Game system, program, and game control method

The game system dynamically adjusts object parameters to provide advantages or disadvantages, addressing repetitive gameplay issues and enhancing player engagement through varied experiences.

JP2024177291AActive Publication Date: 2024-12-19KONAMI DIGITAL ENTERTAINMENT CO LTD

Patent Information

Application Number
JP2024172421
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-10-01
Publication Date
2024-12-19
Estimated Expiration
2038-07-18

AI Technical Summary

Technical Problem

Existing games that allow selection of characters or objects for a deck result in fixed deck contents, leading to repetitive gameplay experiences and reduced player interest.

Method used

A game system that dynamically changes parameter data for objects to provide advantages or disadvantages based on predetermined conditions, allowing for varied gameplay experiences by altering the effects of selected objects during game progression.

Benefits of technology

Enhances gameplay variety and player engagement by ensuring that each playthrough offers unique challenges and rewards, preventing monotony and increasing overall interest in the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To increase the interest of a game.SOLUTION: A game system (S) executes a game on the basis of an object selected from a plurality of objects. Acquisition means (102) acquires parameter data for advancing the game in an advantageous or disadvantageous manner which is associated with each object. Execution means (104) executes the game on the basis of the parameter data of the object when the object is selected. Disadvantage change means (105) changes the parameter data of the object so that the progress of the game becomes disadvantageous, when the object is selected. Advantageous change means (106) changes the parameter data so that the progress of the game becomes advantageous on the basis of a predetermined condition.SELECTED DRAWING: Figure 19
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Description

[Technical field]

[0001] The present invention relates to a game system, a game control device, and a program. [Background technology]

[0002] Conventionally, games that progress based on an object selected from a plurality of objects are known. For example, Patent Document 1 describes a game in which a deck is constructed by selecting a combination of characters to be used from a plurality of characters (one example of an object) before the start of the game, and the game progresses based on the characters set in the deck. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2014-233323 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the game of Patent Document 1, even though many characters are prepared, when a character that gives an advantage in the game progress is obtained, only that character is selected, and the contents of the deck tend to be fixed. In the game of Patent Document 1, when the contents of the deck are fixed, the story becomes similar every time and becomes monotonous, so the interest of the game cannot be sufficiently increased.

[0005] The present invention has been made in consideration of the above problems, and an object of the present invention is to provide a game system, a game control device, and a program that can improve the entertainment value of a game. [Means for solving the problem]

[0006] In order to solve the above problem, a game system according to one embodiment of the present invention is a game system that executes a game based on an object selected from a plurality of objects, and includes: an acquisition means for acquiring parameter data associated with each object for progressing the game in an advantageous or disadvantageous manner; an execution means for executing the game based on the parameter data of an object when an object is selected; a disadvantage change means for changing the parameter data of the object when an object is selected so that the progress of the game is disadvantageous; and an advantage change means for changing the parameter data of the object so that the progress of the game is advantageous based on predetermined conditions.

[0007] A game control device according to one embodiment of the present invention is a game control device that executes a game based on an object selected from a plurality of objects, and includes: an acquisition means for acquiring parameter data associated with each object for progressing the game in an advantageous or disadvantageous manner; an execution means for executing the game based on the parameter data of an object when an object is selected; a disadvantage change means for changing the parameter data of the object when an object is selected so that the progress of the game is disadvantageous; and an advantage change means for changing the parameter data of the object so that the progress of the game is advantageous based on predetermined conditions. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram showing the overall configuration of a game system. [Diagram 2] FIG. 13 is a diagram showing an example of a mission selection image. [Diagram 3] FIG. 13 is a diagram showing a state in which a list of missions is displayed on a mission selection image. [Figure 4] FIG. 13 is a diagram showing how mission details are displayed on the mission selection image. [Diagram 5] FIG. 13 is a diagram showing an example of a school deck edited image. [Figure 6] FIG. 13 shows how a school deck is edited. [Figure 7] 13 is a diagram showing an example of a school deck edit image when the button is selected. FIG. [Figure 8] FIG. 13 illustrates a window when a button is selected. [Figure 9] FIG. 13 is a diagram showing an example of a mission image. [Figure 10] A figure showing how a school command is executed in a mission image. [Figure 11] FIG. 13 is a diagram showing an example of a mission clear image. [Figure 12] FIG. 13 is a diagram showing an example of a date spot selection image. [Figure 13] FIG. 13 is a diagram showing an example of a date deck edited image. [Figure 14] FIG. 13 is a diagram showing a state in which a window is displayed on a date deck edit image. [Figure 15] FIG. 13 is a diagram showing an example of a date part image. [Figure 16] FIG. 13 is a diagram showing an example of a date part image when an opportunity to select a date command type arises. [Figure 17] FIG. 13 is a diagram showing an example of a date part image when the button is selected. [Figure 18] FIG. 13 is a diagram showing how conversation options are displayed. [Figure 19] 2 is a functional block diagram showing functions related to the present invention among functions realized in the game system. FIG. [Figure 20] FIG. 13 is a diagram illustrating an example of data storage in a date command data table. [Figure 21] 13 is a diagram showing an example of data storage in a conversation option data table; FIG. [Figure 22] FIG. 13 is a diagram illustrating an example of data storage in a school command data table. [Figure 23] FIG. 13 is a diagram showing an example of data storage in a held card data table. [Figure 24] FIG. 13 is a flow chart showing the processing of the school part. [Diagram 25] FIG. 13 is a flow chart showing the processing of the school part. [Figure 26] FIG. 13 is a flow diagram showing the processing of a dating part. [Figure 27] FIG. 13 is a flow diagram showing the processing of a dating part. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] [1. Overall structure of the game system] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the drawings, the same or corresponding components are denoted by the same reference numerals, and repeated description may be omitted. FIG. 1 is a diagram showing the overall configuration of a game system. As shown in FIG. 1, a game system S according to this embodiment includes a game terminal 10 and a server 30. The game terminal 10 and the server 30 are connected to a network N such as the Internet. Therefore, data communication between the game terminal 10 and the server 30 is possible. In FIG. 1, one game terminal 10 and one server 30 are shown, but there may be multiple game terminals 10 and servers 30.

[0010] The game terminal 10 is a computer operated by a user. For example, the game terminal 10 is a mobile terminal (for example, a mobile phone such as a smartphone or a tablet computer), a personal computer, a mobile game machine, a stationary game machine, an arcade game machine installed in an amusement facility, or a multi-function television receiver (smart TV) equipped with an information processing function.

[0011] As shown in FIG. 1, the game terminal 10 includes a control unit 11, a storage unit 12, a communication unit 13, an operation unit 14, and a display unit 15. For example, the control unit 11 may include a plurality of microprocessors. The control unit 11 executes processes according to an operating system and other programs. The storage unit 12 includes a main storage unit (e.g., RAM) and an auxiliary storage unit (e.g., non-volatile semiconductor memory). The storage unit 12 stores programs and data. For example, when the game terminal 10 is a personal computer or the like, the storage unit 12 may include an auxiliary storage unit such as a hard disk drive or a solid state drive. The communication unit 13 includes a communication module and a communication interface. The communication unit 13 performs data communication via a network N.

[0012] The operation unit 14 is an input device, and may include, for example, a key, a lever, a game controller (game pad), a pointing device such as a mouse or a touch panel, or a keyboard. For example, the operation unit 14 may include a microphone or a camera for performing input operations by voice or gestures. The display unit 15 is, for example, a liquid crystal display panel or an organic EL display, and displays a screen according to an instruction from the control unit 11. Note that the operation unit 14 and the display unit 15 do not have to be built into the game terminal 10, and may be external devices connected to the game terminal 10.

[0013] The server 30 is a server computer. As shown in Fig. 1, the server 30 includes a control unit 31, a storage unit 32, and a communication unit 33. The hardware configurations of the control unit 31, the storage unit 32, and the communication unit 33 may be similar to those of the control unit 11, the storage unit 12, and the communication unit 13, respectively. For example, the server 30 stores a game program and distributes the game program in response to a request from the game terminal 10. Also, for example, the server 30 centrally manages data related to each of a plurality of users.

[0014] The programs and data described as being stored in storage unit 12 or storage unit 32 may be supplied to game terminal 10 or server 30 via network N, for example. Game terminal 10 or server 30 may also include a reading unit (e.g., an optical disk drive or a memory card slot) and an input / output unit (e.g., a USB port) for reading programs or data stored in an information storage medium (e.g., an optical disk or a memory card). The programs and data may be supplied to game terminal 10 or server 30 via the information storage medium.

[0015] [2. Game Overview] The game system S of this embodiment executes a game based on an object selected from a plurality of objects.

[0016] An object is, for example, an object that can be used in a game. For example, an object is a game card, a game character, a game item, or the like. For example, all objects prepared in the game may be freely usable, or usable objects may be given from among them. For example, an object to be used in the game may be selected from among owned objects. In this embodiment, a game card will be described as an example of an object.

[0017] Selection means, for example, designation as an object to be used. For example, the selected object is an object designated based on a detection signal from the operation unit 14 from among the objects displayed on the display unit 15. The object may be selected by various operations, such as tapping, double tapping, flicking, swiping, long pressing, or clicking.

[0018] The game may be of various types, such as a role-playing game, an action game, a sports game, a training game, or a card game. In this embodiment, a case in which a game in which communication with a character is performed will be described as an example.

[0019] Communication may, for example, be talking to or having physical contact with a character in a virtual world within a game. Communication may also, for example, be playing with or spending time with a character in a virtual world. For example, in a game, a response may be made to a question posed by a character, or a question may be asked of a character and the character may respond. For example, physical contact may also be made with a character without any particular conversation taking place.

[0020] In this embodiment, as an example of a story, a story will be described in which a protagonist who transfers to a fictional high school meets classmates, seniors, and juniors during his school life, and communicates with each character to increase their favorability rating. Also, the game does not have to be divided into multiple game parts, but in this embodiment, a game that is divided into multiple game parts will be described.

[0021] A game part is a part of a game. For example, a game part is an event, a story, or a game task (mission or quest). In this embodiment, a school part and a date part are described as examples of a game part. Communication with characters takes place in both the school part and the date part.

[0022] For example, the school part is a game part where the protagonist studies, engages in extracurricular activities, and works a part-time job. In other words, the school part is a game part where the protagonist lives an everyday life. In this embodiment, various date spots are prepared in the virtual world, and at the time when the game is just started, restrictions are imposed so that dates cannot be held at the date spots. The school part is a game part for unlocking date spots, and a predetermined mission is set. When a mission in the school part is cleared, the date spot corresponding to the mission is unlocked. When the date spot is unlocked, it becomes possible to go on a date with a character at the date spot. Note that at the time when the game is just started, there may be date spots that are not particularly restricted.

[0023] For example, the date part is a game part in which a character goes on a date with a character at a date spot. In this embodiment, the date spots are limited, so in order to execute the date part in which a character goes on a date with a character at a desired date spot, the player needs to clear a mission corresponding to the date spot in the school part to unlock the date spot.

[0024] A date spot may have multiple types of dates prepared, such as a short date, a medium date, and a long date. For example, the longer the date, the higher the difficulty of the mission to unlock. Also, for example, the longer the date, the more opportunities to select a game card in the date part (described in detail later) will be. When a predetermined operation is performed on the game terminal 10, a mission selection image for selecting a mission in the school part is displayed on the display unit 15.

[0025] FIG. 2 is a diagram showing an example of a mission selection image. As shown in FIG. 2, the mission selection image G1 displays rank and points. In FIG. 2, the rank is indicated by "Lv.1" and the points are indicated by "AP." The display "AP 15 / 25" means that the current point value is "15" and the upper limit (maximum value) is "25." In this embodiment, points are consumed to play the game part and are restored over time. Points may be divided into points exclusively for the school part and points exclusively for the date part, or points may be shared by the school part and the date part.

[0026] The rank is the level of the user or the main character, and when the experience points acquired during the game reach or exceed a threshold, the rank increases. For example, when the rank increases, the amount of points recovered increases, or the upper limit of points increases. For example, when the rank increases, the upper limit of the number of game cards that can be owned increases, or the number of users that can be registered as friends increases. For example, when the rank increases, a specific game part becomes executable. Points are points for playing missions, and may be recovered over time or by using game items.

[0027] The display areas A10A to A10C of the mission selection image G1 each display a mission category. The category refers to the type of mission, and in this embodiment, the name of the date spot that is unlocked by clearing the mission is displayed as the category.

[0028] For example, the display area A10A displays a category called "Karaoke", and when a mission belonging to that category is completed, a date spot for "Karaoke" is unlocked. Also, for example, the display area A10B displays a category called "Game Center", and when a mission belonging to that category is completed, a date spot for "Game Center" is unlocked. Also, for example, the display area A10C displays a category called "Electric Town", and when a mission belonging to that category is completed, a date spot for "Electric Town" is unlocked. In the following, when there is no need to particularly distinguish between the display areas A10A to A10C, they will simply be referred to as display area A10.

[0029] Although it may be possible to freely challenge missions in all categories, in this embodiment, restrictions are placed on missions in some categories so that they cannot be challenged. Restricted missions can be released and challenged by clearing other missions or achieving a certain rank or higher. In the example of FIG. 2, the "Karaoke" and "Game Center" missions have been released, but the "Electric Town" mission is restricted.

