Game program product, game processing method, and game device

By introducing the first and second techniques into the game program, and using these techniques in combination based on whether the user can identify the battle process, the problem of the gap between the battle results and the actual results is solved, and a higher consistency of the battle results is achieved.

CN119746389APending Publication Date: 2025-04-04KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
CN202411356774.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2023-10-02
Filing Date
2024-09-27
Publication Date
2025-04-04

AI Technical Summary

Technical Problem

When the user cannot recognize the battle process, the battle techniques used are different from those used when the user can recognize the battle process, resulting in a gap between the battle results envisioned by the user and the actual battle results.

Method used

By introducing the first and second techniques into the game program, these techniques are combined according to whether the user can recognize the battle process to ensure the consistency of the battle results. The first method is used when the user cannot recognize the battle process, and the second method is used in combination with the first method or as a supplementary method when the user can recognize the battle process.

Benefits of technology

It effectively narrows the gap between the expected battle results and the actual battle results, and improves the predictability and consistency of the battle results.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The present disclosure provides a game program product, a game processing method, and a game device. The program product of the present disclosure includes a game program, and the game program is used to make a computer perform the following processing in a game in which a user can recognize the result of a battle: when the user cannot recognize the process of the battle, the battle is performed using a first method; when the user can recognize the process of the battle, the battle is performed using all of the first method and a second method, or the battle is performed using a part of the first method and the second method.
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Description

Technical Field

[0001] The present disclosure relates to a game program product, a game processing method, and a game device. Background Art

[0002] Japanese Patent No. 6827481 describes a technique for preventing only some players from performing an event in a game that should be performed by a plurality of players together.

[0004] In the past, in games where users can recognize the results of battles, different single techniques are sometimes used for battles depending on whether the user can recognize the battle process. In this case, there is a situation where the techniques used in the battles are different depending on whether the user can recognize the battle process, and thus the battle results differ depending on the techniques used. Therefore, users sometimes feel a gap between the battle results they imagine and the actual battle results. Summary of the invention

[0005] The present disclosure aims to reduce the gap between the battle result imagined by the user and the actual battle result, compared with a configuration in which a battle is performed without combining a plurality of techniques. Technical solutions to solve problems

[0006] The program product of the first technical solution includes a game program, which is used to cause a computer to perform the following processing: in a game in which a user can recognize the result of a battle, if the user cannot recognize the process of the battle, the battle is conducted using a first method; if the user can recognize the process of the battle, the battle is conducted using all of the first method and a second method, or the battle is conducted using a part of the first method and the second method.

[0007] The program product of the second technical solution is based on the program product of the first technical solution, wherein the first method is a method for reducing the first parameter, the second method is a method for reducing the second parameter, and the game program causes the computer to perform the following processing: when reducing the second parameter, the reduction amount of the second parameter is increased based on the first parameter and the second parameter.

[0008] The program product according to a third technical solution is the program product according to the first technical solution or the second technical solution, wherein the first method is a method of regularly reducing the first parameter, and the second method is a method of irregularly reducing the second parameter.

[0009] The program product of the fourth technical solution is the program product of the second technical solution or the third technical solution, wherein the first parameter is a parameter set for a predetermined group as a group of multiple game objects, and the second parameter is a parameter set for a predetermined object included in the multiple game objects, and the game program causes the computer to perform the following processing: when the second parameter is reduced, when the second parameter is larger than the third parameter obtained by dividing the first parameter by the number of the multiple game objects, the difference between the second parameter and the third parameter is added to the reduction amount of the second parameter reduced by the second method.

[0010] The program product of the fifth technical solution is based on the program product of the fourth technical solution, wherein, as the predetermined object, there are a general object and a special object whose second parameter is larger than the general object, and the game program causes the computer to execute the following processing: when the battle is conducted by the first method, the first parameter and a special parameter of the special object that is different from the second parameter are obtained, and the parameter reduction amount caused by the first method is allocated as a reduction amount from the first parameter and a reduction amount from the special parameter, and when the second parameter of the general object is reduced, the second parameter of the general object and the first parameter are obtained, and , when the second parameter of the general object is larger than the third parameter of the general object, the difference between the second parameter of the general object and the third parameter of the general object is added to the reduction amount of the second parameter of the general object reduced by the second method, when the second parameter of the special object is reduced, the second parameter of the special object and the special parameter are obtained, and when the second parameter of the special object is larger than the special parameter, the difference between the second parameter of the special object and the special parameter is added to the reduction amount of the second parameter of the special object reduced by the second method.

[0011] The program product of the 6th technical scheme is based on the program product of any one of the 2nd technical scheme to the 5th technical scheme, wherein the game program causes the computer to perform the following processing: setting a predetermined upper limit for the increase in the amount of increase when at least one of the increase in the amount of decrease in the second parameter exceeds a baseline value and the predetermined object for reducing the second parameter is in a predetermined state.

[0012] The program product of the seventh technical solution is based on the program product of any one of the fourth to sixth technical solutions, wherein the game program causes the computer to perform the following processing: when the second parameter is larger than the third parameter, the possibility of reducing the second parameter of the predetermined object is increased.

[0013] The program product of the 8th technical scheme is based on the program product of any one of the 4th technical scheme to the 7th technical scheme, wherein the game program causes the computer to perform the following processing: when the 3rd parameter becomes below a predetermined threshold value, the number of the multiple game objects that serve as divisors in the calculation formula of the 3rd parameter calculated by dividing the 1st parameter by the number of the multiple game objects is reduced so that the 3rd parameter is higher than the predetermined threshold value, and the new 3rd parameter calculated based on the calculation formula is set for some of the predetermined objects corresponding to the new divisor among all the predetermined objects constituting the predetermined group, and the lowest value of the 3rd parameter is set for the remaining predetermined objects.

[0014] The program product of the 9th technical scheme is based on the program product of any one of the 1st technical scheme to the 8th technical scheme, wherein the basis for the generation of the damage in the battle of the 1st method is not related to the activity of the game object, and the basis for the generation of the damage in the battle of the 2nd method is related to the activity of the game object.

[0015] The program product of the tenth technical solution is based on the program product of any one of the technical solutions 1 to 9, wherein the game program causes the computer to perform the following processing: when the user is able to recognize the process of the battle, the value obtained by weighting the damage caused by the first method is added to the damage caused by the second method.

