Game system, game program of game system, and control method

JP2025036751A5Pending Publication Date: 2025-05-16KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2025002588
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-01-08
Publication Date
2025-05-16

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Abstract

To reduce the time and effort required to train a game object.SOLUTION: A game system 100 for providing a game that simulates the training of a training object which is a game object to be trained comprises object accepting means 11A for accepting the selection of an event object associated with an event that changes a parameter indicating the state of the training object, mode selection means 11B for selecting either an automatic progression mode or a manual progression mode according to the operation of a user, and progressing means 11C for automatically progressing an action that the training object executes in the automatic progression mode and for progressing the action according to the operation of the user in the manual progression mode.SELECTED DRAWING: Figure 8
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Description

[Technical field]

[0001] The present invention relates to a game system that provides a game that simulates the raising of a raising object, a game program for the game system, and a control method. [Background technology]

[0002] Patent Document 1 discloses a game system that provides a game including a success part in which a user develops a game character to create an original character, and a stadium part in which the user plays against other users' teams. In this game, when the success part is completed, the character's development is complete and the character can be used as an original character in matches in the stadium part.

[0003] Patent Document 2 discloses an electronic device for playing a game in which game media are developed in a development game and the developed game media are used in a main game. In this electronic device, a development game media receiving unit receives a selection of development game media selected by a player from a group of material game media. Then, an inheritance game media receiving unit receives a selection of an inheritance game media by the player. In addition, a development game execution unit starts a development game after the development game media and the inheritance game media have been selected.

[0004] Upon start of the development game, the fixed information parameter change unit sums up a predetermined value corresponding to the rank of the development fixed information of each inheriting game medium and each predecessor developed game medium for each manifestation fixed information.The fixed information parameter change unit then adds the sum amount for each fixed information to the development parameter corresponding to the fixed information.The development game execution unit also executes a predetermined number of inheritance events at predetermined times while the development game is progressing.In this inheritance event, the lottery information parameter change unit changes the development parameter corresponding to each lottery information based on the result of a lottery based on probability. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2017-06280 A [Patent Document 2] Patent Publication No. 2022-17687 Summary of the Invention [Problem to be solved by the invention]

[0006] In a game that simulates the raising of a raising object, which is a game object, the user may cause the raising object to perform an action selected by the user. This increases the parameters of the raising object, so the user must select and execute the action multiple times before the raising is completed. Furthermore, when the raising object is caused to perform an action, a performance corresponding to the action is displayed. As a result, a series of processes, including the selection and execution of the action and the display of the performance, is repeated multiple times. This repeated process takes a certain amount of time, so it takes a long time for the raising to be completed. [Means for solving the problem]

[0007] One embodiment of the game system is a game system that provides a game that simulates the raising of a development object, which is a game object to be developed, and is equipped with an object receiving means that receives a selection of an event object associated with an event that varies a parameter indicating the state of the development object, a mode selection means that selects either an automatic progression mode or a manual progression mode in response to user operation, and a progression means that automatically progresses actions performed by the development object in the automatic progression mode, and progresses the actions in response to user operation in the manual progression mode.

[0008] In another embodiment, the game program is a game program for a game system that includes a computer and provides a game that simulates the raising of a development object, which is a game object to be developed, and includes the computer as an object receiving means for receiving a selection of an event object associated with an event that varies a parameter indicating a state of the development object, a mode selection means for selecting either an automatic progression mode or a manual progression mode in response to user operation, and a progression means that automatically progresses actions performed by the development object in the automatic progression mode, and progresses the actions in response to user operation in the manual progression mode.

[0009] Another embodiment of the control method is a control method for a game system that includes a computer and provides a game that simulates the raising of a development object, which is a game object to be developed, and causes the computer to accept a selection of an event object associated with an event that varies a parameter indicating a state of the development object, and select either an automatic progression mode or a manual progression mode in response to user operation, and in the automatic progression mode, causes the action performed by the development object to progress automatically, and in the manual progression mode, causes the action to progress in response to user operation.

[0010] This allows the user to reduce the time and effort required to develop a game object. [Brief description of the drawings]

[0011] [Figure 1] FIG. 1 is a schematic diagram showing the overall configuration of a game system. [Diagram 2] Schematic diagram of the training section's top screen. [Diagram 3] Schematic diagram of the lesson screen. [Figure 4] Schematic diagram of the work screen. [Diagram 5] Schematic of the route screen. [Figure 6] FIG. 1 is a schematic block diagram of a game system. [Figure 7] 13 is a flowchart for determining a task. [Figure 8] Flowchart of automatic progression. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0012] Hereinafter, exemplary embodiments for carrying out the present invention will be described in detail with reference to the drawings. However, the dimensions, materials, shapes, and relative positions of components described in the following embodiments can be set arbitrarily and can be changed according to the configuration or various conditions of the device or method to which the present invention is applied. Furthermore, unless otherwise specified, the scope of the present invention is not limited to the embodiments specifically described below. In the following description, identification information is data composed of letters, numbers, symbols, images, or combinations thereof. EXAMPLES

[0013] Fig. 1 is a schematic diagram showing the overall configuration of a game system 100. As shown in Fig. 1, the game system 100 includes a game terminal 10, which is an example of a user terminal, and a server 30. The server 30 is configured as one logical server by combining a plurality of server units 52. However, the server 30 may be configured by a single server unit 52. Alternatively, the server 30 may be configured logically by using cloud computing.