[0030] Here, the process when "Karaoke" displayed in the display area A10A is selected will be described. When "Karaoke" displayed in the display area A10A is selected, a list of missions belonging to "Karaoke" is displayed in the mission selection image G1.

[0031] Fig. 3 is a diagram showing how a list of missions is displayed in the mission selection image G1. As shown in Fig. 3, a description of the selected category "Karaoke" is displayed in the display area A11 of the mission selection image G1. For example, the display area A11 displays information such as the category name (date spot that is unlocked by clearing the mission), items that can be obtained by clearing the mission, and the unlocking status of the mission (clearance status).

[0032] Although only one mission may belong to a category, in this embodiment, multiple missions belong to the category. For example, information about the first mission of "Karaoke" is displayed in the display area A12A. For example, the mission name, the points required to challenge the mission, and whether or not a bonus is available are displayed in the display area A12A. Points are reduced by a value according to the challenged mission. If there are insufficient points, the mission cannot be challenged. Points may be restored under any condition, for example, they may be restored according to the passage of time or by game items.

[0033] Like display area A12A, display area A12B displays information regarding the second mission of "Karaoke," and display area A12C displays information regarding the third mission of "Karaoke." If four or more missions are available for "Karaoke," information regarding the fourth and subsequent missions can be displayed by scrolling. In the following, when there is no need to distinguish between display areas A12A to A12C, they will simply be referred to as display area A12.

[0034] In this embodiment, the missions are assigned an order. In the example of FIG. 3, when the mission "School Life 1-1" shown in the display area A12A is completed, "School Life 1-2" shown in the display area A12B is unlocked. When the mission "School Life 1-2" is completed, "School Life 1-3" shown in the display area A12C is unlocked. Similarly, the subsequent missions set for "Karaoke" are unlocked in order.

[0035] Furthermore, for example, buttons B13A to B13C for displaying details of the missions are displayed in the mission selection image G1. The button B13A is a button for displaying details of the mission "School Life 1-1" displayed in the display area A12A. Similarly, the button B13B is a button for displaying details of the mission "School Life 1-2", and the button B13C is a button for displaying details of the mission "School Life 1-3". Hereinafter, when there is no need to particularly distinguish between the buttons B13A to B13C, they will simply be referred to as button B13.

[0036] Here, the process when the button B13A is selected will be described. For example, when the button B13A is selected, details of the mission "School Life 1-1" shown in the display area A12A are displayed in the mission selection image G1.

[0037] FIG. 4 is a diagram showing how the details of the mission are displayed in the mission selection image G1. As shown in FIG. 4, a window W14 showing the details of the mission is displayed in the mission selection image G1. For example, the name of the mission is displayed in a display area A14A of the window W14. Also, for example, the clearing conditions of the mission are displayed in a display area A14B of the window W14. Various clearing conditions can be set, but in this embodiment, the clearing condition is that the increase in the protagonist's boyfriend power parameter exceeds a threshold value.

[0038] The boyfriend power parameter is a parameter that indicates the overall attractiveness of the main character (suitability as a character's boyfriend), and there are four types: an athletic parameter that indicates the level of athletic ability, a knowledge parameter that indicates the wealth of knowledge, an emotional parameter that indicates the richness of sensitivity, and an attractiveness parameter that indicates the level of attractiveness. In the example of Figure 4, the clearing condition is to increase the athletic parameter, knowledge parameter, emotional parameter, and knowledge parameter by "20", "30", "50", and "120", respectively.

[0039] In addition, there may be a mission in which the threshold value of the boyfriend power parameter is not set as the clearing condition. For example, instead of repeating turns until the clearing condition is met, the mission may be evaluated as to whether the increase in the boyfriend power parameter in a specific number of turns meets the clearing condition. Furthermore, the mission may be evaluated as to the total increase in the boyfriend power parameter over multiple missions.

[0040] Also, for example, the display area A14C of the window W14 displays the additional reward that can be acquired in the mission. Any type of reward can be applied, for example, in-game currency, points, game cards, or game items. For example, the additional reward is a reward that is given separately from the clear reward described later when a mission is cleared after satisfying a predetermined condition. In the example of FIG. 4, if the mission is cleared within 28 turns, a game item "A" is given, and if the mission is cleared within 24 turns, a game item "B" is given. The conditions for acquiring the additional reward are not limited to these conditions, and any condition may be set, such as making the attractiveness parameter equal to or greater than a threshold within 10 turns and then satisfying the clear condition. Also, for example, the display area A14D of the window W14 displays the reward when the mission is cleared. Note that, if the button B14E is selected, the window W14 is closed, and the mission selection image G1 returns to the state of FIG. 3.

[0041] Here, the process when the mission "School Life 1-1" displayed in the display area A12A of the mission selection image G1 is selected will be described. In the mission, the boyfriend power parameter can be improved by using the game cards set in the deck. The game cards are associated with effects that occur during the mission. Any effect can be applied, and for example, an effect of increasing the increase in the boyfriend power parameter, an effect of reducing the consumption of the willpower parameter described later, or an effect of generating an event in which communication with a character occurs may be associated with the game cards.

[0042] In this embodiment, the deck is used not only in the school part but also in the date part, so hereinafter, the deck in the school part will be described as a school deck, and the deck in the date part will be described as a date deck. A deck is, for example, a combination of game cards set (selected) to be used in the game part from among game cards owned. In this embodiment, a case will be described in which an upper limit is set for the number of game cards set in the deck, but the upper limit may not be particularly limited. For example, when the mission "School Life 1-1" displayed in the display area A12A is selected, a school deck editing image for editing the school deck is displayed on the display unit 15. Editing means changing the contents of the school deck, and changing the game cards set in the school deck.

[0043] Fig. 5 is a diagram showing an example of a school deck edit image. As shown in Fig. 5, a mission name is displayed in a display area A20 of the school deck edit image G2. When a button B21 of the school deck edit image G2 is selected, the window W14 described in Fig. 4 is displayed, and details of the selected mission are displayed.

[0044] Any number of game cards may be set in the school deck, but in this embodiment, up to five game cards can be set. In each of the display areas A22A to A22E, the game cards set in the school deck are displayed. In the following, when there is no need to particularly distinguish between the display areas A22A to A22E, they will simply be referred to as the display area A22.

[0045] Any game card can be applied, and in this embodiment, a character that appears in the game is shown. As described above, an effect that is exerted during a mission is associated with the game card. Only one effect may be associated with the game card, or multiple effects may be associated with the game card.

[0046] In this embodiment, the mission progresses by selecting a command indicating the action of the main character, and the boyfriend power parameter of the type corresponding to the selected command increases. At least one command is associated with the game card, and an effect occurs when the command is selected. Since commands are selected not only in the school part but also in the date part, hereinafter, the commands in the school part will be referred to as school commands, and the commands in the date part will be referred to as date commands. The type and amount of increase of the boyfriend power parameter that increases differs depending on the school command.

[0047] The display area A23 of the school deck edit image G2 shows the effects of the school deck being edited. For example, the display area A23 shows the effects of the school deck being edited. In other words, the display area A23 shows the effects of the game cards in the school deck. In the example of FIG. 5, in the school deck being edited, a bonus of "95%" is generated in the increase in the boyfriend power parameter for the school command "fashionable". Similarly, bonuses of "145%, "75%, "145%, "120%, "115%, "50%, "100%, "70%" are generated in the increase in the boyfriend power parameter for each of the school commands "club activities", "music", "preparation and review", "art", "physical education", "hobbies", "science", and "workout".

[0048] Also, for example, a button B24 for editing the school deck is displayed in the school deck edit image G2. When the button B24 is selected, the school deck displayed in the school deck edit image G2 can be edited.

[0049] FIG. 6 is a diagram showing how a school deck is edited. Here, a process for editing a school deck when no game cards are set in the school deck will be described. In FIG. 6, reference numerals that do not need to be particularly referred to are omitted. As shown in the school deck edit image G2A in FIG. 6, when no game cards are set in the school deck, the effect of the game cards is not exerted, so no effect of the game cards is displayed in the display area A23. The game cards to be set in the school deck may be selected from a list of game cards owned.

[0050] As shown in the display area A22A of the school deck edit image G2B, when the first game card is set in the school deck, the effect of the game card is displayed in the display area A23. In the example of Fig. 6, the first game card is associated with an effect that a bonus of "95%" is generated to the increase in the boyfriend power parameter when the "fashionable" school command is selected, and an effect that a bonus of "95%" is generated to the increase in the boyfriend power parameter when the "club activity" school command is selected.

[0051] As shown in the display area A22B of the school deck edit image G2C, when a second game card is set in the school deck, the effect of the game card is displayed in the display area A23. In the example of Fig. 6, the second game card is associated with an effect that a "75%" bonus is generated to the increase in the boyfriend power parameter when the "music" school command is selected, and an effect that a "80%" bonus is generated to the increase in the boyfriend power parameter when the "preparation and review" school command is selected.

[0052] In this embodiment, when the effects of the same school command are associated with multiple game cards set in the school deck, the bonuses are not displayed separately in the display area A23, but the sum of the bonuses is displayed. For example, as shown in the display area A22C of the school deck edit image G2D, when a third game card is set in the school deck, the effect of the game card is displayed in the display area A23. The third game card is associated with an effect that a bonus of "70%" is generated in the increase in the boyfriend power parameter when the school command "club activity" is selected, and an effect that a bonus of "65%" is generated in the increase in the boyfriend power parameter when the school command "preparation review" is selected.

[0053] Here, the effect of the school command "Club Activity" is not only on the third game card but also on the first game card, so the display area A23 of the school deck edited image G2D displays "145%", which is the sum of the effect of the first game card "75%" and the effect of the third game card "70%". Similarly, the effect of the school command "Preparation and Review" is not only on the third game card but also on the second game card, so the display area A23 of the school deck edited image G2D displays "145%", which is the sum of the effect of the second game card "80%" and the effect of the third game card "65%". In this way, when the effects of the same type of school command are associated, the effects are displayed together in one area rather than using multiple areas to display the effects, making it easier to understand the effects while making effective use of the display space. The display area A23 is updated in the same way for the fourth and subsequent game cards.

[0054] Returning to FIG. 5, when button B25 of school deck editing image G2 is selected, the amount of increase in the boyfriend power parameter when the school deck being edited is used in a mission is displayed for each school command.

[0055] FIG. 7 is a diagram showing an example of the school deck edit image G2 when the button B25 is selected. As shown in FIG. 7, the window W28 is displayed in the school deck edit image G2, and the increase amount of the boyfriend power parameter when the school command is selected is displayed in the display area A28A. In this embodiment, when the school command is selected, the success or failure of the execution of the school command is determined, and the boyfriend power parameter increases by a value corresponding to the success or failure of the execution of the school command. The increase amount displayed in the display area A28A is the increase amount (standard increase amount) when the execution of the school command is successful. Therefore, when the execution of the school command fails, the increase amount of the boyfriend power parameter is less than the increase amount displayed in the display area A28A. In addition, the execution of the school command may be determined to be a great success, and in this case, the increase amount of the boyfriend power parameter may be more than the increase amount displayed in the display area A28A.

[0056] As mentioned above, since game cards are associated with school commands that generate effects, depending on the contents of the school deck, school commands that generate effects and school commands that do not generate effects may be mixed. For this reason, in the display area A28, school commands that generate effects and school commands that do not generate effects can be distinguished.

[0057] In the example of FIG. 7, the school commands "Science", "Art", "Music", "Physical Education", "Club Activities", "Preparation and Review", "Workout", "Dress Up", and "Hobbies" that are not shaded are school commands that have an effect when the school deck being edited is used. In other words, the school deck being edited contains game cards with which these school commands are associated. The increase in the boyfriend power parameter of these school commands is a value obtained by increasing a predetermined base value by the effect (bonus) of the game card.

[0058] On the other hand, the school commands "Humanities", "Committee", "Part-time job", and "Going out" that are displayed with shading are school commands that have no effect when the school deck being edited is used. In other words, the school deck being edited does not contain game cards with which these school commands are associated. The increase in the boyfriend power parameter of these school commands is a predetermined basic value. Here, the case where the occurrence or non-occurrence of a bonus is identified by the presence or absence of shading has been described, but the occurrence or non-occurrence of an effect may be identified by various methods such as differences in color, brightness, or font size.

[0059] Also, for example, the window W28 displays a button B28B for displaying the increase in the boyfriend power parameter for each school command. Fig. 7 shows the window W28 when the button B28B is selected. Also, for example, the game card may be configured to generate a special effect in a specific mission, and the window W28 displays a button B28C for displaying the special effect that will be generated in the mission to be challenged.

[0060] Fig. 8 is a diagram showing the window W28 when the button B28C is selected. When the button B28C is selected, the display of the window W28 changes, and the display areas A28E and A28F show special effects that occur when the school deck being edited is used.

[0061] The special effect can be set to any effect, and may be, for example, an effect of increasing the game items acquired during the mission as shown in the display area A28E, or an effect of increasing the increase in the boyfriend power parameter in an event occurring during the mission as shown in the display area A28F. The event command shown in the display area A28F is a command indicating an action in an event occurring during the mission. When an event occurs, the boyfriend power parameter increases according to the selected event command. When the button B28D is selected, the window W28 is closed and the school deck edit image G2 returns to the state shown in FIG. 5.