[0016] The game processing method of the 11th technical solution includes causing a computer to perform the following processing: in a game in which a user can recognize the result of a battle, if the user cannot recognize the process of the battle, the battle is performed using a first method; if the user can recognize the process of the battle, the battle is performed using all of the first method and a second method, or the battle is performed using a part of the first method and the second method.

[0017] The game device of the 12th technical solution includes a control unit, which, in a game in which a user can recognize the result of a battle, performs the battle using a first method when the user cannot recognize the process of the battle, performs the battle using all of the first method and a second method when the user can recognize the process of the battle, or performs the battle using a part of the first method and the second method. Effects of the Invention

[0018] In the program product including the game program, the game processing method, and the game device according to the present disclosure, the difference between the battle result imagined by the user and the actual battle result can be reduced compared to a configuration in which a battle is performed without combining a plurality of techniques. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] Figure 1 This is a block diagram showing the hardware structure of a game device. Figure 2 This is the first block diagram showing an example of the functional structure of the game device. Figure 3 This is a flowchart showing the flow of a specific process. Figure 4 This is a first display example displayed on the display of the game device. Figure 5 This is a second display example displayed on the display of the gaming device. Figure 6 This is the first explanatory diagram for explaining the change in the individual physical strength of the ally character FC1. Figure 7 This is a second block diagram showing an example of the functional structure of the game device. Figure 8 This is the second explanatory diagram for explaining the change in the individual physical strength of the ally character FC1. Fig. 9 This is an illustration that explains the changes in the hypothetical physical strength of the ally characters FC1 to 5. DETAILED DESCRIPTION

[0020] Hereinafter, the game device 10 according to the present embodiment will be described. (First embodiment) First, a first embodiment of the game device 10 according to the present embodiment will be described.

[0021] Figure 1 1 is a block diagram showing the hardware structure of the game device 10. The game device 10 is, for example, a home game console, a portable game console, a commercial game console, a smart phone, a tablet terminal, a personal computer, etc. As an example, the present embodiment sets the game device 10 as a "home game console". The game device 10 is an example of a "computer".

[0022] like Figure 1As shown, the game device 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a storage 14, a display 15, a speaker 16, an external I / F (Interface) 17, a communication I / F 18, and an input I / F 19. Each structure can be connected to each other via a bus 20 so as to be able to communicate.

[0023] The CPU 11 , which is an example of a hardware processor, is a central processing unit and executes various programs to control each unit.

[0024] The ROM 12 stores various programs and various data. The RAM 13 temporarily stores programs or data as a work area.

[0025] The storage 14 is composed of a storage device such as a HDD (Hard Disk Drive), an SSD (Solid State Drive), or a flash memory, and stores various programs and various data. The ROM 12, RAM 13, and storage 14 correspond to a memory.

[0026] As an example, the display 15 is a liquid crystal display that displays various information. In the present embodiment, the display 15 is integrated with the game device 10. However, the display 15 is not limited to this, and the game device 10 may also be separated. In addition, in the present embodiment, the display 15 does not have a touch panel. However, the display 15 may also have a touch panel integrally.

[0027] The speaker 16 outputs various sounds. The external I / F 17 is an interface for connecting an external device to the game apparatus 10. The external device is the recording medium 30 as an example.

[0028] The recording medium 30 may be a non-transient recording medium such as a CD-ROM (Compact Disk Read Only Memory), a DVD-ROM (Digital Versatile Disk Read Only Memory), a USB (Universal Serial Bus) memory, or an SD memory card. A game program 30A for executing a predetermined game in the game device 10 is stored in the recording medium 30. The CPU 11 reads the game program 30A from the recording medium 30 via the external I / F 17, and executes the game program 30A using the RAM 13 as a working area. In addition, the game program 30A is not limited to being stored in the recording medium 30, and may be pre-stored in the storage 14 of the game device 10, or may be downloaded to the game device 10 via a network. The game program 30A is an example of a "game program". In addition, the present disclosure may be applied to a game program, a program product including a game program, and a non-transient computer-readable recording medium recording a game program.

[0029] Communication I / F 18 is an interface for connecting game device 10 to a network. Communication I / F 18 may use, for example, wired communication standards such as Ethernet (registered trademark) or FDDI (Fiber Distributed Data Interface), or wireless communication standards such as 4G, 5G, or Wi-Fi (registered trademark).

[0030] The input I / F 19 is an interface for connecting to the input device 40. The input device 40 is a controller, a mouse, a keyboard, etc. having operation buttons and direction keys, and is used for various inputs. The user uses the input device 40 to operate the game. Operation information indicating the content of the input operation performed by the user using the input device 40 is stored in the RAM 13. In the present embodiment, the input device 40 is separate from the game device 10. However, it is not limited to this, and the input device 40 can also be integrated with the game device 10. In addition, the input device 40 can also be detachable relative to the game device 10. In addition, the number of the input device 40 can also be one or more.

[0031] Next, the functional structure of the game device 10 will be described. Figure 2 This is a first block diagram showing an example of the functional structure of the game device 10 .

[0032] like Figure 2As shown, the CPU 11 of the game device 10 includes a receiving unit 11A, a control unit 11B, an acquisition unit 11C, and an adjustment unit 11D as functional components. Each functional component is realized when the CPU 11 reads a game program 30A stored in a recording medium 30 and executes the game program 30A. The accepting unit 11A accepts an input operation from the user using the input device 40 .

[0033] The control unit 11B controls the progress of the game based on the user's input operation accepted by the acceptance unit 11A and information defined by the game program 30A.

[0034] The above-mentioned game has a gameplay in which a multi-to-multi battle is carried out between a game object on the player side and a game object on the enemy side. Game objects are objects that appear in the game, such as characters, props, and gimmicks. Characters are humans, animals, robots, machines, or fictional creatures that appear in the game, and their types are not particularly limited. In the following, the game objects that fight in the game are set as human characters for explanation. In addition, sometimes the characters on the player side are recorded as friendly characters, and the characters on the enemy side are recorded as enemy characters. As an example, friendly characters and enemy characters are set as characters other than the player characters that can be operated by the user, so-called NPCs (Non Player Characters). Here, the above-mentioned "battle" is just an example of a "combat". In addition to the "combat as a battle" in the above-mentioned game where life and death are gambled, the "combat" also includes "combat as a competition" in various sports such as baseball and football.

[0035] In addition, in the above game, the user can recognize the battle result between the friendly character and the enemy character, specifically, the life and death of each of the friendly character and the enemy character, based on the information displayed on the display 15. In this game, the character that died as a result of the battle disappears from the game space. Therefore, the user can recognize that the character has died by the disappearance of the character that was displayed on the display 15 from the display 15.

