Program, game control method, game device, and game system
Patent Information
- Application Number
- JP2024024394
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-21
- Publication Date
- 2025-01-22
- Estimated Expiration
- 2039-07-25
AI Technical Summary
In baseball games where player characters can be used consecutively, the lack of fatigue management leads to a loss of realism and reduced interest, as pitchers are rarely allowed to pitch consecutively in real baseball due to fatigue.
Implementing a fatigue level system for pitcher characters that increases with use and affects their abilities, allowing for realistic rest and rotation strategies, managed separately for different game modes to maintain interest.
The fatigue level system prevents continuous use of the same pitcher, enhancing game realism and interest by simulating professional baseball pitching rotations.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a program, a game control method, a game device, and a game system. [Background technology]
[0002] Conventionally, baseball games have been provided in which player characters are collected by using item charges or the like, and a team is formed using the collected player characters to play a match against an opposing team (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-80820 A Summary of the Invention [Problem to be solved by the invention]
[0004] In a baseball game in which a match is played, if a user can use a player character owned by the user at any time, there is a possibility that, for example, the same pitcher character will be used in consecutive matches (continuous appearance on the mound). However, in real professional baseball, etc., pitchers are more tired after each match than fielders, so pitchers are rarely used on the mound in succession and are usually rested for several matches. If the same pitcher character could be used on the mound in succession in a baseball game, the reality may be lost and the game may become less interesting.
[0005] The present invention has been made in consideration of the above-mentioned problems, and has an object to improve the entertainment value of games. [Means for solving the problem]
[0006] The program of the present invention is a program for controlling a game that progresses using characters, and causes a computer to function as a memory means for storing parameters that are associated with characters and that have an effect on the game depending on the values of the characters used in the game, and a modification means for modifying the values of the parameters of the characters used in the game among the parameters stored in the memory means, the game being executable in a plurality of modes, and the parameters being managed for each of the modes. [Brief description of the drawings]
[0007] [Figure 1] FIG. 13 is a diagram showing an example of a player information image of a baseball game. [Diagram 2] FIG. 13 is a diagram showing an example of a team setting image of a baseball game. [Diagram 3] FIG. 13 is a diagram showing an example of a team setting image of a baseball game. [Figure 4] FIG. 1 is a diagram illustrating an example of the configuration of a game system according to an embodiment. [Diagram 5] 1 is a block diagram showing an example of a functional configuration of a game device according to an embodiment; [Figure 6] FIG. 2 is a diagram showing an example of player character data. [Figure 7] FIG. 11 is a diagram showing an example of order data. [Figure 8] 11 is a flowchart showing an example of a processing procedure performed by the game device according to the embodiment. [Figure 9] 10 is a flowchart showing an example of a processing procedure performed by the game device according to the embodiment. [Figure 10] FIG. 13 is a diagram for explaining an ID given to a player character. [Figure 11] FIG. 13 is a diagram for explaining the relationship between real-time battle mode, order, and fatigue level. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. [1. Game Description] Below, an overview of a game to which the present invention is suitable will be described. In this embodiment, a baseball game will be described in which player characters are collected by using item charges or the like, a team (hereinafter also referred to as a user team) is formed using the collected player characters, and a match is played against an opposing team.
[0009] (Player character) In the baseball game of this embodiment, player characters that imitate real baseball players are provided, and the names and images of the real baseball players are set. Note that, although the player characters imitate real baseball players in this embodiment, fictional characters may also be used as the player characters.
[0010] Fig. 1 is a diagram showing an example of a player information image showing information of a player character. The player information image is displayed on a display unit 106 of a game device 10, which will be described later. Fig. 1 shows a player information image G100 of a pitcher character. Part P101 shows an image of a player character, and an image of an actual baseball player is displayed. Part P102 indicates the player name and series. In the example of FIG. 1, the player name is "x", but the name of an actual baseball player is displayed. Also, in the example of FIG. 1, the series of the player character is "2017 Series 1". Player characters with the same player name may be provided for each series, for example, "2017 Series 1 Player Name x", "2017 Series 2 Player Name x", etc. may exist. Therefore, there may be player characters with the same player name but from different series within the same team. Each time the series is updated, changes to the abilities are made based on the performance of the baseball player.
[0011] Part P103 indicates the rarity of the player character. Rarity indicates the rank of the player character, and the higher the rarity, the higher the upper limit of the level, abilities, and spirits. Rarity is ranked from highest to lowest as "S, A, B, C, D." Player characters with the same player name may have different rarities, and there may be player characters with the same player name but different rarities on the same team. Part P104 indicates the spirits of the player character. Spirits are a numerical value given to each player character, and are parameters that increase when the player character is strengthened. When a match or event confrontation occurs, a "spirits battle" is held based on the spirits of the two opposing player characters, and the results of the battle cause changes in abilities, etc.