[0014] The server 30 is configured to be connected to a network 50. As an example, the network 50 is configured to realize network communication using the TCP / IP protocol. Specifically, a local area network LAN connects the server 30 to the Internet 51. The Internet 51 as a WAN and the local area network LAN are connected via a router 53. The game terminal 10 is also configured to be connected to the Internet 51. The servers 30 may be connected to each other by the local area network LAN or the Internet 51. The network 50 may be any of a dedicated line, a telephone line, an intranet, a mobile communication network, other communication lines, and combinations thereof, and may be wired or wireless.

[0015] The game terminal 10 is a computer device operated by a user. For example, the game terminal 10 includes a stationary or notebook type personal computer 54, and a mobile terminal device 55 such as a mobile phone including a smartphone. In addition, various computer devices such as a stationary home game device, a portable game device, a portable tablet terminal device, and an arcade game machine are included in the game terminal 10. By implementing various computer software, the game terminal 10 can allow the user to enjoy various services provided by the server 30. In the following, an example in which the game terminal 10 is a mobile terminal device 55 will be mainly described.

[0016] As an example, the server 30 transmits the program and data used in the game to the game terminal 10 via the network 50. The game terminal 10 then stores the received program and data. Alternatively, the game terminal 10 may be configured to read the program or data stored in an information storage medium (not shown). In this case, the game terminal 10 may obtain the program or data via the information storage medium.

[0017] A user can play various games on the game terminal 10. For example, this game includes an element of developing a game object. Specifically, the games include a simulation game that simulates the development of a game object, a competitive trading card game, a music game, a board game, a mahjong game, an RPG game, a horse racing game, a fighting game, a puzzle game, a quiz game, and a sports game such as baseball or soccer. Furthermore, a game object is an object that is displayed or used on the game terminal 10. As an example, the game object is used in a game process for progressing the game, and includes a character, a card, an effect, equipment, an item, and the like.

[0018] In the following description, an example will be mainly described in which a game is played on the game terminal 10 to simulate the raising of a raising object, which is a game object to be raised. In this example, a material object, which is a game object that is the material for raising, is an idol character with a human-like appearance, and the raising object is a copy of the character. In other words, there may be multiple raising objects for the same character. However, the raising object may be the character itself, which is the material object. The raising object may also be a virtual card or the like corresponding to the character.

[0019] [Game Overview] An overview of the game will be described with reference to Figs. 2 to 5. Fig. 2 is an example of the top screen of the training part. Fig. 3 is an example of a lesson screen when a lesson action is selected. Fig. 4 is an example of a work screen when a work action is selected. Fig. 5 is an example of a route screen that displays a work route.

[0020] The game has a development part in which a development object is developed, and the development part is divided into a plurality of sections. Each section is composed of a plurality of turns, and the last turn has a live part in which the development object performs a live performance. The number of turns included in each section varies depending on the character that is the material of the development object or the ongoing scenario. Furthermore, in each turn, the development object can be made to perform a predetermined action. For example, when the development object performs a job, which is an action to perform a job, as described below, one turn passes. Furthermore, in the development part, an event targeting the development object may occur at an appropriate timing within each turn. Alternatively, the development part does not have to be divided into sections. In this case, the development part can be composed of a plurality of turns. Furthermore, instead of providing a live part in the last turn of each section, a live part may be provided in the last turn of the development part. Furthermore, the live part may be provided separately from the development part.

[0021] Before performing the training part, the user selects one or more event objects as game objects to compose a group of objects (hereinafter, referred to as a deck). The deck is composed of a predetermined number (for example, six) of event objects, and the user must select a predetermined number of event objects. Alternatively, only an upper limit may be set for the number of event objects. In this case, the user can select a desired number of event objects until the upper limit is reached. When the deck is composed, a support event may occur with a predetermined probability in the training part. As an example, the event object corresponds to a character that is a material object. For example, the event object is a virtual card on which a character is drawn. And, the support event that occurs by constructing the deck is linked to the event object. For example, a support event that improves singing ability is linked to the event object of a singer character, and a support event occurs with a predetermined probability in a lesson that improves singing ability. Also, a special effect may occur depending on the combination of event objects included in the deck. As an example, when two event objects corresponding to two specific characters are included in the deck, a support event in which the specific characters appear may occur. In order to distinguish from the selection of inheritance objects described below, in the following description, the selection of event objects is referred to as constructing a deck.

[0022] In addition, the support event affects the development of the development object. That is, in the development part, a support event that is advantageous for increasing a parameter, which will be described later, occurs according to the event object included in the deck. For example, a support event is an event in which a friend helps a development object with a lesson while the development object is in the middle of the lesson. When a support event occurs, an advantageous or disadvantageous effect for development can be obtained. Therefore, the user includes an event object corresponding to a support event that increases a desired parameter in the deck. In other words, the user includes an event object in the deck so that a support event that is in line with the user's development policy occurs. For example, an advantageous effect is an increase in the amount of parameter increase by a lesson, an increase in the parameter of the development object, acquisition of a skill, or a reduction in the amount of consumption elements (for example, skill points, which will be described later) consumed to acquire a skill. On the other hand, an adverse effect is, for example, a decrease in the amount of parameter increase, or a decrease in the parameter of the development object.

[0023] In the training part, the user trains the training object by making it perform various actions. That is, the training object is made to perform various actions in response to the user's instructions, and as a result, parameters, which are ability values ​​linked to the training object, change. The parameters are variables linked to object identification information that uniquely identifies the training object, and change as the game progresses.

