. Here, the first game space and the second game space are three-dimensional game spaces, but they may also be two-dimensional game spaces. In addition, the second game space may also be the same game field as any first game space.

[0088] (Game Control Department)

[0089] Figure 4 This is an example of a functional block diagram of the game control unit of the server. Figure 4 As shown, the game control unit 25 includes a battle request accepting unit 251 , a team creating unit 252 , a battle opponent determining unit 253 , a character determining unit 254 , a game executing unit 255 , a condition determining unit 256 , and a display control unit 257 .

[0090] The battle request accepting unit 251 includes the processor 11 and the communication device 14, and accepts battle requests from the terminal devices 10B of the respective players. The battle request may include the player ID or may be associated with the player ID.

[0091] The group making unit 252 is configured to include a processor 11, and makes a group related to a battle. For example, the group making unit 252 makes a group based on a specified number of battle requests among the battle requests accepted by the battle request accepting unit 251. Specifically, the group making unit 252 stores the player IDs and group IDs involved in each battle request in the storage device 14 in association with each other. For example, in the case where one group is composed of three characters, the group making unit 252 makes one group based on three battle requests, and makes another group based on another three battle requests. With regard to the making of a group, the player IDs of relevant persons such as friends, partners, and acquaintances can be associated with the group ID to make a group, or the player IDs of unrelated persons can be associated with the group ID to make a group.

[0092] The opponent determination unit 253 is configured to include a processor 11, and determines the group participating in the battle from the produced group. In one example, the opponent determination unit 253 determines the battle participating group by drawing (randomly) from the produced group. In another example, the battle participating group is determined by specifying the opponent group by a certain group (for example, inputting the group ID that hopes to play against it). The battle can be a battle between two groups or a battle between more than three groups. In the present embodiment, it is described as a battle between two groups. In other examples, the opponent determination unit 253 can determine the group that becomes the opponent through a knockout match or a round-robin match. The participating group of the knockout match or the round-robin match can be determined by drawing or designation of the group from the produced group.

[0093] The character determination unit 254 is configured to include a processor 11, which accepts the player's selection of a character and determines the character operated by the player. The storage device 14 stores characters that can be selected in the game, and each character is associated with various parameters such as character ID, attack power, defense power, first-class skills, first-class skill levels, second-class skills, and second game space. The terminal device 10B of each player displays a selectable character group and accepts the selection of a character from the player. The character determination unit 254 receives the selection from the terminal device 10B and determines the character of the player based on the selection. The character determination unit 254 determines the character based on the player's selection for all players in the group involved in the battle.

[0094] The game execution unit 255 includes a processor 11, executes the battle game in the first game space or the second game space, and generates game execution result information. The game execution result information is various information required for the display control unit 257 to generate the game screen, and the game execution unit 255 sends the game execution result information to the display control unit 257. The game execution result information can include information and data such as the actions and parameters of each character.

[0095] The execution of the battle game is described in detail. The game execution unit 255 performs the operation of the character in the first game space or the second game space based on the operation input performed by the player using the input device 12 such as the controller of the terminal device 10B. For example, the game execution unit 255 performs actions based on the operation input of the player. The actions can include various actions such as movement, attack, defense, and recovery. Actions such as movement, attack, defense, and recovery, except for actions that can only be performed in the second game space (such as special skills included in the second type of skills), are commonly performed in the first game space and the second game space and / or commonly performed in the first battle and the second battle.

[0096] The game execution unit 255 executes a process of moving the character in the first game space and / or the second game space based on the player's operation input for instructing the movement of the character.

[0097] The game execution unit 255 performs actions such as attack, movement, and recovery in the first game space and / or the second game space based on the player's operation input, and changes various parameters of the corresponding characters based on the action. It is possible to cause damage to the enemy character by attacking. That is, the game execution unit 255 executes the attack of the player's character on the enemy character based on the player's operation input, and determines the amount of damage to the enemy character based on the attack power of the character (or the relationship between the attack power of the character and the defense power of the enemy character), and reduces the physical strength parameter of the enemy character by an amount equivalent to the amount of damage. The damage caused by the attack from the enemy character can be avoided or mitigated by defense. The game execution unit 255 executes the defense of the player's character against the attack from the enemy character based on the player's operation input, and determines the amount of damage to the character based on the defense power of the character (or the relationship between the defense power of the character and the attack power of the enemy character), and reduces the physical strength parameter of the character by an amount equivalent to the amount of damage. The amount of damage can also be 0. The physical strength parameter of the character that becomes the object can be increased by recovery. The character to be restored may be the character that performs the restoration action itself, or may be another character in the same group as the character that performs the restoration action.

[0098] Actions such as attack, defense, and recovery can be performed through the first type of skills (normal skills), special skills included in the second type of skills, the use of props, etc. The first type of skills, special skills as second type of skills, and the use of props can be performed by key operations on touch panels, controllers, etc. The first type of skills can include skills with an unlimited number of activations and skills with a limited number of activations. Skills with an unlimited number of activations can be activated any number of times in a battle game. Skills with a limited number of activations can be activated a specified number of times (for example, 3 times). Skills with a limited number of activations can be set so that they cannot be activated again after being activated a specified number of times until the end of the battle, or they can be set so that they can be activated again a specified number of times after a specified time (for example, 15 seconds).

[0099] The game execution unit 255 can determine the score based on the number of enemy characters knocked down, the amount of damage caused, the activation of the first skill, the activation of special skills, the number of recovery times of friendly characters (other characters in the same group), the amount of recovery, the occupation time of the area in the first game space, the achievement of the task, and the victory of the battle. In addition, the game execution unit 255 calculates the total of the scores determined in the battle to determine the bureau score of the battle. The bureau score is the total score of the scores obtained by each group in the battle. In addition, the determination method of each score and its score value are not limited to these, and can be appropriately designed and changed.

