Game system, game method, and game program

JP2025036611APending Publication Date: 2025-03-14GLEE HOLDINGS CO LTD
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Patent Information

Application Number
JP2024229730
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-12-26
Publication Date
2025-03-14

AI Technical Summary

Benefits of technology

【0007】 1つの側面では、本発明によれば、ゲームの中断中にユーザができるゲーム関連操作を増やすことが可能となる

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Abstract

To increase game-related operation that a user can perform during interruption of a game.SOLUTION: Disclosed is a game system that pertains to a game including an in-game part and an out-game part and includes a first storage part for storing game medium information regarding a predetermined game medium, a game processing part for progressing the in-game part on the basis of operation information by a user and game medium information stored in the first storage part when the in-game part is started, and an interruption processing part for allowing the game processing part to interrupt a composite game part under progress when the in-game part includes the composite game part that is a complex of multiple match game parts and is constituted such that the same can be interrupted and an independent match game part that is an individually independent match game part and is constituted such that the same cannot be interrupted, and an interruption condition is satisfied.SELECTED DRAWING: Figure 7
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Description

[Technical field]

[0001] The present disclosure relates to a game system, a game method, and a game program. [Background technology]

[0002] There are many well-known games in which, when a game is interrupted, the game state at the time of interruption is reproduced and the game is resumed. For example, when a selection card is determined by lottery, and the game is interrupted in a state where the selection of the character is incomplete, a technique is known in which, before the game progresses, a process is performed to select a character for the selection card when the game is resumed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-150561 A Summary of the Invention [Problem to be solved by the invention]

[0004] When a game is interrupted, it is often resumed by accurately reproducing the game state at the time of interruption, and the game-related operations that the user can perform while the game is interrupted (until the next restart) tend to be limited. For example, the game-related operations that the user can perform while the game is interrupted are often limited to only the operation of instructing whether or not to resume the game.

[0005] Therefore, in one aspect, the present invention aims to increase the number of game-related operations that a user can perform while a game is paused. [Means for solving the problem]

[0006] In one aspect, a game system for a game including an in-game part and an out-game part is provided, the game system comprising: a first memory unit that stores game media information related to a predetermined game medium; a game processing unit that, when the in-game part is started, progresses the in-game part based on operation information by a user and the game media information stored in the first memory unit; and an interruption processing unit that causes the game processing unit to interrupt the ongoing composite game part, wherein the in-game part includes a composite game part that is a combination of a plurality of competitive game parts and is configured to be interruptible, and a single competitive game part that is an individually independent competitive game part and is configured to be uninterruptible, when an interruption condition is met. Effect of the Invention

[0007] In one aspect, the present invention allows a user to perform more game-related operations while a game is paused. [Brief description of the drawings]

[0008] [Figure 1] 1 is a block diagram of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 13 is a diagram showing information about a user. [Diagram 3] A figure showing information regarding game media. [Figure 4A] An explanatory diagram of the evolution of the first game medium. [Figure 4B] FIG. 2 is an explanatory diagram of information on the changed game medium of the first game medium. [Diagram 5] FIG. 13 is a diagram showing an example of a play screen displayed on a terminal device. [Figure 6] FIG. 13 is an explanatory diagram of the configuration of a composite game part. [Figure 7] 2 is a block diagram showing functions related to a suspension function among various functions of the terminal device. FIG. [Figure 8] FIG. 13 is a diagram illustrating an example of a resume button. [Figure 9]10 is a schematic flow chart illustrating an example of information exchange between a server and a terminal device that may be performed in relation to interruption and resumption. [Figure 10] 10 is a schematic flowchart showing an example of the operation of a terminal device of the game system. [Figure 11] 11 is a schematic flowchart illustrating an example of a generation process of interruption data. [Figure 12] 11 is a schematic flowchart showing an example of a process at the time of restarting. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Each embodiment will be described in detail below with reference to the accompanying drawings.

[0010] (Game System Overview) An overview of a game system 1 according to one embodiment of the present invention will be described with reference to Fig. 1. The game system 1 includes a server device 10 and one or more terminal devices 20. For simplicity, three terminal devices 20 are illustrated in Fig. 1, but the number of terminal devices 20 may be two or more.

[0011] The server device 10 is an information processing device such as a server managed by a game operator. The terminal device 20 is an information processing device used by a user, such as a mobile phone, a smartphone, a tablet terminal, a PC (Personal Computer), or a game machine. The terminal device 20 is capable of executing the application of the game according to this embodiment. The game application may be received by the terminal device 20 from a predetermined application distribution server via the network 30, or may be stored in advance in a storage device provided in the terminal device 20 or a storage medium such as a memory card readable by the terminal device 20. The server device 10 and the terminal device 20 are communicatively connected via the network 30. For example, the server device 10 and the terminal device 20 cooperate to execute various processes related to the game. If the terminal device 20 is a so-called mobile type (handheld type), it is often played while on the go, on the move, or in spare time, and it is often difficult to play for a long time. Therefore, in a mobile game suitable for mobile play, users tend to interrupt the game part that requires a relatively long play time. If there are many interruptions, users tend to avoid the game because they do not feel a sense of continuity. In this example, by improving the processing during interruption of a game part, it is possible to increase the options available to the user in a mobile game.

[0012] The network 30 may be a wireless communication network, the Internet, or a Virtual Private Network (VPN). The network may include a private network (WAN), a wide area network (WAN), a wired network, or any combination thereof.

[0013] (Game Overview) An overview of the game according to the present embodiment will be described. The game according to the present embodiment includes one or more game parts. At least one of the one or more game parts may be executed using a game medium.

[0014] Game media is electronic data used in a game, and includes any media, such as cards, items, points, virtual currency, tickets, characters, avatars, parameters, etc. Furthermore, game media is electronic data that can be acquired, owned, used, managed, exchanged, synthesized, strengthened, sold, discarded, or donated by a user within a game, but the manner of use of game media is not limited to those explicitly stated in this specification. Game media may also be game-related information, such as level information, status information, parameter information (such as stamina and attack power), or ability information (skills, abilities, spells, jobs, etc.).

[0015] Hereinafter, unless otherwise specified, "game media owned by a user" refers to game media associated as owned game media with a user ID that can uniquely identify the user. Furthermore, "granting game media to a user" refers to associating the game media with a user ID as owned game media. Furthermore, "discarding game media owned by a user" refers to dissociating the association between a user ID and owned game media. Furthermore, "consuming game media owned by a user" refers to the possibility of causing some effect or influence in the game in response to dissociation of the association between a user ID and owned game media. Furthermore, "selling game media owned by a user" refers to dissociating the association between a user ID and owned game media, and associating other game media (e.g., virtual currency or items, etc.) with the user ID as owned game media. Furthermore, "transferring game media owned by user A to user B" refers to dissociating the association between user A's user ID and owned game media, and associating the game media with user B's user ID as owned game media. Additionally, "creating game content" refers to defining or determining at least a portion of the information relating to the game content.

[0016] The game part is a content that the user can play in the game, and includes, for example, quests, missions, mini-games, training, strengthening, and synthesis of game media, game media acquisition events, virtual space exploration events, and battle events with opponents (for example, other users, enemy characters, enemy buildings, etc.). One or more predetermined tasks (game tasks) may be set in each game part. For example, when it is determined that the user has succeeded in achieving one or more game tasks set in the game part played by the user, the user may be given, for example, game media, etc. as a reward. The game tasks may be any task depending on the content of the game part, such as a task of winning a battle against an enemy character, a task of reaching a goal point in the virtual space, and a task of the user's character not reaching a predetermined state (for example, a state incapacitated) until a predetermined time has elapsed. In addition, the achievement of a specific task (clear task) among one or more game tasks set in a game part is also referred to as the completion of the game part. When a user playing a game part succeeds in achieving the clear task, the game part may be determined to be cleared, and the game part may end.

[0017] The one or more game parts may include a game part for single play and a game part for multiplay. The game part for single play may include, for example, a game part (for example, a game part for one person) that is executed based on a user operation on one terminal device 20 used by one user. For example, one terminal device 20 executes the game part for single play alone, or one terminal device 20 and the server device 10 cooperate to execute the game part for single play. On the other hand, the game part for multiplay may include, for example, a game part (for example, a game part for multiple people) that is executed based on a user operation on two or more terminal devices 20 used by two or more users respectively. The game part common to two or more users may include, for example, a game part in which at least a part of the progress processing of the game part and at least a part of the processing result are commonly applied to the two or more users. For example, two or more terminal devices 20 cooperate to execute the game part for multiplay, or two or more terminal devices 20 cooperate to execute the game part for multiplay. One game part may correspond to both single play and multiplay.

[0018] The game according to the present embodiment includes, as an example, a battle game part having elements of a side-scrolling action game and elements of a battle game in which a user battles an opponent using game media. A user selects one or more game media to be used in the battle game part from among game media owned by the user (owned game media). Hereinafter, each game media used in the battle game part is also referred to as a first game medium. The one or more first game media are also collectively referred to as a deck (unit) or team. An opponent is, for example, an automatically operated game medium such as an NPC (Non-Player Character), but is not limited to this. For example, an opponent may be a game medium operated by another user. The number of opponents in one battle game part may be determined arbitrarily.

[0019] An overview of the battle game part according to this embodiment will be described. A user playing the single-play battle game part using the terminal device 20, for example, operates a moving object arranged in a virtual space to obtain a predetermined item while avoiding obstacles and the like. The moving object corresponds to a predetermined game medium (second game medium). The second game medium may include, for example, a motorcycle, a car, or a person. In response to obtaining the item, the game medium (first game medium) included in the deck performs a predetermined action (for example, an attack on the opponent). The action of the first game medium may cause damage to the opponent. Meanwhile, the opponent performs a predetermined action (for example, an attack on the user) at, for example, a predetermined time interval. The action of the opponent may cause damage to the user. A predetermined parameter that decreases by the amount of damage given is set for each of the user and the opponent. When the parameter of the opponent decreases to a predetermined value (for example, zero), it is determined that the user has won. On the other hand, when the parameter of the user decreases to a predetermined value (for example, zero), it is determined that the user has lost. If it is determined that the user has won or lost, the competitive game part may end.

[0020] On the other hand, the multi-play battle game part is executed in the same manner as the single-play battle game part described above, except that two or more users battle against a common opponent. Specifically, each of the two or more users uses its own terminal device 20 to play the common battle game part. Each of the two or more users operates a second game medium in a virtual space as described above. A common virtual space may be used for the two or more users, or an independent virtual space may be used for each user. The first game medium included in each of the decks of the two or more users attacks, for example, a common opponent. The above-mentioned parameters of the opponent are commonly applied to the two or more users. For example, the parameters of the opponent may be synchronized between a plurality of terminal devices 20 used by the two or more users. When the parameters of the opponent decrease to a predetermined value (for example, zero), it is determined that the two or more users have won. On the other hand, when the parameters of each of the two or more users decrease to a predetermined value (for example, zero), it is determined that the two or more users have lost. When it is determined that the two or more users have won or lost, the battle game part may end.

[0021] Moreover, the game according to the present embodiment includes a composite game part (an example of a first game part) including a plurality of battle game parts, with the above-mentioned battle game part being one unit. That is, the game according to the present embodiment includes a composite game part that is a composite of a plurality of battle game parts. The number of battle game parts that constitute the composite game part is arbitrary, but may be a relatively large number (for example, 30 to 50). Note that a plurality of types of composite game parts may be set. Here, the in-game includes not only a "composite game part" but also one continuous large game part. The in-game is long and requires a lot of effort to clear or has a high level of difficulty, whereas the out-game is short and easy (a part that is so-called mobile and easy to play in spare time, etc.). Examples of the in-game include not only battles but also games of various genres such as RPGs, exploration, games in which missions are cleared, games in which a scenario is read, and games in which a game is developed by selecting options. Examples of the out-game include not only strengthening, but also mini-games that are different from the in-game (puzzles, fishing, easy missions, etc.). In order to clear the in-game, the user is allowed to use various ideas in the out-game. In the case of a mobile game, it is difficult for a user to continue playing a long in-game for a long time, whereas a short out-game is easy to play. In the game according to this embodiment, the result of playing the out-game can affect the in-game. This increases the user's options and the variety of game developments. A long in-game is not compatible with a mobile game that tends to be played in small chunks, but the result of an out-game that can be played in a relatively short time affects the progress of the in-game, making it easier to provide a relatively long in-game in a mobile game that can utilize spare time. In the following, unless otherwise specified, one composite game part will be described.