[0062] Returning to FIG. 5, the school deck edit image G2 displays buttons B26A to B26E for switching the school deck to be edited. In this embodiment, a case will be described in which up to five school decks can be held, but the number of school decks is not limited to five, and may be only one, or two to four, or six or more. The example of FIG. 5 shows a case in which the button B26A is selected and the first school deck is being edited. When the button B26B is selected, the display of the school deck edit image G2 is switched and the second school deck is edited. Similarly, when each of the buttons B26C to B26E is selected, the display of the school deck edit image G2 is switched and any one of the third to fifth school decks is edited.

[0063] When the button B27 is selected, a mission is started based on the school deck displayed in the school deck edit image G2 (the school deck indicated by the selected button among the buttons B26A to B26E). When the mission is started, a mission image showing the status of the mission being executed is displayed on the display unit 15.

[0064] Fig. 9 is a diagram showing an example of a mission image. As shown in Fig. 9, the display area A30 of the mission image G3 displays the mission name, the time in the game (in Fig. 9, the time period such as morning, afternoon, or evening and the day of the week), the number of turns remaining in the mission, the protagonist's energy parameter, and a bonus related to the success rate of the school command. The bonus may be generated randomly or based on the contents of the school deck.

[0065] In this embodiment, as an example of a mission, a turn-based mission will be described. In each turn, an opportunity to select a school command is given. If the clearing conditions are met before there are no more turns remaining, the mission is cleared. If the clearing conditions are not met even after there are no more turns remaining, the mission is failed.

[0066] The spirit parameter is a parameter that affects the success or failure of the execution of the school command. The higher the spirit parameter, the higher the success rate of the school command, and the lower the spirit parameter, the lower the success rate of the school command. For example, the spirit parameter decreases (consumes) when a school command indicated by each of the buttons B33A to B33D described later is executed. Also, for example, the spirit parameter increases (recovers) when the school command "rest" indicated by the button B33E described later is executed. Note that the spirit parameter may change under any condition, for example, it may change when an event occurs during a mission, or when a game item is used.

[0067] Also, for example, the display areas A31A to A31D of the mission image G3 display the clearing conditions of the mission. In this embodiment, the clearing condition is to increase the boyfriend power parameter by a certain amount or more, so the display areas A31A to A31D display the increase amounts of the motion parameter, knowledge parameter, sensibility parameter, and charm parameter as the clearing conditions, respectively. Also, for example, the display area A32 of the mission image G3 displays the time in the game (day of the week and month in FIG. 9) and the number of turns remaining in the mission. Time in the game passes as the turns progress.

[0068] Also, for example, the mission image G3 displays buttons B33A to B33E for executing school commands. For example, the button B33A is a button for executing the school command "science". For example, the button B33B is a button for executing the school command "art". For example, the button B33C is a button for executing the school command "art". For example, the button B33D is a button for executing the school command "physical education". For example, the button B33E is a button for executing the school command "rest". In the following, when there is no need to particularly distinguish between the buttons B33A to B33E, they will simply be described as button B33.

[0069] FIG. 10 is a diagram showing how a school command is executed in the mission image G3. In FIG. 10, symbols that do not need to be particularly referred to are omitted. When the button B33C is selected in the mission image G3A in FIG. 10, a game card that generates an effect when the school command "art" is executed is displayed in the display area A36 of the mission image G3B. In addition, the amount of energy parameters consumed when the school command "art" is executed may be displayed in the display area A30.

[0070] Also, for example, the display area A37 of the mission image G3B displays the overall effect when the "Art" school command is executed. The effect displayed in the display area A37 is the same as the effect displayed in the display area A23 of the school deck edit image G2 described with reference to FIG. 5. Also, for example, the display areas A38C and A38D of the mission image G3B display the increase in the boyfriend power parameter when the "Art" school command is executed. The values ​​displayed in the display areas A38C and A38D are the same as the values ​​displayed in the display area A28A of the window W28 in FIG. 7.

[0071] In the mission image G3B, in order to execute the school command "art" indicated by the selected button B33C, it is necessary to select the button B33C again. If you want to change the school command to be executed, just select another button B33. For example, as shown in the mission image G3C, when the button B33B is selected, the increase in the boyfriend power parameter when the school command "art" is executed is displayed in the display areas A38B and A38C. Note that here, since the game card associated with the school command "art" is not set in the school deck, the game card is not displayed in the mission image G3C, and the effect is not displayed in the display area A37.

[0072] When button B33B is selected again, the school command for "liberal arts" indicated by that button B33B is executed. The success or failure of the execution of the school command is determined based on a success rate according to the willpower parameter. The success or failure of the execution of the school command is displayed in the display area A39 of the mission image G3D. As described above, the increase amount of the boyfriend power parameter changes depending on the success or failure of the execution of the school command. The increase amount of the boyfriend power parameter is displayed in the display areas A38B and A38C of the mission image G3D. Here, the case where the execution of the school command is successful is shown, and the boyfriend power parameter increases as expected.

[0073] Returning to FIG. 9, the mission image G3 displays a button B34 for automatically progressing the mission and a button B35 for retiring the mission. When the button B34 is used to automatically progress the mission, a school command is executed based on a predetermined condition. For example, when the willpower parameter is less than the threshold, the school command "rest" selected by the button B33E may be executed. Also, for example, when the current value of the boyfriend power parameter does not meet the clear condition, the type of boyfriend power parameter with the largest difference may be specified, and a school command for increasing the boyfriend power parameter of that type may be executed. Note that, when there is no school command for increasing the specified type, the type of boyfriend power parameter with the second largest difference may be specified, and a school command for increasing the boyfriend power parameter of that type may be executed. When there is no school command, the school command that can acquire the most boyfriend power parameters may be selected, or a school command may be selected randomly.

[0074] When a school command is executed, the story progresses and moves to the next turn. An event may occur in which the character communicates with the character before moving to the next turn. The event may occur randomly, or may occur when a specific school command is executed. When an event occurs when a specific school command is executed, an icon showing the character's face may be displayed in the mission image G3 to indicate which school command should be selected to cause the event. For example, an event may occur when a specific game card is set in the school deck.

[0075] In the next turn, the school command is executed in the same manner as described above. The school command displayed in the mission image G3 may change depending on the time in the game. For example, in FIG. 9 and FIG. 10, a school command indicating the study content at school is executed as a school command selectable in the morning on a weekday, but if the next turn is in the afternoon, a school command such as club activities or committee activities may be displayed. Similarly, in a turn on a holiday, a school command such as going out or working a part-time job may be displayed.

[0076] As described above, the mission progresses by selecting a school command in each turn. As described above, if the clearing conditions are met before the remaining number of turns runs out, the mission is cleared. When the mission is cleared, a mission clear image is displayed on the display unit 15.

[0077] FIG. 11 is a diagram showing an example of a mission clear image. As shown in FIG. 11, the display area A40 of the mission clear image G4 displays the name of the cleared mission and the evaluation of the mission. As shown in the display area A41, in this embodiment, the more turns remaining when the mission is cleared, the higher the evaluation. Note that the higher the amount of boyfriend power parameters acquired in the mission, the higher the evaluation. The display area A42 displays the number of turns required to clear the clear conditions of each boyfriend power parameter. Note that when the button B43 is selected, the display returns to the mission selection image G1. Here, since the mission "School Life 1-1" has been cleared, the next mission "School Life 1-2" is released.

[0078] In this way, the player aims to unlock a date spot by clearing the missions set for the date spot one after another. When all the missions set for a date spot are cleared, the date spot is unlocked. When a date spot is unlocked, the player can go on a date with a character at the date spot in the date part. When a predetermined operation is performed on the game terminal 10, a date spot selection image for selecting a date spot is displayed on the display unit 15.

[0079] FIG. 12 is a diagram showing an example of a date spot selection image. As shown in FIG. 12, date spots are displayed in each of the display areas A50A to A50C of the date spot selection image G5. For example, the display area A50A displays a "karaoke" date spot that is unlocked when the "karaoke" mission is cleared. Also, for example, the display area A50B displays a "game center" date spot that is unlocked when the "game center" mission is cleared. Also, for example, the display area A50C displays a "electricity town" date spot that is unlocked when the "electricity town" mission is cleared. In the following, when there is no need to particularly distinguish between the display areas A50A to A50C, they will simply be referred to as display area A50.

[0080] In the display area A50, it is possible to distinguish whether a date spot has been unlocked or not. An unlocked date spot can be selected, and an unlocked date spot cannot be selected. In the example of FIG. 12, the "Karaoke" date spot displayed in the display area A50A has been unlocked, while the "Game Center" date spot displayed in the display area A50B and the "Electric Town" date spot displayed in the display area A50C have not been unlocked. In order to unlock these date spots, it is necessary to play the school part and clear the missions.

[0081] Here, the processing of the date part will be described when the "Karaoke" date spot displayed in the display area A50A is selected. In the date part, the action during the date is determined by selecting a game card set in the date deck. That is, in this embodiment, a game is played in which communication with a character is performed, so that each game card is associated with an action toward the character. Actions toward a character include, for example, talking, looking, touching, calling, or contacting.

[0082] Furthermore, for example, a durability parameter that affects the success or failure of actions during a date is set on the game card. The higher the durability parameter, the higher the success rate, and the lower the durability parameter, the lower the success rate. If an action during a date is successful, the likeability parameter increases significantly, and if an action during a date is unsuccessful, the likeability parameter does not increase much or decreases. In this embodiment, the durability parameter decreases (consumed) when a game card is used in the date part and increases (recovers) when a game card is not used, but may decrease or increase depending on various conditions, as described below.

[0083] For example, when the date spot "Karaoke" displayed in the display area A50A is selected, the display unit 15 displays a date deck editing image for editing the date deck to be used in the date part.

[0084] Fig. 13 is a diagram showing an example of a date deck edited image. As shown in Fig. 13, the name of the selected date spot is displayed in the display area A60 of the date deck edited image G6. Furthermore, the game cards set in the date deck are displayed in each of the display areas A61A to A61D of the date deck edited image G6.

[0085] Any number of game cards may be set in the date deck, but in this embodiment, up to eight game cards can be set. The number of game cards in the date deck may be any number, for example, 1 to 7, or 9 or more. The number of game cards in the date deck may be increased based on a predetermined condition, for example, may be increased according to rank, or may be increased when a game item is used.

[0086] In this embodiment, a support game card can be set in the date deck, and the display area A61E of the date deck edit image G6 displays the support game card set in the date deck. The support game card is a game card of another user such as a friend, and in the date part, the game card of the other user can be borrowed and used as a support game card. For example, if the upper limit of the number of game cards that can be set in the date deck is eight, a maximum of nine game cards including the support game card can be used in the date part.

[0087] When there is no need to distinguish between the display areas A61A-A61E, they will simply be referred to as the display area A61. For example, the display area A61 displays the action content associated with the game card, the type of action content associated with the game card, and the increase in the likeability parameter when the game card is selected. The date part progresses based on the action content of the selected game card. Hereinafter, the action content will be referred to as a date command, and the type of action content will be referred to as a date command type. The likeability parameter is the likeability of the character who is the date partner.

[0088] For example, the game card displayed in the display area A61A is associated with the date command "look at the girlfriend's clothes" and the date command type "look". For example, the game card displayed in the display area A61B is associated with the action "put the palms together" and the date command type "dress up". For example, the game card displayed in the display area A61C is associated with the action "touch the clothes" and the date command type "touch". For example, the game card displayed in the display area A61D is associated with the action of asking the question "What do you like about me?" and the date command type "talk". For example, the support game card displayed in the display area A61E is associated with the action "look at (girlfriend) with a smile" and the date command type "look".

[0089] Also, for example, in the date deck edit image G6, the durability parameter of the game card is identifiable. The durability parameter may be displayed as a numerical value or may be displayed using a pie chart or a bar graph, but in this embodiment, it is displayed using an icon. The icon may have any shape, and in this embodiment, an icon showing a face is described as an example, but it may be an icon showing the numerical value of the durability parameter with a symbol such as S, A, B, C, etc., or an icon whose color changes depending on the durability parameter. In the example of FIG. 13, the durability parameter is shown by a facial expression, and for example, the higher the durability parameter, the more the face smiles, and the lower the durability parameter, the sadder the face.

[0090] For example, the game card "Look at girlfriend's clothes" displayed in the display area A61A has a low durability parameter, so the icon I62A is a sad face. For example, the success rate of the date command "Look at girlfriend's clothes" indicated by this game card is very low. For example, the game card "Put palms together" displayed in the display area A61B has a medium durability parameter, so the icon I62A is a straight face. For example, the success rate of the date command "Put palms together" indicated by this game card is somewhat low. For example, the game card "Touch clothes" displayed in the display area A61C has a high durability parameter, so the icon I62A is a smiling face. For example, the success rate of the date command "Touch clothes" indicated by this game card does not change.

[0091] In this embodiment, a game cart that exerts a special effect according to the date spot is set, and whether or not the special effect is exerted can be identified in the display area A61. Here, whether or not the special effect is exerted can be identified by an icon. For example, the game card "What do you like about me?" displayed in the display area A61D exerts a special effect at the date spot "Karaoke", and the success rate of the action increases significantly regardless of the durability parameter. For this reason, the icon I62D is a smiling face. Note that the game card exerting the special effect may be considered to have a maximum durability parameter regardless of the current value of the durability parameter, or may be more advantageous than when the durability parameter is maximum.