[0100] The game execution unit 255 determines the victory or defeat in the battle according to the size of the game score. Specifically, the game execution unit 255 determines the group with a large game score as the winning group in the battle, and determines the group with a small game score as the losing group in the battle. In addition, the game execution unit 255 determines the final winning group. In one example, the game execution unit 255 determines the group with a large number of wins in the battle as the final winning group, and determines the groups other than the final winning group as the final losing group. In another example, the game execution unit 255 determines the group with a large total value of the game score as the final winning group, and determines the groups other than the group as the final losing group.

[0101] As described above, the game of this embodiment is constituted to include multiple battle bureaus. The battle bureau includes the first battle and the second battle, and can be set to any of them. The game execution unit 255 can receive the designation of any of the first battle and the second battle by the group (or player) before the battle bureau starts. In this embodiment, in a battle game including multiple battle bureaus, the number of times each group can designate the second battle is limited to a specified number of times (for example, 1 time) in each group. In addition, in this embodiment, when any group designates the second battle in a certain battle bureau, other groups cannot designate the second battle in the battle bureau. That is, in the battle bureau designated with the second battle, the group designated with the second battle has the opportunity to launch the second type of skill, and other groups are not given the opportunity to launch the second type of skill. In the case where more than two groups designate the second battle in a certain battle bureau, the communication unit such as the chat room inside and outside the game can be used to adjust between the groups, or the group that can designate the second battle can be determined by the game execution unit 255 through lottery. Furthermore, there may be no limit on the number of times the second type of battle can be designated, and any team may be able to designate the second type of battle in the same battle round.

[0102] The game execution unit 255 can accept, before the start of the game, the designation of a game round to be determined by the condition determination unit 256, the designation of a group to be determined by the condition determination unit 256, and / or the designation of a character to be determined by the condition determination unit 256. Each designation is made by a player or a group. The game execution unit 255 notifies the condition determination unit 256 of the accepted designation.

[0103] The battle round determined by the condition determination unit 256 is a battle round in which the battle in the battle round is designated as the second type of battle. That is, the game execution unit 255 notifies the condition determination unit 256 that the battle in the battle round is designated as the second type of battle by an arbitrary team as the battle round determined by the condition determination unit 256.

[0104] The group that is the target of determination by the condition determination unit 256 is the group that designated the battle in the competition phase as the second type of battle. That is, the game execution unit 255 notifies the condition determination unit 256 that the group that designated the battle in the competition phase as the second type of battle is the target of determination.

[0105] The character that becomes the object of determination by the condition determination unit 256 is a character designated by a player or a group from the characters in the group designated for the second type of battle in the battle situation designated for the second type of battle. That is, the game execution unit 255 notifies the condition determination unit 256 of the character designated from the characters in the group designated for the second type of battle. The designated character is a character that can activate the second type of skill according to the determination of the condition determination unit 256 (hereinafter also referred to as a "second type of skill activation character"). The game execution unit 255 can accept, via each terminal device 10B, the designation of each operating character as a second type of skill activation character or a support character from each player of the group that designated the battle situation as the second type of battle, wherein the support character is a character that supports the second type of skill activation character. The support character is a character that provides support in the second type of battle, such as protecting the second type of skill activation character from attacks by characters of the enemy group.

[0106] The game execution unit 255 determines which of the first and second battles to execute based on the input of the group or the player before the battle begins. For example, if no group has designated the second battle, the game execution unit 255 can determine the battle as the first battle. When the game execution unit 255 receives the designation of the second battle from any group, it can determine the battle as the second battle. The first battle is a battle between the characters of each group in the first game space. The first game space is not associated with any character. In the first battle, the game execution unit 255 performs actions such as movement, attack, defense, and recovery based on the first type of skills (normal skills) and / or the player operation input using props, and changes various parameters of the character corresponding to the action.

[0107] Figure 5 This is an example of a game screen showing a battle in the first game space when the battle round is a first type of battle. Figure 5 The example shown is a game screen G1 displayed by the output device 13 (display device) of the terminal device 10B by the display control unit 257 based on the game execution result information obtained by the game execution unit 255. Figure 5In the scene of the example shown, in the first game space GS1, character A attacks the enemy character EA of the opponent group, thereby obtaining a score S of 283. In the game screen G1, the first game space GS1 is displayed on the entire screen, and character A and other characters (such as other characters B, C in the friendly group and / or characters EA, EB, EC in the enemy group (opponent group)) that are the player's operation objects can be displayed in the first game space GS1. In addition, the game screen G1 includes the remaining time R11, friendly information R12, a stamina meter R13, and operation information R14. The remaining time R11 is the remaining time of the first battle (battle situation). That is, a time limit is set for the first battle, and the remaining time R11 decreases as time passes from the start of the first battle. Figure 5 In the example shown, the remaining time R11 is 2 minutes and 42 seconds. The remaining time R11 can be changed by the game execution unit 255.

[0108] Friendly information R12 can include the names, images, and physical parameter measurement displays of other characters (herein, characters B and C) in the same group (friendly group) as the operating character (herein, character A). The physical strength meter R13 is a measurement display of the remaining physical parameters of the operating character A. The operating information R14 can include information on the first type of skills (normal skills) of the operating character A and the operation keys of the skills. The operating information R14 can include unlimited activation skill information R14a, limited activation skill information R14b, R14c. Unlimited activation skill information R14a is information on skills with unlimited activation times, and the content of the skills is displayed with images, and the level and operation keys of the skills can be displayed accordingly. Limited activation skill information R14b, R14c is information on skills with limited activation times, and the content of the skills is displayed with images, and the level and operation keys of the skills can be displayed corresponding to the image of the skills. The limited activation skills can be set to be activated only a specified number of times, or can be set to be unable to be activated within a specified time after being activated a specified number of times, and can be activated again a specified number of times afterwards. exist Figure 5 In the example shown, the limited activation skill information R14b and R14c indicate that the limited activation skill can be activated three times. The limited activation skill information R14b indicates that the limited activation skill can be activated three times, and the limited activation skill information R14c indicates that the limited activation skill cannot be activated. The limited activation skill information R14c indicates that the limited activation skill can be activated again a specified number of times after waiting for 20 seconds.