[0024] In the example shown in FIG. 2, a character image R10 representing a development object is displayed. An action area R11 showing actions taken by the development object is provided so as to overlap the lower part of the character image R10. This action area R11 displays lessons, work, skill acquisition, going out, going to the hospital, and rest. For example, lessons are actions that increase the parameters of the development object. Furthermore, by taking lessons, consumption elements that are consumed to acquire skills may be acquired. For example, consumption elements include skill points and in-game currency. Furthermore, work is an action that increases the parameters of the development object, or increases the number of fans or ticket sales.

[0025] Skill acquisition is an action that allows the user to acquire skills for advantageously progressing through live parts, the development of a development object, or various events, according to the user's selection. Going out is an action that raises the condition, which is one of the parameters of a development object, from a low stage to a high stage. Going to the hospital is an action that removes a worsening state, which is one of the parameters of a development object, when the condition is in a worsening state. The action of going to the hospital can be selected only when the development object is in a worsening state (for example, injured or ill). Alternatively, the action of going to the hospital may be selectable when the development object is not in a worsening state. Resting is an action that restores physical strength, which is one of the parameters of a development object.

[0026] The actions taken by the development object may be any option that produces effects such as changes in parameters linked to the development object, gaining or losing abilities, obtaining or using items, and changing relationships with other game objects. For example, as other actions, the development object may be able to perform training camps, travel, live performances, interviews, filming, appearances, competitions, auditions, scouting, and going to school.

[0027] In the example of parameters shown in FIG. 2, the parameter area R12 shows singing ability, dancing ability, visuals (for example, a value that increases due to clothing, makeup, hairstyle, etc.), expressiveness, and mental strength. Each parameter is shown by its value and the level that is acquired when the value reaches a predetermined value. For example, the singing ability shown in FIG. 2 has a parameter value of "79" and a parameter level of "G." In addition, skill points, which are parameters used to acquire skills, may be displayed in the parameter area R12.

[0028] As other examples, parameters may include acting ability, musical performance ability, stamina, intelligence, and charm. Note that parameters may be information indicating the degree of size or level of an ability, information indicating the presence or absence of an ability, or information indicating the state of a game object. When indicating the degree of size or level, the parameter value increases or decreases to vary the parameter. When indicating the presence or absence of an ability, the parameter value varies depending on whether a flag is on or off.

[0029] In addition, in the example shown in FIG. 2, a stamina bar R13 indicating a stamina parameter and a condition icon R14 indicating a condition parameter are shown. The stamina is indicated by the proportion of the colored area displayed in the stamina bar R13, and the higher the proportion of the colored area in the stamina bar R13, the higher the stamina parameter. In addition, the condition icon R14 indicates the current condition of the object to be raised by characters displayed on the icon. In the example of FIG. 2, the character "good condition" indicates that the object is in good condition. The condition of this object to be raised is divided into a number of stages. As an example, the degree of condition can be indicated in the order of "bad condition", "bad condition", "average", "good condition", and "excellent condition".

[0030] In addition to the support events, events occur with a predetermined probability in the development part. As an example of such an event, a scenario event occurs according to a predetermined scenario while the development object is acting in the development part. For example, a scenario event progresses a drama depicting the friendship between game objects. A character event related to the development object may also occur. Note that, although multiple events may occur in one turn, there may also be cases where no event occurs.

[0031] Also, before the start of the development part, an inheritance event may occur in which an inheritance element (described later) is inherited from an inheritance object selected by the user. Alternatively, the inheritance event may occur in the middle of the development part. Furthermore, the inheritance event may occur both before the start of the development part and in the middle of the development part.

[0032] Also, the live part functions as a checkpoint for checking the level of training. This live part occurs at the last turn of each section. In the example of FIG. 2, the checkpoint area R16 indicates that the "New Semester Live" performed in the live part is the checkpoint of the current section. For example, the "New Semester Live" is a mini-game in which a live performance sung by a single training object or a unit consisting of multiple game objects including a training object is displayed as a staged video. Also, in the example of FIG. 2, the title area R18 indicates that the training object has the title of being an idol before debut. As an example, this title changes according to an increase in a parameter (for example, the number of fans).

[0033] Then, the success condition of the live can be achieved according to the parameters of the cultivated object. For example, the success condition may be that the singing ability exceeds a predetermined value, or that the number of fans or the number of ticket sales exceeds a predetermined number, or may be that the live itself is held. If the success condition is achieved in the live, the training can be continued, but if the success condition is not achieved, the training ends. Also, the live may have a holding condition. In the example of FIG. 2, the holding condition is shown in the condition area R17 that the number of tickets sold reaches 250. Note that the holding condition may be other conditions, such as that the singing ability exceeds a predetermined value, or that the number of fans or the number of ticket sales exceeds a predetermined number. If the holding condition of the live is achieved, the live part can be progressed, but if the holding condition is not achieved, the training ends.

[0034] As an example, a condition for holding a live concert is to acquire a certain number of fans or ticket sales. The number of fans or ticket sales can increase by performing a job or by the occurrence of an event. Therefore, in order to hold a live concert, the user needs to have the nurturing object perform a job to increase the number of fans or ticket sales.

[0035] Furthermore, the success rate of the live performance increases or decreases depending on the parameters of the training object. Therefore, in order to make the live performance a success, the user needs to increase the parameters by having the training object give lessons in the training part. If the live performance is successful, an advantageous effect occurs in the progress of the game. One example of an advantageous effect is the acquisition of an inheritable title (e.g., the title "Top Idol"). By inheriting this title, the increase in a specified parameter increases.