[0012] The part P105 indicates the defensive information, cost information, training level information, and level / experience value information of the player character. The defensive information indicates the appropriate position (defensive position) of the player character and the defensive ability of the player character. Defensive ability is rated from highest to lowest as "S, A, B, C, D, E, F, G." In the example of Figure 1, "First S" indicates that the appropriate position of the player character is "pitcher (starter)" and that the defensive ability of the player character is "S." The cost information indicates the cost of the player characters. It is necessary to organize a team so that the total cost of the player characters does not exceed an upper limit (team cost). The training level information indicates the training level of the player character. The training level of the player character increases by performing training. As the training level increases, the player character's abilities and spirits also increase. Note that "Lv0 / 10" indicates that the upper limit of the player character's training level is "10" and that the current training level is "0." The level and experience value information indicates the level and experience value of the player character. Experience values are awarded to player characters who participate in a match. When the experience value reaches a certain value, the player character's level increases. When the player character's level increases, the player character's abilities and spirits also increase. Note that "Lv50 / 60" indicates that the player character's maximum level is "60" and the current level is "50".
[0013] Part P106 shows the pitcher's power parameter, control parameter, and stamina parameter, which represent the pitcher's abilities. As the stamina parameter decreases, the control, power, and amount of change in the curveball decrease. A number and an alphabet are displayed for each parameter. The number indicates the parameter value, and the alphabet indicates the level of ability. Each parameter is ranked from highest to lowest as "S, A, B, C, D, E, F, G." The part P107 indicates the fatigue level of the player character. The fatigue level will be described later. The player information image G100 includes multiple pages, and the pages can be switched by operating the operation part P108.
[0014] 1 shows a pitcher character, but in the case of a fielder character, the defensive information in part P105 displays the defensive position (catcher, first base, second base, etc.), and part P106 displays parameters representing the abilities of the fielder (e.g., trajectory parameters, hitting parameters, power parameters, running ability parameters, etc.).
[0015] Here, with reference to FIG. 10, the ID given to the player character will be described. The IDs given to the player character include an "original ID", a "profile number ID", and a "player ID". The original ID is an ID given to each player name. The profile number ID is an ID given according to the rarity. The player ID is an ID assigned to each player character owned by the user. As described above, there may be player characters with the same player name but different series or rarity in the same team. There may also be player characters with the same player name, the same series, and the same rarity in the same team. In this case, as shown in FIG. 10, there will be multiple player characters given the same original ID, but the player IDs of these multiple player characters will be different from each other.
[0016] (Match method) There are two ways to play against an opposing team: computer match and real-time match. In computer matches, the match between the user team and the opponent team (a computer team or a user team of another user on the network) progresses automatically. In computer matches, the progress of the match is automatically determined by the computer based on parameters related to the user team and the opponent team, and the user watches the match progress as it progresses automatically. Note that even in computer matches, the user can perform some operations (pitching and batting operations on the user team's side). In a real-time match, a game between a user team and an opponent team (a user team of another user on the network) progresses in a communication match according to operations on each game device 10. If one user is on defense and the other user is on offense, a player character pitches or plays defense in response to the operation of one user (pitching operation or defensive operation), and a player character hits or runs the bases in response to the operation of the other user (batting operation or base running operation). In this way, the match situation is updated based on the user's operations on the player characters. Real-time matches are a match format that is also used in esports (e-sports).
[0017] (Real-time battle mode) Real-time battles are available in ranked battle mode, room battle mode, and tournament mode. The Rank Battle mode is a mode where you play against other players of the same rank as you, selected through a matching process, in real time. In Rank Battle mode, your rank increases based on the points you earn from winning or losing a match. In this way, Rank Battle mode is a mode where you can play against players from all over the country.
[0018] The room battle mode is a mode in which you play against other players who are participants in a group called a room in real time. In the room battle mode, you are not awarded points for winning or losing a match. When you create a room, a room ID is issued, and multiple players can share the room ID and play matches between room members. When you create a room, you can set the match rules (for example, the number of innings in a match) as you wish. In this way, the room battle mode is a mode in which you can play against a limited number of players, such as friends.
[0019] In tournament mode, for example, players can participate in a tournament that is held for a limited time, and play against other players in real time who are also participants in the tournament. Each player is set a parameter called a "rating," and the current rating changes with each match depending on the outcome of the match and the difference in rating between the player and the opponent. The highest rating recorded during the event period, known as the "best rating," is recorded as the ranking record.
[0020] (User team composition) In order for a player character owned by the user to participate in a game, it is necessary to register them in the order, which can be edited on the order screen. For example, an order consists of 24 player characters, including 5 starting pitchers, 4 relief pitchers (including 2 setup pitchers), 1 closer, 9 fielders including DH, and 5 bench slots (pitchers and fielders).
[0021] 2 and 3 are diagrams showing an example of a team setting image for organizing a user team. The team setting image constitutes an order screen displayed on the display unit 106 of the game device 10, which will be described later. As shown in FIGS. 2 and 3, the team setting images G200 and G300 are images for selecting a player character to be registered as a fielder member or pitcher member of the team from among the player characters owned by the user. Parts P201 to P203 are parts for selecting either a pitcher, a fielder, or a reserve player.
[0022] 2 shows a team setting image G200 for registering field players when part P201 is selected. In the team setting image G200, player characters registered as field players of the team are displayed in an area A204. That is, a plurality of parts P205 corresponding to a plurality of player characters registered as field players of the team are displayed in the area A204. In the example of Fig. 2, the name of the player character is displayed within each part P205. Although omitted in Fig. 2, an image, rarity, etc. of the player character may be displayed within each part P205.