[0109] In this embodiment, a time limit is set for the first battle, and the game execution unit 255 changes the remaining time parameter of the time limit as time passes. When the remaining time parameter becomes 0, the game execution unit 255 can end the first battle. The end of the second battle will be described later.

[0110] In the case where the second type of battle is specified by any group or player before the battle begins, the game execution unit 255 executes the battle game as the second type of battle. The second type of battle includes the second type of skill launching attack and defense battle, and when it is determined by the condition determination unit 256 that the specified conditions are met, it can include the battle in the second game space. The second type of skill attack and defense battle is a battle in the first game space with the launch of the second type of skill as a reward, and can be set to be basically the same as the first type of battle. However, in the second type of skill attack and defense battle, the game execution unit 255 can set the movement of the second type of skill launching character to be slower than the movement of the character in the first type of battle and / or the movement of the character of the group that does not include the second type of skill launching character. Thus, the second type of skill launching character can be easily attacked by the character from the opponent group. The support character blocks the attack and / or protects the second type of skill launching character from the attack. The game execution unit 255 can also limit the usual skills that the second type of skill launching character can launch to a part of the skills. In addition, the game execution unit 255 can make the normal skills of the support characters and the normal skills of the characters in the opponent group that do not include the character that activates the second type of skill activateable in the same manner as in the first type of battle.

[0111] The game execution unit 255 executes the battle game of the second type of skill launching attack and defense within the time limit. The time limit is, for example, a specified time from the start of the battle, for example, it can be set to 3 minutes. However, the time limit is not limited to this, and can be appropriately set and changed.

[0112] In the case where the condition determination unit 256 determines that the designated group meets the prescribed conditions at the end stage of the second-type skill attack and defense battle, the game execution unit 255 executes the activation processing of the second-type skill (big skill) of the character in the group that has made the determination. That is, the game execution unit 255 executes a battle game in which the group fights in the second game space corresponding to the character in the group that has made the determination, which replaces the first game space of the second-type skill attack and defense battle, and performs a favorable processing for the group that meets the prescribed conditions in the battle game in the second game space. For example, the game execution unit 255 reads the data of the second game space of the designated second-type skill activation character from the storage device 14 based on the character ID of the second-type skill activation character and the table that corresponds the character ID to the ID of the second game space, and executes the battle game in the second game space including the favorable processing. In this way, by the activation of the second-type skill, all the characters of the group involved in the battle are moved from the first game space to the second game space, and a favorable situation occurs for the group that meets the prescribed conditions.

[0113] The second game space is a game space associated with each character. The second game space can be set as a game space unique to the character that activates the second type of skill. However, the same second game space can also be corresponding to multiple characters.

[0114] The facilitation process may include any process as long as it is a process that makes a group satisfying a predetermined condition more favorable. For example, the advantageous processing may include the following processing, etc.: (1) the attack power and / or defense power of the characters of the group that meets the specified conditions (also referred to as the "friendly group") are significantly increased; (2) the physical parameters of the characters of the friendly group are not reduced due to attacks from the characters of the group that does not meet the specified conditions (also referred to as the "enemy group"), or the amount of reduction is reduced; (3) the characters of the enemy group cannot attack, or even if they attack, the physical parameters of the characters of the friendly group are maintained; (4) the score value that should be calculated based on the actions of the enemy group is made less than a predetermined value or equal to 0; (5) the characters of the friendly group are placed in an advantageous position or location, and the characters of the enemy group are placed in an unfavorable position or location (for example, the characters of the friendly group can be placed in a position or location that is easy to attack the characters of the enemy group, and the characters of the enemy group can be placed in a position or location that is vulnerable to attacks by the characters of the friendly group, or the characters of the friendly group can be placed in a position or location that is easier to obtain than the characters of the enemy group. Weapons or props that can make the game progress in an advantageous way.). As described above, the advantage processing is a processing of setting the team or character that meets the predetermined conditions to an invincible state. The advantage processing can be applied to characters including at least the character that has activated the second type of skill in the team that meets the predetermined conditions.

[0115] The advantageous processing can include executing the execution processing of the skills that can be activated only in the second game space based on the input of the player corresponding to the character in the group that meets the specified conditions. The skills that can be activated only in the second game space are special skills included in the second type of skills, which are stored in the storage device 14 corresponding to each character or corresponding to each second game space or corresponding to each character and each second game space. Preferably, the special skill is inherent to each character, but the same special skill can also be associated with multiple characters. The parameter change amount brought by the special skill can be set to be larger than the parameter change amount of the usual skill. The number of times the special skill is activated can be set to be unlimited. The game execution unit 255 activates the special skill based on the player's operation input, and determines the change amount of the physical strength parameter corresponding to the special skill, so that the physical strength parameter of the character of the enemy group as the attack target is reduced by an amount corresponding to the determined change amount. In this way, the advantageous processing can make the group that meets the specified conditions overwhelmingly advantageous. Therefore, the activation of the second type of skills can achieve a reversal of the situation of the game, or can greatly affect the victory or defeat of the game.

[0116] Figure 6This is an example of a game screen showing a battle in the first game space before determining whether a predetermined condition is satisfied when the battle is the second type of battle. When the second type of battle is specified, the game execution unit 255 executes a battle game in which the second type of skill of the specified character initiates an attack and defense battle. Figure 6 The example shown is a game screen G2 displayed by the output device 13 (display device) of the terminal device 10B by the display control unit 257 based on the game execution result information obtained by the game execution unit 255. The game screen G2 shows a battle game in which the second type of skill is used to launch an attack and defense battle. The game screen G2 can include specified condition information R21, friendly information R12, a stamina meter R13, and operation information R14. The specified condition information R21 includes the conditions for launching the second type of skill. Here, the specified condition information R21 includes a remaining time R21a and a stamina meter R21b. The remaining time R21a is the remaining time in which the second type of skill can continue to launch an attack and defense battle. Figure 6 In the example shown, 56 seconds remain. The stamina meter R21b is a meter display showing the remaining stamina parameter of the character that activated the second skill. With respect to the remaining stamina parameter of the character that activated the second skill, a ball may be displayed around the character. Figure 6 In the example shown, a ball K is displayed around the second skill-activating character A. The size (eg, radius) of the ball K can indicate the remaining physical strength parameter. For example, the smaller the size of the ball K, the less the remaining physical strength parameter.