[0036] In addition, in the case of a work action, the user selects a work, and the development object executes the selected work. A work is an option of an action that the user can select, and constitutes part of a work group that includes multiple jobs. As an example, the work group is a work route made up of multiple jobs. This work route has a structure in which multiple mutually related jobs are set in a predetermined order. A work is an example of a task. Furthermore, the development object executing a work includes such a presentation being made.

[0037] For example, when a training object executes a job that is the starting point of a job route, the next job related to that job becomes executable. Then, by executing a job, the training object grows and the parameters linked to the training object change. The multiple jobs in the job group have a relationship of being stages of work to achieve a target title (for example, top idol). Or, the multiple jobs have a relationship of following a predetermined scenario (for example, the drama leading up to a student's debut as an idol). For example, the jobs are live performances, interviews, filming, appearances, competitions, auditions, etc.

[0038] The training part is composed of a plurality of sections each made up of a plurality of turns, and basically, one turn progresses each time the training object performs an action. The actions that the training object performs include actions that do not consume turns. For example, even if the training object performs an action to acquire a skill, a turn does not pass, and the training object can be made to perform another action. In addition, the action that does not consume turns can be performed before the start of the live in the turn of the live part. The number of turns until the end of this training part is arbitrary, but as an example, it is 72 turns corresponding to 6 years in the game. In the example of FIG. 2, the turn number area R15 indicating the number of turns remaining until the live part displays that the number of remaining turns is 8 turns. Then, in the training part consisting of a plurality of turns, the user trains at least one training object in a period consisting of a plurality of turns. That is, the user causes the training object to perform an action (for example, work) for each turn. Then, a live is performed in the live part of the last turn of each section. Alternatively, the live may be performed only in the last turn of the training part. In addition, the live may be performed after the end of the training part, or in a turn randomly selected during the training part.

[0039] After the training is completed, the training object for which training has been completed can be used as an inheriting object. For example, the user selects an arbitrary character as the next successor training object to be trained. Then, the user selects a training object for which training has been completed before the successor training object as an inheriting object. For example, when an inheriting object is selected, the inheriting element linked to the inheriting object can be inherited by the successor training object.

[0040] For example, the inheritance element may be a job skill corresponding to the job route, or a parameter skill corresponding to a parameter associated with the inheritance object. The inheritance element may also be information that identifies the job route. For example, identification information that uniquely identifies the job skill is information that identifies the job route.

[0041] [Game Flow] As an example, the above-mentioned game progresses as follows. First, the user selects a development object to be developed from among game objects that are development materials. The user also selects an inheritance object having an inheritance element to be inherited by the development object. For example, the user selects two inheritance objects. However, the selectable inheritance objects may be one or three or more. Then, the user selects one or more event objects to construct a deck. For example, the user selects six event objects. However, the selectable event objects may be five or less or seven or more. Depending on the event objects included in the deck, a support event may occur in the development part. Then, each support event may be different from each other, and each has a predetermined effect on the development of the development object.

[0042] When the user composes a deck, the training part starts. In the training part, the user selects one action from among lessons, work, rest, hospital visits, and skill acquisition, and has the training object execute it. Specifically, when the training object becomes bad (for example, when it becomes ill or injured), the user selects the action of hospital visits to eliminate the bad condition. Also, when the training object becomes unwell, the user selects the action of going out to change from poor condition to good or excellent condition. Note that when the training object is in a bad condition or is unwell, the effect of the lesson decreases or the lesson cannot be selected. When the effect of the lesson decreases, the amount of increase in the parameter decreases, the increase in the parameter is limited, or the parameter decreases.

[0043] When the user causes the development object to execute the action selected by the user, one turn progresses. In addition, in the development part, the stamina of the development object increases or decreases. Basically, when a lesson or job is performed, the stamina of the development object decreases. If the stamina is lower than a predetermined value, the probability of injury due to the execution of a lesson increases, the effect of the lesson decreases, or the lesson cannot be selected. Therefore, the user selects the action of resting to recover a predetermined amount of stamina. Note that stamina may be recovered by the occurrence of an event, the use of a skill or item, or the like.

[0044] Furthermore, the user selects a lesson action that will increase the parameter in order to make the live performance a success. In the example of FIG. 2, when the user selects a lesson icon in the action area R11, the lesson screen of FIG. 3 is displayed. In the example of FIG. 3, when the user selects an icon indicating the content of the lesson in the lesson area R21, a confirmation icon R22 is displayed. Then, when the user selects the confirmation icon R22, the lesson is started. As a result, a performance video of the lesson is displayed on the screen, and the parameter of the training object increases or decreases as a result of the lesson. Furthermore, in the lesson area R21, a plurality of lessons that can be executed by the training object are displayed as lesson options that the user can select.

[0045] Furthermore, the variable parameter area R23 displays the values ​​of parameters that vary depending on the selected lesson. In the example of FIG. 3, the variable parameter area R23 shows that singing ability will increase by 9 points, visuals will increase by 4 points, and skill points will increase by 3 points. Furthermore, the lesson content area R24 displays the contents of the selected lesson. In the example of FIG. 3, the lesson content area R24 shows that the lesson for "singing ability" is at level 1. Furthermore, in the example of FIG. 3, the lesson level is also displayed within each icon in the lesson area R21.