[0036] Here, the control unit 11B uses the first method to fight when the user cannot recognize the battle process. The first method is a method in which the basis for the generation of damage in the battle is not related to the character's motion. The damage when fighting with the first method is generated regularly, specifically, every predetermined time. In addition, damage is a unit that represents the parameter of the character caused by the attack, etc., specifically, the amount of reduction in physical strength.

[0037] The above-mentioned activity means the action of the character, specifically, the action that can be performed in the battle such as attacking activity, defending activity and avoiding activity. In addition, in the above-mentioned game, the situation that the activity of the character fights without being displayed on the display 15 becomes the situation that the user cannot recognize the battle process.

[0038] In addition, the first method is a method of reducing the group physical strength set for a predetermined group every time a predetermined time passes, and the predetermined group is a group of multiple characters. The predetermined group includes a friendly group as a group of friendly characters, and an enemy group as a group of enemy characters. The group physical strength is set as an initial value to any value such as 2000, 2500 or 3000 according to the predetermined group. For example, when fighting with the first method, the group physical strength is reduced by a predetermined amount every time a predetermined time passes. The group physical strength is an example of the "first parameter".

[0039] Next, the control unit 11B fights with the second technique and all or part of the first technique when the user can recognize the battle process. That is, in the case where the user can recognize the battle process, the control unit 11B combines the first technique and the second technique to fight. The second technique is a technique in which the damage in the battle is caused by the character's activity. The damage in the case of fighting with the second technique is caused irregularly, specifically, based on a well-known conflict judgment. In addition, in the above-mentioned game, the case where the character's activity is displayed on the display 15 and the battle is carried out becomes a case where the user can recognize the battle process.

[0040] In addition, the second method is a method of reducing the individual physical strength set for individual characters included in a plurality of characters constituting a predetermined group based on a well-known conflict determination. The individual physical strength is set as an initial value to any value such as 150, 200 or 250 according to the individual character. For example, when fighting with the second method, the individual physical strength is reduced by the amount of damage caused by the attack from the enemy character of the individual character. The individual character is an example of a "predetermined object", and the individual physical strength is an example of a "second parameter".

[0041] In addition, the control unit 11B performs the following control when the group's physical strength becomes the minimum value, that is, "0". As an example, the control unit 11B performs different controls when the user cannot recognize the battle process and when the user can recognize the battle process. Specifically, when the user cannot recognize the battle process, the control unit 11B makes the multiple characters constituting the predetermined group whose group physical strength becomes "0" disappear from the game space. On the other hand, when the user can recognize the battle process, the control unit 11B maintains the multiple characters in the game space, and then, based on the situation that the enemy character has been attacked, makes the attacked individual characters disappear from the game space.

[0042] Furthermore, when the individual physical strength reaches the minimum value of "0", the control unit 11B causes the individual character whose individual physical strength reaches "0" to disappear from the game space.

[0043] The acquisition unit 11C acquires various information related to the game. For example, the acquisition unit 11C periodically acquires position information, time information, and physical strength information as various information.

[0044] The position information is information indicating the position of the game object in the game space. Here, a world coordinate system is set for the game space, and the world coordinate system is a coordinate system for defining the position in the game space. The position of the game object can be determined on the world coordinate system.

[0045] For example, the acquisition unit 11C acquires the position information of the character, the position information of the friendly group, and the position information of the enemy group. The position information of the character includes the position information of the player character, the friendly character, and the enemy character. The position information of the character is represented by the three-dimensional coordinate value of the intersection of the body axis of the character and the ground defined in the game space in the above-mentioned world coordinate system. In addition, when the position information of multiple friendly characters is within a predetermined range, the acquisition unit 11C acquires the position information of any friendly character among the multiple friendly characters as the position information of the friendly group. Furthermore, when the position information of multiple enemy characters is within a predetermined range, the acquisition unit 11C acquires the position information of any enemy character among the multiple enemy characters as the position information of the enemy group.

[0046] The time information is information indicating the time elapsed in the battle between the friendly group and the enemy group. The acquisition unit 11C starts measuring the time information when the position information of the friendly group and the position information of the enemy group are within a predetermined distance, and acquires the regularly measured time information.

[0047] The physical strength information is information indicating the group physical strength of each of the friendly group and the enemy group, the individual physical strength of each of the friendly character and the enemy character, and the assumed physical strength of each of the friendly character and the enemy character. The assumed physical strength is a parameter obtained by simulating the physical strength of each of the friendly character and the enemy character, and is calculated by dividing the group physical strength by the number of multiple characters constituting the predetermined group. In addition, even if the assumed physical strength becomes the minimum value, i.e., "0", the control unit 11B maintains the individual character whose assumed physical strength becomes "0" in the game space. The assumed physical strength is an example of the "third parameter".

[0048] The adjustment unit 11D adjusts the amount of reduction in individual physical strength when the user can recognize the battle process. For example, when an individual character is attacked due to the battle under the second method and the individual physical strength of the individual character is reduced, the adjustment unit 11D determines whether to increase the amount of reduction in the individual physical strength based on the group physical strength of the predetermined group to which the individual character belongs represented by the physical strength information obtained by the acquisition unit 11C and the individual physical strength. Specifically, when the individual physical strength is greater than the assumed physical strength obtained by dividing the group physical strength by the number of multiple characters constituting the predetermined group, the adjustment unit 11D adds the difference between the individual physical strength and the assumed physical strength to the amount of reduction in the individual physical strength reduced by the second method.

[0049] Figure 3 This is a flowchart showing the flow of a specific process executed by the game device 10. The specific process is performed by the CPU 11 reading the game program 30A from the recording medium 30, developing it in the RAM 13, and executing it. Figure 3 The specific processing shown is automatically and repeatedly executed every time a certain period of time passes, for example.

[0050] exist Figure 3 In step S10 shown, CPU 11 determines whether the friendly group and the enemy group are in battle. Here, when CPU 11 determines that they are in battle (step S10: Yes), it proceeds to step S11. On the other hand, when CPU 11 determines that they are not in battle (step S10: No), it ends the specific processing. As an example, when the position information of the friendly group and the position information of the enemy group are within a predetermined distance, CPU 11 determines that the friendly group and the enemy group are in battle.