[0022] The multiple fighting game parts constituting the composite game part may be all or partly the same, but preferably may be of different types. For example, one fighting game part constituting the composite game part may have a different opponent, difficulty level, reward, story, etc. from another fighting game part constituting the same composite game part. Furthermore, the composite game part is not a collection of individually independent fighting game parts (hereinafter, also referred to as "single fighting game parts" to distinguish them from the composite game parts), and each fighting game part constituting the composite game part may be unique in that it has a different opponent, difficulty level, reward, story, etc. from each individual single fighting game part.

[0023] Furthermore, the multiple battle game parts constituting the composite game part may be set to be executable in any order, but are preferably set to be executed in a predetermined order. For example, the multiple battle game parts constituting the composite game part may be set to be executed in a predetermined order along a predetermined story.

[0024] The game according to the present embodiment also includes a game part related to a so-called out-game (hereinafter also referred to as an "out-game part") (an example of a second game part). The out-game part is a game part that can change ability parameters and game functions, which will be described later, in relation to, for example, the development, strengthening, synthesis, etc. of owned game media.

[0025] (Server device configuration) A specific description will be given of the configuration of the server device 10. The server device 10 is configured by a server computer. The server device 10 may be realized by a plurality of server computers working together.

[0026] The server device 10 includes a server communication unit 11, a server storage unit 12, and a server control unit 13.

[0027] The server communication unit 11 includes an interface that communicates with an external device wirelessly or wiredly and transmits and receives information. The server communication unit 11 may include, for example, a wireless LAN (Local Area Network) communication module or a wired LAN communication module. The server communication unit 11 is capable of transmitting and receiving information to and from the terminal device 20 via the network 30.

[0028] The server storage unit 12 includes, for example, a primary storage device and a secondary storage device. For example, the server storage unit 12 may include a semiconductor memory, a magnetic memory, an optical memory, or the like. The server storage unit 12 stores various information and programs used in game processing. At least a portion of the information and programs stored in the server storage unit 12 may be shared and synchronized with the terminal device 20. Below, examples of information stored in the server storage unit 12 will be specifically described.

[0029] (User information) The server storage unit 12 stores information about each of a plurality of users. The information about users will be described with reference to FIG. 2. FIG. 2 shows information about each of two users. The information about users includes various information unique to the users. For example, the information about users includes a user ID, a user name, a rank, information about owned game media, information about used game media, and friend information. In the information about users, each of the plurality of users is associated with information about owned game media, information about used game media, and friend information.

[0030] The user ID is information that can uniquely identify a user. Hereinafter, the user ID is also simply referred to as the user.

[0031] The user name is information indicating the name of the user. Unlike the user ID, the user name does not necessarily have to be able to uniquely identify the user. The user name may be arbitrarily determined and changed in response to a user operation on the terminal device 20.

[0032] The rank is a parameter indicating the user's proficiency with the game. In this embodiment, the rank value may increase as the user plays the game. The higher the rank, the higher the user's proficiency with the game.

[0033] The information on the owned game media includes various information specific to the game media that the user owns in the game (owned game media). When a game medium is acquired by a user, the game medium is associated with the user as the owned game media. The information on the owned game media will be described in detail later.

[0034] The information on the game media to be used is information indicating a game medium (first game medium) to be used by the user in the battle game part. The first game medium is selected from among the owned game media. In this embodiment, for example, up to five game media selected from one or more owned game media are each associated with the user as the first game medium. Therefore, one game medium may be both the owned game medium and the first game medium at the same time. The first game medium may be selected automatically or in response to a user operation, for example, in a dedicated game part. For example, the dedicated game part may include a game part in which so-called deck organization or team organization is performed. Up to five first game media indicated in the information on the game media to be used constitute one deck. The information on the game media to be used may include information on a plurality of decks.

[0035] The friend information indicates user IDs of users in a friend relationship. For example, if user A is in a friend relationship with users B and C, the friend information associated with user A includes the user IDs of users B and C. Note that a friend relationship is realized through a friend request or the like. In this way, the friend information includes the user IDs of other users associated with the user unidirectionally or bidirectionally. Note that users in a friend relationship may be able to communicate with each other, for example, by sending and receiving messages on the game system 1. Note that the information about a user may include information indicating a group to which the user belongs (for example, a guild or party) instead of or in addition to the friend information.

[0036] The content of the information about the user is not limited to the above. For example, the information about the user may further include information indicating a predetermined number of points held by the user in the game. The points are consumed by the user to play game parts. The amount of the points consumed may differ for each game part. The points may increase, for example, over time or in response to the use of a predetermined game medium.

[0037] An example of the information on the owned game media described above will now be described in detail with reference to Fig. 3. Fig. 3 shows information on two owned game media associated with one user. For example, the information on each owned game media includes a game media ID, game media name, rarity, level, cost, HP (HitPoint), attack power, recovery power, attributes, information on evolution, information on strengthening, and information on game functions (an example of ability information).

[0038] The game medium ID is information that can uniquely identify a game medium. The game medium ID may be stored in advance in the server storage unit 12. Alternatively, the game medium ID may be determined by the server device 10 when the user acquires the game medium.

[0039] The game medium name is information indicating the name of the game medium. Unlike the game medium ID, the game medium name does not have to be able to uniquely identify the game medium. An initial value of the game medium name may be stored in advance in the server storage unit 12. The game medium name may change depending on the play of the game by the user who has acquired the game medium.

[0040] In this embodiment, some or all of the first game media can be evolved in stages. Hereinafter, the game media that can be evolved in stages are also referred to as "evolvable game media". In this embodiment, as an example, evolution is accompanied by an effect of increasing rarity. Note that evolution may also be accompanied by a change in game functions (e.g., skills) described later. Here, for convenience of explanation, the number at the end of the game media name represents the stage of evolution. For example, the game media "C01" shown in FIG. 3 is an evolvable game medium, and when the game media "C01" is in a state where it has not evolved at all, the game media name is "character A1". On the other hand, when the game media "C01" has evolved by only one stage, the game media name is "character A2". Note that the number of stages of evolution is arbitrary and may be different for each evolvable game media. Note that the evolvable game media may be a part of all the first game media (for example, game media whose associated rarity is other than SSR (double super rare) described later).

[0041] In this embodiment, all of the first game media can be strengthened. In a modified example, only a part of the first game media can be strengthened, or the second game media described below can also be strengthened. Hereinafter, the strengthenable game media will also be referred to as "strengthenable game media."

[0042] Rarity is information indicating the rarity (scarcity value) of a game medium. In other words, the rarity associated with a certain game medium indicates the difficulty of acquiring the game medium (difficulty of being drawn by lottery), and here, the higher the rarity, the harder it is to own. Note that, in this embodiment, as an example, rarity is classified not by a numerical value but by names such as N (normal), R (rare), SR (super rare), and SSR (double super rare), with SSR being the highest rarity.

[0043] For example, in this game, if the numbers of types of game media to which N (normal), R (rare), SR (super rare), and SSR (double super rare) correspond are NN, NR, NSR, and NSSR, respectively, then NN>NR>NSR>NSSR. Note that there are various names for rarity, and rarity classifications may be made in other than four stages.

[0044] The level is information indicating the degree of growth of the game medium. For example, the higher the value of the level, the greater the degree of growth of the game medium. In this embodiment, the value of the level may increase as the user plays the game. Furthermore, an upper limit level may be set for each first game medium as the level related to the first game medium. In this case, the upper limit level of the first game medium may be set in such a manner that the higher the rarity, for example. Furthermore, the upper limit level of the first game medium may be made capable of being raised by a specific strengthening (for example, limit breaking).

[0045] The cost is a parameter used when determining the deck to be used in the battle game part. In this embodiment, up to five first game media can be included in one deck, as long as the total cost of each first game medium does not exceed a predetermined upper limit. The upper limit may increase, for example, as the user's rank increases.

[0046] HP is a parameter used to determine whether the user wins or loses in the battle game part. In this embodiment, the total HP of all first game media included in the deck is used as the upper limit value at the start of the battle game part. Hereinafter, the total HP of all first game media included in the deck is also referred to as the user's total HP. When the user is damaged, for example, by an attack from an opponent during the execution of the battle game part, the total HP decreases by the amount of the damage. When the user acquires a recovery item during the execution of the battle game part, the total HP increases. When the total HP decreases to a predetermined value (for example, zero), the user is determined to have lost. Therefore, the greater the HP of each first game medium included in the deck, the more advantageous it is for the user. The HP may increase as the level increases.

[0047] The attack power is information that contributes to the amount of damage inflicted on an opponent by an attack of the game medium, for example. The larger the attack power value, the greater the amount of damage inflicted on an opponent. Therefore, the greater the attack power of the game medium, the more advantageous it is for the user. The attack power may increase as the level increases.

[0048] The recovery power is a parameter used during the execution of the battle game part. In this embodiment, the sum of the recovery powers of all the first game media included in the deck is used. Hereinafter, the sum of the recovery powers of all the first game media included in the deck is also referred to as the user's total recovery power. During the execution of the battle game part, for example, when a recovery item is acquired, the user's total recovery power increases. The larger the value of the total recovery power, the greater the increase in the total HP. Therefore, the greater the recovery power of each first game medium included in the deck, the more advantageous it is for the user. Recovery power may increase as the level increases.

[0049] Among the various parameters described above, HP, attack power, and recovery power are parameters that represent the capabilities of the game media. Specifically, the higher the HP, the higher the capabilities of the game media, the higher the attack power, the higher the capabilities of the game media, and so on. In addition, in cases where the attack power, etc., increases with an increase in level, the level is also a parameter that represents the capabilities of the game media. In addition, with regard to the above-mentioned evolvable game media, in cases where the capabilities increase with the progression of the evolution stage, the evolution stage (evolution value) is also a parameter that represents the capabilities of the game media.

[0050] Hereinafter, such parameters representing the abilities of the game media are also referred to as “ability parameters.” Note that information representing the values ​​of ability parameters associated with the first game media is an example of “an example of parameter information.”

[0051] The attribute is information indicating the attribute of the game medium. The attribute may include a plurality of first attributes (e.g., a fire attribute, a wood attribute, and a water attribute) indicating the compatibility between the game media in the match. At least one of the plurality of first attributes is associated with one game medium. For example, a game medium with a fire attribute inflicts more damage than usual on a game medium with a wood attribute, and inflicts less damage than usual on a game medium with a water attribute. In this way, for example, the fire attribute is advantageous against the wood attribute and disadvantageous against the water attribute. The attribute may include a plurality of second attributes (e.g., an attack attribute, a recovery attribute, a stamina attribute, and a balance attribute, etc.) that do not affect the compatibility between the game media in the match. At least one of the plurality of second attributes is associated with one game medium. Thus, for example, one game medium may exist in which the first attribute is a fire attribute and the second attribute is an attack attribute.

[0052] The information on evolution includes information on whether evolution is possible, and if evolution is possible, information on the current evolution stage (evolution value), conditions for successful evolution (evolution realization conditions), effects of evolution (e.g., increased rarity), etc. In the present embodiment, as an example, the evolution of a certain game medium involves the consumption of a predetermined game medium (an example of a predetermined type of game medium) associated with the game medium. In this case, the information on evolution includes, as information on the evolution realization conditions, information indicating the game medium consumed for evolution for each evolvable game medium. That is, each evolvable game medium is associated with game medium consumed for evolution (hereinafter also referred to as "game medium for evolution material"). Note that the game medium for evolution material is game medium that can be used for evolution, but does not necessarily have to be game medium used only for evolution.