[0092] It should be noted that, here, for the support game card shown in the display area A61E, since the durability parameter does not affect the success rate, no information relating to the durability parameter is particularly displayed.

[0093] Also, for example, the display area A63 of the date deck edit image G6 displays the number of game cards set in the date deck for each date command type. In this embodiment, the date deck is set so that the number of game cards associated with the same date command type is equal to or less than a predetermined number. That is, an upper limit number of game cards associated with the same date command type that can be set in the date deck is set. Here, the upper limit numbers of game cards for each of the date command types "listen", "speak", "see", "interact", and "decide" are set to 2, 3, 1, 1, and 1. The upper limit numbers may be a fixed value or a variable value. When the upper limit numbers are set to a variable value, the upper limit number may increase as the rank increases, or the upper limit number may increase when a game item is used.

[0094] In the example of FIG. 13, the game cards of each date command type are set in the date deck to the maximum number. For example, two game cards associated with the date command type of "listen" are set in the date deck. Similarly, three game cards, one, one, and one game card are associated with the date command types of "talk," "see," "interact," and "make a decision."

[0095] For example, the date deck editing image G6 may display a button B64 for automatically editing the date deck. When the button B64 is selected, the date deck is constructed based on a predetermined condition. For example, the date deck may be automatically edited taking into account the durability parameter of the game card, or the date deck may be automatically edited without considering the durability parameter. For example, if the predicted values ​​of the increase in the likeability parameter are about the same, the game card with the higher durability parameter may be preferentially set in the date deck, or the game card to be set in the date deck may be determined by the evaluation value calculated by a coefficient according to the durability parameter. In addition, for example, the game card that has not been selected in the past may be preferentially set in the date deck, or the game card to be set in the date deck may be determined by the evaluation value calculated by a coefficient according to the small number of selections. For example, the game card that has not been selected may be notified, or the game card that has been selected few times may be notified. For example, if the automatically edited date deck has a higher expected value of the increase in the likeability parameter than the date deck being edited, the automatically edited date deck may be proposed.

[0096] Also, for example, a button B65 for deciding the date deck is displayed in the date deck edit image G6. When the button B65 is selected, a window for checking the contents of the date deck before the start of the date part is displayed in the date deck edit image G6.

[0097] Fig. 14 is a diagram showing how windows are displayed in the date deck edit image G6. As shown in Fig. 14, the name of the selected date spot is displayed in the display area A66A of the window W66. The contents of the date deck are displayed in the display areas A66B to A66G, and the game cards set in the date deck are displayed by date command type.

[0098] The display areas A66B to A66G display an icon indicating the durability parameter of the game card, the date command, the increase in the likeability parameter, and an image of the game card. For example, if the date deck contains two game cards with the date command type of "listen", information on these two game cards is displayed as shown in the display area A66B. Similarly, if the date deck contains three, one, one, and one game cards with the date command types of "talk", "see", "interact", and "make a decision", respectively, the display areas A66C to A66G display information on three, one, one, and one game cards, respectively.

[0099] When the button B66H is selected, the window W66 is closed and the date deck edited image G6 returns to the state shown in Fig. 13. On the other hand, when the button B66I is selected, the date part starts. When the date part starts, a date part image showing the date is displayed on the display unit 15.

[0100] Fig. 15 is a diagram showing an example of a date part image. As shown in Fig. 15, the date part image G7 displays a date with a character at a selected date spot. For example, a conversation with a character is displayed in the display area A70 of the date part image G7. When a predetermined operation is performed from the operation unit 14, the contents of the display area A70 are updated and the conversation with the character progresses.

[0101] For example, when the button B71 of the date part image G7 is selected, the date automatically progresses. For example, when the button B72 of the date part image G7 is selected, an image showing the state of the date is saved in the storage unit 12. For example, the current value of the character's likeability parameter is displayed in the display area A73 of the date part image G7. The likeability parameter changes as the date progresses, and the success or failure of the date is determined by the likeability parameter at the end of the date. When the date ends, a reward is awarded according to the success or failure of the date. When the date progresses to a certain extent in the date part image G7, an opportunity to select a date command type appears.

[0102] FIG. 16 is a diagram showing an example of a date part image G7 when an opportunity to select a date command type has arrived. As shown in FIG. 16, buttons B74A to B74E for executing a date command type are displayed in the date part image G7. For example, the buttons B74A to B74E indicate the date command types of "listen", "speak", "see", "interact", and "make a decision", respectively. Hereinafter, when there is no need to particularly distinguish between the buttons B74A to B74E, they will simply be referred to as button B74. It should be noted that by selecting button B75, it may be possible to perform no particular action.

[0103] When the button B74 is selected, game cards associated with the date command type indicated by the selected button B74 are displayed among the game cards set in the date deck. For example, when the button B74A is selected, a game card associated with the date command type of "listen" is displayed. When the button B74B is selected, a game card associated with the date command type of "speak" is displayed. When the button B74C is selected, a game card associated with the date command type of "see" is displayed. When the button B74D is selected, a game card associated with the date command type of "interact" is displayed. When the button B74E is selected, a game card associated with the date command type of "make a decision" is displayed. Here, the process when the button B74B is selected is described.

[0104] FIG. 17 is a diagram showing an example of the date part image G7 when the button B74B is selected. As shown in FIG. 17, the display area A76 of the date part image G7 displays game cards associated with the date command type of "talk" indicated by the selected button B74B. In the example of FIG. 17, there are three game cards associated with the date command type of "talk". For example, a game card indicating the date command "What do you like about me?", a game card indicating the date command "Call your girlfriend's name", and a game card indicating the date command "Dream for the future" are set in the date deck as game cards associated with the date command type of "talk".

[0105] For example, the durability parameter of the game card is identifiably displayed in the display area A76. Here, the durability parameter is indicated by an icon, similar to the date deck edit image G6. Also, for example, the display area A76 indicates the increase in the favorability parameter when the action indicated by the game card is successful. Note that when another button B74 is selected, a game card associated with the date command type indicated by that button B74 is displayed in the display area A76.

[0106] In the display area A76, any one of the buttons B77A to B77C is selected. In the example of Fig. 17, the buttons B77A to B77C are buttons for taking the action of asking the question "What do you like about me?", the action of "calling your girlfriend's name", and the action of talking about "your dream for the future", respectively. Hereinafter, when there is no need to particularly distinguish between the buttons B77A to B77C, they will simply be referred to as button B77.

[0107] When the button B77 is selected, the success or failure of the action corresponding to the button B77 is determined based on the success rate calculated based on the durability parameter of the game card. For example, when the button B77A is selected, the game card corresponding to the button B77A has a special effect at the current date spot, so the success or failure of the action of asking the question "What do you like about me?" is determined based on a high success rate. Also, for example, when the button B77B is selected, the durability parameter of the game card corresponding to the button B77B is low, so the success or failure of the action of "calling the girlfriend's name" is determined based on a very low success rate. Also, for example, when the button B77C is selected, the durability parameter of the game card corresponding to the button B77C is high, so the success or failure of the action of talking about "your future dreams" is determined based on a medium success rate.

[0108] The likeability parameter changes based on the success or failure of the action. For example, if the action is successful, the likeability parameter increases by the amount of increase displayed in the display area A76. For example, if the action fails, the amount of increase in the likeability parameter will be lower than the amount of increase displayed in the display area A76. If the action fails, the likeability parameter may not increase or may decrease. If the action is a great success, the amount of increase in the likeability parameter may be greater than the amount of increase displayed in the display area A76.

[0109] The date progresses as a game card is selected and an action for the character is determined. After the date progresses for a while, conversation options that are conversation options associated with the selected game card are presented.

[0110] FIG. 18 is a diagram showing how conversation options are displayed. As shown in FIG. 18, a plurality of conversation options are displayed in the display areas A78A to A78C. Here, only the conversation options shown in the display areas A78A and A78B are selectable, and the conversation options shown in the display area A78C are restricted so that they cannot be selected. The restricted conversation options are released and made selectable based on a predetermined condition, and may be released according to the rank, or may be released when the game card is strengthened. For example, the favorability parameter of the character may change based on the selected conversation option, or an evaluation other than the favorability parameter may be performed. Also, for example, a conversation option that has never been selected may be notified, or a conversation option that has been selected less frequently may be notified.

[0111] A predetermined number of selection opportunities are set for the date spot, and each time a selection opportunity occurs, a game card is selected at each selection opportunity based on the flow described above. As described above, if a date spot has multiple lengths, the longer the date time, the more selection opportunities there are, and the shorter the date time, the fewer selection opportunities there are.

[0112] When all selection opportunities have been completed, the date ends, and the success or failure of the date is determined based on the likeability parameter. When the date part ends, a reward is given according to the likeability parameter. For example, the reward may include experience points, and the rank (player level) may increase according to the experience points. Also, for example, the reward may include a game card, and the game card may be usable on the next date.

[0113] In this embodiment, the durability parameter of the game card selected in the date part is decreased, and the durability parameter of the game card not selected in the date part is increased. In this embodiment, the durability parameter of a game card (special) that has a high success rate regardless of the durability parameter is also decreased when selected, but the durability parameter of this game card may not be decreased in particular, or may be decreased by a smaller amount than usual. The game system S has a configuration that motivates the player to use various game cards by decreasing the durability parameter when the same game card is used repeatedly, making it easier to fail actions during a date. The details of this configuration will be described below.

[0114] [3. Functions realized in the game system] 19 is a functional block diagram showing functions related to the present invention among the functions realized by the game system S. In this embodiment, a case will be described in which the server 30 mainly manages data and the game terminal 10 executes main processing related to the game, but as in a modified example described later, the main processing related to the game may be executed by the server 30, or the processing may be shared between the game terminal 10 and the server 30.

[0115] [3-1. Functions realized by the server] In the server 30, a data table storage unit 300 is realized. The data table storage unit 300 is realized mainly by the storage unit 32. The data table storage unit 300 stores data for comprehensively managing data required for executing a game. In this embodiment, a date command data table DT1, a conversation option data table DT2, a school command data table DT3, and a possessed card data table DT4 are described as examples of data stored in the data table storage unit 300. Note that the data tables described below are only examples, and multiple data tables may be managed.

[0116] Fig. 20 is a diagram showing an example of data storage in the date command data table DT1. As shown in Fig. 20, the date command data table DT1 is a data table that shows date commands associated with game cards. For example, the date command data table DT1 stores a card ID that uniquely identifies a game card, the name of the game card, the date command type associated with the game card, the date command, the basic increase amount of the favorability parameter, and the compatibility value.

[0117] A date command is a specific action to be taken when a game card is selected in the date part, and is the content to be displayed in the display area A61 of the date deck edit image G6 (FIG. 13) or the display area A76 of the date part image G7 (FIG. 17).

[0118] The compatibility value indicates the compatibility in a date scene, for example, in scenes such as breakfast, lunch, dinner, meals, indoors, and outdoors. The higher the compatibility value, the higher the increase in the likeability parameter, and the lower the compatibility value, the lower the increase in the likeability parameter. Since compatibility is set for each scene during a date, the increase displayed in the display area A76 of the date part image G7 (FIG. 17) is a basic increase amount corrected according to the compatibility value.

[0119] For example, a scene attribute may be set for a selection opportunity of a game card, or a scene attribute may be set for a date spot. A plurality of scene attributes may be set for a specific selection opportunity or date spot. For example, when different scene attributes are set for each selection opportunity in one date spot, even if it is the same game card, the amount of increase in the likeability parameter will be different. For example, if a game card has a high compatibility value in the morning and a low compatibility value in the evening, the amount of increase in the likeability parameter may be greater when selected at the first selection opportunity than when selected at the last selection opportunity even in the same date. In this embodiment, the amount of increase in the likeability parameter in the date part is determined based on the basic increase amount and the compatibility value associated with the game card.

[0120] FIG. 21 is a diagram showing an example of data storage in the conversation option data table DT2. As shown in FIG. 21, the conversation option data table DT2 is a data table showing conversation options that are displayed when a game card is selected in the date part. For example, the conversation option data table DT2 stores a card ID and the contents of the conversation option. The contents of the conversation option are the contents displayed in the display area A78 of the date part image G7. Note that the unlocked status of the conversation options for each user may be stored in a separate data table.

[0121] FIG. 22 is a diagram showing an example of data storage in the school command data table DT3. As shown in FIG. 22, the school command data table DT3 is a data table showing the effects of game cards that occur during the school part. For example, the school command data table DT3 stores the card ID, the name of the game card, and the effect in the school part. In this embodiment, in the school part, an effect is associated with the increase in the boyfriend power parameter when a school command is selected, such that a bonus occurs, and therefore the school command and the content of the bonus are associated with the game card.

[0122] FIG. 23 is a diagram showing an example of data storage in the owned card data table DT4. As shown in FIG. 23, the owned card data table DT4 is a data table showing game cards owned by a user. For example, the owned card data table DT4 stores a user ID that uniquely identifies a user, a serial ID, a card ID, and a durability parameter. The serial ID is an ID that is issued every time a game card is given, and is an ID that uniquely identifies a game card in the game system S. For example, even if it is the same game card, it may be given to multiple users or multiple cards may be given to the same user, so the game card may be identified by a combination of the serial ID and the card ID. The game card may be given in a predetermined case, and may be given by a lottery called gacha, for example, or may be given as a reward in a mission or game part.