[0051] In step S11, CPU 11 determines whether a predetermined time has elapsed. Here, if CPU 11 determines that the predetermined time has elapsed (step S11: Yes), the process proceeds to step S12. On the other hand, if CPU 11 determines that the predetermined time has not elapsed (step S11: No), the process proceeds to step S13.

[0052] In step S12, CPU11 performs a subtraction operation on the group physical strength of each of the friendly group and the enemy group. As an example, CPU11 subtracts the value obtained by multiplying the number of characters constituting the predetermined group by a fixed value (e.g., 10) from the group physical strength. For example, when the number of friendly characters constituting the friendly group is 8, CPU11 subtracts 80 from the group physical strength of the enemy group. In addition, when the number of enemy characters constituting the enemy group is 10, CPU11 subtracts 100 from the group physical strength of the friendly group. Then, CPU11 proceeds to step S13.

[0053] In step S13, the CPU 11 determines whether the predetermined condition is satisfied. Here, if the CPU 11 determines that the predetermined condition is satisfied (step S13: Yes), the CPU 11 proceeds to step S16. On the other hand, if the CPU 11 determines that the predetermined condition is not satisfied (step S13: No), the CPU 11 proceeds to step S14. As an example, the CPU 11 determines that the predetermined condition is satisfied when the position information of the player character is within a predetermined distance from the position information of the friendly group and the enemy group and the user can recognize the battle process.

[0054] In step S14, CPU 11 obtains the assumed physical strength. Specifically, CPU 11 obtains the assumed physical strength of the friendly character calculated by dividing the group physical strength of the friendly group by the number of friendly characters constituting the friendly group. In addition, CPU 11 obtains the assumed physical strength of the enemy character calculated by dividing the group physical strength of the enemy group by the number of enemy characters constituting the enemy group. Then, CPU 11 proceeds to step S15.

[0055] In step S15, CPU 11 substitutes the assumed physical strength into the individual physical strength. Specifically, CPU 11 substitutes the assumed physical strength of the friendly character obtained in step S14 into the individual physical strength of the friendly character. In addition, CPU 11 substitutes the assumed physical strength of the enemy character obtained in step S14 into the individual physical strength of the enemy character. Then, CPU 11 ends the specific processing.

[0056] In step S16, the CPU 11 determines whether the individual character has been attacked. Here, if the CPU 11 determines that the individual character has been attacked (step S16: Yes), the CPU 11 proceeds to step S17. On the other hand, if the CPU 11 determines that the individual character has not been attacked (step S16: No), the CPU 11 ends the specific processing. As described above, the CPU 11 determines whether the individual character has been attacked based on the well-known conflict determination.

[0057] In step S17, the CPU 11 subtracts the individual physical strength of the individual character determined to have been attacked in step S16. In this case, the CPU 11 subtracts the amount of damage caused by the attack on the individual character, for example, 50, from the individual physical strength. Then, the CPU 11 proceeds to step S18.

[0058] In step S18, the CPU 11 obtains the assumed physical strength of the individual character obtained by subtracting the individual physical strength in step S17. Specifically, the CPU 11 obtains the assumed physical strength calculated by dividing the group physical strength of the predetermined group to which the individual character belongs by the number of characters constituting the predetermined group. Then, the CPU 11 proceeds to step S19.

[0059] In step S19, the CPU 11 determines whether the individual physical strength after the subtraction in step S17 is greater than the assumed physical strength obtained in step S18. Here, when the CPU 11 determines that the individual physical strength is greater than the assumed physical strength (step S19: Yes), the CPU 11 proceeds to step S20. On the other hand, when the CPU 11 determines that the individual physical strength is less than the assumed physical strength (step S19: No), the specific processing ends.

[0060] In step S20, the CPU 11 performs additional damage processing. Specifically, the CPU 11 additionally subtracts the difference between the individual physical strength after the subtraction in step S17 and the assumed physical strength obtained in step S18 from the individual physical strength. Then, the CPU 11 ends the specific processing.

[0061] Next, use Figure 4 , Figure 5 as well as Figure 6 right Figure 3 A specific example of the specific processing shown will be described. Figure 4 This is a first display example displayed on the display 15 of the game device 10 .

[0062] Figure 4 The display 15 shown has two display areas, a main display unit 50 and a sub-display unit 60. The main display unit 50 and the sub-display unit 60 are common in that they display the battle between the friendly group and the enemy group, but whether the user can recognize the battle process is different. Specifically, the user can recognize the battle process for the battle carried out in the main display unit 50, but cannot recognize the battle process for the battle carried out in the sub-display unit 60. Therefore, the CPU 11 combines the first technique and the second technique to fight for the battle carried out in the main display unit 50. In other words, the CPU 11 uses the group physical strength and the individual physical strength to determine the battle result between the friendly group and the enemy group for the battle carried out in the main display unit 50. On the other hand, the CPU 11 fights with the first technique for the battle carried out in the sub-display unit 60. In other words, the CPU 11 only uses the group physical strength to determine the battle result between the friendly group and the enemy group for the battle carried out in the sub-display unit 60.

[0063] exist Figure 4The main display unit 50 shown shows 9 friendly characters FC and 12 enemy characters EC. As an example, in the main display unit 50, a humanoid character with a white head represents a friendly character FC, and a humanoid character with a black head represents an enemy character EC. In the main display unit 50, the 9 friendly characters FC form a friendly group FG1, and the 12 enemy characters EC form an enemy group EG1. The friendly characters FC and the enemy characters EC displayed on the main display unit 50 respectively take actions such as attacking activities, defending activities, and avoiding activities to fight. In addition, for the battle carried out in the main display unit 50, the character whose individual physical strength becomes "0" dies as a result of the battle and disappears from the main display unit 50. At this time, the user can recognize the battle process of the friendly group FG1 and the enemy group EG1 by watching the activities of each character displayed on the main display unit 50. In addition, the user can recognize the battle result of the friendly group FG1 and the enemy group EG1 based on the disappearance of the character displayed on the main display unit 50 from the main display unit 50.