[0053] For example, FIG. 4A shows an example of the evolution mode of a certain game medium (here, game medium "C01"). FIG. 4A shows the state in which the game medium "C01", which is an evolvable game medium, is evolving. In this case, the game medium "C01" can evolve up to an upper limit with each evolution, such as from character A1 to character A2, from character A2 to character A3, and so on. Note that FIG. 4A shows character AMAX for the evolvable game medium that has reached the evolution upper limit.

[0054] Also, in FIG. 4A, game media with the game medium name of character X (X1, X2) are shown as game media for evolution material. The game media corresponding to character X may be evolvable game media or unevolvable game media. Also, the game media for evolution material associated with each evolvable game medium may be different or the same. Also, in FIG. 4A, in order to evolve a more evolved game medium "C01" (for example, character A2), consumption of a more evolved game medium for evolution material (game medium X2 for evolution material that is more evolved than game medium X1 for evolution material) is involved, but this is not limited to this. For example, the game medium for evolution material may always be a non-evolved game medium (game medium X1 for evolution material in this case).

[0055] 4A, the game media for evolution material are different from the associated evolvable game media, but they may be the same. For example, the game media for evolution material associated with the evolvable game media "C01" may include the game media "C01".

[0056] 4A, the number of evolution material game media used in one evolution of the evolvable game media is only one, but this is not limited thereto, and one evolution of the evolvable game media may involve the consumption of two or more evolution material game media.

[0057] The information regarding strengthening includes information regarding whether strengthening is possible, and if strengthening is possible, the conditions for strengthening (conditions for realizing strengthening), the effects of strengthening (for example, rules for changing status according to the strengthening mode), and the like.

[0058] In this embodiment, as an example of a condition for realizing the enhancement, the enhancement of a certain enhanceable game medium involves the consumption of a predetermined game medium that can be used for the enhancement (game medium for enhancement material). Note that the game medium for enhancement material is a game medium that can be used for enhancement, but is not necessarily a game medium that is used only for enhancement.

[0059] For example, FIG. 4B shows an example of an enhancement mode of a certain game medium (here, game medium "C01"). FIG. 4B shows the game medium "C01", which is an enhanceable game medium, being enhanced. In this case, the ability parameters (in FIG. 4B, level, HP, attack power, and recovery power) of the game medium "C01" are appropriately increased each time it is enhanced. Note that when the level of the enhanceable game medium reaches the upper limit level, it becomes impossible to enhance it. However, even in this case, it may be possible to raise the upper limit level by using an item (an example of a game medium) for "limit breaking" or the like.

[0060] Also, in FIG. 4B, game media with game medium names of characters Y1 and Y2 are shown as game media for use as reinforcement materials. Characters Y1 and Y2 may be assigned different game medium IDs, or may be the same (i.e., they may be evolvable game media and evolved characters). Also, in FIG. 4B, the number of game media for use as reinforcement materials provided for one reinforcement of the reinforceable game medium is only one, but this is not limited thereto. In other words, one reinforcement of the reinforceable game medium may involve the consumption of two or more game media for use as reinforcement materials.

[0061] The information on the game function includes information on the game function associated with the game medium. The game function may be a special function (skill or ability) associated with the game medium. Any number of game functions may be associated with one game medium. When the game function is exercised, a predetermined game effect may occur, for example, in a battle game part. The content of the game effect may be determined arbitrarily. In this embodiment, there may be a game effect that is advantageous to the user. For example, there may be a game effect that inflicts greater damage on the opponent than a normal attack, or there may be a game effect that weakens the opponent's attack. The generated game effect may continue for a predetermined period of time. In this embodiment, there may be one or more game functions that can be used in either or both of the single-play battle game content and the multiplayer battle game content.

[0062] The content of the information on the game function is not limited to the above. For example, the information on the game function may further include the level and experience value of the game function. For example, the experience value of the game function may be increased by consuming a predetermined game medium owned by the user. The predetermined game medium may include, for example, any game medium in which the game function is set. Also, for example, the predetermined game medium may include one or more types of game media predetermined for the game function. When the experience value of the game function reaches a predetermined reference value, the level of the game function may be increased. That is, the game function may be strengthened. As the level of the game function increases, a game effect that is more advantageous to the user may be generated. For example, as the level of the game function increases, the amount of damage inflicted on the opponent may increase. Also, the game function may be a special game function that can be awakened (for example, a game function whose game effect is more prominent than that of a normal game function). In this case, the consumption of a predetermined item (an example of a game medium) may be required to awaken the function. In this case, awakening a special ability is an example of strengthening a game function.

[0063] The various pieces of information associated with the game media ID are not limited to those described above with reference to FIG. 3, and may be arbitrary.

[0064] (Information about the opposing game media) The server storage unit 12 shown in FIG. 1 stores information about a game medium (e.g., an NPC) that is an opponent in the battle game part. For example, the information about the game medium that is an opponent may include the game medium ID, game medium name, level, HP, attack power, defense power, attributes, and agility of the game medium. The game medium ID, game medium name, level, HP, attack power, and attributes are similar to the information about the owned game medium described above, and therefore will not be described. HP is a parameter indicating the health of the opponent. When the opponent's HP decreases to a predetermined value (e.g., zero), it may be determined that the user has defeated the opponent. When the user has defeated all opponents that appear in the battle game part, it may be determined that the battle game part is cleared. Defense power is a parameter used to determine the amount of damage inflicted on the opponent. For example, the greater the defense power, the smaller the amount of damage inflicted on the opponent. Speed ​​is a parameter used to determine the speed at which the opponent's action points increase. For example, the greater the speed, the faster the action points increase. When the action points reach an upper limit, the opponent may perform an action such as an attack.

[0065] The server control unit 13 shown in Fig. 1 includes one or more processors. The processor may include a general-purpose processor that realizes a specific function by reading a specific program, and a dedicated processor specialized for a specific process. The server control unit 13 controls the operation of the entire server device 10. An example of the operation of the server control unit 13 will be specifically described below.

[0066] The server control unit 13 stores various information and programs used in game processing in the server storage unit 12. The information used in game processing may include the above-mentioned information about the user, information about the game medium of the opponent, and the like.

[0067] The server control unit 13 transmits and receives information via the server communication unit 11. For example, the server control unit 13 may transmit at least a part of the information stored in the server storage unit 12 to the terminal device 20. In this manner, the information stored in the server storage unit 12 and the information stored in the terminal device 20 are shared and synchronized. The timing of sharing and synchronizing the information may include, for example, the timing when new information is stored in the server storage unit 12 and the timing when the information stored in the server storage unit 12 is updated, but may be determined arbitrarily.

[0068] The server control unit 13 executes the game in cooperation with the terminal devices 20. For example, the server control unit 13 executes a competitive game part in cooperation with one or more terminal devices 20.

[0069] The server control unit 13 may also execute a game medium lottery process to increase the game medium owned by each user. For example, the server control unit 13 executes the game medium lottery process upon receiving a lottery request from a user (a so-called gacha spinning event). The condition for generating the lottery request is arbitrary. For example, the condition for generating the lottery request may be satisfied by the consumption of a predetermined game medium. Alternatively, the condition for generating the lottery request may be satisfied during a campaign or at the time of initial registration without consuming a predetermined game medium.

[0070] (Terminal Device Configuration) A specific description will be given of the configuration of the terminal device 20. As shown in Fig. 1, the terminal device 20 includes a terminal communication unit 21, a terminal storage unit 22, a display unit 23, an input unit 24, and a terminal control unit 25.

[0071] The terminal communication unit 21 includes an interface for communicating with an external device wirelessly or wiredly and transmitting and receiving information. The terminal communication unit 21 may include a wireless communication module, a wireless LAN communication module, or a wired LAN communication module that supports a mobile communication standard such as LTE (Long Term Evolution) (registered trademark). The terminal communication unit 21 is capable of transmitting and receiving information to and from the server device 10 via the network 30.

[0072] The terminal storage unit 22 includes, for example, a primary storage device and a secondary storage device. For example, the terminal storage unit 22 may include a semiconductor memory, a magnetic memory, an optical memory, or the like. The terminal storage unit 22 stores various information and programs used in processing the game received from the server device 10. The information and programs used in processing the game may be acquired from an external device via the terminal communication unit 21. For example, a game application program may be acquired from a predetermined application distribution server. Hereinafter, the application program may also be simply referred to as an application. Also, for example, some or all of the above-mentioned information about the user and information about the game medium of the opponent may be acquired from the server device 10.

[0073] The display unit 23 is, for example, a liquid crystal display or an organic EL (Electro-Luminescent) The display unit 23 includes a display device such as a display screen. The display unit 23 is capable of displaying a variety of screens.

[0074] The input unit 24 includes an input interface including, for example, a touch panel provided integrally with the display unit 23. The input unit 24 is capable of accepting user input to the terminal device 20. The input unit 24 may include physical keys, and may further include any input interface including a pointing device such as a mouse.

[0075] The terminal control unit 25 includes one or more processors. The terminal control unit 25 controls the overall operation of the terminal device 20. An example of the operation of the terminal control unit 25 will be specifically described below.

[0076] The terminal control unit 25 transmits and receives information via the terminal communication unit 21. For example, the terminal control unit 25 receives various information and programs used in game processing from at least one of the server device 10 and other external servers. The terminal control unit 25 stores the received information and programs in the terminal storage unit 22.

[0077] The terminal control unit 25 starts a game application in response to a user operation. The terminal control unit 25 executes the game in cooperation with the server device 10. For example, the terminal control unit 25 causes the display unit 23 to display various screens used in the game. For example, a GUI (Graphic User Interface) that detects a user operation may be displayed on the screen. The terminal control unit 25 is capable of detecting a user operation on the screen via the input unit 24.

[0078] As an example, the operation of the server device 10 and the terminal device 20 that execute a single-play competitive game part will be specifically described.

[0079] The terminal control unit 25 determines the upper limit of the users' total HP (for example, 1000 points) used in the processing of the competitive game part.

[0080] The terminal control unit 25 transmits an execution request for the competitive game part to the server device 10 in response to, for example, a user operation. When the server control unit 13 receives the execution request from the terminal device 20, it may transmit information used in executing the competitive game part to the terminal device 20. The server control unit 13 and the terminal control unit 25 start the competitive game part. The competitive game part is executed using one or more first game media included in the deck, a second game medium arranged in the virtual space, and one or more game media of the opponent.

[0081] The following describes the operation of the terminal control unit 25 that progresses the competitive game part. When the competitive game part starts, the terminal control unit 25 sets the action points of the opponent to an initial value (for example, zero points).

[0082] During execution of the competitive game part, for example, a first period and a second period occur alternately and repeatedly.

[0083] The first period is a period during which, for example, the opponent's action points, which increase over time, increase from an initial value (e.g., zero points) to an upper limit (e.g., 100 points). Specifically, the terminal control unit 25 starts a process (increase process) for increasing the opponent's action points over time. The start timing of the increase process corresponds to the start timing of the first period. When the opponent's action points reach the upper limit (e.g., 100 points), the terminal control unit 25 ends the increase process. The end timing of the increase process corresponds to the end timing of the first period.

[0084] The second period is a period from the end of the first period to the time when the action points of the opponent are reset to the initial value. Specifically, after the start of the second period, the terminal control unit 25 causes the opponent to perform a predetermined action (for example, an attack on the user). In addition, when the first game medium included in the deck is not caused to perform an action (for example, an attack on the opponent), the terminal control unit 25 may cause the opponent to perform a predetermined action, for example, immediately after the start of the second period. On the other hand, when the first game medium included in the deck is caused to perform an action, the terminal control unit 25 may wait for the end of the action by the first game medium included in the deck and then cause the opponent to perform the predetermined action. In such a case, the action by the opponent is executed after the action by the first game medium included in the deck is completed. In this way, the first period and the second period occur alternately and repeatedly.

[0085] The terminal control unit 25 may cause the first game medium included in the deck to execute a predetermined action (e.g., an attack on the opponent). Specifically, during the first period, the terminal control unit 25 may cause a predetermined item to appear in the virtual space. The terminal control unit 25 increases the action points of the first game medium in response to the acquisition of the item by the second game medium. When the action points of the first game medium are equal to or greater than a predetermined reference value, the terminal control unit 25 causes the first game medium to execute a predetermined action (e.g., an attack on the opponent) and reduces the action points by the reference value. The terminal control unit 25 causes the first game medium to repeatedly execute the action until the action points of the first game medium become less than the reference value. When the action points of the first game medium are reduced to less than the reference value, the action by the first game medium ends.