[0023] The area A204 includes an area A2041 for starting members and an area A2042 for bench members. In the area A2041, parts P205 indicating player characters registered as starting members are displayed. That is, one part P205 (one player character) is associated with each position. On the other hand, in the area A2042, parts P205 indicating player characters registered as bench members are displayed. For example, by dragging and dropping a part P205 onto another part P205, the positions of the player characters can be swapped, or the player characters can be swapped between starting members and bench members. In addition, by selecting any part P205, the user can also swap the player character corresponding to that part P205 with a reserve player character (a player character owned by the user that is not registered as a member of the team).
[0024] Part P206 indicates team spirits. Team spirits are calculated by executing a predetermined calculation process based on the spirits of each player character registered as a member of the team. For example, team spirits is the sum of the spirits of each player character registered as a member of the team. A "spirits showdown" with the team spirits of the opposing team occurs, and the superiority or inferiority of the two teams in the match is determined based on the result. Part P207 indicates the team cost. The team cost indicates the total cost of the player characters registered as members of the team. "221 / 250" indicates that the team cost is "221" and the upper limit cost is "250." The user must set the team members so that the team cost does not exceed the upper limit cost.
[0025] The part P208 is a part for setting the batting order etc. When the part P208 is selected, an image for setting the batting order is displayed. Part P209 is a part for saving team data. When part P209 is selected, the team data set by the user is saved.
[0026] 3 shows a team setting image G300 for registering a pitcher member when part P202 is selected. Elements similar to those in the team setting image G200 are given the same reference numerals and their explanations are omitted. In the team setting image G300, the player characters registered as pitcher members of the team are displayed in the area A204. In this case, a plurality of parts P205 corresponding to the player characters registered as starting pitcher members, relay pitcher members, and closer pitcher members are displayed in the area A204. Although not shown, when part P203 is selected, a reserve player character is displayed in area A204.
[0027] In this way, the user creates an order using the player characters that the user owns, organizes a user team made up of a plurality of player characters, and plays a match against an opposing team. In the baseball game of this embodiment, as shown in FIG. 11(a), the orders are managed in common between the rank battle mode and the room battle mode. Meanwhile, in the tournament mode, the orders are managed separately from the orders in the rank battle mode and the room battle mode. In other words, the orders for the tournament mode can be created independently of the orders for the rank battle mode and the room battle mode. In this way, the rank battle mode and the room battle mode have the same orders, and the team setting images are also the same. Figures 2 and 3 show team setting images for creating orders for the rank battle mode and the room battle mode.
[0028] (Fatigue level) In the baseball game of this embodiment, a parameter called a "fatigue level" is associated with a pitcher character in a real-time match, which introduces the concept that the pitcher character becomes fatigued when he takes the mound. Fatigue level is level 0 when you are not fatigued, and increases by 1 as fatigue increases, with the highest level being level 4.
[0029] By having a pitcher character start the game, the fatigue level of this pitcher character increases by four levels.
[0030] Furthermore, by having a pitcher character pitch in as a relief pitcher, the fatigue level of this relief pitcher character is increased according to a predetermined rule. For example, the degree of increase in fatigue level is varied according to the ratio of the stamina remaining at the end of the game to the maximum stamina of the relief pitcher character (called the stamina remaining rate). For example, if the stamina remaining rate is 80% or more, the character is increased by one level; if the stamina remaining rate is between 50% and 80%, the character is increased by two levels; if the stamina remaining rate is between 20% and 50%, the character is increased by three levels; and if the stamina remaining rate is less than 20%, the character is increased by four levels.
[0031] Also, by resting a pitcher character for one game, the fatigue level of the rested pitcher character is reduced by one level. In other words, by playing a game in which the pitcher character is not pitched and another pitcher character is pitched, the fatigue level of the rested pitcher character is reduced by one level. The fatigue level of a pitcher character who is a reserve player is also reduced by a similar level.
[0032] Depending on the level value of the fatigue level, an effect of suppressing a certain ability of the pitcher character is given. The higher the fatigue level, the lower the spirits will be set, for example. For example, if the fatigue level is set to level 0 for the spirits of a pitcher character, the spirits will not decrease, but will decrease by -10% at level 1, -20% at level 2, -30% at level 3, and -40% at level 4. Also, the higher the fatigue level, the lower the stamina is set at the start of the game. For example, if the fatigue level is level 0, the stamina will not decrease compared to the stamina set at the start of the game for a pitcher character, but will decrease by -30% at level 1, -60% at level 2, -90% at level 3, and -100% at level 4.
[0033] In this way, a fatigue level is associated with a pitcher character, and the fatigue level value of a pitcher character who has taken the mound in a match is changed. Depending on the fatigue level value, the pitcher character's specified abilities (spirits and stamina at the start of the match) are suppressed. This makes it possible to prevent a situation in which the same pitcher character takes the mound consecutively, improving the entertainment value of the game. Note that the fatigue level does not prohibit a pitcher character from taking the mound consecutively, and it is possible for the pitcher character to take the mound when his spirits and stamina at the start of the match are low.
[0034] In addition, by resting a pitcher character, the fatigue of the rested pitcher character is restored (the fatigue level goes down). This makes it more interesting to consider rotations (the order of starting pitchers to be used) like in real professional baseball, such as resting a pitcher character for a few games after pitching, and further improves the appeal of the game.