[0064] exist Figure 4 The sub-display unit 60 shown shows 4 white circles WC and 8 black circles BC. In the sub-display unit 60, the characters are not represented by human figures as in the main display unit 50, but by graphics. As an example, in the sub-display unit 60, 1 friendly character FC is represented by 1 white circle WC, and 1 enemy character EC is represented by 1 black circle BC. In the sub-display unit 60, the friendly group FG2 is formed by 4 white circles WC, and the enemy group EG2 is formed by 8 black circles BC. The battle conducted in the sub-display unit 60 is different from the battle conducted in the main display unit 50, and develops in a manner not accompanied by the activities of the characters. In addition, for the battle conducted in the sub-display unit 60, the character constituting the predetermined group whose group physical strength becomes "0" dies as a result of the battle, and the graphic of the white circle WC or the black circle BC representing the character disappears from the sub-display unit 60. Therefore, even if the user views the sub-display unit 60, he cannot recognize the battle process between the friendly group FG2 and the enemy group EG2. On the other hand, the user can recognize the battle result between the friendly group FG2 and the enemy group EG2 by the disappearance of the graphics displayed on the sub-display unit 60 from the sub-display unit 60.

[0065] Figure 5 This is a second display example displayed on the display 15 of the game device 10 . Figure 5 Shown from Figure 4 The display example shown shows a state after a predetermined time has elapsed from the display 15 .

[0066] exist Figure 5 The main display unit 50 shown in FIG. 1 shows 8 friendly characters FC and 10 enemy characters EC. Figure 5In the main display unit 50 shown in FIG. 1 , one friendly character FC and two enemy characters EC that died as a result of the battle disappear. Figure 5 In the sub-display unit 60 shown, the friendly character FC constituting the friendly group FG2 whose group physical strength has become "0" has died as a result of the battle, and the four white circles WC representing the friendly character FC have disappeared.

[0067] In addition, Figure 5 In the main display unit 50 shown, the enemy character EC1 approaches the friendly character FC1, and these two characters take actions to fight. Figure 5 In the example shown, it is assumed that our character FC1 is attacked by the enemy character EC1. Figure 6 The following explains the changes in the individual physical strength of the friendly character FC1.

[0068] Figure 6 This is the first explanatory diagram for explaining the change in the individual physical strength of the ally character FC1.

[0069] like Figure 6 As shown, when the friendly character FC1 is attacked, the group strength of the friendly group FG1 is reduced from the initial value of 2000 to 1600, for example, based on the predetermined time that has passed in the battle. In addition, the number of friendly characters FC constituting the friendly group FG1 when the friendly character FC1 is attacked is 8, so the assumed strength of the friendly character FC1 is 200. And, the individual strength of the friendly character FC1 after being attacked is 250. Therefore, 50, which is the difference between the individual strength "250" and the assumed strength "200", becomes the additional damage subtracted from the individual strength in an additional manner. Therefore, the individual strength of the friendly character FC1 after the additional damage processing is 200. The additional damage is an example of "the increase that increases the decrease of the second parameter".

[0070] Here, in a game where the user can recognize the battle result, in the past, sometimes a different single technique, such as one of the first technique and the second technique, is used to fight, depending on whether the user can recognize the battle process. In this case, there is a situation where the technique used in the battle is different depending on whether the user can recognize the battle process, and thus the battle result is different depending on the technique used. Therefore, the user may feel a gap between the battle result he or she imagines and the actual battle result.

[0071] In contrast, in a game in which the user can recognize the battle result, the CPU 11 performs the battle using the first method when the user cannot recognize the battle process, and performs the battle using the second method and all or part of the first method when the user can recognize the battle process. For example, there is a case in which the user imagines the result of the battle being performed in the main display unit 50 in which the battle process is recognized, based on the result of the battle performed in the sub-display unit 60 using the first method. In this case, in the game device 10 according to the first embodiment, the difference in the battle results of both parties can be reduced by combining the first method and the second method, wherein the first method produces the following battle result: the result of the battle performed in the sub-display unit 60 that is the basis for imagining the result of the battle being performed in the main display unit 50. Thus, according to the game device 10, the difference between the battle result imagined by the user and the actual battle result can be reduced compared to a configuration in which a battle is performed without combining a plurality of methods.

[0072] In addition, the basis for the generation of damage in the battle of the first method is not related to the character's activities, and the basis for the generation of damage in the battle of the second method is related to the character's activities. Specifically, the damage in the case of fighting with the first method is generated every predetermined time, and the damage in the case of fighting with the second method is generated based on the well-known conflict determination. Therefore, according to the game device 10 involved in the first embodiment, for a battle in which the character's activities are not displayed on the display 15, it becomes difficult for the user to recognize the battle process, and for a battle in which the character's activities are displayed on the display 15, the user can recognize the battle process.

[0073] Here, the above-mentioned "a case where the user cannot recognize the battle process" may be replaced by, for example, "a case where the basis for the generation of damage in battle is not related to the character's activities". Similarly, the above-mentioned "a case where the user can recognize the battle process" may be replaced by, for example, "a case where the basis for the generation of damage in battle is related to the character's activities".

[0074] In addition, the first method is a method of regularly reducing the group physical strength set for a predetermined group of a group of multiple characters, and the second method is a method of irregularly reducing the individual physical strength set for individual characters included in the multiple characters. In addition, when an individual character is attacked due to a battle under the second method and the individual physical strength of the individual character is reduced, CPU11 determines whether to increase the amount of reduction of the individual physical strength based on the group physical strength of the predetermined group to which the individual character belongs and the individual physical strength. Specifically, when the individual physical strength of the individual character is reduced, when the individual physical strength is greater than the assumed physical strength obtained by dividing the group physical strength by the number of multiple characters constituting the predetermined group, CPU11 adds the difference between the individual physical strength and the assumed physical strength to the amount of reduction of the individual physical strength reduced by the second method. Thus, according to the game device 10 involved in the first embodiment, the amount of reduction of individual physical strength can be determined by combining multiple methods. In addition, according to the game device 10, the amount of reduction of individual physical strength irregularly reduced by the second method is increased based on the group physical strength regularly reduced by the first method, thereby reducing the randomness related to the reduction of individual physical strength compared to the configuration of reducing individual physical strength using only the second method.

[0075] (Second embodiment) Next, a second embodiment of the game device 10 according to the present embodiment will be described while omitting or simplifying the overlapping parts with the above-mentioned embodiment.

[0076] In the second embodiment, there are general characters and special characters whose individual physical strength is greater than that of general characters, which is different from the first embodiment. The general character is an example of a "general object", and the special character is an example of a "special object". In addition, the individual characters described in the first embodiment are equivalent to the general characters, so in the second embodiment, the description is centered on the case where the individual characters are set as special characters.