[0086] 5 shows an example of a play screen displayed on the terminal device 20 during execution of a competitive game part. For example, a part of a two-dimensional virtual space is displayed on the play screen. Specifically, various objects arranged in the virtual space may be displayed on the play screen. The various objects include, for example, a moving object 40, a road surface 41, an item 42, and, of the first game media included in the deck, a leader 43, an opponent 44, and a training item 46 (an example of a game media).

[0087] The moving object 40 corresponds to a second game medium such as a motorcycle, a car, or a person. The terminal control unit 25 automatically moves the moving object 40 in the virtual space toward a predetermined direction in the virtual space (for example, toward the right of the screen). In this embodiment, the terminal control unit 25 moves the road surface 41 and the item 42 so as to scroll toward the left of the screen without changing the position of the moving object 40 in the left-right direction of the screen. In this manner, the moving object 40 that moves automatically in the virtual space is expressed. The terminal control unit 25 may cause objects such as the road surface 41 and the item 42 to appear sequentially in the moving direction of the moving object 40 in the virtual space as the screen is scrolled. The terminal control unit 25 may change the algorithm of the process of making the object appear between the first period and the second period.

[0088] The moving object 40 can travel on a road surface 41. The terminal control unit 25 may make the road surface 41 appear in the virtual space. The terminal control unit 25 may make the road surface 41 discontinued in a first period, for example, as shown in FIG. 5. Meanwhile, the terminal control unit 25 may reduce the number of appearances or the frequency of appearances of points where the road surface 41 is discontinued in a second period. For example, the terminal control unit 25 may set the number of appearances or the frequency of appearances of points where the road surface 41 is discontinued to zero in the second period. In such a case, the road surface 41 is controlled so as not to be discontinued.

[0089] The terminal control unit 25 may cause an item 42 to appear in the virtual space in the first period. Meanwhile, the terminal control unit 25 may reduce the number of appearances or the frequency of appearance of the item 42 in the second period. For example, the terminal control unit 25 may set the number of appearances or the frequency of appearance of the item 42 to zero in the second period. In such a case, the item 42 is controlled not to appear. When the moving object 40 and the item 42 overlap on the screen, the terminal control unit 25 determines that the item 42 has been acquired. In this embodiment, the item 42 includes an attribute item and a recovery item.

[0090] The attribute item corresponds to at least one of the first attributes of the game media. For example, when an item corresponding to the fire attribute is acquired, the terminal control unit 25 increases the action points of each of the first game media having the fire attribute among the first game media included in the deck. When the action points of the first game media reach a predetermined reference value or more, the terminal control unit 25 automatically causes the first game media to perform a predetermined action (for example, an attack on an opponent). For example, when the terminal control unit 25 causes the first game medium to perform an attack on an opponent, the terminal control unit 25 reduces the HP of the opponent game medium. In addition, the terminal control unit 25 reduces the action points of the first game medium that performed the attack by the reference value. For example, when the action points of the first game medium are 350 points and the reference value is 100 points, the terminal control unit 25 causes the first game medium to perform the attack three times in total. Then, the terminal control unit 25 reduces the action points of the first game medium by the reference value (100 points) x 3 times = 300 points. Therefore, after three attacks, the action points of the first game medium will be 350 points - 300 points = 50 points.

[0091] On the other hand, when a recovery item is acquired, the terminal control unit 25 increases the user's total HP according to the user's total recovery power.

[0092] The terminal control unit 25 makes the moving object 40 jump, for example, toward the upper side of the screen, in response to a user operation on the terminal device 20. For example, the user can prevent the moving object 40 from falling off the road surface 41 by making the moving object 40 jump at a point where the road surface 41 is interrupted. When the moving object 40 falls off the road surface 41, the terminal control unit 25, for example, decreases the total HP of the user, and then makes the moving object 40 return to the road surface 41. Also, for example, the user can obtain the item 42 by making the moving object 40 jump in accordance with the arrangement of the item 42.

[0093] When the terminal control unit 25 wins against the opponent 44, it causes the display of the opponent 44 to disappear, and displays an effect indicating that the training item 46 held by the opponent 44 has been acquired by the user. In this case, the terminal control unit 25 updates information (see FIGS. 2 and 3) relating to the owned game medium of the user so that the training item 46 is newly added. In this embodiment, the training item 46 can function as the above-mentioned strengthening material game medium.

[0094] 5, image area 45 is an area that displays the remaining total HP in a gauge, image area 48 is an area that displays the remaining HP of the opponent in a gauge, and image area 49 is an area that shows the state of each first game medium included in the deck. The state of the first game medium may include the execution status of the next action (such as an attack on the opponent or the activation of a skill) that changes depending on the acquisition state of item 42, and a detailed explanation will be omitted here.

[0095] When a predetermined user operation on the first game medium for which a predetermined activation condition is satisfied is detected, the terminal control unit 25 generates a game effect corresponding to a game function set in the first game medium. The predetermined activation condition may include a condition that a predetermined parameter of the corresponding first game medium is reduced to a predetermined value (e.g., zero). Hereinafter, the predetermined parameter is also referred to as the skill turn number. The initial value of the skill turn number is one point or more. The initial value of the skill turn number may be determined in advance according to the game function of the first game medium. The terminal control unit 25 decrements the skill turn number of the first game medium each time the terminal control unit 25 causes the first game medium to execute a predetermined action (e.g., an attack on an opponent). When the game effect is generated, the terminal control unit 25 returns the skill turn number of the first game medium to the initial value.

[0096] (Composite game part) Next, the above-mentioned composite game part will be described in detail.

[0097] FIG. 6 is an explanatory diagram of the configuration of the composite game part. In the example shown in FIG. 6, the composite game part 60 includes M fighting game parts GP-1 to GP-M. The fighting game parts GP-1 to GP-M are executable in order starting from the fighting game part GP-1, and the fighting game part GP-M is executable last. That is, when the user clears the fighting game part GP-1, the user can play the next fighting game part GP-2, and when the fighting game part GP-2 is cleared, the user can play the next fighting game part GP-3, and so on, in this manner, in order to play the composite game part. Then, when the fighting game part GP-M is cleared, the composite game part is cleared (ended).

[0098] The transition between the fighting game parts GP-1 to GP-M may be realized in such a manner that the transition to the next fighting game part is automatically realized based on the completion of one fighting game part, or the transition to the next fighting game part is realized based on an input from the user after the completion of one fighting game part. For example, the fighting game parts GP-1 to GP-M may have a higher degree of difficulty as they approach the fighting game part GP-M, and the fighting game part GP-M may have the highest degree of difficulty. As described above, the details of each of the fighting game parts GP-1 to GP-M are arbitrary. Also, the composite game part 60 may include a game part of a type different from the above-mentioned types of fighting game parts (for example, a bonus game part that is not a fighting game part).

[0099] The composite game part ends when a predetermined end condition is met. The predetermined end condition is met when the battle game part GP-M is cleared, when the total HP of each deck becomes 0, when the elapsed time from the start of the game (if the game is interrupted, the accumulated time including the elapsed time before resuming) reaches a predetermined time, etc. Equivalently, the remaining time (time limit until clearing) may be used instead of the elapsed time. In this case, the time limit may be set to a predetermined time, and the predetermined end condition may be met when the remaining time reaches 0.

[0100] In the composite game part, the deck may be changed for each battle game part or when a predetermined condition is satisfied. In the present embodiment, as an example, once the composite game part is started with a certain deck, the deck cannot be changed until the end of the game. However, as described below, the first game medium constituting the deck can be strengthened in the out game part by utilizing an interruption.

[0101] Also, in this embodiment, as an example, the decks with which the battle game part can be started can be set to only a predetermined set of two or more decks, and when the total HP of the decks of one set reaches 0, the decks are switched to the next set of decks. If the total HP of all the decks reaches 0 before the battle game part GP-M is cleared, the composite game part ends without being cleared. If the composite game part ends without being cleared, it becomes impossible to continue from the game state at the time of the end (i.e., the game state is reset). Therefore, in this case, when the user plays the composite game part again, he or she will play the composite game part from the beginning again (i.e., from the first battle game part GP-1). However, in a modified example, continuation may be possible under a predetermined condition (e.g., consumption of a specific game medium, etc.).

[0102] In addition, in this type of composite game part, it may be difficult to play through the entire game from the battle game part GP-1 to the battle game part GP-M in one go, especially when the number of battle game parts constituting the composite game part is relatively large, or when the play time of each battle game part constituting the composite game part is relatively long.

[0103] Therefore, in this embodiment, the combined game part is configured to be interruptible. In this way, according to this embodiment, the problem specific to the combined game part (the problem that it takes a relatively long time to complete the game to the end) can be solved. Note that the combined game part does not preferably include a game in which the parameters at the time of interruption (for example, parameters related to a predetermined ending condition, in this embodiment, as an example, the total HP) are reset and restarted. In other words, it is preferable that the combined game part is a game on the premise that the parameters at the time of interruption are carried over and used when restarting. In this case, for example, even if one fighting game part in the combined game part is cleared, the total HP is not basically reset. However, even in this embodiment, when each fighting game part in the combined game part is cleared, the total HP may be increased by a predetermined HP value (a smaller amount than when reset), or the total HP may be reset or increased by a predetermined HP value only when one or more specific fighting game parts in the combined game part are cleared. Alternatively, the total HP may be reset or increased by a predetermined HP value when a predetermined recovery condition is met during the progress of the combined game part.

[0104] Incidentally, in a typical game, when a game is interrupted, game-related operations are often disabled during the interruption other than operations related to resuming (for example, operations to select whether to resume using the interrupted data or to play from the beginning). In other words, while an in-game is interrupted, it is not possible to play other game parts such as out-games. In this case, playing other game parts such as out-games can be executed by resuming the interrupted in-game and ending the in-game normally or canceling the interrupted state of the in-game.

[0105] However, in such a game specification in which game-related operations other than operations related to resuming are not possible during in-game suspension, the user's options are narrowed, and there is a risk of losing the advantage of a game having multiple types of game parts (the advantage of being able to selectively play multiple types of game parts). In particular, in the case of a combined game part, which tends to take a relatively long time to complete, the user will repeatedly suspend and resume the combined game part while being unable to perform other game-related operations during suspension. In other words, although the combined game part will restrict the user for a relatively long time, the combined game part will exert a strong binding force on the user. As a result, it will become difficult for the user to casually start the combined game part, and there will be fewer opportunities to play the combined game part, which may halve the appeal of the combined game part.

[0106] Therefore, in this embodiment, the hybrid game part is configured to allow playing of the out-game part during the interruption. Therefore, in this embodiment, the user can strengthen the first game medium while the hybrid game part is interrupted.

[0107] In this way, according to this embodiment, it is possible to increase the number of game-related operations that the user can perform while the combined game part is paused. This allows the user to easily start the combined game part, maximizing the advantage of a game that has multiple types of game parts including the combined game part (the advantage of being able to selectively play multiple types of game parts).

[0108] In this embodiment, only the composite game part is configured to be interruptible, and is configured to allow playing of the out-game part during interruption. In other words, other in-games, for example, a single fighting game part, are configured to be uninterruptible. This allows differentiation between the single fighting game part and the composite game part. However, in a modified example, the single fighting game part may be configured to be interruptible in the same way, and may be configured to allow playing of the out-game part during interruption.

[0109] Here, if an out-of-game part is played while the hybrid game part is interrupted, the handling of information (FIG. 3) related to the game media that may change as a result of playing the out-of-game part becomes an issue in the hybrid game part after the restart. For example, if a first game medium is strengthened while the hybrid game part is interrupted, causing a change (typically an increase) in the ability parameters of the first game medium, the issue arises as to whether to use the ability parameters before the strengthening or the ability parameters after the strengthening as the ability parameters of the first game medium in the hybrid game part after the restart. The same applies when the game function of the first game medium is changed as a result of playing an out-of-game part. In a modified example, the function of the game medium changes as a result of playing another in-game.