[0046] [Work] Furthermore, the user selects a job action to achieve a predetermined holding condition so that the live performance can be held. When the development object performs a job, the number of fans or the number of tickets sold increases. In the example of FIG. 2, when the user selects a job icon in the action area R11, the job screen of FIG. 4 is displayed. In the example of FIG. 4, the user selects an icon showing the content of the job displayed in the list area R31. In this list area R31, a plurality of jobs that can be executed by the development object are displayed as job options that the user can select. Note that, when the job screen is initially displayed, the job displayed at the top of the list area R31 is automatically selected.

[0047] In addition, all jobs that can be performed by the development object are displayed in the list area R31. Alternatively, some of the jobs that can be performed by the development object may not be displayed in the list area R31. Jobs that cannot be performed by the development object are not displayed in the list area R31. As an example, jobs that cannot be performed by the development object are jobs that are not released and are locked, jobs that are released but have not yet met the execution condition of receiving an offer, and jobs that are released but have not yet met the execution condition, such as the passage of a predetermined number of turns. Jobs that occur with a predetermined probability may be displayed in the list area R31.

[0048] In the example of FIG. 4, the list area R31 displays the level and content of the job, and the value of the parameter that changes by performing the job. For example, the content of the job of "TV level 1" is to appear on a variety show. The list area R31 shows that, when this job is performed, the number of fans increases by 94, the skill points increase by 27 points, and the number of tickets sold increases by 53. The name of the selected job is displayed in the job name area R32. In the example of FIG. 4, "appearance on a variety show" is displayed as the name of the job in the list area R31. When the user selects the decision button R33, the job is started. As a result, a video of the job is displayed on the screen, and the parameters of the nurturing object increase or decrease as a result of the job.

[0049] Also, when the user selects the route button R34, the route screen shown in FIG. 5 is displayed. On the route screen, the selected task is displayed with relative emphasis compared to other tasks. In the example of FIG. 5, the icon of the task "TV level 1" is highlighted by being surrounded by a frame in the route area R41. By highlighting in this manner, the user can easily recognize where the selected task is located on the task route. Alternatively, the highlighting may be a display that differs in size, transparency, density, chromaticity, saturation, brightness, shape, hue, or a combination thereof.

[0050] In the example of FIG. 5, the route area R41 displays the work route and the work included in the work route. For example, the work included in the "TV work route" is work from "TV level 1" to "TV level 4." The route name area R42 displays the name of the work route that includes the selected work and its route level. The work route includes multiple jobs classified by type of work (e.g., TV, magazine, or theater) or content (e.g., appearance, live performance, or filming).

[0051] As an example, the jobs include a one-off job, multiple consecutive jobs, audition jobs, and special jobs (described later). When the user touches the decision button R43, a job is selected and executed. When the training object executes a job, one turn is consumed and a set predetermined amount of physical strength is reduced. Note that, basically, a job that has been executed once cannot be executed again in the training part. Exceptionally, there may be jobs that can be executed multiple times.

[0052] For example, a "handshake event" is an example of a job that can be selected first as the starting point of a job route. Then, when the nurturing object performs the "handshake event" job, the "regional handshake event" job is unlocked and can be selected. Furthermore, when the nurturing object performs the "regional handshake event" job, the "national handshake event" job is unlocked and can be selected. Here, the "regional handshake event" and the "national handshake event" are displayed as jobs included in the job route from the beginning.

[0053] In the case of multiple consecutive jobs, when the nurturing object performs each job, one turn is consumed and a set predetermined stamina is decreased. After that, the next job can be selected, but if the job is not performed within the predetermined number of turns, the next job cannot be selected. Alternatively, the next job may be selected after a predetermined number of turns have passed. Note that the result of the job is displayed when the multiple consecutive jobs are completed. Alternatively, the result of each job may be displayed when each job is completed.

[0054] The audition job includes a number of consecutive jobs related to each other. However, the first job is an audition that can be passed or failed based on the parameters of the development object. If the audition is passed, the next job can be selected. If the audition is not performed within a predetermined number of turns, the next job cannot be selected. Alternatively, the next job may be selected after a predetermined number of turns have passed. Note that the results of the job are displayed when the audition job is completed. Alternatively, the results of each job may be displayed when each job is completed. On the other hand, if the audition is failed, the audition job ends. However, if the audition is failed, the first job, the audition, may be selected again.

[0055] For example, an example of an audition job is a "drama audition." A "drama audition" job occurs with a certain probability each turn. When the training object performs the "drama audition" job in the turn it occurs, it can obtain a pass or fail result based on the training object's parameters. When the training object passes the "drama audition" job, the next job, "first recording," becomes unlocked and selectable. In this way, an audition becomes the starting point for multiple successive jobs.

[0056] The work route also has a unique work route linked to each nurturing object. Furthermore, the work route has an inherited work route that can be selected by inheriting an inheritance element from an inheritance object. In addition, the work route may have a special work route that occurs for a limited time or when certain conditions are met. Note that, as a job that is not included in the work route, there is a special job that occurs for a limited time or when certain conditions are met (for example, performing at a live school festival, performing at a Christmas event, or applying for a prize race).

[0057] As an example, the jobs that the user can select are determined at the start of the training part. For example, the jobs that the user can select are jobs included in the unique job route and the inherited job route, and the user can select a job included in either of the job routes. As an example, the unique job route is the "idol route". This "idol route" includes the jobs of "street live", "music program appearance", and "Budokan live". Also, the inherited job route is the "model route". This "model route" includes the jobs of "reader model photography", "exclusive model photography", and "fashion show appearance". In the initial stage, the user selects the first job that is the starting point of the job route. Note that jobs included in the job route may be added or deleted during the training part.