[0077] Figure 7 This is a second block diagram showing an example of the functional structure of the game device 10 . like Figure 7 As shown, CPU 11 of game device 10 includes reception unit 11A, control unit 11B, acquisition unit 11C, adjustment unit 11D, and allocation unit 11E as functional components. Each functional component is realized when CPU 11 reads and executes game program 30A stored in storage medium 30 .

[0078] In the second embodiment, the acquisition unit 11C acquires the group physical strength and the special physical strength of the special character, which is different from the individual physical strength, when fighting with the first method. The special physical strength is a parameter that allows the special character to remain in the game space without disappearing even if it reaches the minimum value, i.e., "0", similar to the assumed physical strength. The special physical strength sets an arbitrary value such as 350, 400, or 450 as an initial value. In addition, when the special character is attacked and the individual physical strength of the special character is reduced due to fighting with the second method, the acquisition unit 11C acquires the individual physical strength and special physical strength of the special character. The special physical strength is an example of a "special parameter".

[0079] The allocating unit 11E allocates the parameter reduction amount caused by the first technique into the reduction amount from group physical strength and the reduction amount from special physical strength. As an example, when the parameter reduction amount caused by the first technique is 100, the allocating unit 11E allocates 50 as the reduction amount from group physical strength and 50 as the reduction amount from special physical strength.

[0080] In the second embodiment, when a special character is attacked and the individual physical strength of the special character is reduced due to a battle using the second method, the adjustment unit 11D adds the difference between the individual physical strength of the special character and the special physical strength to the reduction in the individual physical strength of the special character reduced by the second method when the individual physical strength of the special character is greater than the special physical strength.

[0081] Next, use Figure 8 Description Figure 5 In the display example shown, the change in the individual physical strength of the friendly character FC1 is shown when the friendly character FC1 that has been attacked by the enemy character EC1 is set as a special character.

[0082] Figure 8 This is the second explanatory diagram for explaining the change in the individual physical strength of the ally character FC1.

[0083] like Figure 8 As shown in FIG. 1 , the special physical strength of the friendly character FC1 after being attacked is 280, and the individual physical strength is 300. Therefore, 20, which is the difference between the individual physical strength "300" and the special physical strength "280", becomes the additional damage subtracted from the individual physical strength in an additional manner. Therefore, the individual physical strength of the friendly character FC1 after the additional damage processing becomes 280.

[0084] As described above, when fighting with the first method, CPU 11 obtains group physical strength and special physical strength, and distributes the parameter reduction caused by the first method into the reduction from group physical strength and the reduction from special physical strength. In addition, when the general character is attacked due to the battle under the second method, so that the individual physical strength of the general character is reduced, CPU 11 obtains the individual physical strength and group physical strength of the general character in the same way as the first embodiment, and when the individual physical strength of the general character is greater than the assumed physical strength of the general character, the difference between the individual physical strength of the general character and the assumed physical strength of the general character is added to the reduction of the individual physical strength of the general character reduced by the second method. On the other hand, when the special character is attacked in a battle using the second method and the individual physical strength of the special character is reduced, CPU 11 obtains the individual physical strength and special physical strength of the special character, and, when the individual physical strength of the special character is greater than the special physical strength, adds the difference between the individual physical strength and the special physical strength of the special character to the amount of reduction in the individual physical strength of the special character reduced by the second method.

[0085] By the above configuration, in the game device 10 according to the second embodiment, different parameters can be used for general characters and special characters to determine the additional damage to individual physical strength. Thus, according to the game device 10, a special character is more likely to die before a general character, or a general character is more likely to die before a special character is provided.

[0086] (Third embodiment) Next, a third embodiment of the game device 10 according to the present embodiment will be described while omitting or simplifying the overlapping parts with the above-mentioned embodiment.

[0087] As an example, the functional structure of the game device 10 according to the third embodiment is the same as that of the second embodiment. Figure 7 The functional structure shown.

[0088] In the third embodiment, the adjustment unit 11D sets a predetermined upper limit for the additional damage when the additional damage exceeds the reference value or when the individual character whose individual physical strength is reduced is in a predetermined state. The additional damage is the difference between the individual physical strength of a general character and the assumed physical strength of a general character, or the difference between the individual physical strength of a special character and the special physical strength. The reference value is an arbitrary value such as 50, 70 or 100. Hereinafter, the reference value is set to 50. The situation in which the individual character is in a predetermined state includes, for example, a situation in which the effect of increasing the defense parameter is given to the individual character, or a situation in which the type of attack received by the individual character is a specific type (so-called weak attack). Hereinafter, the situation in which the individual character is in a predetermined state is set to a situation in which the type of attack received by the individual character is a weak attack. The predetermined upper limit is an arbitrary value below the reference value such as 20, 30 or 40. Hereinafter, the predetermined upper limit is set to 30.

[0089] For example, when the additional damage exceeds the reference value of 50, the adjustment unit 11D sets the additional damage that is reduced from the individual physical strength to a predetermined upper limit of 30. In addition, when the type of attack received by the individual character that reduces the individual physical strength is a weak attack, the adjustment unit 11D sets the upper limit of the additional damage to a predetermined upper limit of 30.

[0090] The above configuration can reduce the discomfort given to the user compared to a configuration in which no upper limit is set for additional damage in the game device 10 according to the third embodiment. For example, according to the game device 10, it is possible to reduce the number of cases in which individual characters die due to additional damage during weak attacks.

[0091] (Fourth embodiment) Next, a fourth embodiment of the game device 10 according to the present embodiment will be described while omitting or simplifying the overlapping parts with the above-mentioned embodiment.

[0092] As an example, the functional structure of the game device 10 according to the fourth embodiment is the same as that of the second embodiment. Figure 7 The functional structure shown.

[0093] In the fourth embodiment, when the individual physical strength is greater than the assumed physical strength, the control unit 11B performs control to increase the possibility that the individual physical strength of the general character as the individual character will decrease. For example, as this control, the control unit 11B performs control to make the general character approach the enemy character, control to reduce the defense success rate or evasion success rate of the general character, control to make the enemy character approach the general character, or control to increase the attack success rate of the enemy character. In addition, the control unit 11B can perform any one of the above controls, or can combine multiple controls.

[0094] With the above configuration, in the game device 10 according to the fourth embodiment, the difference between the individual physical strength of the general character and the assumed physical strength can be reduced compared to a configuration in which control is not performed to increase the possibility of reduction of the individual physical strength of the general character.

[0095] In addition, the control unit 11B may perform the above control not only on general characters but also on special characters. In other words, the control unit 11B may perform control to increase the possibility of reducing the individual physical strength of the special character when the individual physical strength is greater than the special physical strength.