[0110] In this regard, in general games, when a game is interrupted, data for the interruption is generated, and then when the user starts the game, the user is asked to select whether or not to resume the game using the interrupted data. In this case, the interrupted data is data for accurately reproducing the game state at the time of interruption, and by generating such interrupted data, the game can be resumed from a game state as if there had been no interruption.

[0111] In such a restart method that restarts a game from a game state as if there was no interruption in order to maintain continuity between the time of interruption and the time of restart, the changed game medium information of the interrupted first game medium is not reflected, and a discrepancy (time lag) occurs between the state of the changed game medium information and the game state of the composite game part (game state after restart). Such a discrepancy can be a factor that impairs the sense of unity (sense of unity) of the entire game that has multiple types of game parts. If a player wants to proceed in-game with the changed game medium information, he or she will have to restart the in-game from the beginning. As a result, it is not easy to play in-game for long periods of time.

[0112] Therefore, in this embodiment, if an out-game part is played while a hybrid game part is interrupted, and if playing the out-game part causes a change in information about the game media owned by the user (FIG. 3), the change (change in information about the game media) is reflected in the hybrid game part after the restart. For example, if a first game medium is strengthened while the hybrid game part is interrupted, and the ability parameters of the first game medium increase, the strengthened ability parameters are used as the ability parameters of the first game medium in the hybrid game part after the restart.

[0113] This makes it possible to prevent inconveniences (such as the above-mentioned discrepancies) that may arise due to an outside game part being executable while a composite game part is suspended.

[0114] In this way, according to this embodiment, by making it possible to execute an out-game part while a composite game part is interrupted, the advantage of a game having multiple types of game parts including a composite game part (the advantage of being able to selectively play multiple types of game parts) can be maximized while reducing the inconveniences that may arise as a result (such as inconsistencies in which changes in information relating to the game media that occur while the composite game part is interrupted are not reflected in the game state after the composite game part is resumed).

[0115] Furthermore, according to this embodiment, since the user can play the out game part while the combined game part is paused, the user can pause the combined game part not due to time constraints but also strategically. For example, when the user determines that it is difficult to clear the combined game part with the ability parameters of the first game medium belonging to the deck, the user can pause the combined game part and strengthen the first game medium in the out game part. Furthermore, when the user is able to acquire a specific game medium (e.g., a specific drop item) by playing the combined game part and thus a strengthening realization condition related to a desired strengthening is satisfied, the user can pause the combined game part and realize the desired strengthening in the out game part. In this way, the user can appropriately pause the combined game part and strengthen the first game medium in order to clear the combined game part. Therefore, the strategy required to clear the combined game part is increased, and the interest of the game is improved.

[0116] Next, with reference to Figures 7 onwards, we will further explain the function (hereinafter simply referred to as the "interruption function") that allows the interruption of a combined game part, allows the execution of an out-game part while the combined game part is interrupted, and allows the resumption of the combined game part in a manner that reflects the changes that occurred during the interruption.

[0117] 7 is a block diagram showing functions related to the interruption function among various functions of the terminal device 20. Below, functions related to one terminal device 20 will be described, but the same applies to other terminal devices 20. One terminal device 20 described below is a terminal that is mainly used by a user having a specific user ID (hereinafter, also referred to as "user of the terminal device 20").

[0118] The terminal device 20 includes a user data storage unit 210 (an example of a first storage unit), an operation information acquisition unit 212, a user data update unit 213, a start data generation unit 214 (an example of a first calculation unit), a game processing unit 216, an interruption processing unit 218, a change processing unit 220, a resume processing unit 222, and an interruption data storage unit 224 (an example of a second storage unit). Storage units such as the user data storage unit 210 and the interruption data storage unit 224 can be realized by the terminal storage unit 22 (see FIG. 1) of the terminal device 20. Furthermore, each processing unit such as the operation information acquisition unit 212 and the start data generation unit 214 can be realized by the terminal control unit 25 (see FIG. 1) of the terminal device 20 executing an application of the game according to this embodiment stored in the terminal storage unit 22.

[0119] The user data storage unit 210 stores user data associated with the user of the terminal device 20, as described above. The user data is data used throughout the game. The user data includes information related to the owned game media (see FIG. 3).

[0120] The operation information acquisition unit 212 acquires information corresponding to a user operation on the terminal device 20 (hereinafter, also referred to as "operation information"). In the case of a touch operation, the user operation information may be information indicating a touch operation position or a touch operation type (e.g., a tap operation, a flick operation, etc.) on the display unit 23 of the terminal device 20.

[0121] The user data update unit 213 updates the user data in the user data storage unit 210 via communication with the server device 10. That is, the user data update unit 213 updates the user data in the user data storage unit 210 via communication with the server device 10 so that the user data held by the server device 10 and the user data held by the terminal device 20 are consistent. Therefore, the information related to the owned game media in the user data storage unit 210 is basically consistent (synchronized) with the corresponding information in the server storage unit 12 of the server device 10.

[0122] The start data generating unit 214 generates start data for starting the combined game part. For example, the start data generating unit 214 sets various parameters required for executing the combined game part based on the user data in the user data storage unit 210. For example, the start data generating unit 214 extracts information on the first game media belonging to each deck selected by the user as deck information, and calculates the total HP at the start of the combined game part (total HP for each deck) based on the deck information. At this time, the start data generating unit 214 calculates the total HP by a predetermined calculation method. The predetermined calculation method is arbitrary, but in this case, it is a method of adding up the HP of each of the first game media constituting the deck for each deck. Note that the predetermined calculation method is not limited to this. For example, the predetermined calculation method may be a calculation method in which the sum of the HP of each of the first game media constituting the deck is multiplied by a predetermined coefficient. In this case, the predetermined coefficient may be set based on information on a game function associated with a specific first game medium belonging to the deck. Hereinafter, the total HP calculated in this manner using a predetermined calculation method based on the deck information will also be referred to as the "normal value of the total HP."

[0123] When the combined game part starts, the game processing unit 216 progresses the combined game part based on the operation information acquired by the operation information acquisition unit 212 and the start data generated by the start data generation unit 214. The combined game part is a collection of multiple fighting game parts as described above, and the method of progressing the combined game part is substantially the same as the method of progressing the fighting game part (single fighting game part) described above, for each fighting game part that forms the combined game part.

[0124] The game processing unit 216 includes an update processing unit 2161, a judgment processing unit 2162, a post-termination processing unit 2163, an effect generation processing unit 2164, an interruption button output unit 2165, an interruption data generation unit 2166, an interruption log transmission unit 2167, an interruption data discarding unit 2168, and a resume log transmission unit 2169.

[0125] The update processing unit 2161 updates the total HP (the total HP of the deck currently being used in the battle) from an initial value (the value of the starting data) as the combination game part progresses from the start. For example, when damage is inflicted on the first game medium by an opponent's attack during execution of the combination game part, the update processing unit 2161 decreases the total HP by the amount of that damage. Also, when a recovery item is obtained during execution of the combination game part, for example, the update processing unit 2161 increases the total HP.

[0126] Furthermore, when the combination-type game part is interrupted, after the combination-type game part is resumed, the update processing unit 2161 updates the value of the total HP from the resume value in accordance with the progress of the combination-type game part from the time of the resume. The resume value will be described later.

[0127] The determination processing unit 2162 determines whether or not a predetermined end condition of the combined game part has been satisfied. As described above, the determination processing unit 2162 determines that the predetermined end condition has been satisfied when the final battle game part of the combined game part (see battle game part GP-M in FIG. 6) is cleared. Also, the determination processing unit 2162 determines that the predetermined end condition has been satisfied when the total HP of the last deck, which is the total HP updated by the update processing unit 2161, becomes 0. Also, the predetermined end condition may be the passage of a time limit, in addition to the HP becoming 0.

[0128] When the determination processing unit 2162 determines that a predetermined termination condition is satisfied, the post-termination processing unit 2163 executes various post-processing operations in cooperation with the server device 10. For example, the post-termination processing unit 2163 executes a process of generating and outputting a result screen showing the result and reward, a process of associating the reward and the like with the user, and the like.

[0129] The effect generation processing unit 2164 continuously generates a game effect corresponding to a game function when a predetermined effect generation condition is met. The predetermined effect generation condition is arbitrary, but may preferably include a condition related to a user operation. In the present embodiment, as an example, the predetermined effect generation condition is met when a predetermined user operation is detected on the first game medium in which a predetermined activation condition is met. In addition, the activation condition may be the passage of a predetermined time, the number of attacks on an opponent, or the like.

[0130] In this case, the effect generation processing unit 2164 determines a predetermined activation condition for each first game medium. Then, as described above, when a predetermined user operation is detected for a first game medium for which the predetermined activation condition is satisfied, the effect generation processing unit 2164 continuously generates a game effect corresponding to a game function set for the first game medium.

[0131] In addition, when the combined game part is interrupted during the occurrence of a game effect corresponding to a game function set in one first game medium, the effect generation processing unit 2164 continuously generates the game effect before the interruption after the combined game part is resumed. For example, when the combined game part is interrupted during the activation of a skill set in one first game medium, "not receiving damage from traps or falls from the road surface 41 for 20 seconds," the skill is activated for the remaining time (less than 20 seconds) after the restart. For example, if the skill was activated for "10 seconds" before the interruption, the skill is activated for the remaining "10 seconds" after the restart. In a modified example, the activation time of the skill after the restart may be the time obtained by changing the remaining time. For example, it may be slightly shorter than the remaining time. Alternatively, the activation time of the skill may remain as the normal value ("20 seconds" in the above example) (i.e., the game effect may be reset).

[0132] In addition, when the combined game part is interrupted during the occurrence of a game effect corresponding to a game function set in one first game medium, and the game function of the one first game medium is changed by the change processing unit 220 during the interruption, the effect generation processing unit 2164 continuously generates the game effect corresponding to the game function set in the first game medium based on the changed game function after resumption. For example, when the combined game part is interrupted during the activation of a skill set in one first game medium, "not receiving damage from traps or falls from the road surface 41 for 20 seconds," and the skill of the one first game medium is changed by the change processing unit 220 during the interruption to "attack power becomes 1.7 times for 20 seconds," the changed skill "attack power becomes 1.7 times for 20 seconds" is activated for the remaining time (less than 20 seconds). For example, if the skill was activated for "10 seconds" before the interruption, the changed skill is activated for the remaining "10 seconds." In addition, in a modified example, the activation time of the changed skill may be slightly shorter than the remaining time. Alternatively, the activation time of the changed skill may remain the normal value ("20 seconds" in the above example). Also, the change in game function may be reflected in the skill from the next activation of the skill. In other words, if the activation of a skill was continuing when the game was interrupted, the activation of the skill before the change may continue after resuming, and the changed skill may be activated from the next activation of the skill.

[0133] The pause button output unit 2165 outputs a pause button 50 (see FIG. 5) that can be operated by the user while the combined game part is in progress. The form of the pause button 50 is arbitrary. Instead of or in addition to input via the pause button 50, a pause request may be made by voice input or gesture input.

[0134] The pause button output unit 2165 may output the pause button 50 in an operable state at all times so that the game can be paused at any time while the combined game part is in progress. Alternatively, the pause button output unit 2165 may output the pause button 50 in an operable state only when a predetermined output condition is satisfied while the combined game part is in progress. In this case, the predetermined output condition is arbitrary, and may be satisfied, for example, when any or a predetermined battle game part constituting the combined game part is cleared.

[0135] The interruption data generating unit 2166 generates interruption data when interrupting an ongoing combined game part, and stores the generated interruption data in the interruption data storage unit 224. The interruption data is data necessary to resume the combined game part. With regard to deck information, the interruption data includes only information (such as definition information) other than information that can be changed in the out-game part.