[0117] The game execution unit 255 of this embodiment executes the battle game of the second type skill attack and defense battle until the remaining time R21a becomes 0 or the remaining physical strength parameter of the second type skill activating character becomes 0, whichever comes first. Figure 6 Friendly information R12, health meter R13 and Figure 5 The friendly information R12 and the stamina meter R13 are the same. Figure 6 As shown, the operation information R14 may not be displayed in the game screen G2 of the player who launches the second type of skill character, and may also be displayed in the game screen G2 of the player who launches the character for the supporting character and the group that is not the determination object of the condition determination unit 256. The game execution unit 255 may also set a part of the common skills of the second type of skill launching character to be executable in the second type of skill launching attack and defense battle, and set the remaining common skills to be unable to be executed. The game execution unit 255 may also make the movement of the second type of skill launching character based on the player operation slower than the movement of the character in the first battle or the movement of other characters in the second type of skill launching attack and defense battle. By making the moving speed of the second type of skill launching character relatively reduced like this, the character of the opponent group can be easily attacked by the second type of skill launching character, and the second type of skill launching attack and defense battle can be heated up.

[0118] Figure 7 This is an example of a game screen showing a battle in the second game space when the battle is the second type of battle and the predetermined conditions are met. Figure 7 As shown in FIG. 1 , when the condition determination unit 256 determines that any group satisfies the prescribed condition, the game execution unit 255 moves all characters of the friendly and enemy groups from the first game space to the second game space corresponding to the characters in the group that satisfies the prescribed condition, and executes the battle game in the second game space. That is, the game execution unit 255 switches the data of the game field from the data of the first game space to the data of the second game space according to whether the prescribed condition is satisfied. In addition, the switching of the game space by the game execution unit 255 can be to replace all the data of the game space or to replace part of the data of the game space. In addition, it can also be to change part or all of the image processing of the display mode of the game space.

[0119] Figure 7 The game screen G3 shown is a game screen showing a battle in the second game space when a predetermined condition is satisfied, and the characters of the team involved in the battle have moved to the second game space GS2.

[0120] In the second game space, the characters in the group that meet the specified conditions can perform special skills. That is, the game execution unit 255 performs special skills based on the player operation input of the characters in the group that meet the specified conditions. Figure 7 In the example shown, the special skill SS is the skill of "releasing a tornado". Figure 7 In the example shown, operation information R14 is displayed on the game screen G3, and the operation information R14 includes a special skill information display R14d and a camera operation information display R14e. The special skill information display R14d includes the name of the special skill and the operation key of the special skill. The camera operation information display R14e includes the operation key of the target T for controlling the direction and / or position of launching the special skill. For example, the target T can be moved to a desired position using the prescribed keys and cross key of the controller connected to the terminal device 10B.

[0121] Here, the game execution unit 255 is configured such that only the designated character in the group that satisfies the predetermined conditions can activate the special skill. However, all characters in the group that satisfies the predetermined conditions may be configured such that the special skill corresponding to each character can be activated.

[0122] The game execution unit 255 ends the battle game in the second game space under specified circumstances. In one example, the game execution unit 255 can end the battle game in the second game space after a specified time has passed since the start of the battle game. In another example, the game execution unit 255 can also end the battle game in the second game space after a specified time has passed since the start of the battle game, and execute the battle game in the first game space. In yet another example, the game execution unit 255 can end the battle game in the second game space when all characters in the enemy group are destroyed. In other examples, the game execution unit 255 can execute the battle game in the second game space, increase or decrease the limit points according to the status of the battle game, and end the battle game in the second game space when the limit points are reduced to a specified value. Figure 7 In the example shown, the limit points R31 are displayed on the game screen G3. Here, the limit points R31 are displayed at the upper center of the game screen G3, but the display location can be set and changed as appropriate.

[0123] The limit points can be increased or decreased according to the status of the battle game in the second game space. The game execution unit 255 can reduce the limit points as time passes from the start of the battle game in the second game space. The game execution unit 255 can also increase the reduction rate of the limit points as time passes from the start of the battle game in the second game space. The game execution unit 255 can also increase the limit points. Figure 8 In the example shown, the bonus points 50 are added to the limit points 105. The game execution unit 255 can increase the limit points each time a character in a group that satisfies a predetermined condition (e.g., a character that activates a second skill or one or more characters in the group) defeats an enemy character. The game execution unit 255 can reduce the increase in the limit points as the number of defeated enemy characters increases and / or as time passes. Regarding the method of increasing or decreasing the limit points, the above-mentioned methods can be independently combined arbitrarily.

[0124] In this way, the game execution unit 255 basically changes the limit points so as to decrease, and ends the battle game in the second game space when the limit points decrease to a predetermined value (e.g., 0). Even if the limit points temporarily increase, the increase amount gradually decreases, and the decrease amount gradually increases, thereby ending the battle game in the second game space. The game execution unit 255 may also change the display color of the limit points as the decrease amount or decrease speed of the limit points increases.

[0125] In this embodiment, the game execution unit 255 ends the second battle game as the battle game in the second game space ends. However, the game execution unit 255 may also execute the first battle game after the battle game in the second game space ends. In this case, the game execution unit 255 moves all characters involved in the battle from the second game space to the first game space. The battle in the first game space can be set within a specified time limit.

[0126] The condition determination unit 256 is configured to include the processor 11 and executes determination as to whether or not any group has satisfied a predetermined condition in the game.

[0127] The predetermined condition may include any one of the following (1) to (5) or a combination of two or more of (1) to (5).

[0128] (1) The battle round for which the condition determination unit 256 performs determination is specified.