[0123] The durability parameter is an example of parameter data according to the present invention. In this embodiment, a game is played in which communication with characters is performed, and each game card is associated with an action for the character, so the parameter data can be said to be data for making the action associated with the game card advantageous or disadvantageous in communication with the character, for example.

[0124] For example, being advantageous means making the game easier to progress. Progress means advancing the game. For example, being advantageous means making it easier to clear the tasks in the game. Making it easier to achieve the objective of the game. For example, in a game where a player must succeed in a specific action, making the action easier to succeed corresponds to being advantageous. In a game where success or failure is determined based on a success rate, increasing the success rate corresponds to being advantageous. In a game where success or failure is determined based on a failure rate, decreasing the failure rate corresponds to being advantageous. For example, in a game where a player communicates with a character, increasing the character's favorability or increasing the amount of increase in favorability corresponds to being advantageous. For example, speeding up the progress of the game corresponds to being advantageous. For example, in a game where a player earns points or in-game currency, increasing the points or in-game currency, or increasing the amount of increase in the points or in-game currency corresponds to being advantageous. For example, improving the ability of an object corresponds to being advantageous. For example, lowering the difficulty level set in the game corresponds to being advantageous. For example, granting an object that can be used in the game corresponds to being advantageous. Also, for example, increasing the number of objects that can be used in the game corresponds to providing an advantage.

[0125] For example, disadvantage means making it difficult to progress in the game. For example, disadvantage means making it difficult to clear a task in the game. For example, disadvantage means making it difficult to achieve the objective of the game. For example, in a game in which a predetermined action is to be successful, making the action more likely to fail corresponds to making it disadvantageous. In a game in which success or failure is determined based on a success rate, lowering the success rate corresponds to making it disadvantageous. In a game in which success or failure is determined based on a failure rate, increasing the failure rate corresponds to making it disadvantageous. For example, in a game in which communication with a character is performed, lowering the favorability rating of the character or reducing the increase in the favorability rating corresponds to making it disadvantageous. For example, slowing down the progress of the game corresponds to making it disadvantageous. For example, in a game in which points or in-game currency are earned, reducing the points or in-game currency, or reducing the increase in the points or in-game currency corresponds to making it disadvantageous. For example, reducing the ability of an object corresponds to making it disadvantageous. For example, increasing the difficulty level set in the game corresponds to making it disadvantageous. For example, disabling an object that can be used in the game corresponds to putting a player at a disadvantage. For example, reducing the number of objects that can be used in the game corresponds to putting a player at a disadvantage.

[0126] The parameter data is data indicating at least one parameter. The parameter data may indicate only one parameter, or may indicate multiple parameters. The parameter data is data that is advantageous or disadvantageous to progress when the value changes. The parameter data may be data that is advantageous or disadvantageous as the value increases, or data that is advantageous or disadvantageous as the value decreases. For example, the parameter data indicates the durability value, ability, physical strength, mental strength, fatigue level, number of uses, or remaining number of uses of the object. In this way, the parameter data is not limited to the durability value parameter described as an example in this embodiment, and any parameter data according to the game can be applied. In this embodiment, the durability value parameter is managed for each game card, but the durability value parameter may be managed for each action to allow various actions to be taken. For example, when a parameter that is advantageous to progress in the game, such as the number of recovery times, and a parameter that is disadvantageous to progress in the game, such as the number of uses, are referenced, these multiple parameters are referred to as parameter data.

[0127] The data stored in the data table storage unit 300 is not limited to the above example. The data table storage unit 300 only needs to store data necessary for executing the game. For example, the data table storage unit 300 may store a user data table that stores basic information of the user. The basic information may include information such as the user's name, rank (level), experience points, points, the strengthening state of the game card, the progress of the school part, or the progress of the date part. For example, the data table storage unit 300 may store a date spot data table that stores information about date spots, a date part data table that stores conversations during the date part, or image data of various images to be displayed on the display unit 15.

[0128] [3-2. Functions realized by the game control device] The following describes the functions realized by the game terminal 10. In the game terminal 10, a data storage unit 100, a setting unit 101, an acquisition unit 102, a determination unit 103, an execution unit 104, a disadvantageous change unit 105, an advantageous change unit 106, and a recovery unit 107 are realized.

[0129] [Data storage section] The data storage unit 100 is realized mainly by the storage unit 12. The data storage unit 100 stores data necessary for executing a game. For example, the data storage unit 100 stores data related to the user among the date command data table DT1, the conversation option data table DT2, the school command data table DT3, and the owned card data table DT4 stored in the data table storage unit 300. Data storage examples of each data are as shown in Figs. 20-23, so explanations will be omitted.

[0130] [Settings section] The setting unit 101 is realized mainly by the control unit 11. The setting unit 101 sets a combination of game cards from among a plurality of game cards.

[0131] A game card combination is a set of game cards presented as options after the start of a game. For example, a game card combination is a selectable combination of game cards. For example, a game card combination is a set of multiple game cards. For example, a game card combination is a deck, a group, or a team. In a game, a game card is selected from the game card combination. The game is executed based on the selected game cards.

[0132] In this embodiment, the game cards are associated with commands. For example, a game card is associated with a date command and a school command. In the date command data table DT1, the game cards are associated with date commands, and in the school command data table DT3, the game cards are associated with school commands. In this embodiment, a case where the game cards are shared between the date part and the school part will be described, but the game cards may be divided into game cards dedicated to the date part and game cards dedicated to the school part.

[0133] In addition, a command is, for example, an action in a game. For example, a command is a choice presented in a game. For example, a command is a classification of action contents indicated by a game card. Also, for example, a command may indicate a rough action such as looking, listening, or speaking, but in this embodiment, specific action contents such as what to look at, what to listen to, and what to speak are associated with a game card as a date command. In addition, a game card may be associated with each command, or a command may be associated with each game card. In other words, a game card may be associated with a command, or a command may be associated with a game card.

[0134] In this embodiment, the date command and the school command are described as an example of the command, but as described above, the date command has a date command type, which is an example of the command type. The command type is a type of command and is used to classify the commands. In other words, the command type is used to group the commands. For example, the command type indicates a type of action such as watching, listening, and talking, and the command indicates the action content of the type indicated by the command type. It is not necessary that a particular date command type is prepared and the date command is not classified. In addition, in this embodiment, no command type is prepared for the school command, but a command type may also be prepared for the school command. For example, a command type called "study" may be prepared as a command type for the school commands of science, humanities, and art, and a command type called "extracurricular activities" may be prepared as a command type for the school commands of clubs and committees.

[0135] In addition, in this embodiment, the game cards are associated with commands, and the setting unit 101 sets the combination so that the number of game cards associated with the same command or the same command type is equal to or less than a predetermined number. That is, an upper limit number that can be included in the deck may be set. The number of game cards that can be included in the deck may be the same for all commands or all command types, or a number according to the command or command type may be set. For example, the number may differ depending on the command or command type, such as three for one command or command type and two for another command or command type. The setting unit 101 sets the deck so that it is within the range of the upper limit number. Note that the number of game cards that can be set in the deck may not be particularly limited, and the upper limit number of the entire deck may be set, not the upper limit number for each command or command type. In this embodiment, such a limit is set in the date deck, and the setting unit 101 sets the date deck so that the number of game cards associated with the same date command type is equal to or less than a predetermined number.

[0136] [Acquisition Department] The acquisition unit 102 is mainly realized by the control unit 11. The acquisition unit 102 acquires durability parameters associated with each game card for progressing the game advantageously or disadvantageously. In this embodiment, since the durability parameters are stored in the data table storage unit 300 or the data storage unit 100, the acquisition unit 102 acquires the durability parameters from the data table storage unit 300 or the data storage unit 100. The acquisition unit 102 acquires the durability parameters of a record in which the user ID of the user is stored from the owned card data table DT4. Note that, when the durability parameters are stored in a server outside the game system S, the acquisition unit 102 acquires the durability parameters from the server.

[0137] [Judgment section] The determination unit 103 is realized mainly by the control unit 11. The determination unit 103 determines whether or not a specific condition is satisfied based on the selected game card.

[0138] The specific condition may be a predetermined condition, and may be, for example, a condition associated with a game part when the game includes multiple game parts. For example, a specific game card corresponds to the specific condition. For example, the attribute or type of the game card corresponds to a specific attribute or type. For example, the parameter data of the game card corresponds to a specific range. For example, the ability value of the game card corresponds to a specific range. For example, the game card has a specific skill corresponds to a specific condition. For example, the attribute value associated with the game card corresponds to a specific attribute value. The attribute value may be a value according to a time period during a date or a value according to a situation, and the specific condition may be that a specific time period or situation is associated with the game card as an attribute value. For example, the specific condition may include a condition that the durability parameter is equal to or greater than a specific value.

[0139] In this embodiment, an example will be described in which the specific condition is that the game card is a specific game card set at a date spot. For this reason, the determination unit 103 determines whether or not the game card set in the date deck is a specific game card set at a date spot. If the game card is a specific game card, the determination unit 103 determines that the specific condition is satisfied, and if the game card is not a specific game card, the determination unit 103 determines that the specific condition is not satisfied.

[0140] [Executive Department] The execution unit 104 is realized mainly by the control unit 11. When a game card is selected, the execution unit 104 executes a game based on the durability parameter of the game card.

[0141] To execute a game means, for example, progressing through the game. Examples of executing a game include advancing the story, passing time within the game, updating the state of the world within the game, updating data indicating the game situation, executing a process that affects the progress of the game, executing a process that makes the progress of the game advantageous or disadvantageous, or making the results obtained by selecting a game card advantageous or disadvantageous.

[0142] The execution unit 104 executes a game process based on the durability parameter (hereinafter referred to as a first game process), but may execute another game process (hereinafter referred to as a second game process) instead of the first game process when the above-mentioned specific condition is satisfied. That is, the execution unit 104 may execute the first game process based on the durability parameter of the selected game card when the specific condition is not satisfied, and may execute the second game process when the specific condition is satisfied. Note that in this embodiment, a case is described in which the "selected game card" in the execution unit 104 and the "selected game card" in the determination unit 103 match, but they may not match. That is, when multiple game cards are selected, the game card used in the process of the determination unit 103 may be different from the game card used in the process of the execution unit 104. For example, when a game card "A" and a game card "B" are selected, the game card "A" may be used in the process of the determination unit 103, and the game card "B" may be used in the process of the execution unit 104.

[0143] For example, the first game process may be a process of executing a success / failure determination based on a durability parameter for a selected command and proceeding with the game, while the second game process may be a process of treating the selected command as a success or failure without executing a success / failure determination based on a durability parameter for the selected command and proceeding with the game. Alternatively, the first game process may be a process of referring to a durability parameter corresponding to a selected command, while the second game process may be a process of updating a durability parameter corresponding to a selected command to be advantageous or disadvantageous and referring to the updated durability parameter. In other words, the first game process is a process that is influenced by the disadvantageous change unit 105 and the advantageous change unit 106 described later, and the first game process itself is not a process for making the game advantageous or disadvantageous. That is, in the first game process, the disadvantageous change unit 105 and the advantageous change unit 106 make the game advantageous or disadvantageous, and the first game process is a process of using the durability parameter updated by them as it is. In other words, the first game process is a game execution process based on a durability parameter. On the other hand, the second game processing is processing in which the durability parameter is ignored or the durability parameter is updated by the execution unit 104 and then referred to, and the second game processing itself is processing for making the game advantageous or disadvantageous. In other words, the second game processing is game execution processing for progressing the game advantageously or disadvantageously. Note that the second game processing may be processing for making the game more advantageous or disadvantageous than the first game processing.

[0144] Specific examples of processes for advantageously or unfavorably progressing the game include processes as described below. For example, in a game in which the success or failure of a predetermined action is judged, forcing an action to succeed, increasing the success rate, and decreasing the failure rate correspond to processes for advantageously progressing, while forcing an action to fail, decreasing the success rate, and increasing the failure rate correspond to processes for disadvantageously progressing. Note that the success rate and failure rate may be determined by the durability parameters of individual game cards, or may be determined by the durability parameters of all game cards in the date deck.

[0145] For example, in a game in which communication with a character takes place, increasing a favorability rating or increasing the amount of increase corresponds to processing for advantageously progressing the game, while decreasing a favorability rating or increasing the amount of decrease corresponds to processing for disadvantageously progressing the game. For example, speeding up the game progress corresponds to processing for advantageously progressing the game, while slowing down the game progress corresponds to processing for disadvantageously progressing the game.

[0146] For example, in a game in which points or in-game currency are earned, gaining points or in-game currency or increasing the amount of increase corresponds to processing for advantageously progressing, while not gaining points or in-game currency or decreasing the amount of increase corresponds to processing for disadvantageously progressing. For example, improving ability corresponds to processing for advantageously progressing, while decreasing ability corresponds to processing for disadvantageously progressing.

[0147] For example, lowering the difficulty level of a game corresponds to a process for advantageously progressing the game, and raising the difficulty level corresponds to a process for disadvantageously progressing the game. For example, providing game cards that can be used in the game or increasing the number of game cards that can be used in the game corresponds to a process for advantageously progressing the game, and making game cards that can be used in the game unusable or decreasing the number of game cards that can be used in the game corresponds to a process for disadvantageously progressing the game.