[0058] In the example of FIG. 5, the job route includes a branch, and the user can select different jobs for each development or each development object. Specifically, after performing the job of "TV level 2", the user can select either the job of "TV level 3" or "TV level 4". Alternatively, after selecting one of the branches, the other may be selectable. Even in this case, the user can select different jobs between a route in which only one branch is selected, a route in which only the other branch is selected, and a route in which both branches are selected. However, the job route does not have to include a branch.

[0059] Also, a branch may occur only when a branch occurrence condition is satisfied. For example, the jobs included in the job route include jobs that always occur and jobs that occur when a specified occurrence condition is satisfied. As an example, the specified occurrence condition is winning a lottery that is held every turn, and a job that becomes a branch occurs when the lottery is won. Note that the job that occurs when the lottery is won may occur on the same route as an existing route, in which case no branch occurs. By setting up a job route in this way, the user can visually get a sense of how the development object grows by performing different jobs for each development or each development object.

[0060] Furthermore, when the training part ends, an inheritance element (e.g., the talent of a gravure idol) is linked to the training object based on the performed job. When the training object that has completed training is selected as the inheritance object, the inheritance element can be inherited by the next training object. Furthermore, when the training part ends, a title (e.g., gravure idol) may be linked to the training object based on the performed job. As an example, the training part ends when the last live performance of the training part ends, when the success conditions of the last live performance of each section of the training part are not met, when the user performs an operation to end training, etc. In either case, a talent, etc. according to the state of the training object at the end is linked.

[0061] Also, at least one work route is linked to each development object. Therefore, the user can select a work included in at least one work route regardless of which development object is selected. Alternatively, when a work route can be inherited from an inheritance object, or when a work route linked to an event object included in a deck can be selected, a development object does not need to be linked to a work route when the development object is selected.

[0062] When the training object performs each job, the number of fans and the number of ticket sales, which are parameters, increase. The number of ticket sales reaching a certain value may be a condition for holding a live concert. Furthermore, when the training object performs a job, the parameter such as singing ability increases depending on the content of the job. On the other hand, when the training object performs a job, the parameter such as stamina decreases. Note that the parameter that increases, such as the number of fans, increases greatly if the job is successful and increases slightly if the job is unsuccessful.

[0063] Furthermore, when the nurturing object executes a job, a new job may become executable. In other words, the execution of a job by the nurturing object may be a condition for unlocking another job. The success of a job may be a condition for unlocking another job. Furthermore, the execution or success of one or more jobs may be a condition for unlocking another job route. When a job route is unlocked, the user can select a job included in the unlocked job route.

[0064] As shown in FIG. 5, some of the jobs displayed in the root area R41 have not been released. Specifically, the job "TV level 4" is marked with the word "locked" because it does not meet the release conditions. Therefore, the user cannot select the job "TV level 4". Alternatively, jobs that do not meet the release conditions may not be displayed on the root screen. However, by displaying the jobs included in the job route in an unselectable manner on the root screen, the user can recognize the job that he or she ultimately wants the nurturing object to perform.

[0065] Furthermore, among the jobs displayed in the root area R41, there are jobs that are waiting for an offer. Specifically, the "TV level 3" job is waiting for an offer and cannot be selected, so the icon has the words "waiting for offer" attached to it. Furthermore, among the jobs displayed in the root area R41, there are jobs that cannot be selected if they are not performed within a certain number of turns. Specifically, the "TV level 2" job cannot be selected if it is not performed within X turns. This number of turns is indicated by the number of turns attached to the job's icon.

[0066] Furthermore, in order to acquire skills that will give an advantage in the live part, etc., the user selects an action for skill acquisition. That is, the user touches the "skill acquisition" icon displayed in the action area R11 in Fig. 2. As another example, the effect exerted by the skill may include an effect of making it easier to succeed in an event or job, an effect of varying the parameters of a training object, an effect of increasing the amount of increase in parameters through lessons, etc.

[0067] Furthermore, after a predetermined number of turns have passed, a live part that functions as a checkpoint is performed. Then, as a result of the training, if the success condition is met, training can continue, and if the success condition is not met, training ends. The number of checkpoints can be set appropriately. For example, multiple checkpoints may be provided, and a live part may be performed at the last turn of each section. Then, training ends when the live part of the last checkpoint ends. When training ends, the training object can be used as an inherited object. Furthermore, if a predetermined condition is met, a title (for example, top model) can be acquired. Then, the acquired title is linked to the training object after training has ended.

[0068] By selecting the fostered inheritance object, the fostered object can inherit work talent, which is an example of an inheritance element. For example, when a work talent is inherited, an effect occurs in which an inheritance work route can be selected and a work included therein can be selected. As another effect, the probability of a work occurring increases or decreases, and when a predetermined occurrence condition is met, a special work occurs. As a further effect, a new work may be added to the unique work route of the fostered object.

[0069] For example, assume that the unique job route of the training object is the "idol route". The initial "idol route" includes the jobs of "street live", "music show appearance", and "Budokan live". In this case, when the "model talent" is inherited, the training object is linked to the "model route" as the inherited job route. Then, the training object can perform the jobs included in the inherited job route. For example, the "model route" includes the jobs of "reader model photography", "exclusive model photography", and "fashion show appearance". In addition, in the live of the job selected as the action, unlike the live part, the performance (mini-game) in which the training object sings is not displayed. Alternatively, the performance may also be displayed in the live of the job.