[0136] Furthermore, the interruption data may be information on parameters whose values ​​have changed as the combined game part progresses, and may be held as a rate of change for parameters (e.g., HP) whose normal value may be changed in an out-game part, rather than the value itself. For example, if a parameter's value (normal value) at the start of a combined game part is N0 and its value at the time of interruption is N1, the information on that parameter in the interruption data may be a rate such as N1 / N0 (or N0 / N1) rather than the value N1 itself. Alternatively, in a modified example, the information on that parameter in the interruption data may be a difference such as N0-N1, or a rate of change such as (N0-N1) / N0.

[0137] In this embodiment, as an example, the interruption data includes in-game state information at the time of interruption, action information of the first game medium, opponent information (action information, etc.), and, in the case of animation, information indicating the state. The interruption data may preferably be encrypted and stored in the interruption data storage unit 224. In this case, the interruption data stored in the terminal device 20 as in this embodiment can be effectively protected.

[0138] When the interruption data generated by the interruption data generation unit 2166 is stored in the interruption data storage unit 224, the interruption log transmission unit 2167 transmits information indicating that an interruption of the combined game part has occurred (hereinafter also referred to as an "interruption log") to the server device 10. When the server device 10 receives the interruption log related to a user, it stores the interruption log in association with the user.

[0139] When the interrupted composite game part is normally resumed based on the interrupted data in the interrupted data storage unit 224, the interrupted data discarding unit 2168 discards the interrupted data in the interrupted data storage unit 224. This can reduce the possibility that the interrupted data is repeatedly read (loaded) by the user.

[0140] When the interrupted data in the interrupted data storage unit 224 is discarded by the interrupted data discarding unit 2168, the restart log sending unit 2169 transmits information indicating that the combined game part has been restarted (hereinafter also referred to as a "restart log") to the server device 10. When the server device 10 receives the restart log related to a user, it erases (clears) the interruption log stored in association with the user.

[0141] When the interruption condition is satisfied, the interruption processing unit 218 causes the game processing unit 216 to interrupt the ongoing combined game part. The interruption condition is satisfied when an interruption request is made by the user. The user can generate an interruption request, for example, by operating the interrupt button 50 described above. In this case, the interruption processing unit 218 causes the game processing unit 216 to interrupt the ongoing combined game part based on operation information indicating the operation of the interruption button 50, which is operation information acquired by the operation information acquisition unit 212 during the progress of the combined game part. Note that the generation of an interruption request by the user may be made possible by other operations instead of or in addition to the operation of the interruption button 50. Note that in this case, the other operations may or may not include an operation to force-terminate the application of the game according to this embodiment (so-called task kill operation).

[0142] The interruption processing unit 218 may immediately respond to operation information indicating the operation of the interruption button 50 and cause the game processing unit 216 to interrupt the ongoing combined game part, or may respond to operation information indicating the operation of the interruption button 50 and cause the game processing unit 216 to interrupt the ongoing combined game part at a predetermined timing thereafter. The predetermined timing may be, for example, the timing at which the activation of a skill ends.

[0143] The interruption condition may be satisfied regardless of the presence or absence of an interruption request from the user. For example, the interruption condition may be satisfied due to the communication environment. In this case, for example, when a communication disconnection state between the server device 10 and the terminal device 20 continues for a predetermined time or more, the interruption processing unit 218 may cause the game processing unit 216 to interrupt the ongoing combined game part.

[0144] In the out-game part, the change processing unit 220 changes the user data in the user data storage unit 210 under predetermined conditions in response to a change request from the user. As described above, the out-game part is a game part in which ability parameters and game functions, etc., can be changed in relation to the development, strengthening, synthesis, etc. of game media owned by the user. For example, when the ability parameters of the first game medium A are changed in the out-game part, the change processing unit 220 changes the ability parameters of the first game medium A in the user data storage unit 210.

[0145] In the present embodiment, as an example, the change (update) of the user data in the user data storage unit 210 by the out-game part is realized by cooperation between the terminal device 20 and the server device 10. In this case, the change processing unit 220 responds to a change request from a user and transmits a change request based on the change request to the server device 10. In response to the change request from the terminal device 20, the server device 10 changes information on the game medium in the server storage unit 12 associated with the user under a predetermined condition (see FIG. 3). When the server device 10 changes the information on the game medium in the server storage unit 12, it transmits a data change instruction to the corresponding terminal device 20 so that the data in the server storage unit 12 and the data in the terminal device 20 (the user data in the user data storage unit 210) are synchronized. When the terminal device 20 receives the data change instruction, the user data update unit 213 changes (updates) the user data in the user data storage unit 210.

[0146] The predetermined condition is any condition stipulated in the out-game part. For example, in the case of strengthening, the predetermined condition may correspond to the strengthening realization condition described above, and in the case of evolution, the predetermined condition may correspond to the evolution realization condition described above. Note that the change request from the user is generated based on an input by the user. For example, in the case of strengthening, the change request from the user is generated by various operations for realizing strengthening, and in the case of evolution, the change request from the user is generated by various operations for realizing evolution.

[0147] In the present embodiment, as described above, the out-of-game part can be executed even while the combined game part is suspended. For example, the user can suspend the combined game part, play the out-of-game part during the suspension to change the ability parameters or game functions of the first game medium, and then resume the combined game part.

[0148] Therefore, in this embodiment, even when the combined game part is suspended, the change processing unit 220 changes the user data in the user data storage unit 210 under a predetermined condition in response to a change request from the user in the out-game part. Note that the predetermined condition may be the same as the predetermined condition under a situation other than when the combined game part is suspended.

[0149] Particularly in this embodiment, in an out-game part during the interruption of the combined game part, the change processing unit 220 changes at least a part of the user data portion (hereinafter also referred to as the "specific data portion") that may affect the processing of the combined game part after it is resumed, among the user data in the user data storage unit 210. The specific data portion is, for example, deck information, and more specifically, information related to the ability parameters and game functions of the first game medium.

[0150] In this embodiment, the specifications of the out game part during the interruption of the composite game part may be exactly the same as or different from those of the out game part under circumstances other than the interruption of the composite game part. For example, the out game part during the interruption of the composite game part may be limited in the type of ability parameters and game functions that can be changed, or the degree of change may be limited, compared to the out game part under circumstances other than the interruption of the composite game part. By providing such a difference, the variation of the out game part can be efficiently increased and the interest of the game can be enhanced. For example, in the case of strengthening, the strengthening realization condition applied during the interruption of the composite game part may be set to be stricter than the strengthening realization condition applied under circumstances other than the interruption of the composite game part. In this case, the user can decide whether to strengthen before the start of the composite game part (i.e., whether to challenge the composite game part after strengthening) while taking into account the strengthening realization condition during the interruption of the composite game part, and the options and decision-making materials are increased, thereby improving the interest of the game. In addition, by making the types of ability parameters and game functions that can be changed in the game medium different when the composite game part is paused and when it is not paused in accordance with the specifications related to the composite game part, it is possible to prevent a collapse of the game balance of the composite game part and an imbalance in the types of changed ability parameters and game functions of the game medium between players during multiplayer play.

[0151] In response to a resume request from the user, the resume processing unit 222 causes the game processing unit 216 to resume (return) the interrupted composite game part based on the user data in the user data storage unit 210 at that time. The resume request can be detected based on, for example, the operation of a resume button B80, which will be described later.

[0152] The restart processing unit 222 includes a restart button output unit 2221 and a restart data generating unit 2222 (an example of a second calculation unit).

[0153] The resume button output unit 2221 outputs a resume button B80 (see FIG. 8) that can be operated by the user while the combined game part is paused. Whether or not the game is paused can be determined based on the presence or absence of pause data in the pause data storage unit 224. FIG. 8 is a diagram showing an example of the resume button B80. In the screen G800 shown in FIG. 8, the resume button B80 is one of the selection buttons B800, which is a button marked with the character "Yes". The selection button B800 includes the other button B81 marked with the character "No". In this case, the user can select either a resume in a mode in which the pause data is taken over or a replay from the beginning (when the button B81 marked with the character "No" is operated). When the replay from the beginning is selected, the interruption data discarding unit 2168 may discard the interruption data in the interruption data storage unit 224. The form of the resume button B80 is not limited to the form shown in FIG. 8, and is arbitrary. Instead of or in addition to input via the resume button B80, a resume request may be made by voice input or gesture input.

[0154] The resume button output unit 2221 may output a resume button B80 when a button (not shown) for selecting play of the combined game part is operated, for example, from a home screen (lobby screen) while the combined game part is paused. Note that the home screen may further include a button for selecting play of an out-game part or the like.

[0155] In the example shown in Fig. 8, the selection button B800 includes the other button B81 with the character "No" and allows the combined game part to be restarted from the beginning, but is not limited to this. That is, in the case of interruption, only restart with the interrupted data carried over may be possible. In this case, the resume button B80 is not necessary, and for example, an operation of selecting play of the combined game part during interruption plays the same role as the operation of the resume button B80.

[0156] The resume data generating unit 2222 generates resume data for resuming the interrupted combined game part. For example, based on the user data in the user data storage unit 210 and the interruption data in the interruption data storage unit 224, various parameters necessary for the execution (execution after restart) of the combined game part are set. For example, the resume data generating unit 2222 extracts information on the first game media belonging to each deck as deck information, and calculates the total HP (total HP for each deck) at the time of restart of the combined game part based on the deck information. At this time, the resume data generating unit 2222 calculates the total HP based on the deck information using a predetermined calculation method. The predetermined calculation method is the same as the calculation method of the total HP by the start data generating unit 214 described above, and in this case, it is a method of adding up the HP of each of the first game media constituting the deck for each deck. In this case, as described above, the user data in the user data storage unit 210 can be changed by the change processing unit 220 during the interruption. Therefore, the total HP (normal value of the total HP) calculated by the resume data generation unit 2222 using a predetermined calculation method based on the deck information may differ from the total HP (normal value of the total HP) calculated by the start data generation unit 214 using a predetermined calculation method based on the deck information.

[0157] The resume data generating unit 2222 then derives a resume value by correcting the normal value of the total HP calculated in this manner based on the interruption data in the interruption data storage unit 224. This correction is a correction according to the amount of change in the total HP from the start of the first game part to the time of the most recent interruption. As described above, when information on HP that may be changed in the out-game part among the interruption data in the interruption data storage unit 224 is held as a rate of change, the resume data generating unit 2222 derives a resume value by correcting the normal value of the total HP based on the rate of change. For example, when the total HP value for one deck at the start of the hybrid game part is N0 and its value at the time of interruption is N1, the resume value for that one deck may be derived as N0'×N1 / N0. In this case, N0' is the ratio of the total HP to the total HP. This is the normal value (the normal value of the total HP at the time of restart). Note that if the change amount ΔN is stored instead of the rate of change, the restart value may be derived as N0'-ΔN.

[0158] As described above, the interruption data in the interruption data storage unit 224 is preferably encrypted. In this case, the resume data generating unit 2222 decrypts the interruption data in the interruption data storage unit 224 before using it.

[0159] The interruption data storage unit 224 stores the interruption data generated by the interruption data generation unit 2166 described above. The interruption data in the interruption data storage unit 224 is held only during interruption as described above, and is discarded by the interruption data discarding unit 2168 when the game is resumed. This makes it possible to suppress the user's free resumption of the combined game part and the accompanying unnatural drop in difficulty level of the combined game part that is not anticipated by the game provider. It is also possible to prevent the game balance from being disrupted. Furthermore, by efficiently storing the interruption data, the storage capacity for interruption data can be reduced.

[0160] According to the configuration shown in Fig. 7, the above-mentioned interruption function can be appropriately realized. In the configuration shown in Fig. 7, the above-mentioned interruption function is mainly realized on the terminal device 20 side (i.e., by a native application), but is not limited to this. For example, a part of the configuration shown in Fig. 7 may be realized (shared) by the server device 10. For example, a part of the game processing unit 216, the interruption processing unit 218, and / or the change processing unit 220 may be realized by the server device 10.

[0161] In particular, according to the configuration shown in FIG. 7, the interruption function is realized without the interruption data being exchanged between the terminal device 20 and the server device 10, thereby reducing the possibility that the interruption function will not be realized due to the communication environment (for example, a situation in which the interruption function will not be realized due to a communication failure preventing the exchange of interruption data).