[0035] Here, the fatigue level is managed for each original ID. This is to prevent consecutive or frequent appearances by player characters with the same player name. For example, if the fatigue level of the player character "2017 Series 1 Player Name x" is assigned level 2, the fatigue level of the player character "2017 Series 2 Player Name x" will also be assigned level 2.
[0036] 11(a), the fatigue level is managed for each real-time battle mode, that is, the fatigue level is managed for each of the ranked battle mode, the room battle mode, and the tournament mode. If fatigue levels are managed only for each original ID, for example, when playing a match in room battle mode and then trying to play a match in ranked battle mode, the fatigue level in room battle mode will be applied. This has the effect of suppressing a certain ability of a pitcher character due to the fatigue level in room battle mode, even though the pitcher character has not pitched in ranked battle mode. Also, in order to have a pitcher character pitch continuously in ranked battle mode, where points can be earned, by having the pitcher character pitch in a match in ranked battle mode and then playing multiple matches in room battle mode without having the pitcher character pitch, the fatigue level of the pitcher character can be lowered, making it possible for the pitcher character to pitch continuously in ranked battle mode without fatigue. To avoid this situation, fatigue levels are managed for each mode in addition to for each original ID, so that fatigue levels in one mode do not affect other modes.
[0037] In the room battle mode, when creating a room, it may be possible to select for each room whether or not to introduce a fatigue level, that is, whether or not to associate a fatigue level with a pitcher character. Also, as a rule of the room battle mode, a user can only belong to one room at a time. In this case, if the fatigue level of the pitcher character is carried over when the user changes rooms, the pitcher character will start in a fatigued state in the new room, and fairness with other players cannot be maintained. Therefore, when a user changes rooms, the fatigue levels of the pitcher characters owned by the user (pitcher characters available to the user) that are managed in the room battle mode are reset, so that the fatigue level in one room does not affect other rooms. However, the fatigue level managed in the room battle mode is not reset simply because the user has left the room. When re-entering the same room, the user can proceed with the game with the fatigue level maintained.
[0038] 1, a part P107 indicating a fatigue level may be displayed in the player information image G100. Also, the spirits shown in the part P104 may be a value that has decreased according to the fatigue level.
[0039] Also, as shown in Fig. 3, in the team setting image G300 for registering pitcher members, an icon 211 indicating a fatigue level may be displayed on the part P205 of a pitcher character that is not fatigue-free (a pitcher character whose fatigue level is level 1 or higher). In this case, as shown in Fig. 3, in the team setting image G300 for the ranked battle mode and room battle mode, it is preferable to be able to switch between displaying the fatigue level managed in the ranked battle mode and displaying the fatigue level managed in the room battle mode by operating the operation part P210.
[0040] [2. Game system configuration] Next, an overview of a game system for implementing the game described above will be given. 4 is a diagram showing an example of the configuration of the game system 1 according to this embodiment. In the game system 1 according to this embodiment, the server device 30 and the multiple game devices 10 are wirelessly connected via the network 20. Note that the server device 30 and the multiple game devices 10 may also be connected by wire.
[0041] The game device 10 is a device for operating the baseball game described above, and may be, for example, a portable communication device such as a smartphone, a dedicated portable game device, a tablet, a stationary game device, etc. The game device 10 has a CPU 101, a ROM 102, a RAM 103, a communication unit 104, an operation unit 105, a display unit 106, and a storage device 107. Note that while FIG. 1 shows the hardware configuration of one game device 10, the other game devices 10 have similar hardware configurations and are therefore not shown.
[0042] The CPU 101 reads out a control program stored in the ROM 102 into the RAM 103 and executes various processes. The ROM 102 stores a control program (such as an OS) required to operate the game device 10. A flash memory (NVRAM) may be used instead of the ROM 102. The RAM 103 is used as a temporary storage area such as the main memory and work area of the CPU 101. The communication unit 104 performs communication processing with the server device 30 and other external devices via the network 20. The operation unit 105 accepts various operations by the user. Note that, in the case where the display unit 106 is a liquid crystal display panel equipped with a touch panel, the touch panel is the operation unit 105. The display unit 106 displays various information such as the above-mentioned game screen. The storage device 107 mainly stores game programs related to the game and various data related to the game.
[0043] The functions and processes of the game device 10 are realized by the CPU 101 reading a program stored in the ROM 102 or the storage device 107 and executing the program. As another example, the CPU 101 may read a program stored in a removable storage medium such as an SD card, instead of reading a program stored in the ROM 102 or the like. The means for supplying the program to the computer may be a computer-readable storage medium such as a CD-ROM storing the program, or a transmission medium such as the Internet for transmitting the program. Hereinafter, the game device 10 will be described as a smartphone having a liquid crystal display panel equipped with a touch panel.
[0044] The server device 30 includes a CPU 301 , a ROM 302 , a RAM 303 , a communication unit 304 , and a storage device 305 .
[0045] CPU 301 reads out a control program stored in ROM 302 and executes various processes. RAM 303 is used as a temporary storage area such as the main memory and work area of CPU 301. Communication unit 304 performs communication processing with game device 10 and other external devices via network 20. Storage device 305 stores programs related to the game, identification information such as the ID of the user who operates game device 10, and various other information for each user required for the game. Note that some of this information may be stored in a database (not shown) or the like.