[0096] (Fifth embodiment) Next, a fifth embodiment of the game device 10 according to the present embodiment will be described while omitting or simplifying the overlapping parts with the above-mentioned embodiment.

[0097] As an example, the functional structure of the game device 10 according to the fifth embodiment is the same as that of the second embodiment. Figure 7 The functional structure shown.

[0098] In the fifth embodiment, when the assumed physical strength becomes below a predetermined threshold, the adjustment unit 11D reduces the number of multiple characters that serve as divisors in the calculation formula for the assumed physical strength calculated by dividing the group physical strength of the predetermined group by the number of multiple characters constituting the predetermined group, so that the assumed physical strength is higher than the predetermined threshold. Furthermore, the adjustment unit 11D sets new assumed physical strengths calculated based on the calculation formula for some of the individual characters that correspond to the new divisor among all the individual characters constituting the predetermined group, and sets "0" as the assumed physical strength for the remaining individual characters. The predetermined threshold is an arbitrary value such as 45, 75 or 95. Hereinafter, the predetermined threshold is set to 45.

[0099] Next, use Fig. 9 The following describes changes in the hypothetical physical strength of the five friendly characters FC1 to FC5 that constitute the friendly group FG1.

[0100] Fig. 9 This is an illustration of the changes in the hypothetical physical strength of the allied characters FC1 to 5. Fig. 9 2 shows a table T1 indicating the state before the CPU 11 adjusts the assumed physical strength, and a table T2 indicating the state after the CPU 11 adjusts the assumed physical strength.

[0101] In table T1, the group strength of the friendly group FG1 is 200, and the number of friendly characters FC constituting the friendly group FG1 is 5. In addition, in table T1, the divisor in the calculation formula of the assumed strength is 5, which is the same as the number of friendly characters FC. Therefore, in table T1, the assumed strength of friendly characters FC1 to FC5 is 40. In this case, the assumed strength shown in table T1 becomes less than 45, which is a predetermined threshold value, and therefore, the CPU 11 adjusts the assumed strength.

[0102] Here, as shown in Table T2, the CPU 11 reduces the divisor in the calculation formula of the assumed physical strength from 5 to 4 so that the assumed physical strength is higher than the predetermined threshold value. Furthermore, the CPU 11 sets the new assumed physical strength calculated based on the calculation formula to 50 for the four friendly characters FC1 to 4 among the friendly characters FC1 to 5 corresponding to the new divisor 4. In addition, the CPU 11 sets "0" as the assumed physical strength for the remaining friendly character FC5.

[0103] At this time, the CPU 11 is set to keep the friendly character FC5 whose physical strength is assumed to be "0" in the game space unchanged, specifically, keep it displayed unchanged on the main display unit 50. In addition, when the friendly character FC5 is attacked due to the battle under the second method and the individual physical strength of the friendly character FC5 is reduced, the CPU 11 performs additional damage processing to make the individual physical strength "0" and the friendly character FC5 disappears from the game space.

[0104] With the above configuration, the game device 10 according to the fifth embodiment can individually adjust the assumed physical strength of a plurality of characters constituting a predetermined group. Thus, the game device 10 can provide gameplay in which an arbitrary individual character is more likely to die than other individual characters.

[0105] (Sixth embodiment) Next, a sixth embodiment of the game device 10 according to the present embodiment will be described while omitting or simplifying the overlapping parts with the above-mentioned embodiment.

[0106] As an example, the functional structure of the game device 10 according to the sixth embodiment is the same as that of the second embodiment. Figure 7 The functional structure shown.

[0107] In the sixth embodiment, when the user can recognize the battle process, the adjustment unit 11D determines the additional damage in a manner that does not use the group's physical strength, unlike the above-mentioned embodiments. As an example, when the user can recognize the battle process, the adjustment unit 11D adds the value obtained by weighting the damage caused by the first method to the damage caused by the second method. The weighting can be to increase the damage caused by the first method or to reduce the damage caused by the first method. Here, as the weighting, 0.5 times the damage caused by the first method is taken. For example, when the damage is caused by the second method, that is, when an individual character is attacked due to the battle under the second method, 50 damage is caused by the battle under the first method. In this case, the adjustment unit 11D adds 25 obtained by taking 0.5 times 50 to the damage caused by the second method.

[0108] With the above configuration, in the game device 10 according to the sixth embodiment, it is possible to determine additional damage to individual physical strength by directly using the damage caused by the first method.

[0109] (other) In the above embodiment, the group's physical strength may be reduced by a predetermined amount or by a determined amount every time a predetermined time passes. In addition, the amount of reduction in group physical strength may also be determined based on the state of the predetermined group and the difference in the number of people between the predetermined groups in battle. Furthermore, the predetermined time may be fixed or may be changed at a fixed time.

[0110] In the above-mentioned embodiment, the group physical strength may be different or the same for the friendly group or the enemy group. In addition, the individual physical strength may be different or the same for the general character or the special character.

[0111] In the above-mentioned embodiment, when the group's physical strength becomes "0", the CPU 11 performs different control when the user cannot recognize the battle process and when the user can recognize the battle process, but the present invention is not limited thereto. When the group's physical strength becomes "0", the CPU 11 may also perform the same control when the user cannot recognize the battle process and when the user can recognize the battle process. For example, when the group's physical strength becomes "0", the CPU 11 may make the multiple characters constituting the predetermined group whose group's physical strength becomes "0" disappear from the game space regardless of whether the user can recognize the battle process, or may maintain the multiple characters in the game space.

[0112] In the above embodiment, even if the physical strength is assumed to be "0", the CPU 11 maintains the individual character, specifically the general character, whose physical strength is assumed to be "0" in the game space, but the present invention is not limited thereto. When the physical strength is assumed to be "0", the CPU 11 may also make the general character whose physical strength is assumed to be "0" disappear from the game space.

[0113] In the above embodiment, even if the special physical strength becomes "0", the CPU 11 maintains the special character whose special physical strength becomes "0" in the game space, but the present invention is not limited thereto. When the special physical strength becomes "0", the CPU 11 may also make the special character whose special physical strength becomes "0" disappear from the game space.