[0162] Furthermore, according to the configuration shown in FIG. 7, for parameters that may be changed during the interruption (e.g., HP), the interruption data is stored not as the value at the time of interruption itself, but as a percentage or the like representing the change up to the time of interruption, so that an appropriate resume value can be calculated even if the parameter is changed during the interruption.

[0163] 7, as described above, interruption data is not exchanged between the terminal device 20 and the server device 10, but the server device 10 can recognize the state of the terminal device 20 (whether or not it was interrupted and whether or not it was resumed) as an interruption log and a resume log. This makes it possible to suppress the user's free resumption of the combined game part and the accompanying undesirable decrease in the difficulty level of the combined game part. The effect of this will be described in detail with reference to the following FIG. 9.

[0164] 9 is a schematic flow chart showing an example of information exchange between the server device 10 and the terminal device 20 that may be performed in relation to interruption and resumption. In the subsequent process flow charts (flowcharts), the order of processing of each step may be changed as long as the relationship between the input and output of each step is not lost.

[0165] 9, when the terminal device 20 generates and stores interruption data at the time of interruption (S50), it transmits an interruption log to the server device 10 (S52). When the server device 10 receives the interruption log (S54), it associates the received interruption log with the user (user ID) and stores it (S56).

[0166] Thereafter, when the terminal device 20 detects a resume request (S58), it transmits a request for requesting interruption log information (hereinafter referred to as a "log request") to the server device 10 (S60). When the server device 10 receives the log request (S62), in response to the received log request, it searches for an interruption log stored in association with the user (user ID) related to the log request, and if the interruption log can be extracted ("YES" in S64), it transmits information included in the extracted interruption log (e.g., time information, etc.) as interruption log information to the terminal device 20 (S66). On the other hand, if the interruption log cannot be extracted, that is, if the interruption log is not stored ("NO" in S64), it executes a predetermined error process (S65). In this case, the predetermined error process may be a process of notifying the terminal device 20 of the absence of an interruption log. When such a notification is received by the terminal device 20, the terminal device 20 is prohibited from resuming the interrupted hybrid game part, and only the play of the hybrid game part from the beginning is allowed.

[0167] When the terminal device 20 receives the interruption log information (S68), it checks the consistency between the interruption data in the interruption data storage unit 224 and the interruption log information (S70). As a result, if the interruption data in the interruption data storage unit 224 and the interruption log information do not match ("NO" in S70), a predetermined error process is executed (S72). In this case, the predetermined error process may be an output process of an error message, etc. Note that if the interruption data in the interruption data storage unit 224 and the interruption log information do not match, resumption of the interrupted composite game part is prohibited, and only play from the beginning of the composite game part is possible.

[0168] On the other hand, if the interruption data in the interruption data storage unit 224 matches the interruption log information ("YES" in S70), the terminal device 20 resumes the interrupted hybrid game part (S74), discards the interruption data (S75), and transmits the resume log to the server device 10 (S76).

[0169] When the server device 10 receives the restart log (S78), it erases the interruption log stored in association with the user (user ID) related to the restart log (S79).

[0170] According to the example shown in Fig. 9, it is possible to prevent a user from freely resuming a combined game part. For example, once a user resumes a suspended combined game part, the interruption log is erased in the server device 10 (S79). Therefore, even if the user wants to resuming and executes a process for invalidating the most recent restart (e.g., restoring the interrupted data), the user cannot resuming. In this case, even if the terminal device 20 transmits a log request to the server device 10 in response to a resume request from the user (S60), a predetermined error process is executed (S65) because the interruption log is not stored ("NO" in S64).

[0171] 9, the terminal device 20 checks the consistency between the interruption log information from the server device 10 and the interruption data in its own interruption data storage unit 224, and therefore can efficiently suppress tampering (rewriting, etc.) with the interruption data in the interruption data storage unit 224. For example, if the update time becomes inconsistent with the interruption time indicated by the interruption log information due to tampering with the interruption data, resumption based on the interruption data is prohibited. This makes it possible to take measures against cheating and strengthen security.

[0172] 9, the interruption data itself is not exchanged between the terminal device 20 and the server device 10, so the amount of communication can be reduced compared to a configuration in which the interruption data itself is exchanged between the terminal device 20 and the server device 10. Therefore, a configuration can be realized that can reduce the communication load and is robust and resistant to communication failures.

[0173] 9, the interruption data itself is not exchanged between the terminal device 20 and the server device 10, but this is not limited to the above. For example, in a modified example, a part or all of the interruption data may be exchanged between the terminal device 20 and the server device 10, and the consistency may be checked.

[0174] For example, in one modified example, the consistency may be checked as follows. When the terminal device 20 generates the interruption data as described above, it stores the generated interruption data in the interruption data storage unit 224 and transmits the generated interruption data to the server device 10. The server device 10 stores the received interruption data. Then, when the terminal device 20 detects the above-mentioned resume request from the user, it transmits the interruption data in the interruption data storage unit 224 together with a resume permission request to the server device 10. When the server device 10 receives the interruption data together with the resume permission request, it determines whether or not the interruption data matches the interruption data received at the time of interruption. Then, when the server device 10 determines that these pieces of interruption data match, it transmits a resume permission to the terminal device 20. When the terminal device 20 receives the resume permission, it resumes the combined game part based on the interruption data in the interruption data storage unit 224. According to this configuration, it is possible to more reliably prevent tampering with the interruption data in the interruption data storage unit 224, so that cheat countermeasures and security can be strengthened.

[0175] Alternatively, in another modified example, the consistency may be checked as follows. When the terminal device 20 generates the interruption data as described above, it stores the generated interruption data in the interruption data storage unit 224 and transmits the generated interruption data to the server device 10. The server device 10 stores the received interruption data. Then, when the terminal device 20 detects the above-mentioned resume request from the user, it transmits a resume permission request to the server device 10. When the server device 10 receives the resume permission request, it transmits the stored interruption data to the terminal device 20. Then, the terminal device 20 determines whether or not the interruption data in the interruption data storage unit 224 and the interruption data received from the server device 10 are consistent with each other. Then, when the terminal device 20 determines that these pieces of interruption data are consistent with each other, it resumes the combined game part based on the interruption data in the interruption data storage unit 224.

[0176] According to these modified examples, since the tampering of the interrupted data in the interrupted data storage unit 224 can be more reliably prevented, it is possible to take measures against cheating and to strengthen security. Furthermore, according to these modified examples, even if the user changes the terminal device 20 to a new terminal device 20 by changing the model or the like while the combined game part is interrupted, it is possible to resume the interrupted combined game part on the new terminal device 20. For example, even if the interrupted data is no longer stored in the terminal device 20 due to a change in the model or the like, it may be possible to use the interrupted data stored in the server device when a predetermined condition is satisfied. Alternatively, the interrupted data may be saved in the server and the interrupted data may be resumed by comparing the interrupted log on the terminal side with the interrupted log on the server side. From the same viewpoint, it is possible for the user to use a terminal device 20 different from the terminal device 20 used at the time of interruption to play the combined game part while resuming the interrupted game part.

[0177] Also, in the example shown in Fig. 9, the interruption log and the resume log may be stored as log information, and a flag such as a suspended flag may be used to restrict a user from freely resuming a combined game part. In this case, the suspended flag may be set for each user, and may be set to "1" when an interruption log related to a particular user is received, and may be reset to "0" when a resume log related to the particular user is received. In this case, by accepting a resume for the particular user only when the interruption log is "1" (for example, the determination result of S64 in Fig. 9 is "YES"), it is possible to achieve the same effect as the example shown in Fig. 9.

[0178] 9, when the server device 10 receives the restart log, the server device 10 may transmit a notification to that effect to the terminal device 20. In this case, the terminal device 20 may discard the interrupted data only when the notification is received. That is, the terminal device 20 may discard the interrupted data only when the restart log is normally received by the server device 10 so that the interrupted data is not discarded due to a server error or the like.

[0179] Next, an example of the operation of the game system 1 will be described with reference to FIG. 10 and subsequent figures.

[0180] Fig. 10 is a schematic flowchart showing an example of the operation of one of the terminal devices 20 of the game system 1. Note that in Fig. 10, the exchange of interruption logs and the like between the server device 10 and the terminal device 20 described in Fig. 9 is omitted, but may be executed.

[0181] As shown in Fig. 10, when the user selects to play a combined game part on the home screen (S82) displayed from the start screen (S81), the terminal device 20 transitions to a sortie screen (S83) that displays an animation or the like of a sortie scene for a battle related to the combined game part. On the other hand, when the user selects to play an outside game part on the home screen (S82), the screen transitions to a strengthening screen (S100). In this case, the outside game part is only a game part for strengthening, but if other types of outside game parts such as evolution are provided, the user can select any one of the various outside game parts.

[0182] When the screen transitions to the sortie screen (S83), the user data is loaded from the user data storage unit 210 (S84). If the user data is changed by the out-game part during the interruption as described above, the user data loaded after the interruption will be the changed user data.

[0183] Next, the presence or absence of interruption data in the interruption data storage unit 224 is checked (S85). As described above, if the game is interrupted, the interruption data is stored in the interruption data storage unit 224. If the interruption data is stored in the interruption data storage unit 224 ("YES" in S85), the interruption data is decrypted (S86) and loaded from the interruption data storage unit 224 (S87). Then, a quest start API (Application Programming Interface) is run (S88A). At this time, if the data update fails (for example, a so-called task kill) (see arrow R10), the process starts again from step S83. If the data update is successful, the interruption data is discarded (S89), and play is executed on the battle screen (S90). In this case, the combined game part is resumed.

[0184] On the other hand, if no interruption data is stored in the interruption data storage unit 224 ("NO" in S85), the quest start API operates as is (S88B). In this case, the composite game part is started from the beginning.

[0185] If an interruption occurs during play on the battle screen ("YES" in S91), the quest interruption API operates (S92). If data update by the quest interruption API fails (for example, due to radio interference) (see arrow R11), the data update is repeated until it is successful. If the data update is successful, interruption data is generated (S93), and the generated interruption data is encrypted and then stored in the interruption data storage unit 224 (S94). When the interruption data is stored in the interruption data storage unit 224, a transition to the home screen is made (S82). In this case, in this embodiment, a transition from the home screen to the strengthening screen is possible so that the interrupted out-game part is possible as described above. Note that, if a predetermined end condition is met without an interruption during play on the battle screen, a transition to a result screen (S95) is made, and then a return to the home screen is made (S82).

[0186] On the other hand, when the screen transitions to the strengthening screen (S100), the deck strengthening API operates (S102), and if the data update by the deck strengthening API fails (i.e., strengthening fails) (see arrow R12), the screen returns to the strengthening screen. On the other hand, if the data update by the deck strengthening API is successful (i.e., strengthening is successful), the user data in the user data storage unit 210 is updated (S104).

[0187] 11 is a schematic flow chart showing an example of a process for generating interruption data. The process shown in FIG. 11 may be realized, for example, by S92 shown in FIG.

[0188] In the interruption data generation process shown in FIG. 11, first, the current total HP (total HP of each deck at the time of interruption) is obtained (S110). Note that, instead of the current total HP, the change (decrease) in the total HP up to the current time may be obtained. In the interruption data generation process, a correction coefficient Cf1 for calculating the restart value of the total HP is calculated based on the current total HP (S111). As described above, the correction coefficient Cf1 may be a ratio such as N1 / N0 (or (N0-N1) / N0) when the initial value of the total HP is N0 and the current total HP is N1. Note that the correction coefficient Cf1 is calculated for each deck and associated with the corresponding deck. However, the correction coefficient Cf1 does not need to be calculated for decks whose total HP has already reached 0 or decks whose total HP has not changed.

[0189] Next, the interruption data generation process determines whether or not a game effect that corresponds to a game function set in any first game medium and occurs intermittently for a specified time is occurring (S112). If such a game effect is occurring ("YES" in S112), the occurrence time of the game effect up to the current time (occurrence time until interruption) is acquired (S113). Note that instead of the occurrence time until interruption, the remaining time of the game effect may be acquired. The interruption data generation process calculates a correction coefficient Cf2 for calculating the possible occurrence time of the game effect from the time of resumption based on the occurrence time of the game effect (S114). As described above, the correction coefficient Cf2 may be a ratio such as T1 / T0 (or (T0-T1) / T0) where T0 is the normal value of the occurrence time of the game effect (normal value of the skill activation time) and T1 is the occurrence time until interruption. The correction coefficient Cf2 is calculated in association with the first game medium that is generating the game effect.