[0129] (2) A group to be determined by the condition determination unit 256 is designated before the start of the game.

[0130] (3) A character to be the subject of determination by the condition determination unit 256 is designated before the start of the battle round.

[0131] (4) A specified parameter of a character designated as an object of determination by the condition determination unit 256 before the start of the battle is greater than a specified value until a specified time has passed since the start of the battle, wherein the specified parameter is a parameter that changes due to an attack by a character of a group other than the group of the designated character.

[0132] (5) The number of determinations performed by the condition determination unit 256 is within a predetermined number of times in each group.

[0133] In addition, the prescribed parameter in (4) above that changes due to attacks by characters of other groups different from the designated character group can be set to, for example, a physical strength parameter. The number of determinations in (5) above refers to the number of condition determinations that have been performed in the past in battles. The prescribed number of times in (5) above can be set to, for example, 1, but is not limited to this. When the prescribed number of times is 1, determination can be made only in one of the multiple battles constituting the game.

[0134] The condition determination unit 256 determines that the prescribed condition is satisfied when all the conditions included in the prescribed condition are satisfied. On the other hand, the condition determination unit 256 determines that the prescribed condition is not satisfied when any of the conditions included in the prescribed condition is not satisfied. The condition determination unit 256 can count the determination of whether the prescribed condition is satisfied as the number of condition determinations, and store the number in the storage device 14 for each group.

[0135] The timing of the condition determination unit 256's condition determination can be performed after the latest time when the conditions included in the prescribed conditions become conditions that can be determined. For example, when the prescribed conditions include the above (1) to (5), the above (4) becomes conditions that can be determined at the latest. This is because, compared to the above (1) to (3) and (5), which can be determined before the start of the game, the above (4) must be determined after the start of the game. The condition determination unit 256 can also determine the condition at the time when a single condition among the conditions included in the prescribed conditions becomes conditions that can be determined. In this case, it is also possible that, when any condition among the conditions included in the prescribed conditions is not satisfied, the condition determination unit 256 determines that the prescribed conditions are not satisfied at this stage. However, the determination that the prescribed conditions are satisfied is performed after the latest time when the conditions included in the prescribed conditions become conditions that can be determined. In addition, it is also possible that, when the condition determination unit 256 determines that the condition (5) is not satisfied, the game execution unit 255 does not accept the designation of the above (1) to (3).

[0136] The prescribed conditions of this embodiment include all of the conditions (1) to (5) above. Therefore, the determination of the condition determination unit 256 can be performed in the second battle. For example, the condition determination unit 256 can determine whether the prescribed conditions are satisfied at the end stage of the second skill attack and defense battle in the second battle.

[0137] The display control unit 257 is configured to include a processor 11, and causes the output device 13 (display device) connected to the server 10A to display the battle game. In the present embodiment, the output device 13 is the output device 13 of the terminal device 10B connected to the server 10A via the network 60. The display control unit 257 generates various game screens (for example, game screens G1 to G3) based on the game execution result information obtained by executing in the game execution unit 255, and causes the output device 13 of the terminal device 10B to display the game screen. The display control unit 257 generates game screens including the operating characters of each player. In other words, the viewpoints of the game screens displayed in the output devices 13 of each terminal device 10B are different.

[0138] When the condition determination unit 256 determines that any group has satisfied the predetermined condition in the game, the display control unit 257 causes the output device 13 of each terminal device 10B to display the battle game in which the group is fighting in the second game space. In this case, the display control unit 257 can cause the output device 13 of each terminal device 10B to display the limit points that increase or decrease according to the status of the battle game in the second game space.

[0139] [action]

[0140] The operation of the game system 1 according to one embodiment of the present invention will be described. Fig. 9 This is an example of an operation flow chart of the game system 1 according to one embodiment of the present invention.

[0141] In the server 10A, the battle request accepting unit 251 accepts a battle request based on a player input from each terminal device 10B (S01: accepting a battle request). Next, in the server 10A, the group creating unit 252 creates a group involved in the battle (S02: creating a group). Here, the group creating unit 252 creates one group I for three players and another group II for the other three players based on the battle requests respectively accepted from the terminal devices 10B of the six players. The group creating unit 252 stores each group ID in the storage device 14 in association with the player ID of the player belonging to the group.

[0142] In the server 10A, the opponent determination unit 253 determines a team to participate in the match from among the created teams (S03: determination of the opponent). Here, the opponent determination unit 253 determines the match between team I and team II.

[0143] Next, in the server 10A, the game execution unit 255 starts the game and determines whether the battle is the second type of battle (S05: Is the battle the second type of battle?). This determination can be performed based on whether the game execution unit 255 receives a designation from the team or the player to set the battle to the second type of battle.

[0144] If the game execution unit 255 does not receive a designation from a group or a player to set the battle as the second type of battle before the battle begins ("No" in S05), the battle is set as the first type of battle and the battle game in the first game space is executed (S11: Execute the battle game in the first game space). The game execution unit 255 calculates the game score of each group by summing up the scores obtained by each group in the game (S12: Calculate the game score). The game execution unit 255 can also store the calculated game score in the storage device 14. The game execution unit 255 sets the group with a larger game score as the winning group to determine the outcome of the battle (S13: Determine the outcome of the battle). The game execution unit 255 increments the victory count parameter of the group that becomes the winning group and stores it in the storage device 14.

[0145] When the game execution unit 255 receives a designation from a group or a player to set the battle as the second type of battle before the start of the battle ("Yes" in S05), it determines the group that is the object of determination by the condition determination unit 256 (S21: determines the group that is the object of determination), and determines the character that is the object of determination by the condition determination unit 256 (S22: determines the character that is the object of determination).

[0146] In this embodiment, the game execution unit 255 determines the group designated as the second type of battle as the group to be determined by the condition determination unit 256, and determines the character designated by the player or the group in the group as the character to be determined by the condition determination unit 256. The designated character is a character that can activate the second type of skill (a second type of skill activation character). The characters other than the second type of skill activation character in the group are determined as support characters that provide support such as protecting the second type of skill activation character.