[0046] FIG. 5 is a block diagram showing an example of a functional configuration for storing, changing and managing fatigue levels in the game device 10. As shown in FIG. The storage device 107 of the game device 10 stores a game program for executing the game, and further includes a data storage unit 1071 for storing various data necessary for game processing. The data storage unit 1071 stores player character data DT1, order data DT2, etc.
[0047] 6 is a diagram showing an example of the player character data DT1. The player character data DT1 is data indicating a list of player characters owned by a user, and exists for each user. The player character data DT includes fields for "serial number", "original ID", "player ID", "name", "series", "rarity", "cost", "position", "experience value", "level", and "spirits". In addition, for pitcher characters, it includes a "fatigue level" field. Although omitted in FIG. 6, it may also include an upper limit level, a training level, ability parameters, etc.
[0048] The "serial number" field indicates a serial number for uniquely identifying a player character owned by the user. If a user owns multiple player characters with the same player name, the original IDs of these player characters are the same, but the serial numbers are different. "Original ID" indicates the original ID of a player character owned by the user. "Player ID" indicates the player ID of a player character owned by the user. "Name", "Rarity", "Cost", "Position", "Level", "Spirits" The " field indicates the player character's player name, rarity, cost, suitable position, level, and spirits. The "series" field indicates which series the player character belongs to. The "experience value" field indicates the cumulative experience value given to the player character. The "Fatigue Level" field indicates the fatigue level in Ranked Battle Mode, Room Battle Mode, and Tournament Mode. The experience value, level, spirits, etc. of a player character are changed by having the player participate in a match or by having the player undergo special training. In addition, the fatigue level of a player character is changed by having the player participate in a match or by having the player rest.
[0049] In this way, the storage device 107 stores, in the player character data DT1, a fatigue level, which is a parameter associated with a pitcher character and exerts an influence on the pitcher character who takes to the mound in a match according to its value in the game. Specifically, an influence is given to suppress a predetermined ability of the pitcher character according to the level value of the fatigue level. The fatigue level is stored and managed for each real-time battle mode. That is, the fatigue level is managed for each of the rank battle mode, room battle mode, and tournament mode. For example, when a match is played in the rank battle mode, an influence is given to suppress a predetermined ability of the pitcher character according to the level value of the fatigue level of the pitcher character who takes to the mound in this match, which is managed in the rank battle mode. The same is true for the room battle mode and the tournament mode. In this embodiment, the storage device 107 corresponds to the storage means of the present invention.
[0050] In the server device 30, provided player character data indicating player characters currently being provided by the game system 1 and player characters provided in the past is stored in the storage device 305. The provided player character data manages fixed information such as "original ID", "name", "rarity", "cost", and "position", as well as initial values such as "experience points", "level", and "spirits". In Figure 6, the player character data DT1 is shown to include fixed information such as "original ID," "name," "rarity," "cost," and "position," but this information may refer to the provided player character data, and the player character data DT1 may include only changeable information such as "experience points," "level," "spirits," and "fatigue level."
[0051] Fig. 7 is a diagram showing an example of order data DT2. Order data DT2 is data indicating an order created by a user, and exists for each user. Furthermore, even for the same user, there may be multiple order data DT2, such as orders for ranked battle mode and room battle mode, and orders for tournament mode. Fig. 7 shows order data for ranked battle mode and room battle mode. The order data DT2 includes member data 701 and team spirits data 702. The member data 701 indicates the serial numbers of the player characters registered in the order (five starting pitchers, four relief pitchers, one closer, nine fielders including DH, and five bench players). The member data 701 also indicates the batting order set by the user. Team spirits data 702 indicates the numerical value of team spirits.
[0052] The game device 10 also includes a game control unit 120, and the functions of the game control unit 120 are realized by the CPU 101 executing a game program stored in the storage device 107. The game control unit 120 performs control necessary for the user to play the game on the game device 10. The game control unit 120 includes a fatigue level changing unit 1201 and a reset unit 1202.
[0053] The fatigue level changing unit 1201 changes the level value of the fatigue level of a pitcher character who has participated in a match, among the fatigue levels stored in the player character data DT1 in the storage device 107. As described above, by having a pitcher character participate in a match as a starter, the fatigue level of this pitcher character is increased by four levels. Also, by having a pitcher character participate in a match as a relief pitcher, the fatigue level of this relief pitcher character is increased according to the remaining stamina rate. For example, when a match is played in ranked match mode, the level value of the fatigue level managed in ranked match mode among the fatigue levels of pitcher characters who have participated in this match is changed. The same applies to room battle mode and tournament mode. Furthermore, the fatigue level changing unit 1201 changes the level value of the fatigue level of a pitcher character who did not pitch in a match. As described above, by resting a pitcher character for one match, the fatigue level of the rested pitcher character is reduced by one level. For example, when a match is played in ranked match mode, the fatigue level value of the pitcher character who did not pitch in the match that is managed in ranked match mode is changed. The same applies to room match mode and tournament mode. In this embodiment, the fatigue level changing unit 1201 corresponds to the changing means of the present invention.
[0054] When a user moves to a different room, the reset unit 1202 resets the fatigue levels managed in the room battle mode among the fatigue levels of pitcher characters owned by the user (pitcher characters available to the user). In this embodiment, the reset unit 1202 corresponds to the reset means of the present invention.