[0190] If the game effect is not occurring ("NO" in S112), or when S114 ends, the interruption data generation process acquires other information necessary for resumption (S115), and generates interruption data including the above-mentioned correction coefficient Cf1 (or the correction coefficient Cf1 and the correction coefficient Cf2) (S116).

[0191] 12 is a schematic flowchart showing an example of a process at the time of restart. The process shown in FIG. 12 may be realized, for example, in S89 shown in FIG.

[0192] The restart process shown in Figure 12 calculates the normalized value of the total HP for each deck based on the loaded user data (S120). Next, the restart process corrects the normalized value of the total HP for a deck that is associated with a correction coefficient Cf1 (S122). For example, if the normalized value of the total HP for a certain deck is N0' and a correction coefficient Cf1 is associated with that deck, the total HP for that deck is corrected as N0' x Cf1.

[0193] Next, the process at the time of resuming determines whether the interruption data includes a correction coefficient Cf2 (S124). If the interruption data includes the correction coefficient Cf2 ("YES" in S124), the normal value of the activation time of the skill associated with the first game medium associated with the correction coefficient Cf2 is corrected based on the correction coefficient Cf2 (S126). For example, if the normal value of the activation time of the skill related to a certain first game medium is T0' and the correction coefficient Cf2 is associated with the first game medium, the activation time of the skill related to the first game medium (the duration of the game effect that starts immediately after resuming) is corrected as T0'-(Cf2×T0').

[0194] Next, when the correction using the correction coefficient Cf2 is completed as described above (S126), or if the correction coefficient Cf2 is not included in the interrupted data ("NO" in S124), resume data including the corrected total HP (or the corrected total HP and the corrected skill activation time) described above is generated (S128).

[0195] 11 and 12, the total HP at the time of resumption is appropriately corrected according to the decrease in HP before the interruption, so that resumption after interruption can be realized in a manner that is fair and highly continuous. Also, interruption is possible while a game effect is occurring, and when interrupted while a game effect is occurring, the occurrence time of the game effect after resumption is corrected taking into account the occurrence time up to the interruption, so that resumption after interruption can be realized in a manner that is fair and highly continuous. Note that the step of acquiring the occurrence time of the game effect (S113) may be omitted.

[0196] Although each embodiment has been described above in detail, the present invention is not limited to the specific embodiment, and various modifications and changes are possible within the scope of the claims. In addition, it is also possible to combine all or a plurality of the components of the above-described embodiments.

[0197] For example, in the above-described embodiment, at least a part of the screen (a game screen as shown in FIG. 5 or a selection screen as shown in FIG. 8) displayed on the terminal device 20 may be a web display displayed on the terminal device 20 based on data generated by the server device 10, and at least a part of the screen may be a native display displayed by a native application installed on the terminal device 20.

[0198] In addition, with respect to the above-described embodiments, the following supplementary notes are further disclosed (corresponding to the invention described in the claims of the original application of the present application as originally filed).

[0199] [Appendix 1] A game device for a game including a first game part and a second game part, a first storage unit that stores game medium information relating to a predetermined game medium; a game processing unit that, when the first game part is started, progresses the first game part based on operation information by a user and game medium information stored in the first storage unit; an interruption processing unit that causes the game processing unit to interrupt the first game part in progress when an interruption condition is established; a change processing unit that changes the game media information in the first storage unit under a predetermined condition in the second game part while the first game part is interrupted; A game device comprising: a resume processing unit that, in response to a resume request from a user, causes the game processing unit to resume the interrupted first game part based on the changed game medium information.

[0200] [Appendix 2] The game device described in Appendix 1, wherein the change processing unit changes at least a portion of the game medium information that may affect the processing of the first game part after resumption in response to a change request from a user.

[0201] [Appendix 3] A game device as described in Appendix 1 or 2, wherein the game medium information includes at least one of parameter information and ability information associated with the specified game medium.

[0202] [Appendix 4] A first calculation unit that calculates or sets an initial value of a predetermined parameter by a predetermined calculation or setting method based on the parameter information in the first storage unit, The game processing unit: an update processing unit that updates the value of the predetermined parameter from the initial value as the first game part progresses from the start of the first game part; The game device according to claim 3, further comprising: a judgment processing unit that judges whether or not a termination condition for the first game part has been satisfied based on the value of the predetermined parameter updated by the update processing unit. In this case, the predetermined parameter may be a parameter related to the end condition, such as HP or elapsed time. For example, the end condition of the first game part may be satisfied when HP reaches a predetermined value and / or when the elapsed time reaches a predetermined time. Note that the initial value of the elapsed time may be set to always be 0 (predetermined setting method).

[0203] [Appendix 5] the restart processing unit includes a second calculation unit that calculates a restart value of the predetermined parameter when the game medium information in the first storage unit is changed by the change processing unit during interruption of the first game part; After the first game part is resumed, the update processing unit updates the value of the predetermined parameter from the resume value in accordance with the progress of the first game part from the time of the resume; The game device described in Appendix 4, wherein the second calculation unit calculates the resume value by making a correction to the value of the specified parameter when calculated or set by the specified calculation or setting method based on the parameter information after change by the change processing unit, in accordance with the change in the value of the specified parameter from the start of the first game part to the time of the most recent interruption.

[0204] [Appendix 6] the game processing unit further includes an effect generation processing unit that, when an effect generation condition is established, continuously generates an effect related to a predetermined ability of the predetermined game medium based on the ability information of the predetermined game medium; A game device as described in any one of Appendices 3 to 5, wherein, when the first game part is interrupted while the effect is being generated by the effect generation processing unit and the ability information is changed by the change processing unit during the interruption, the effect generation processing unit continuously generates the effect based on the changed ability information in the first game part that is resumed in response to a subsequent resume request.

[0205] [Appendix 7] Further comprising a second storage unit, The game processing unit: an interruption data generating unit that generates interruption data when interrupting the first game part in progress and stores the generated interruption data in the second storage unit; The game device according to any one of appendices 1 to 6, further comprising an interrupted data discarding unit that discards the interrupted data in the second memory unit when the interrupted first game part is resumed based on the interrupted data in the second memory unit.

[0206] [Appendix 8] the first game part is a composite of a plurality of game parts; A game device described in any one of Appendices 1 to 7, wherein the interruption of the first game part includes at least one of an interruption in each of the multiple game parts and an interruption between the multiple game parts.

[0207] [Appendix 9] A game method for a game including a first game part and a second game part, When the first game part is started, the first game part is progressed based on operation information by a user and game medium information stored in a storage unit; When a pause condition is met, the first game part being played is paused; during the interruption of the first game part, in the second game part, changing the game medium information in the storage unit under a predetermined condition; A computer-implemented gaming method comprising resuming the interrupted first game part based on the changed game medium information in response to a resume request from a user.

[0208] [Appendix 10] A game program for a game including a first game part and a second game part, When the first game part is started, the first game part is progressed based on operation information by a user and game medium information stored in a storage unit; When a pause condition is met, the first game part being played is paused; during the interruption of the first game part, in the second game part, changing the game medium information in the storage unit under a predetermined condition; In response to a restart request from a user, the interrupted first game part is restarted based on the changed game medium information. A game program that causes processing to be executed by a computer. Furthermore, the following supplementary notes are disclosed (corresponding to the invention described in the claims of the original application of this application): [Appendix 1] A game system for a game including an in-game part and an out-game part, a first storage unit that stores game medium information relating to a predetermined game medium; a game processing unit that, when the in-game part is started, progresses the in-game part based on operation information by a user and game medium information stored in the first storage unit; The game system includes an in-game part that includes a composite game part that is a composite of multiple competitive game parts and is configured to be interruptible, and a single competitive game part that is an individually independent competitive game part and is configured to be uninterruptible, and is equipped with an interruption processing unit that causes the game processing unit to interrupt the ongoing composite game part when an interruption condition is met. [Appendix 2] The game system described in claim 1, wherein the out-game part is a game part that can change the game media information of the specified game media, and is executable before the start of the hybrid game part and during an interruption of the hybrid game part. [Appendix 3] The game system of claim 2, wherein the specifications for changing the game medium information of the specified game medium are different when the out-game part is executed before the start of the hybrid game part and when it is executed during the interruption of the hybrid game part. [Appendix 4] 4. A game system as claimed in any one of claims 1 to 3, wherein the interruption condition is met when an interruption request is made by the user, or, instead of or in addition to the interruption request, when the interruption condition is met due to a communication environment related to the game system. [Appendix 5] 5. The game system according to claim 4, wherein the interruption request from the user can be executed while any one of the plurality of competitive game parts is being executed. [Appendix 6] A game system as described in any one of claims 1 to 5, further comprising a change processing unit that changes the game medium information in the first memory unit under specified conditions in response to a change request from the user in the out-game part during an interruption of the hybrid game part. [Appendix 7] The game system of claim 6, wherein the specified condition corresponds to an strengthening realization condition when the out-game part relates to the strengthening of the specified game medium, and corresponds to an evolution realization condition when the out-game part relates to the evolution of the specified game medium. [Appendix 8] The game system according to claim 6 or 7, further comprising a resume processing unit that, in response to a resume request from the user, causes the game processing unit to resume the interrupted hybrid game part based on the game media information at that time. [Appendix 9] A game method for a game including an in-game part and an out-game part, When the in-game part is started, the in-game part is progressed based on operation information by a user and game medium information stored in a storage unit; A gaming method executed by a computer, wherein the in-game part includes a composite game part which is a composite of a plurality of competitive game parts and is configured to be interruptible, and a single competitive game part which is an individually independent competitive game part and is configured to be uninterruptible, and includes interrupting the composite game part in progress when an interruption condition is met. [Appendix 10] A game program for a game including an in-game part and an out-game part, When the in-game part is started, the in-game part is progressed based on operation information by a user and game medium information stored in a storage unit; The in-game part includes a composite game part which is a composite of a plurality of competitive game parts and is configured to be interruptible, and a single competitive game part which is an individually independent competitive game part and is configured not to be interruptible, and the game program causes a computer to execute a process to interrupt the ongoing composite game part when an interruption condition is met. [Explanation of symbols]

[0209] 1. Game System 10. Server equipment 11 Server Communication Section 12 Server memory section 13 Server control unit 20 Terminal Equipment 21 Terminal communication unit 22 Terminal memory section 23 Display section 24 Input section 25 Terminal control unit 30 Network 40 Moving Objects 41 Road surface 42 items 43 Leader 44 Opponents 46 Training Items 60 Complex Game Part B800 Selection Button B81 Button B80 Resume button 210 User data storage unit 212 Operation information acquisition unit 213 User Data Update Section 214 Start Data Generation Unit 216 Game Processing Unit 2161 Update processing section 2162 Judgment processing unit 2163 End Processing Unit 2164 Effect Generation Processing Unit 2165 Interrupt button output section 2166 Interrupt Data Generation Unit 2167 Abort Log Transmission Unit 2168 Interrupted data discard unit 2169 Restart log transmission unit 218 Interruption Processing Unit 220 Change Processing Section 222 Restart Processing Unit 2221 Resume button output section 2222 Restart Data Generation Unit 224 Interruption Data Storage Unit

Claims

[Claim 1] A game system for a game including an in-game part and an out-game part, a first storage unit that stores game medium information relating to a predetermined game medium; a game processing unit that, when the in-game part is started, progresses the in-game part based on operation information by a user and game medium information stored in the first storage unit; The game system includes an in-game part that includes a composite game part that is a composite of multiple competitive game parts and is configured to be interruptible, and a single competitive game part that is an individually independent competitive game part and is configured to be uninterruptible, and is equipped with an interruption processing unit that causes the game processing unit to interrupt the ongoing composite game part when an interruption condition is met.

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