[0147] The game execution unit 255 receives the designation of the second type of skill activation character and the support character from each player of the group that designates the battle situation as the second type of battle. In this embodiment, the following restrictions are set: one character can be determined as the second type of skill activation character, and the remaining characters are support characters. In the case where multiple players are designated as the second type of skill activation characters, in one example, a communication unit such as a chat room inside or outside the game is used to adjust between the players, and the character of a certain player is determined as the second type of skill activation character. In another example, the game execution unit 255 determines the character of any player as the second type of skill activation character by drawing or randomly.

[0148] When the battle situation, team, or character to be determined is designated or determined, the game execution unit 255 notifies the condition determination unit 256 of the designated or determined battle situation, team, or character. The condition determination unit 256 can determine that each of the above conditions (1) to (3) and (5) is satisfied at the stage of receiving these notifications. Here, it is assumed that each of the above conditions (1) to (3) and (5) is satisfied. However, the determination of the specified condition is not performed at this stage.

[0149] After these designations, decisions or notifications, the game execution unit 255 executes the battle game of the second battle. First, the game execution unit 255 executes the battle game in the first game space (S23: execute the battle game in the first game space). The battle game can be set to be the same as the first battle. Here, the difference from the battle game of the first battle is at least that, as one of the prescribed conditions determined by the condition determination unit 256, the following condition is added: the physical strength parameter of the second type skill activating character within the limited time is above the prescribed value. The battle game here is a second type skill activating attack and defense battle with the second type skill activating character activating the second type skill as a reward.

[0150] The condition determination unit 256 determines whether the second type skill activating character of the group specified in the second battle meets the prescribed condition (S24: meets the prescribed condition?). Here, when the physical strength parameter of the second type skill activating character of the group specified in the second battle is above the prescribed value (e.g., 1) before the end of the time limit ("Yes" in S24), the condition determination unit 256 determines that the prescribed condition is met, and the game execution unit 255 moves all the characters involved in the battle to the second game space associated with the second type skill activating character, and executes the battle game in the second game space (S25: execute the battle game in the second game space). In this battle game, the game execution unit 255 performs advantageous processing on the characters of the group specified in the second battle based on the operation input of the player.

[0151] The game execution unit 255 calculates the game score of each group by summing up the scores obtained by each group in the game (S26: calculating the game score). In addition, the calculation of the game score can also be to sum up the scores obtained in the offensive and defensive battle of the second type of skill and the scores obtained in the battle in the second game space. The game execution unit 255 can also store the calculated game score in the storage device 14. The game execution unit 255 sets the group with a larger game score as the winning group to determine the victory or defeat in the battle (S27: determining the victory or defeat of the battle). The game execution unit 255 increments the victory count parameter of the group that becomes the winning group and stores it in the storage device 14.

[0152] On the other hand, the condition determination unit 256 determines that the specified condition is not satisfied when the physical strength parameter of the second skill-activating character of the group specified in the second battle is lower than a specified value (e.g., 0) before the end of the time limit of the second skill-activating attack and defense battle ("No" in S24). In this case, the game execution unit 255 ends the battle game of the second battle, and calculates the game score of each group by summing up the scores obtained by each group in the battle game (S28: calculating the game score). The game execution unit 255 can also store the calculated game score in the storage device 14. The game execution unit 255 sets the group with a larger game score as the winning group to determine the victory or defeat in the battle (S29: determining the victory or defeat of the battle). The game execution unit 255 increments the victory count parameter of the group that has become the winning group and stores it in the storage device 14.

[0153] After S13, S27, and S29, the game execution unit 255 returns to S05 and enters the next battle when the battle in which the victory or defeat is finally determined is not the final battle ("No" in S06). The game execution unit 255 determines the final winning group (S07: determining the final winning group) and ends the game when the battle in which the victory or defeat is finally determined is the final battle ("Yes" in S06). For example, the game execution unit 255 determines the group with the larger number of victories (processing count parameter) in the battle as the final winning group, and determines the other groups as the final losing groups.

[0154] [Function, Effect]

[0155] (1) The game system 1 of the present embodiment executes a game in which a group including a plurality of characters fights against each other. The system has a plurality of information processing devices 10, at least one of which functions as a game execution unit 255 that executes a battle game in which the groups fight against each other in a first game space, and at least one of which functions as a condition determination unit 256 that determines whether any group satisfies a prescribed condition in the game. When the condition determination unit 256 determines that any group satisfies the prescribed condition in the game, the game execution unit 255 executes a battle game in which the groups fight against each other in a second game space different from the first game space and corresponding to the characters in the group determined to have satisfied the prescribed condition, and in the battle game, advantageous processing is performed on the group that satisfies the prescribed condition.

[0156] Thus, a favorable situation in the second game space corresponding to the character in the group determined to satisfy the predetermined condition is activated, so that the character can have a special feeling and the fun of the game can be improved.

[0157] (2) The game includes a plurality of battle rounds for executing the battle game, and the predetermined condition includes specifying the battle round to be determined by the condition determination unit 256. Thus, the battle round that can trigger a favorable situation in the second game space is determined, and the battle game can be heated up around the triggering of the favorable situation in the second game space.

[0158] (3) The predetermined conditions include: specifying the group to be judged before the battle begins. This determines the group that can trigger an advantageous situation in the second game space, so that the battle game can be heated up around the triggering of an advantageous situation in the second game space.

[0159] (4) The predetermined conditions include: specifying the characters to be judged before the battle begins. This determines the characters that can trigger favorable conditions in the second game space, so that the battle game can be heated up around the triggering of favorable conditions in the second game space.

[0160] (5) The prescribed condition includes: a prescribed parameter of the designated character is greater than a prescribed value until a prescribed time has passed since the start of the battle, wherein the prescribed parameter is a prescribed parameter that changes due to an attack by a character in a group other than the designated character's group.