[0055] [3. Processing in the game system] The processing in the game system according to this embodiment will be described below. In a real-time match, a match between a user team and an opponent team (a user team of another user on the network) progresses in a communication match according to operations on each game device 10. Operations of the user and the other users are exchanged between the game devices 10 via the server device 30, thereby realizing the communication match and updating the match status. Note that known screen displays and operations may be used in a real-time match, and a description thereof will be omitted.
[0056] Here, for example, when a match is played in rank match mode, the fatigue level of the pitcher character who will be on the mound in this match is influenced to suppress a specific ability of the pitcher character according to the level value of the fatigue level managed in rank match mode. Also, when a match is played in room match mode, the fatigue level of the pitcher character who will be on the mound in this match is influenced to suppress a specific ability of the pitcher character according to the level value of the fatigue level managed in room match mode. Also, when a match is played in tournament mode, the fatigue level of the pitcher character who will be on the mound in this match is influenced to suppress a specific ability of the pitcher character according to the level value of the fatigue level managed in tournament mode.
[0057] Next, the process executed when the real-time match ends will be described. 8 is a flowchart showing an example of a processing procedure by the game device 10 according to this embodiment. The processing described below is realized by the CPU 101 reading out a game program stored in the storage device 107 into the RAM 103 and executing this game program. The flowchart in Fig. 8 is executed when a real-time battle ends. That is, the flowchart in Fig. 8 is executed when a match in the ranked battle mode ends, when a match in the room battle mode ends, and when a match in the tournament mode ends.
[0058] In S101, the fatigue level change unit 1201 increases the fatigue level of the starting pitcher character of the finished game by four levels. The fatigue level change unit 1201 changes the level value of the "fatigue level" field of the starting pitcher character in the player character data DT1 according to the mode of the finished game. That is, if a game in the ranked game mode has ended, the fatigue level value managed in the ranked game mode is changed. Also, if a game in the room game mode has ended, the fatigue level value managed in the room game mode is changed. Also, if a game in the tournament game mode has ended, the fatigue level value managed in the tournament game mode is changed. Note that since the maximum value of the fatigue level is set to level 4, if the fatigue level is already at level 1 or higher, it will be set to level 4. In addition, the fatigue level change unit 1201 changes the level value of the "fatigue level" field of a pitcher character who is given the same original ID as the starting pitcher character in the player character data DT1 so that it is the same as the level value of the "fatigue level" field of the starting pitcher character.
[0059] In S102, the fatigue level change unit 1201 determines whether or not a relief pitcher has pitched in the finished game. If a relief pitcher has pitched, the process proceeds to S103, and if a relief pitcher has not pitched, the process proceeds to S104. In S103, the fatigue level changing unit 1201 increases the fatigue level of the relief pitcher character in accordance with the remaining stamina rate. In addition, in the player character data DT1, the level value of the "fatigue level" field of the relief pitcher character is changed depending on the mode of the finished match, and the "fatigue level" fields of pitcher characters who have been given the same original ID are changed to have the same level value, just like in the case of starting pitchers.
[0060] In S104, the fatigue level change unit 1201 reduces by one level the fatigue level of a pitcher character who did not pitch in the finished game. In addition, in the player character data DT1, the level value of the "fatigue level" field of an unpitched pitcher character is changed depending on the mode of the completed game, and the "fatigue level" fields of pitcher characters who have been given the same original ID are changed to have the same level value, just like in the case of starting pitchers and relief pitchers.
[0061] Next, the process executed when the user moves to a room will be described. 9 is a flowchart showing an example of a processing procedure by the game device 10 according to this embodiment. The processing described below is realized by the CPU 101 reading out a game program stored in the storage device 107 into the RAM 103 and executing this game program. The flowchart in FIG. 9 is executed when a user moves to a room. In S201, the reset unit 1202 resets the fatigue levels managed in the room battle mode among the fatigue levels of pitcher characters owned by the user (pitcher characters available to the user). That is, the reset unit 1202 changes the fatigue levels in the room battle mode in the "fatigue level" fields of all pitcher characters in the player character data DT1 to level 0.
[0062] In this embodiment, the fatigue level managed in the room battle mode is reset when the user moves to a room, but this is not limited to this. For example, the fatigue level may be further managed for each room in the room battle mode. This allows the user to maintain the previous fatigue level when moving from one room to another and returning to the first room. A room disappears when a certain condition is met (for example, everyone has left the room), so when a room disappears, management of the fatigue level in that room can be stopped.
[0063] As described above, a fatigue level is associated with a pitcher character, and the fatigue level of a pitcher character who has taken the mound in a match is changed. Depending on the fatigue level, the pitcher character's specified abilities (spirits and stamina at the start of the match) are suppressed. This makes it possible to prevent a situation in which the same pitcher character takes the mound consecutively, improving the entertainment value of the game. Note that the fatigue level does not prohibit a pitcher character from taking the mound consecutively, and it is possible for the pitcher character to take the mound when his spirits and stamina at the start of the match are low. In addition, fatigue levels are managed for each real-time battle mode (ranked battle mode, room battle mode, tournament mode), so fatigue levels in one mode do not affect other modes. In addition, by resting a pitcher character, the fatigue of the rested pitcher character is restored (the fatigue level goes down). This makes it more interesting to consider rotations (the order of starting pitchers to be used) like in real professional baseball, such as resting a pitcher character for a few games after pitching, and further improves the appeal of the game.