[0148] In this embodiment, the execution unit 104 executes the game in exchange for points associated with the user identification information. The user identification information may be any information capable of identifying the user, and may be, for example, a user ID, a user name, or an account. The exchange means consuming points. The execution unit 104 executes the game on the condition that points are consumed. When the points required for executing the game are insufficient, the execution unit 104 restricts the execution of the game, and when the points required for executing the game are available, the execution unit 104 executes the game. In this embodiment, the execution unit 104 executes the date part on the condition that points are consumed based on the consumption amount associated with the date spot. Also, the execution unit 104 executes the school part on the condition that points are consumed based on the consumption amount associated with the mission.

[0149] Also, for example, when a date command type is selected, the execution unit 104 may display game cards associated with the date command type from among the date deck on the display unit 15, and execute a game based on the durability parameter of a game card selected from among them. In this embodiment, when a button B74 indicating a date command type is selected, the execution unit 104 displays a game card associated with the date command type in the display area A76 of the date part image G7, and accepts selection of a game card by the button B77.

[0150] [Unfavorable change section] The disadvantageous change unit 105 is realized mainly by the control unit 11. When a game card is selected, the disadvantageous change unit 105 changes the durability parameter of the game card so as to put the progress of the game at a disadvantage.

[0151] In this embodiment, a durability parameter is described as an example of parameter data, and since the durability parameter is parameter data that becomes more disadvantageous as its value decreases, the disadvantageous change unit 105 makes the progress of the game more disadvantageous by decreasing its value. On the other hand, when parameter data that becomes more disadvantageous as its value increases, such as a fatigue parameter, is used, the disadvantageous change unit 105 makes the progress of the game more disadvantageous by increasing the value of the parameter data.

[0152] The disadvantageous change unit 105 may create a difference between the durability parameter of the selected game card and the durability parameter of the non-selected game card, for example, by a method described below. This makes the durability parameter of the non-selected game card higher than the durability parameter of the selected game card, providing an incentive to select the non-selected game card next time onwards.

[0153] For example, the unfavorable change unit 105 may uniformly decrease the durability parameters of all game cards including the selected game card. In this case, differences may be created depending on how the advantageous change unit 106 recovers the durability parameters. That is, the amount of recovery of the durability parameters of the non-selected game cards may be made greater than the amount of recovery of the durability parameters of the selected game card.

[0154] For example, when decreasing the durability parameters of all game cards including a selected game card, the disadvantageous change unit 105 may decrease the durability parameters of the selected game card by a larger amount than the decrease in the durability parameters of the non-selected game cards, rather than decreasing them uniformly.

[0155] For example, the disadvantageous change unit 105 may uniformly reduce the durability parameters of all game cards in the date deck including the selected game card. In this case, the disadvantageous change unit 105 does not reduce the durability parameters of game cards that are not set in the date deck. As another example, the disadvantageous change unit 105 may reduce the amount of reduction in the durability parameters of game cards that are not set in the date deck less than the amount of reduction in the durability parameters of game cards that are set in the date deck.

[0156] Also, for example, when the disadvantageous change unit 105 reduces the durability parameters of all game cards in the date deck including the selected game card, rather than reducing them uniformly, the amount of reduction in the durability parameters of the selected game card may be greater than the amount of reduction in the durability parameters of game cards that were set in the date deck but not selected.

[0157] Also, for example, the disadvantageous change unit 105 may decrease the durability parameter of a selected game card from among the game cards set in the date deck. In this case, the disadvantageous change unit 105 may leave the durability parameters of all game cards that were not selected unchanged, or may decrease the durability parameters of game cards associated with the same date command type as the selected game card, and may not decrease the durability parameters of game cards associated with other date command types.

[0158] Also, for example, the disadvantageous change unit 105 may decrease the durability parameter of a selected game card based on the success or failure of the action indicated by the selected game card. For example, the disadvantageous change unit 105 may decrease the durability parameter of the selected game card when the action indicated by the selected game card is successful, or, conversely, may decrease the durability parameter of the selected game card when the action indicated by the selected game card is unsuccessful.

[0159] Also, for example, the disadvantageous change unit 105 may decrease the durability parameter of the selected game card based on a predetermined probability or condition. For example, the disadvantageous change unit 105 may execute a lottery process based on a predetermined probability, and may decrease the durability parameter of the selected game card if the lottery process is won, or may decrease the durability parameter of the selected game card if the lottery process is lost. Also, for example, the disadvantageous change unit 105 may decrease the durability parameter of the selected game card if the condition is satisfied, or may decrease the durability parameter of the selected game card if the condition is not satisfied.

[0160] Also, for example, the disadvantageous change unit 105 may determine the amount of change in the durability parameter of a selected game card based on the attributes of the game card. The attributes of the game card may be stored in the data table storage unit 300 in advance.

[0161] The attribute is, for example, the classification or type of the game card. Also, for example, the rarity of the game card. The relationship between the attribute and the change amount of the durability parameter may be defined in data in a mathematical formula format or a table format, or may be defined as part of the program code. The disadvantageous change unit 105 decreases the durability parameter based on the change amount according to the attribute of the game card.

[0162] For example, the disadvantageous change unit 105 may increase the amount of decrease in the durability parameter as the rarity of the game card increases, and conversely, the disadvantageous change unit 105 may increase the amount of decrease in the durability parameter as the rarity of the game card decreases. Also, for example, the disadvantageous change unit 105 may increase the amount of decrease in the durability parameter as the increase in the likeability parameter of the game card increases, and conversely, the disadvantageous change unit 105 may increase the amount of decrease in the durability parameter as the increase in the likeability parameter of the game card decreases.

[0163] Also, for example, since the date part is executed in exchange for points, the disadvantageous change unit 105 may determine the amount of change in the durability parameter of the game card based on the points required to execute the date part. For example, the disadvantageous change unit 105 may increase the amount of decrease in the durability parameter as the amount of consumption of points increases, or conversely, may increase the amount of decrease in the durability parameter as the amount of consumption of points decreases.

[0164] The above-described method of decreasing the durability parameter is merely an example, and the above-described methods may be combined without departing from the purpose of providing an incentive to select various game cards. The timing at which the disadvantageous change unit 105 decreases the durability parameter may be any timing, and for example, the durability parameter may be decreased immediately when a game card is selected, or may be decreased at the end of a date.

[0165] [Advantageous change part] The advantageous change unit 106 is realized mainly by the control unit 11. The advantageous change unit 106 changes the durability parameter based on a predetermined condition so as to provide an advantage in the progress of the game.

[0166] The predetermined condition may be any condition that is determined in advance, and may be, for example, that a game is executed, that a game part is ended, or that a game progresses to a predetermined scene. For example, the predetermined condition may be that a game card is not selected. For example, the predetermined condition may be that a game card is not selected as a selectable game card (for example, a deck, a group, or a team). For example, the predetermined condition may be that time has passed. The time may be time in the real world, or time in a virtual world within the game. For example, the predetermined condition may be that a game item is used. For example, the predetermined condition may be that a game character is caused to perform a predetermined action.

[0167] In this embodiment, a durability parameter is described as an example of parameter data, and since the durability parameter is parameter data that becomes more advantageous as its value increases, the advantage change unit 106 increases the value to make the game progress more advantageous. On the other hand, when parameter data that becomes more advantageous as its value decreases, such as a fatigue parameter, is used, the advantage change unit 106 decreases the value to make the game progress more advantageous.

[0168] Note that it is sufficient that at least one parameter indicated by the parameter data is changed, and the parameter changed by the advantageous change unit 106 may be the same as or different from the parameter changed by the disadvantageous change unit 105. The advantageous change unit 106 may change a parameter different from the parameter changed by the disadvantageous change unit 105 to make the progress of the game advantageous. In other words, the disadvantageous change unit 105 may change a parameter different from the parameter changed by the advantageous change unit 106 to make the progress of the game disadvantageous.

[0169] For example, the advantage change unit 106 may change the durability parameter of a game card that has not been set by the setting unit 101 so as to provide an advantage in the progress of the game.

[0170] A game card that is not set by the setting unit 101 is, for example, a game card that is not presented as an option in the date part, a game card that cannot be selected after the start of the date part, or a game card that is owned but is not set in the deck. In this embodiment, a game card that is not set in the date deck corresponds to a game card that is not set by the setting unit 101. For this reason, the advantage change unit 106 may increase the durability parameter of a game card that is not set in the date deck.

[0171] Also, for example, the advantageous change unit 106 may uniformly increase the durability parameters of all game cards. In this case, differences may be created depending on how the disadvantageous change unit 105 decreases the durability parameters. That is, the decrease in the durability parameters of a selected game card may be made greater than the decrease in the durability parameters of non-selected game cards, or the durability parameters of non-selected game cards may not be decreased, thereby providing an incentive to select non-selected game cards.

[0172] Also, for example, when increasing the durability parameters of all game cards, the advantageous change unit 106 may not increase them uniformly, but may differentiate between them by increasing the amount of increase in the durability parameters of non-selected game cards more than the amount of increase in the durability parameters of selected game cards.

[0173] For example, the advantage change unit 106 may increase the durability parameters of all game cards other than the selected game card. In this case, the advantage change unit 106 may increase the durability parameters of game cards that are not set in the date deck, or may increase the durability parameters of game cards that are set in the date deck but not selected. For example, the advantage change unit 106 may increase the durability parameters of game cards that are not set in the date deck at the end of the date.

[0174] Also, for example, the advantageous change unit 106 may increase the durability parameter of a game card in accordance with the passage of time in the real world. In this case, the advantageous change unit 106 may make the increase per unit time of the durability parameter of a selected game card smaller than the increase per unit time of the durability parameter of a non-selected game card, or may count the number of times a game card is selected and set the increase per unit time according to the number of selections. The increase according to the number of selections means that the smaller the number of selections, the greater the increase per unit time, and vice versa.

[0175] Also, for example, the advantage change unit 106 may increase the durability parameter of the game card according to the passage of time in the virtual world within the game. In this case, the advantage change unit 106 may make the increase per unit time of the durability parameter of the selected game card smaller than the increase per unit time of the durability parameter of the non-selected game card, or may count the number of times the game card is selected and set the increase per unit time according to the number of selections.

[0176] Also, for example, the advantage change unit 106 may increase the durability parameter of the game card according to the progress of the game part. In this case, the advantage change unit 106 may increase the durability parameter of the game card as the school part or the date part progresses.

[0177] Also, for example, the advantageous change unit 106 may determine the amount of change in the durability parameter of the selected game card based on the attribute of the game card. The relationship between the attribute and the amount of change in the durability parameter may be defined in data in a mathematical formula or table format, or may be defined as part of the program code. The advantageous change unit 106 increases the durability parameter based on the amount of change according to the attribute of the game card.

[0178] For example, the advantageous change unit 106 may increase the durability parameter by a larger amount as the rarity of the game card is higher, or conversely, the advantageous change unit 106 may increase the durability parameter by a larger amount as the rarity of the game card is lower. Also, for example, the advantageous change unit 106 may increase the durability parameter by a larger amount as the increase in the likeability parameter of the game card is higher, or conversely, the advantageous change unit 106 may increase the durability parameter by a smaller amount as the increase in the likeability parameter of the game card is lower.

[0179] Also, for example, since the date part is executed in exchange for points, the advantage change unit 106 may change the durability parameter based on the amount of points consumed so as to provide an advantage in the progress of the game. For example, the advantage change unit 106 may increase the durability parameter by a larger amount as the amount of points consumed increases, or conversely, may increase the durability parameter by a smaller amount as the amount of points consumed decreases.

[0180] The above-described method of increasing the durability parameter is merely an example, and the above-described methods may be combined without departing from the purpose of providing a motivation to select various game cards. The advantage change unit 106 may increase the durability parameter at any timing, for example, immediately after a game card is selected, or at the end of a date. As another example, the advantage change unit 106 may increase the durability parameter at the timing when points are consumed to execute a date part.

[0181] [Recovery Department] The recovery unit 107 is mainly realized by the control unit 11. The recovery unit 107 recovers points as time passes. The recovery unit 107 recovers points as time passes. For example, the recovery unit 107 acquires the current time using a real-time clock or the like, or acquires the current time from the server 30, and recovers a predetermined value of points every time a certain period of time passes. The amount of points recovered may be a fixed value, or may be an amount according to rank.

[0182] [4. Processing Executed in the Game System] Next, the processing executed in the game system S will be described. Here, the processing of the school part and the processing of the date part will be described. The processing described below is executed by the control unit 11 operating in accordance with the program stored in the storage unit 12. The processing below is an example of processing by each functional block shown in FIG. 19. Note that, although a case where the processing is executed by the game terminal 10 will be described here, it is assumed that data is appropriately transmitted and received between the game terminal 10 and the server 30 and that the data is consistent with each other.

[0183] [4-1. Processing of School Part] 24-25 are flow diagrams showing the processing of the school part. As shown in FIG. 24, first, the control unit 11 causes the display unit 15 to display a mission selection image G1 (S101). The mission selection image G1 displayed in S101 is in the state of FIG. 2, and the classification of the date spot displayed in the display area A10 is selected. Note that data showing the progress of the mission may be stored in the storage unit 12, or may be obtained from the server 30. The mission selection image G1 is displayed based on the data.