[0161] Thus, the battle in the battle situation can be set as an offensive and defensive battle for the second type of skill to launch, which can improve the fun of the game for the players of each group. That is, for the group that does not include the designated role, the launch of a favorable situation can be prevented by reducing the specified parameters (for example, physical parameters) of the designated role (second type of skill launching role) to below the specified value, so there is a desire to reduce the physical parameters of the designated role. On the other hand, for the group that includes the designated role, there is a desire not to reduce the specified parameters of the designated role. Like this, according to this embodiment, the opposite desire can be stimulated in the two groups, so the battle in the battle situation can be made into an offensive and defensive battle around whether the launch of a favorable situation in the second game space is good or bad, which can make the battle more intense.

[0162] (6) The prescribed condition includes: the number of determinations is within a prescribed number in each group. Thus, a limit is set on the number of times a favorable situation in the second game space can be activated, so that the player or group can think about the strategy of which battle situation to activate the favorable situation, which can improve the fun of the game.

[0163] (7) The advantage processing includes executing a skill that can only be activated in the second game space based on the input of the player associated with the character in the group that meets the specified conditions. This can make the character selection feel special and the game can be played advantageously.

[0164] (8) The game execution unit 255 ends the battle game in the second game space after a predetermined time has passed since the battle game was started, or ends the battle game in the second game space after a predetermined time has passed since the battle game was started, and executes the battle game in the first game space. Thus, the players corresponding to the team or the characters determined to have satisfied the predetermined conditions can enjoy the favorable conditions in the second game space for a limited time.

[0165] (9) The information processing device 10 (e.g., server 10A) further includes a display control unit 257, which causes the display device (output device 13) of another information processing device 10 (e.g., terminal device 10B) or a display device (output device 13) connected to the other information processing device 10 to display the battle game. When the condition determination unit 256 determines that any group satisfies a specified condition in the game, the display control unit 257 causes the display device (output device 13) to display the battle game in which the groups compete against each other in the second game space.

[0166] Thus, each player in each group can understand the special situation that a predetermined condition is satisfied by any group, and all characters in each group move to the second game space corresponding to the characters in the group satisfying the predetermined condition to perform a battle.

[0167] (10) When the condition determination unit 256 determines that any group has satisfied a specified condition in the game, the display control unit 257 causes the display unit to display the limit points that increase or decrease according to the status of the battle game in the second game space, and the game execution unit 255 executes the battle game in the second game space and increases or decreases the limit points according to the status of the battle game. When the limit points decreases to a specified value, the battle game in the second game space is ended.

[0168] Thus, by limiting the number of points that affect the end of the battle game in the second game space, the battle game period can be changed and limited, thereby increasing the fun of the battle game in the second game space.

[0169] (11) The characters can be selected by the player, and all characters that can be selected in the game are associated with a second game space that is unique to the character. This allows the characters to have a sense of uniqueness.

[0170] [Embodiment realized by a system not relying on a network]

[0171] The game system 1 may also be configured as a P2P (Peer to Peer) system, where a plurality of information processing devices 10 communicate via wires and / or wirelessly without passing through the network 60. In this case, all or a portion of the information processing devices 10 may have the functions of the respective units 251 to 257. In other words, a portion of the plurality of information processing devices 10 constituting the game system 1 may have the functions of the respective units 251 to 257, thereby realizing the role of the server 10A in the above-described embodiment. The functions of the respective units 251 to 257 may be concentrated in one information processing device 10 or distributed in a plurality of information processing devices 10.

[0172] [Other embodiments]

[0173] In other embodiments of the present invention, it is also possible to set a program that implements the functions of the embodiments of the present invention described above and the information processing shown in the flowchart, and a computer-readable storage medium storing the program. In addition, in other embodiments, it is also possible to set a method that implements the functions of the embodiments of the present invention described above and the information processing shown in the flowchart. In addition, in other embodiments, it is also possible to set a server that provides a computer with a program that implements the functions of the embodiments of the present invention described above and the information processing shown in the flowchart. In addition, in other embodiments, it is also possible to set a virtual machine that implements the functions of the embodiments of the present invention described above and the information processing shown in the flowchart.

[0174] In the above-described processing or action, as long as there is no contradiction in the processing or action, such as using data that should not be used in a certain step, the processing or action can be freely changed. In addition, the above-described embodiments are examples for explaining the present invention, and the present invention is not limited to these embodiments. The present invention can be implemented in various ways without departing from its main purpose.

[0175] For example, in the above-mentioned embodiment, the battle of the battle game is set to be fought by a group including multiple characters, but it can also include a battle between a group including one character and a group including one or more characters. In the case where a group consists of one character, the character can be set as the second type of skill activation character, or the group can be set to not include a support character.

[0176] Description of Reference Numerals

[0177] 1: Game system; 10: Information processing device; 10A: Server; 10B: Terminal device; 11: Processor; 12: Input device; 13: Output device; 14: Storage device; 15: Communication device; 16: Bus; 21: Input unit; 22: Output unit; 23: Storage unit; 24: Communication unit; 25: Game control unit; 251: Battle request acceptance unit; 252: Team creation unit; 253: Battle opponent determination unit; 254: Role determination unit; 255: Game execution unit; 256: Condition determination unit; 257: Display control unit; 60: Network.

Claims

1. A program for executing a game in which a team including a plurality of characters competes against each other, the program causing a computer to function as the following means: A game execution unit, which executes a battle game in which the group fights against each other in the first game space; and a condition determination unit for determining whether any of the groups satisfies a prescribed condition in the game, When the condition determination unit determines that any of the groups satisfies the predetermined condition in the game, The game execution unit executes a battle game in which the groups battle against each other in a second game space different from the first game space and corresponding to the characters in the group determined to satisfy the prescribed condition, and performs advantageous processing for the group satisfying the prescribed condition in the battle game.

2. The program according to claim 1, wherein: The game includes a plurality of battle sessions for executing the battle game. The predetermined condition includes specifying the battle phase in which the determination is to be performed by the condition determination unit.