[0064] [4. Modifications] Although the embodiment of the present invention has been described in detail with reference to the drawings, the specific configuration is not limited to the above embodiment and can be appropriately modified without departing from the gist of the present invention.
[0065] In the above embodiment, an example in which a fatigue level is associated with a pitcher character has been described, but a fatigue level may also be associated with a fielder character. In the case of a player who can play both pitcher and fielder, the fatigue levels can be managed by dividing the player into a "pitcher version" and a "fielder version."
[0066] In addition, although an example has been described in which the fatigue level of a starting pitcher is uniformly increased by four levels, the degree of increase in fatigue level may be varied depending on the number of innings pitched, etc. The fatigue level may be increased not only at the end of the game but also during the game.
[0067] In addition, an example has been described in which a state of no fatigue is level 0, and the level increases by 1 as fatigue increases, with the highest level being level 4, but the range of level values for the fatigue level is not limited, and it may be expressed in finer multiple levels.
[0068] In addition, although an example has been described in which the method of changing the fatigue level is the same in each real-time battle mode (rank battle mode, room battle mode, tournament mode), the method of changing the fatigue level may be different for each mode. For example, in the case of a short-term showdown in room battle mode or tournament mode, the level increase amount of the fatigue level of the starting pitcher may be made smaller than the level increase amount in rank battle mode, making it easier to have the pitcher pitch consecutively.
[0069] Also, while the example of introducing a fatigue level into the real-time battle rank mode, room battle mode, and tournament mode has been described, the present invention is not limited to this. For example, a fatigue level may not be introduced into the room battle mode. In this case, as shown in FIG. 11(b), fatigue levels are managed separately for the ranked battle mode and the tournament mode. Also, as shown in FIG. 11(b), the orders in the rank battle mode and room battle mode are managed as separate orders from the orders in the tournament mode. Therefore, if fatigue levels are not introduced in the room battle mode, the fatigue levels may be managed for each order. This is one form of managing fatigue levels for each mode.
[0070] Also, although an example of introducing a fatigue level into a real-time battle has been described, a fatigue level may be introduced into a computer battle. As long as a game in which characters are used can be played in multiple modes, the battle method is not limited when applying the present invention.
[0071] 8 and 9 are described as being performed by the game device 10, all or a part of the processes may be performed by the server device 30. Also, while the player character data DT1 and the order data DT2 are described as being stored in the storage device 107 of the game device 10, they may be stored in the storage device 305 of the server device 30.
[0072] In addition, in the above-described embodiment, a baseball game is taken as an example, but the present invention is not limited to this. The present invention is applicable to any game that progresses using characters, such as sports games other than baseball (such as soccer games), fighting games, combat games, racing games, etc.
[0073] [5. Notes] The following games are envisioned as games to which the present invention is applied. This is a baseball game in which a match is played between teams each made up of a plurality of player characters, and has a function of restricting the abilities of the player characters in the match according to the fatigue level of the player characters participating in the match, and a function of increasing the fatigue level of the player characters who have participated in the match. A player can select one of a first mode and a second mode, each of which allows a match to be played. The fatigue level of the player character is configured to include a first fatigue level for the first mode and a second fatigue level for the second mode. When a match is played in the first mode, the abilities of the player characters participating in the match are limited according to a first fatigue level associated with the player characters participating in the match, and the first fatigue level of the player characters participating in the match is increased. When a match is played in the second mode, the ability of a player character participating in the match is limited according to a second fatigue level associated with the player character participating in the match, and the second fatigue level of the player character participating in the match is increased.
[0074] The game is played between teams made up of multiple characters, and includes a means for influencing the abilities of a character in the game according to a parameter representing the degree to which the character used in the game influences the abilities of the character, and a means for changing the parameter of the character used in the game. The game system includes a means for selecting one of a first mode and a second mode in which the game can be executed, and the parameters of the character include a first parameter and a second parameter. When the game is executed in the first mode, the ability of the character used in the game is influenced in accordance with a first parameter associated with the character, and a first parameter of the character used in the game is changed; When the game is executed in the second mode, the ability of the character in the game is influenced according to a second parameter associated with the character used in the game, and the second parameter of the character used in the game is changed.
[0075] Further, the present invention can be understood, for example, as follows. (1) A program according to one embodiment of the present invention is a program for controlling a game that progresses using characters, and causes a computer to function as a memory means (107) for storing parameters that are associated with characters and that have an effect on the game depending on the values of the characters used in the game, and a modification means (1201) for modifying the values of the parameters of the characters used in the game, among the parameters stored in the memory means (107), and the game is characterized in that the game can be executed in a plurality of modes, and the parameters are managed for each of the modes.
[0076] (7) A game control method according to one embodiment of the present invention is a game control method for controlling a game that progresses using characters, which stores parameters associated with characters and that have an effect on the game depending on the values of the characters used in the game in a storage means (107), and controls to change the values of the parameters of the characters used in the game among the parameters stored in the storage means (107), and is characterized in that the game can be executed in a plurality of modes, and the parameters are managed for each of the modes.