[0070] As another example, by inheriting "idol talent", the route level of the "idol route", which is a unique job route, increases. As the route level increases, new jobs are added to the job route, or new jobs are unlocked to be selectable. In other words, as the route level increases, the number of jobs that can be selected from among the jobs included in the job route increases. For example, as the route level increases, the job of "national tour" is added to the "idol route", or is unlocked.

[0071] [Game System] The game system 100 shown in FIG. 6 provides a game in which each task of a task group including a plurality of tasks is executed to simulate the raising of a raising object, which is a game object to be raised. For example, the task group is a task route in which a plurality of tasks related to each other are set in a predetermined order, and the task route may be branched in a tree diagram. Furthermore, a job route, which is an example of a task route, includes a plurality of jobs, which are an example of a task. Then, by executing a job, a parameter associated with the raising object, which is a game object to be raised, increases or decreases. As shown in FIG. 3, this game system 100 includes a game terminal 10 and a server 30.

[0072] The user selects a job that the training object wants to perform from among the jobs that the training object can perform. The training object then performs the jobs included in the job route, aiming to ultimately obtain a title related to that job route (e.g., idol, actress, model, etc.). Then, by progressing through the jobs on the job route, the user can visually recognize the growth of the training object. Also, as will be described later, different job options are added depending on the selected inheritance object, even when training training objects based on the same character. Therefore, a different growth route can be formed for each training or each training object, allowing for a wide variety of training parts.

[0073] The game terminal 10 has a terminal control unit 11 as an example of a terminal control means, a terminal storage unit 12 as an example of a terminal storage means, a terminal communication unit 13 as an example of a terminal communication means, a terminal operation unit 14 as an example of an operation means, a terminal display unit 15 as an example of a display means, and an audio output unit 16 as an example of an audio output means. As an example, the terminal control unit 11 is configured as a computer and has a processor (not shown). This processor is, for example, a CPU (Central Processing Unit) or an MPU (Micro-Processing Unit). Furthermore, the processor controls the entire game terminal 10 based on the control program and game program stored in the terminal storage unit 12, and also centrally controls various processes.

[0074] The terminal storage unit 12 is a computer-readable non-transitory storage medium. Specifically, the terminal storage unit 12 includes a RAM (Random Access Memory) that is a system work memory for the processor to operate, a ROM (Read Only Memory) that stores programs and system software, and storage devices such as a HDD (Hard Disc Drive) and an SSD (Solid State Drive). In this embodiment, the CPU of the terminal control unit 11 executes various processing operations such as calculations, control, and discrimination according to a control program stored in the ROM or HDD of the terminal storage unit 12. Alternatively, the terminal control unit 11 can also perform control according to a control program stored in a portable recording medium such as a CD (Compact Disc), a DVD (Digital Versatile Disc), a CF (Compact Flash) card, and a USB (Universal Serial Bus) memory, or an external storage medium such as a server on the Internet.

[0075] The terminal storage unit 12 also stores a terminal program PG1, which is an example of a game program, object data 12A, and terminal data 12B. The object data 12A is data related to development objects and inheritance objects, which are game objects to be developed. For example, the object data 12A includes information indicating a character image, parameter values, and object status, which are linked to object identification information that uniquely identifies the object. The terminal data 12B is data necessary for game processing to progress the game, such as game images and game music.

[0076] The terminal program PG1 causes the terminal control unit 11, which is a computer, to function as an object receiving unit 11A, which is an example of an object receiving means, a mode selection unit 11B, which is an example of a mode selection means, and a game progression unit 11C, which is an example of a progression means. In other words, the terminal control unit 11 has each unit as a logical device realized by a combination of hardware and software. Alternatively, the terminal program PG1 can be stored in another computer-readable non-transitory storage medium other than the terminal storage unit 12.

[0077] The terminal operation unit 14 is an input device through which the user inputs game operations. The terminal display unit 15 is a device that displays game images, such as a liquid crystal display or an organic EL display. The audio output unit 16 is an output device that outputs game music, such as a speaker or headphones. In FIG. 3, the terminal operation unit 14 and the terminal display unit 15 are shown separately. However, the terminal operation unit 14 and the terminal display unit 15 may be integrally configured as a touch panel. The terminal operation unit 14 may include a touch pad that is not integral with the terminal display unit 15, a pointing device such as a mouse, a button, a key, a lever, or a stick. The terminal operation unit 14 may be a device that detects a voice uttered by a user or a movement of the user and performs an operation according to the detection result.

[0078] The server 30 includes a server control unit 31, a server storage unit 32, and a server communication unit 33. The server control unit 31 is configured as a computer and has a processor (not shown). This processor is, for example, a CPU or MPU, and controls the entire server 30 based on a program stored in the server storage unit 32, and also controls various processes in a comprehensive manner. Alternatively, the server control unit 31 can perform control according to a program stored in a portable recording medium such as a CD, DVD, CF card, or USB memory, or an external storage medium. In addition, an operation unit (not shown) including a keyboard or various switches for inputting predetermined commands and data is connected to the server control unit 31 via a wired or wireless connection. In addition, a display unit (not shown) for displaying the input state, setting state, measurement results, and various information of the device is connected to the server control unit 31 via a wired or wireless connection.