3. The program according to claim 2, wherein: The predetermined condition includes that the group to be the subject of the determination is designated before the battle round starts.

4. The program according to claim 2, wherein: The predetermined condition includes that the character to be the subject of the determination is designated before the battle round starts.

5. The program according to claim 4, wherein: The prescribed conditions include: a prescribed parameter of the designated character is greater than a prescribed value until a prescribed time has passed since the start of the battle, wherein the prescribed parameter is a parameter that changes due to an attack by a character of another group different from the group of the designated character.

6. The program according to claim 2, wherein: The prescribed condition includes: the number of determinations being within a prescribed number in each of the groups.

7. The program according to claim 2, wherein: The specified conditions include a combination of two or more of the following conditions: The group to be the subject of the determination is designated before the battle begins; The character to be the subject of the determination is designated before the battle begins; a prescribed parameter of the character designated as the object of the determination before the start of the battle round is equal to or greater than a prescribed value until a prescribed time has passed since the start of the battle round, wherein the prescribed parameter is a parameter that changes due to an attack by a character of another group different from the group of the designated character; and The number of times of the determination is within a prescribed number in each of the groups.

8. The program according to claim 1, wherein: The advantage enhancement process includes executing an execution process of a skill that can be activated only in the second game space based on an input of a player associated with the character in the group that satisfies the prescribed condition.

9. The program according to claim 1, wherein: The game execution unit ends the fighting game in the second game space after a predetermined time has passed since the start of the fighting game, or The game execution unit ends the competing game in the second game space after a predetermined time has elapsed from the start of the competing game, and executes the competing game in the first game space.

10. The program according to claim 1, wherein: The program causes the computer to also function as a display control unit that causes a display unit connected to the computer to display the fighting game. When the condition determination unit determines that any of the groups satisfies the predetermined condition in the game, The display control unit causes the display unit to display a battle game in which the groups compete against each other in the second game space.

11. The program according to claim 10, wherein: When the condition determination unit determines that any of the groups satisfies the predetermined condition in the game, The display control unit causes the display unit to display the limit points increased or decreased according to the status of the fighting game in the second game space, The game execution unit executes the fighting game in the second game space and increases or decreases the limit points according to the status of the fighting game, and ends the fighting game in the second game space when the limit points decrease to a predetermined value.

12. The program according to claim 1, wherein: The character can be selected by the player, The second game space is associated with all the characters that can be selected in the game.

13. The program according to claim 1, wherein: Having at least one of the following structures [2], [7] to [12]: [2] the game includes a plurality of battle sessions in which the battle game is executed, The prescribed condition includes: specifying the battle phase in which the condition determination unit performs the determination; [7] In the structure [2], the specified condition includes any one of the following conditions or a combination of two or more conditions: The group to be the subject of the determination is designated before the battle begins; The character to be the subject of the determination is designated before the battle begins; a prescribed parameter of the character designated as the object of the determination before the start of the battle round is equal to or greater than a prescribed value until a prescribed time has passed since the start of the battle round, wherein the prescribed parameter is a parameter that changes due to an attack by a character of another group different from the group of the designated character; and The number of determinations is within a prescribed number in each of the groups; [8] the facilitation process includes executing a process of executing a skill that can be activated only in the second game space based on an input of a player associated with the character in the group that satisfies the prescribed condition; [9] the game execution unit ends the fighting game in the second game space after a predetermined time has passed since the start of the fighting game, or, The game execution unit ends the fighting game in the second game space after a predetermined time has passed since the start of the fighting game, and executes the fighting game in the first game space; [10] the program causes the computer to also function as a display control unit, the display control unit causing a display unit connected to the computer to display the fighting game, When the condition determination unit determines that any of the groups satisfies the predetermined condition in the game, The display control unit causes the display unit to display the battle game played by the group in the second game space; [11] In the configuration [10], when the condition determination unit determines that any of the groups satisfies the prescribed condition in the game, The display control unit causes the display unit to display the limit points increased or decreased according to the status of the fighting game in the second game space, The game execution unit executes the battle game in the second game space and increases or decreases the limit points according to the status of the battle game, and ends the battle game in the second game space when the limit points decrease to a predetermined value; [12] The character can be selected by the player, The second game space is associated with all the characters that can be selected in the game.

14. An information processing device for executing a game in which a team including a plurality of characters competes against each other, the information processing device comprising: A game execution unit, which executes a battle game in which the group fights against each other in the first game space; and a condition determination unit for determining whether any of the groups satisfies a prescribed condition in the game, When the condition determination unit determines that any of the groups satisfies the predetermined condition in the game, The game execution unit executes a battle game in which the groups battle against each other in a second game space different from the first game space and corresponding to the characters in the group determined to satisfy the prescribed condition, and performs advantageous processing for the group satisfying the prescribed condition in the battle game.

15. A method for executing a game in which a team including a plurality of characters battles against each other by an information processing device, the method functioning as the following steps: a game execution step of executing a battle game in which the group fights against each other in the first game space; and a condition determination step of determining whether any of the groups satisfies a prescribed condition in the game, When it is determined in the condition determination step that any of the groups satisfies the predetermined condition in the game, In the game execution step, a battle game is executed in which the groups fight against each other in a second game space different from the first game space and corresponding to the characters in the group determined to satisfy the specified conditions, and in the battle game, advantageous processing is performed for the group that satisfies the specified conditions.

16. A system for executing a game in which a team including a plurality of characters fights against each other, wherein: The system comprises a plurality of information processing devices. At least one of the information processing devices functions as a game execution unit that executes a battle game in which the groups compete against each other in the first game space. At least one of the information processing devices functions as a condition determination unit that determines whether any of the groups satisfies a predetermined condition in the game. When the condition determination unit determines that any of the groups satisfies the predetermined condition in the game, The game execution unit executes a battle game in which the groups battle against each other in a second game space different from the first game space and corresponding to the characters in the group determined to satisfy the prescribed condition, and performs advantageous processing for the group satisfying the prescribed condition in the battle game.