[0077] (8) A game device according to one embodiment of the present invention is a game device that executes a game that progresses using characters, and is equipped with a memory means (107) that stores parameters that are associated with characters and that have an effect on the game depending on the values of the characters used in the game, and a modification means (1201) that modifies the values of the parameters of the characters used in the game from among the parameters stored in the memory means (107), and the game is playable in a plurality of modes, and the parameters are managed for each of the modes.
[0078] (9) A game system according to one embodiment of the present invention is a game system for executing a game that progresses using characters, and is equipped with a memory means (107) for storing parameters that are associated with characters and that have an effect on the game depending on the value of the parameters of the characters used in the game, and a modification means (1201) for modifying the values of the parameters of the characters used in the game from among the parameters stored in the memory means (107), wherein the game can be executed in a plurality of modes, and the parameters are managed for each of the modes.
[0079] According to the invention related to (1), (7), (8) or (9) above, it is possible to prevent a situation in which the same character is used repeatedly, thereby improving the entertainment value of the game and preventing fatigue levels in one mode from affecting other modes.
[0080] (2) In one aspect of the present invention, in the aspect (1) above, the multiple modes include a first mode and a second mode, the parameters include a first parameter managed in the first mode and a second parameter managed in the second mode, and when the game is executed in the first mode, an influence in the game is given to a character used in the game depending on the value of the first parameter of the character, and the change means (1201) changes the value of the first parameter of the character used in the game, and when the game is executed in the second mode, an influence in the game is given to a character used in the game depending on the value of the second parameter of the character used in the game, and the change means (1201) changes the value of the second parameter of the character used in the game.
[0081] (3) In one aspect of the present invention, in the above aspect (1) or (2), the parameter is for exerting an effect on the game that suppresses a predetermined ability of a character.
[0082] (4) In one aspect of the present invention, in any one of the above aspects (1) to (3), the game is a game in which teams made up of a plurality of characters compete against each other. According to the above aspect (4), it is necessary to consider how to combine the characters that make up the team, and the entertainment value of the game can be further improved.
[0083] (5) In one aspect of the present invention, in any one of the aspects (1) to (3) above, the game is a battle game, the multiple modes include a group battle mode in which a battle takes place with participants from a group, and in the group battle mode, a user can only belong to one group at a time, and when a user moves to a different group, the computer is made to function as a reset means (1202) that resets the parameters of characters available to the user that are managed in the group battle mode. (6) In one aspect of the present invention, in the aspect (5) above, it is possible to select for each group whether or not to introduce the parameter. According to the above aspects (5) and (6), the game can be played in a mode in which the game can be played against a limited number of players such as friends. When a user moves to a different group, the fatigue level in one room can be prevented from affecting the other rooms. [Explanation of symbols]
[0084] 1: game system, 10: game device, 20: network, 30: server device, 101, 301: CPU, 102, 302: ROM, 103, 303: RAM, 104, 304: communication unit, 105: operation unit, 106: display unit, 107, 305: storage device, 1071: data storage unit, 120: game control unit, 1201: fatigue level change unit, 1202: reset unit
Claims
1. A program for controlling a game in which players compete against each other using characters, A storage means for storing parameters that are associated with the character and affect abilities used in a battle; a management means for managing a suppression parameter for suppressing the ability of the character in association with the character based on a usage status of the character in a battle; causing the computer to function as a change means for changing the parameters when the character is to be used in the next battle, based on the suppression parameters managed by the management means; Battles can be played in multiple modes: The management means manages the suppression parameters for each of the modes.
2. 2. The program according to claim 1, wherein the parameter is a value of the ability.
3. 3. The program according to claim 1, wherein the parameter is a parameter that changes the ability in comparison with the parameter of an opponent character.
4. 4. The program according to claim 1, wherein the management means sets the suppression parameters according to different rules when the character is used from the beginning of a battle and when the character is used partway through a battle.
5. 5. The program according to claim 1, wherein the management means sets the suppression parameter based on a value of a predetermined parameter after a match.
6. A game control method for controlling a game in which a battle is played using characters, comprising the steps of: The computer managing a suppression parameter for suppressing the ability of the character in association with the character based on the usage status of the character in the battle; based on the suppression parameter, when the character is next used in a battle, control is performed so as to change a parameter that is stored in a storage means and is associated with the character and that affects the ability to be used in the battle; Battles can be played in multiple modes: A game control method, characterized in that the suppression parameter is managed for each of the modes.
7. A game device for executing a game in which players compete against each other using characters, A storage means for storing parameters that are associated with the character and affect abilities used in a battle; a management means for managing a suppression parameter for suppressing the ability of the character in association with the character based on a usage status of the character in a battle; a change means for changing the parameter when the character is to be used in the next battle based on the suppression parameter managed by the management means, Battles can be played in multiple modes: The game device, wherein the management means manages the suppression parameters for each of the modes.
8. A game system for executing a game in which players compete against each other using characters, A storage means for storing parameters that are associated with the character and affect abilities used in a battle; a management means for managing a suppression parameter for suppressing the ability of the character in association with the character based on a usage status of the character in a battle; a change means for changing the parameter when the character is to be used in the next battle based on the suppression parameter managed by the management means, Battles can be played in multiple modes: The game system according to claim 1, wherein the management means manages the suppression parameters for each of the modes.