[0184] The control unit 11 determines whether or not a category displayed in the display area A10 has been selected based on a detection signal from the operation unit 14 (S103). Note that in S103, categories that have not been released cannot be selected, and only categories that have been released can be selected.

[0185] When it is determined that a category has been selected (S103; Y), the control unit 11 displays the missions associated with the selected category in the mission selection image G1 (S105). The mission selection image G1 displayed in S105 is in the state shown in FIG. 3, and the missions displayed in the display area A12 are selected. Note that missions that have not been released cannot be selected, and only released missions can be selected.

[0186] The control unit 11 identifies the operation based on the detection signal of the operation unit 14 (S107). In this case, it is assumed that the operation is either an operation of selecting the button B13 or an operation of selecting a mission displayed in the display area A12.

[0187] When the button B13 is selected (S107; B13), the control unit 11 displays a window W14 in the mission selection image G1 (S109). The mission selection image G1 displayed in S109 is in the state shown in FIG. 4, and the mission displayed in the display area A12 is selected. Note that data showing the details of the mission may be stored in the storage unit 12, or may be obtained from the server 30. The window W14 is displayed based on the data.

[0188] The control unit 11 determines whether or not the button B14E is selected (S111) based on a detection signal from the operation unit 14. If it is determined that the button B14E is selected (S111; Y), the window W14 is closed and the process returns to S107.

[0189] In S107, when a mission displayed in the display area A12 is selected (S107; mission selection), the control unit 11 causes the display unit 15 to display the school deck edited image G2 (S113). The school deck edited image G2 displayed in S113 is in the state shown in FIG. 5, and the contents of the school deck are displayed. Note that data indicating the contents of the school deck may be stored in the storage unit 12, or may be obtained from the server 30. The school deck edited image G2 is displayed based on the data. Also, the effects in the display area A23 are displayed based on the contents of the school command data table DT3.

[0190] The control unit 11 identifies the operation based on the detection signal of the operation unit 14 (S115). Here, it is assumed that the operation to select the button B21, the operation to select the button B24, the operation to select the button B25, the operation to select the button B26, or the operation to select the button B27 is performed.

[0191] When the button B21 is selected (S115; B21), the control unit 11 displays the window W14 in the school deck edited image G2 (S117). The process of the following S119 is the same as S111, and when it is determined that the button B14E is selected, the window W14 is closed and the process returns to S115.

[0192] On the other hand, when the button B24 is selected (S115; B24), the control unit 11 executes the editing process of the school deck based on the detection signal of the operation unit 14 (S121). In S121, as described with reference to Fig. 6, the selected game card is displayed in the display area A22, and the effect associated with the game card is displayed in the display area A23. The data showing the contents of the school deck is updated in response to the editing process of the school deck.

[0193] On the other hand, when the button B25 is selected (S115; B25), the control unit 11 displays the window W28 in the school deck edit image G2 (S123). The school deck edit image G2 displayed in S123 is in the state shown in FIG. 7, and the increase in the boyfriend power parameter is displayed for each school command in the display area A28A. The window W28 is displayed based on the data showing the contents of the school deck and the contents of the school command data table DT3.

[0194] The control unit 11 identifies the operation (S125) based on the detection signal of the operation unit 14. Here, it is assumed that the operation of selecting the button B28B, the operation of selecting the button B28C, or the operation of selecting the button B28D is performed.

[0195] When the button B28B is selected (S125; B28B), the control unit 11 displays the increase in the character ability parameter for each school command in the display area A28A (S127). The window W28 displayed in S127 is in the state shown in FIG. 7. If the button B28B has already been selected, the process of S127 is not executed, and the display of the window W28 does not change.

[0196] On the other hand, when the button B28C is selected (S125; B28C), the control unit 11 displays the effect in the display area A28E and displays the increase in the character strength parameter for each command in the event in the display area A28F (S129). The window W28 displayed in S129 is in the state shown in FIG. 8. Note that if the button B28C has already been selected, the process of S129 is not executed and the display of the window W28 does not change.

[0197] On the other hand, if the button B28D is selected (S125; B28D), the window W28 is closed and the process returns to S115.

[0198] In S115, when the button B26 is selected (S115; B26), the control unit 11 switches the school deck to be edited (S131). In S131, the control unit 11 updates the display of the school deck edited image G2 based on the data indicating the contents of the school deck.

[0199] In S115, when the button B27 is selected (S115; B27), the process moves to Fig. 25, and the control unit 11 starts the mission by consuming points (S133). The control unit 11 starts the mission based on data showing the progress of the mission, and causes the display unit 15 to display the mission image G3 (Fig. 9).

[0200] The control unit 11 executes the mission based on the detection signal of the operation unit 14 (S135). In S135, the control unit 11 increases the boyfriend ability parameter based on the school command indicated by the selected button B33. The current value of the boyfriend ability parameter is stored in the storage unit 12. The control unit 11 increases the boyfriend ability parameter based on the success or failure of the execution of the school command.

[0201] The control unit 11 judges whether the clearing condition of the mission is satisfied (S137). In S137, the control unit 11 judges whether the current value of the boyfriend power parameter is equal to or greater than the threshold. The control unit 11 judges that the clearing condition is satisfied when the current value of the boyfriend power parameter is equal to or greater than the threshold, and does not judge that the clearing condition is satisfied when the current value of the boyfriend power parameter is less than the threshold.

[0202] If it is determined that the clearing conditions for the mission are met (S137; Y), the control unit 11 displays a mission cleared image G4 on the display unit 15 (S139), and this process ends. In S139, the control unit 11 determines an evaluation based on the number of turns remaining when the mission is cleared, and grants a reward according to the evaluation. In addition, when all the missions are cleared, the control unit 11 releases the date spot corresponding to the mission.

[0203] On the other hand, if it is not determined that the clear condition of the mission is satisfied (S137; N), the control unit 11 determines whether or not there are no more turns remaining (S141). If it is not determined that there are no more turns remaining (S141; N), the process returns to S135 and the mission is executed. On the other hand, if it is determined that there are no more turns remaining (S141; Y), the mission is a failure and this process ends.

[0204] [4-2. Processing the date part] 26-27 are flow diagrams showing the processing of the date part. As shown in FIG. 26, first, the control unit 11 causes the display unit 15 to display a date spot selection image G5 (S201). The date spot selection image G5 displayed in S201 is in the state shown in FIG. 12, and the date spot displayed in the display area A50 is selected. Note that data showing the unlocked status of the date spot may be stored in the storage unit 12, or may be obtained from the server 30. The date spot selection image G5 is displayed based on the data.

[0205] The control unit 11 determines whether or not a date spot displayed in the display area A50 has been selected based on a detection signal from the operation unit 14 (S203). In S203, date spots that have not been released cannot be selected, and only released date spots can be selected.

[0206] When it is determined that a date spot has been selected (S203; Y), the control unit 11 causes the display unit 15 to display the date deck edited image G6 (S205). The date deck edited image G6 displayed in S205 is in the state shown in FIG. 13, and the contents of the date deck are displayed. Note that data indicating the contents of the date deck may be stored in the storage unit 12, or may be acquired from the server 30. The date deck edited image G6 is displayed based on the data. Furthermore, the display contents of the display area A61 are determined based on the contents of the date command data table DT1, and the display mode of the icon I62 is determined based on the contents of the owned card data table DT4.

[0207] The control unit 11 identifies the operation based on the detection signal of the operation unit 14 (S207). Here, an operation of editing the date deck, an operation of selecting the button B64, or an operation of selecting the button B65 is performed.

[0208] When an operation to edit the date deck is performed (S207; editing operation), the control unit 11 executes editing processing of the date deck based on a detection signal of the operation unit 14 (S209). In S209, the content of the selected game card is displayed in the display area A61, and the display mode of the icon I62 is determined based on the durability parameter of the game card. Data indicating the content of the date deck is updated in response to the editing processing of the date deck.

[0209] On the other hand, when the button B64 is selected (S207; automatic editing), the control unit 11 executes automatic editing processing of the date deck based on a predetermined condition (S211). In S211, the automatically edited content of the game card is displayed in the display area A61, and the display mode of the icon I62 is determined based on the durability parameter of the game card. The data indicating the content of the date deck is updated in response to the automatic editing processing of the date deck.

[0210] On the other hand, when the button B65 is selected (S207; B65), the control unit 11 displays a window W66 in the date deck edit image G6 (S213). The date deck edit image G6 displayed in S213 is in the state shown in FIG. 14, and information about the game cards set in the date deck is displayed for each date command type in the display areas A66A to A66G. The window W14 is determined based on the data indicating the contents of the date deck, the contents of the date command data table DT1, and the contents of the owned card data table DT4.

[0211] The control unit 11 identifies the operation based on the detection signal of the operation unit 14 (S215). Here, the operation of selecting the button B66H or the operation of selecting the button B66I is performed. When the button B66H is selected (S215; B66H), the window W66 is closed, and the process returns to S207.

[0212] On the other hand, when the button B66I is selected (S215; B66I), the control unit 11 consumes points to start the date part (S217). Data required to execute the date part may be stored in the storage unit 12, or may be acquired from the server 30. In S217, the control unit 11 displays the date part image G7 (FIG. 15) on the display unit 15 based on the data.

[0213] The control unit 11 progresses the date based on the detection signal of the operation unit 14 (S219). In S219, the control unit 11 progresses the conversation with the character and updates the display in the display area A70 every time a predetermined operation is performed from the operation unit 14. When the button B71 is selected, the conversation with the character automatically progresses, and when the button B72 is selected, an image showing the state of the date is recorded in the storage unit 12.

[0214] When a predetermined selection opportunity occurs, the control unit 11 displays the button B74 indicating the date command type on the date part image G7 (S221). The date part image G7 displayed in S221 is in the state shown in FIG. 16, and the button B74 or the button B75 is selected.

[0215] The control unit 11 identifies the operation based on the detection signal of the operation unit 14 (S223). Here, it is assumed that the operation of selecting the button B74 or the operation of selecting the button B75 is performed.

[0216] When the button B74 is selected (S223; B74), the control unit 11 causes the display area A76 to display a game card associated with the date command type indicated by the button B74 (S225). The date part image G7 displayed in S225 is in the state shown in FIG. 17, and icons indicating the date command associated with the game card, the increase amount of the favorability parameter, and the durability parameter are displayed in the display area A76. Thereafter, the button B77 displayed in the display area A76 becomes selectable.

[0217] The control unit 11 judges whether any of the buttons B77 has been selected based on the detection signal of the operation unit 14 (S227). When any of the buttons B77 has been selected (S227; B77), the control unit 11 determines whether the execution of the date command indicated by the button B77 is successful (S229). In S229, the control unit 11 executes either the first game process or the second game process described above depending on whether the selected game card is a specific game card set in the date spot. Here, when the selected game card is a specific game card, the control unit 11 determines whether the execution of the date command is successful based on the success rate corrected by the durability parameter of the selected game card. On the other hand, when the selected game card is a specific game card, the control unit 11 determines whether the execution of the date command is successful based on a very high success rate regardless of the durability parameter.

[0218] The control unit 11 changes the likeability parameter based on the success or failure of the execution of the date command determined in S229 (S231). In S231, if the execution of the date command is successful, the control unit 11 increases the likeability parameter by the amount of increase of the selected game card. If the execution of the date command is unsuccessful, the control unit 11 may increase the likeability parameter to be less than the amount of increase of the selected game card, or may not change the likeability parameter or may decrease it. If the execution of the date command is very successful, the control unit 11 may increase the likeability parameter to be more than the amount of increase of the selected game card.

[0219] The control unit 11 progresses the date and displays conversation options in the date part image G7 based on the selected game card (S233). The date part image G7 displayed in S233 is in the state shown in FIG. 18, and conversation options are displayed in the display area A78. The conversation options are displayed based on the contents of the conversation option data table DT2.

[0220] The control unit 11 determines whether or not any of the buttons B79 has been selected (S235) based on a detection signal from the operation unit 14. If it is determined that any of the buttons B79 has been selected (S235; Y), the control unit 11 advances the date based on the conversation option indicated by the button B79 (S237).

[0221] It should be noted that in S223, when the button B75 is selected (S223; B75), the process of S225 to S235 is not executed and the date proceeds.

[0222] The control unit 11 judges whether the date has ended (S239). In S239, the control unit 11 judges that the date has ended when all selection opportunities set for the date have occurred, and does not judge that the date has ended when there are still selection opportunities remaining.

[0223] If it is not determined that the date has ended (S239; N), the process returns to S221, and the next selection opportunity is given. On the other hand, if it is determined that the date has ended (S239; Y), the control unit 11 decreases the durability parameter of the game card used on the date (S241). It is assumed that the information identifying the game card selected in S227 is recorded in the storage unit 12. In S241, the control unit 11 decreases the durability parameter of the selected game card by a predetermined value. As described above, the durability parameter may be decreased not at the end of the date, but at the time when the game card is selected in S227. Also, the durability parameter may be decreased by a value corresponding to the attribute of the game card, or by a value corresponding to the points required to execute the date part.