[0114] In the above embodiment, the CPU 11 distributes the parameter reduction amount caused by the first method in half, with the reduction amount from the group physical strength and the reduction amount from the special physical strength, but the present invention is not limited thereto. For example, the CPU 11 may distribute so that the reduction amount from the group physical strength is greater than the reduction amount from the special physical strength or the reduction amount from the group physical strength is less than the reduction amount from the special physical strength, or may distribute so that the reduction amount from the special physical strength is greater than the reduction amount from the group physical strength or the reduction amount from the special physical strength is less than the reduction amount from the group physical strength.

[0115] In the above-mentioned embodiment, CPU11 sets a predetermined upper limit for additional damage when the additional damage exceeds the reference value or when the individual character whose individual physical strength is reduced is in a predetermined state, but is not limited to this. CPU11 sets a predetermined upper limit for additional damage when at least one of the additional damage exceeds the reference value and the individual character whose individual physical strength is reduced is in a predetermined state.

[0116] In the above embodiment, the predetermined upper limit set for the additional damage is set to a fixed value, but it is not limited to this. For example, the predetermined upper limit can be an upper limit obtained by multiplying the damage caused by the attack on the individual character by a predetermined ratio, or it can be an upper limit obtained by multiplying the individual physical strength of the individual character by a predetermined ratio, and it is not particularly limited.

[0117] In the above embodiment, the characters to be the target of the additional damage process are set as NPCs, but the present invention is not limited thereto. For example, the characters to be the target of the additional damage process may be only NPCs, only player characters, or both NPCs and player characters.

[0118] In the above embodiment, the battle for additional damage processing is set as a many-to-many battle between our team and the enemy team, but it is not limited to this. The battle for additional damage processing can be a one-to-one battle between our character and the enemy character, or a many-to-one battle between our team or the enemy team and our character or the enemy character.

[0119] In addition, the specific processing performed by CPU11 loading software (program) in the above-mentioned embodiment can also be performed by various processors other than the CPU. As the processor in this case, a dedicated electronic circuit can be exemplified, and the electronic circuit is a processor with a circuit structure, and the circuit structure is a dedicated circuit structure designed to perform specific processing, and the circuit structure is a PLD (Programmable Logic Device) such as FPGA (Field-Programmable Gate Array) that can change the circuit structure after manufacturing, and ASIC (Application Specific Integrated Circuit). In addition, the specific processing can be performed by one of these various processors, or by a combination of two or more processors of the same or different types (for example, a combination of multiple FPGAs and a CPU and FPGA, etc.). In addition, the hardware structure of these various processors is more specifically an electronic circuit that combines circuit elements such as semiconductor elements.

Claims

1. A program product, including a game program, The game program is used to make the computer execute the following processing: In games where the user can recognize the outcome of a match, When the user cannot recognize the progress of the battle, the battle is performed using the first method. When the user can recognize the progress of the battle, the battle is performed using all of the first method and a second method, or the battle is performed using a part of the first method and the second method.

2. The program product according to claim 1, wherein The first method is a method of reducing the first parameter. The second method is a method of reducing the second parameter. The game program causes the computer to execute the following processing: When the second parameter is decreased, the amount of decrease of the second parameter is increased based on the first parameter and the second parameter.

3. The program product according to claim 1, wherein: The first method is a method of periodically reducing the first parameter. The second method is a method of reducing the second parameter irregularly.

4. The program product according to claim 2, wherein: The first parameter is a parameter set for a predetermined group as a group of a plurality of game objects, and the second parameter is a parameter set for a predetermined object included in the plurality of game objects. The game program causes the computer to execute the following processing: When reducing the second parameter, when the second parameter is larger than a third parameter obtained by dividing the first parameter by the number of the plurality of game objects, the difference between the second parameter and the third parameter is added to the reduction amount of the second parameter reduced by the second method.

5. The program product according to claim 4, wherein: As the predetermined object, there are provided a general object and a special object whose second parameter is larger than that of the general object. The game program causes the computer to execute the following processing: When the battle is conducted by the first method, the first parameter and a special parameter of the special object different from the second parameter are obtained, and a parameter reduction amount caused by the first method is distributed into a reduction amount from the first parameter and a reduction amount from the special parameter. When the second parameter of the general object is reduced, the second parameter of the general object and the first parameter are obtained, and when the second parameter of the general object is greater than the third parameter of the general object, a difference between the second parameter of the general object and the third parameter of the general object is added to the reduction amount of the second parameter of the general object reduced by the second method, When reducing the second parameter of the special object, the second parameter of the special object and the special parameter are obtained, and when the second parameter of the special object is larger than the special parameter, the difference between the second parameter of the special object and the special parameter is added to the reduction amount of the second parameter of the special object reduced by the second method.

6. The program product according to claim 2, wherein: The game program causes the computer to execute the following processing: A predetermined upper limit is set for the increase amount when at least one of a case where the increase amount for increasing the decrease amount of the second parameter exceeds a reference value and a case where a predetermined target for decreasing the second parameter is in a predetermined state.

7. The program product according to claim 4, wherein: The game program causes the computer to execute the following processing: When the second parameter is larger than the third parameter, the possibility that the second parameter of the predetermined object will decrease is increased.

8. The program product according to claim 4, wherein: The game program causes the computer to execute the following processing: When the third parameter becomes below a predetermined threshold, the number of the plurality of game objects serving as a divisor in a calculation formula for the third parameter calculated by dividing the first parameter by the number of the plurality of game objects is reduced so that the third parameter is higher than the predetermined threshold, The new third parameter calculated based on the calculation formula is set for part of the predetermined objects corresponding to the new divisor among all the predetermined objects constituting the predetermined group, and the lowest value of the third parameter is set for the remaining predetermined objects.

9. The program product according to claim 1, wherein: The basis for causing the damage in the battle of the first method is not related to the activity of the game object. The basis for causing the damage in the battle in the second method is related to the movement of the game object.

10. The program product according to claim 1, wherein: The game program causes the computer to execute the following processing: When the user can recognize the progress of the battle, a value obtained by weighting the damage incurred by the first method is added to the damage incurred by the second method.

11. A game processing method, The computer performs the following processing: In games where the user can recognize the outcome of a match, When the user cannot recognize the progress of the battle, the battle is performed using the first method. When the user can recognize the progress of the battle, the battle is performed using all of the first method and a second method, or the battle is performed using a part of the first method and the second method.

12. A gaming device comprising a control unit, wherein in a game in which a user can recognize an outcome of a battle, the control unit performs the battle using a first method when the user cannot recognize the progress of the battle, performs the battle using all of the first method and a second method when the user can recognize the progress of the battle, or performs the battle using a portion of the first method and the second method.