[0224] The control unit 11 increases the durability parameter of the game card not used in the date (S243). In S243, the control unit 11 increases the durability parameter of the non-selected game card by a predetermined value. The durability parameter may be increased by a value according to the attribute of the game card, or may be increased by a value according to the points required to execute the date part. The control unit 11 causes the display unit 15 to display the result of the date (S245), and this process ends. In S245, the control unit 11 grants a reward according to the result of the date.

[0225] According to the game system S described above, the durability parameter of the selected game card changes to make the game progress unfavorable, and based on a predetermined condition, the durability parameter changes to make the game progress favorable, so that it is possible to provide motivation to select various game cards. By allowing the player to select various game cards, it is possible to prevent the game from becoming monotonous and to increase the interest of the game.

[0226] Furthermore, when a specific condition is satisfied, a second game process is executed in which the game progresses advantageously or disadvantageously, so that the motivation to select various game cards can be further enhanced, which more effectively prevents the game from becoming monotonous and more effectively increases the interest of the game.

[0227] Furthermore, by preventing the combinations of game cards from becoming fixed, it is possible to provide a stronger motivation to select various game cards, which makes it possible to more effectively prevent the game from becoming monotonous and more effectively increase the interest of the game.

[0228] In addition, the durability parameters of game cards not included in the deck can be changed to favor the progress of the game, and since including only certain game cards in the deck puts the player at a disadvantage, it is possible to provide an incentive to include various game cards in the deck. This makes it possible to more effectively prevent the game from becoming monotonous, and more effectively increase the interest of the game.

[0229] Furthermore, by limiting the number of game cards associated with the same command type that can be set in a combination, the strategy of the game is enhanced, and the interest of the game can be effectively increased. Note that, if a configuration is provided in which durability parameters are managed for each date command type, and durability parameters of not only the selected game card but also other game cards of the same command type are reduced, selecting only game cards of the same date command type changes the game progress to be disadvantageous, so that it is possible to prevent only selecting game cards of the same date command type and provide an incentive to select game cards of various date command types.

[0230] In addition, the amount of change in the durability parameter of the selected game card is determined based on the attributes of the selected game card, which can enhance the strategic nature of the game. For example, the amount of change in the durability parameter of a specific game card that tends to be selected can be increased, which can prevent only the specific game card from being selected and provide a stronger motivation to select various game cards.

[0231] In addition, since the game is executed in exchange for points associated with the user identification information and the execution of the game is limited, it is possible to prevent the user from quickly becoming bored by playing the game many times in a short period of time, and to ensure the interest of the game. In addition, for example, it is possible to allow the user to obtain new game cards while waiting for points to be restored, thereby providing an incentive to select various game cards.

[0232] In addition, the strategic nature of the game can be enhanced by determining the amount of change in the durability parameter that will be advantageous to the progress of the game, based on the amount of points consumed to play the game.

[0233] In addition, since the game is played in exchange for points that are restored over time, and game play is limited, it is possible to more reliably prevent the player from quickly becoming bored by playing the game multiple times in a short period of time, and to more reliably ensure the interest of the game. In addition, for example, it is possible to allow the player to obtain new game cards while waiting for points to be restored, providing an incentive to select various game cards.

[0234] Furthermore, in a game in which communication with a character is performed, it is possible to provide a motivation to select various game cards. In such a game, if the same game card is selected repeatedly, the player will take the same action, but by allowing the player to select various game cards, it is possible to prevent the player from taking the same action repeatedly and to allow the player to take various actions toward the character. This prevents the character's reactions from becoming fixed and allows the player to enjoy various reactions, thereby effectively increasing the interest of the game.

[0235] [5. Modifications] The present invention is not limited to the above-described embodiment, and can be modified as appropriate without departing from the spirit of the present invention.

[0236] For example, in the embodiment, the game cards to be used are selected from the game cards set in the date deck in the date part, but the game cards to be used may be selected from all game cards owned, rather than from the game cards set in the deck in advance. Alternatively, for example, a predetermined number of game cards may be randomly selected from the game cards owned, and the game cards to be used may be selected from the randomly selected game cards.

[0237] Also, for example, in the embodiment, the main processing of the game is executed in the game terminal 10, and the game terminal 10 corresponds to the game control device according to the present invention. However, each function realized in the game terminal 10 may be realized in the server 30. For example, the main processing of the game may be executed in the server 30. In this case, the server 30 corresponds to the game control device according to the present invention. In this case, the game terminal 10 receives image data from the server 30 and displays each image on the display unit 15. In addition, the game terminal 10 transmits data indicating an instruction accepted by the operation unit 14 to the server 30. By receiving the data, the server 30 may identify the user's instruction and execute the game. For example, each of the acquisition unit 102, the execution unit 104, the disadvantage change unit 105, and the advantage change unit 106 may be realized in the server 30. In this case, each of these functions is mainly realized by the control unit 31. Also, for example, each function may be shared between the game terminal 10 and the server 30. In this case, the processing results of each functional block may be transmitted and received between the game terminal 10 and the server 30.

[0238] In addition, for example, the case where a game in which a user communicates with a character has been described, but the processing according to the present invention may be applied to other games. For example, in a game in which users compete against each other, motivation to select various objects may be provided by correcting ability parameters such as offensive power and defensive power. In addition, for example, the processing according to the present invention may be applied to sports games based on baseball, soccer, tennis, American football, basketball, volleyball, etc. In addition, for example, in addition to sports games and training games, the processing according to the present invention may be applied to various games regardless of game format and genre, such as action games and role-playing games.

[0239] [6. Notes] From the above description, the present invention can be understood, for example, as follows.

[0240] 1) A game system (S) according to one embodiment of the present invention is a game system (S) that executes a game based on an object selected from a plurality of objects, and includes: an acquisition means (102) that acquires parameter data associated with each object for progressing the game in an advantageous or disadvantageous manner; an execution means (104) that executes the game based on the parameter data of an object when an object is selected in the game; a disadvantage change means (105) that changes the parameter data of an object when an object is selected in the game so that the progress of the game is disadvantageous; and an advantage change means (106) that changes the parameter data of the object so that the progress of the game is advantageous, based on a predetermined condition.

[0241] 11) A game control device according to one embodiment of the present invention is a game system (S) that executes a game based on an object selected from a plurality of objects, and includes: an acquisition means (102) that acquires parameter data associated with each object for progressing the game in an advantageous or disadvantageous manner; an execution means (104) that executes the game based on the parameter data of an object when an object is selected in the game; a disadvantage change means (105) that changes the parameter data of an object when an object is selected in the game so that the progress of the game is disadvantageous; and an advantage change means (106) that changes the parameter data to an advantage based on predetermined conditions.

[0242] 12) A program according to one aspect of the present invention causes a computer to function as the game system (S) described in any one of 1) to 10) or the game control device (10, 30) described in 11).

[0243] 13) An information storage medium according to one aspect of the present invention is a computer-readable information storage medium having the program according to 12) recorded thereon.

[0244] According to the inventions of 1) or 12) to 14), the parameter data of the selected object changes to make the game progress disadvantageous, and based on a predetermined condition, the parameter data changes to make the game progress advantageous, so that it is possible to provide a motivation to select various objects. By allowing the player to select various objects, it is possible to prevent the game from becoming monotonous and to increase the interest of the game.

[0245] 2) In one aspect of the present invention, the game system (S) further includes a determination means (103) for determining whether a specific condition is satisfied based on the selected object, and the execution means (104) executes a first game process based on the parameter data of the selected object if the specific condition is not satisfied, and executes a second game process for progressing the game advantageously or disadvantageously if the specific condition is satisfied. According to aspect 2), when the specific condition is satisfied, the second game process for progressing the game advantageously or disadvantageously is executed, so that it is possible to provide a stronger motivation to select various objects. This makes it possible to more effectively prevent the game from becoming monotonous and more effectively improve the interest of the game.

[0246] 3) In one aspect of the present invention, the game system (S) further includes a setting means (101) for setting a combination of objects from among a plurality of objects, and in the game, an object is selected from the combination. According to aspect 3), by preventing the combination of objects from becoming fixed, it is possible to provide a stronger motivation for selecting various objects. This makes it possible to more effectively prevent the game from becoming monotonous, and more effectively increase the interest of the game.

[0247] 4) In one aspect of the present invention, the advantage changing means (106) changes the parameter data of an object not set by the setting means (101) so that the progress of the game is advantageous. According to aspect 4), the parameter data of an object not set in an object combination is changed so that the progress of the game is advantageous, and since it is disadvantageous to set only a specific object in an object combination, it is possible to provide an incentive to set various objects in object combinations. This makes it possible to more effectively prevent the game from becoming monotonous, and more effectively increase the interest of the game.

[0248] 5) In one aspect of the present invention, the objects are associated with commands, and the setting means (101) sets the combinations such that the number of objects associated with the same command or the same command type is equal to or less than a predetermined number. According to aspect 5), by limiting the number of objects associated with the same command or the same command type set in a combination, the strategic nature of the game is enhanced, and the entertainment value of the game can be effectively increased.

[0249] 6) In one aspect of the present invention, the disadvantageous change means (105) determines the amount of change in the parameter data of a selected object based on the attributes of the selected object. According to aspect 6), the amount of change in the parameter data of an object is determined based on the attributes of the selected object, which can enhance the strategic nature of the game. In addition, for example, the amount of change in the parameter data of a specific object that tends to be selected can be increased, which can prevent only the specific object from being selected and provide a stronger motivation to select various objects.

[0250] 7) In one aspect of the present invention, the execution means (104) executes the game in exchange for points associated with user identification information. According to aspect 7), the game is executed in exchange for points associated with user identification information, and execution of the game is limited, so that it is possible to prevent the player from quickly becoming bored by playing the game multiple times in a short period of time, and to ensure the interest of the game. In addition, for example, it is possible to allow the player to obtain new objects while waiting for points to be restored, and to provide an incentive to select various objects.

[0251] 8) In one aspect of the present invention, the advantageous change means (106) changes the parameter data so as to favor the progress of the game, based on the amount of points consumed. According to aspect 8), the strategic nature of the game can be enhanced by determining the amount of change in parameter data when the change is made so as to favor the progress of the game, based on the amount of points consumed to play the game.

[0252] 9) In one aspect of the present invention, the game system (S) further includes a recovery means (107) for recovering the points over time. According to aspect 9), the game is executed in exchange for the points that are recovered over time, and the execution of the game is limited, so that it is possible to more reliably prevent the player from quickly becoming bored by playing the game many times in a short period of time, and more reliably ensure the interest of the game. In addition, for example, it is possible to allow the player to obtain new objects during the period of waiting for the points to be recovered, and to provide an incentive to select various objects.

[0253] 10) In one aspect of the present invention, the game is a game in which communication is performed with a character, and each object is associated with an action toward the character, and the parameter data is data for making the action associated with the object advantageous or disadvantageous in communication with the character. According to aspect 10), in a game in which communication is performed with a character, it is possible to provide motivation for selecting various objects. In such a game, if the same object is selected repeatedly, the player will take the same action repeatedly, but by allowing the player to select various objects, it is possible to prevent the player from taking the same action repeatedly and to allow the player to take various actions toward the character. This prevents the character's reactions from becoming fixed and allows the player to enjoy various reactions, thereby effectively increasing the interest of the game. [Explanation of symbols]

[0254] S game system, N network, 10 game terminal, 11 control unit, 12 memory unit, 13 communication unit, 14 operation unit, 15 display unit, 30 server, 31 control unit, 32 Memory unit, 33 communication unit, G1 mission selection image, G2 school deck edit image, G3 mission image, G4 mission clear image, G5 date spot selection image, G6 date deck edit image, G7 date part image, 100 data memory unit, 101 Setting section, 102 acquisition section, 103 judgment section, 104 execution section, 105 disadvantage change section, 106 advantageous change section, 107 recovery section, 300 data table storage section, A10, A10A, A10B, A10C, A11, A12, A12A, A12B, A12C, A14A, A14B, A14C, A14D, A20, A22, A22A, A22B, A22C, A23, A28, A28A, A28E, A28F, A30, A31A, A32 ,A36,A37,A38B,A38C,A39,A40,A41,A42,A50,A50A,A50B,A50C,A60,A61,A61 A,A61B,A61C,A61D,A61E,A63,A66A,A66B,A66C,A70,A73,A76,A78,A78A,A78C Display area, B13, B13A, B13B, B13C, B14E, B21, B23, B24, B25, B26, B26A, B26B, B26C, B26E, B27, B28B, B28C, B28D, B33, B33A, B33B, B33C, B33C, B33D, B33E, B34, B35, B43, B64, B65, B66H, B66I, B71, B72, B74, B74A, B74B, B74C, B74D, B74E, B75, B77, B77A, B77B, B79 buttons, DT1 date command data table, DT2 conversation option data table, DT3 school command data table, DT4 Holding card data table, I62 icon, W14,W28,W66 window.

Claims

[Claim 1] A game system for executing a game based on an object selected from a plurality of objects, An acquisition means for acquiring parameter data associated with each object for advantageously or disadvantageously progressing the game; an execution means for executing the game based on the parameter data of an object when the object is selected; a disadvantageous change means for, when an object is selected, changing the parameter data of the object so as to make progress of the game disadvantageous; an advantage changing means for changing the parameter data based on a predetermined condition so as to provide an advantage in the progress of the game; A game system including:

Citation Information

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