[0079] The server storage unit 32 is a computer-readable non-transitory storage medium. Specifically, the server storage unit 32 includes storage devices such as a RAM, a ROM, a HDD, and an SSD. The server storage unit 32 also stores server data 32A. The server data 32A includes data such as image data or music data required for the progress of the game, and update data for the terminal program PG1. The server data 32A also includes information on a development object or an inheritance object as an example of user information linked to user identification information that uniquely identifies a user. The server communication unit 33 is a communication module or a communication interface. The server communication unit 33 enables data transmission and reception between the game terminal 10 and the server 30 via the network 50.

[0080] The server storage unit 32 also stores a server program PG2, which is an example of a game program. The server program PG2 causes the server control unit 31, which is a computer, to function as a selection receiving unit 31A, which is an example of a selection receiving means, and a task determination unit 31B, which is an example of a task determination means. That is, the server control unit 31 has each unit as a logical device realized by a combination of hardware and software. Alternatively, the server program PG2 can be stored in another computer-readable non-transitory storage medium other than the server storage unit 32.

[0081] [Selected reception method] The selection receiving unit 31A receives a selection of an inheritance object, which is a game object to which an inheritance element that can be inherited by the development object is linked. The inheritance element is a game element that can be linked to the object identification information of the development object. The inheritance element is also a game element that produces a predetermined effect on the development object by being inherited. The inheritance element is used to determine a job route or a job included in the job route. For example, the inheritance element is a job talent, a skill talent, or a parameter talent. The parameter talent may be linked to information on the amount of variation that varies a predetermined parameter. When this parameter talent is inherited, the parameter of the development object corresponding to the parameter talent varies by the amount of variation specified by the parameter talent.

[0082] As an example, the user selects one desired development object from among a plurality of game objects that are candidates for development and displayed on the terminal display unit 15 of the game terminal 10. The user also selects two desired inheritance objects from among a plurality of inheritance objects displayed on the terminal display unit 15. Then, the object receiving unit 11A of the game terminal 10 receives the development object and inheritance object selected by the user, and transmits the respective object identification information to the server 30. Then, the selection receiving unit 31A receives the selection of the inheritance object and also receives the selection of the development object.

[0083] Each inheritance object is linked with a work talent as an example of an inheritance element. Then, the task determination unit 31B extracts or draws the work talent of the inheritance object selected by the user and inherits it to the development object. That is, the task determination unit 31B links the work talent to be inherited to the object identification information of the development object. Furthermore, the task determination unit 31B includes the linked work talent in the server data 32A for each user and stores it in the server storage unit 32. Furthermore, the task determination unit 31B transmits these pieces of information to the game terminal 10.

[0084] By inheriting work talent, the number of work routes or jobs that the user can select in the training part increases, or new work routes or jobs become available to be selected. Therefore, in addition to or instead of the work of the unique work route as the individuality of each training object, for example, the inherited object that has been trained earlier can inherit work from the senior. This allows the user to feel how the range of work increases due to the relationships between seniors and juniors.

[0085] Furthermore, the selection receiving unit 31A receives a selection of an event object, which is a game object corresponding to the support event. Specifically, the object receiving unit 11A of the game terminal 10 receives the selection of the event object. Furthermore, the object receiving unit 11A transmits object identification information of each event object to the server 30. Then, the selection receiving unit 31A receives the selection of the event object from the game terminal 10. Note that the support event is an event that affects the raising of the raising object, and occurs with a predetermined probability in the raising part. The occurrence of this support event may be determined by selecting an event object.

[0086] Moreover, the event object is, for example, a virtual card including an image of a character. Alternatively, the event object may be another game object such as a character or an item. As an example, the user selects six desired event objects from among the multiple event objects displayed on the terminal display unit 15 to construct a deck. Then, the object receiving unit 11A of the game terminal 10 receives the event objects selected by the user and transmits the respective object identification information to the server 30. Then, the selection receiving unit 31A receives the selection of the event objects.

[0087] A support event is linked to each event object. Then, the task determination unit 31B links the support event corresponding to the event object selected by the user to the object identification information of the development object. That is, the task determination unit 31B links the event identification information that uniquely identifies the support event to the object identification information. Furthermore, the task determination unit 31B transmits these pieces of information to the game terminal 10 at the start of the development part. Then, the game progression unit 11C of the game terminal 10 performs a lottery, for example, at the start of each turn of the development part, and generates a support event according to the lottery result. Note that the timing of this lottery is not limited to the start of each turn, and the lottery may be performed at any appropriate timing.

[0088] The server control unit 31 executes a part of the process of the game progress. For example, the server control unit 31 executes a process such as a lottery performed to acquire a game object during the game. The server control unit 31 also manages information on the game objects included in the server data 32A. For example, a training object can be selected as an inherited object when a training end condition is satisfied. Therefore, the server control unit 31 includes the training object whose training has been completed as an inherited object in the server data 32A and stores it in the server storage unit 32.

[0089] For example, the condition for ending the development of a development object is the end of the live part as the final checkpoint. When saving a development object whose development has been completed as an inherited object, the server control unit 31 draws parameters and job talents to be inherited elements from the parameters and job execution history of the development object whose development has been completed. Then, the server control unit 31 associates the parameters and job talents as the result of the drawing with the object identification information of the inherited object and stores them in the server storage unit 32. This inherited object may be available to the user in other games (for example, live mini-games unrelated to the development part).

[0090] In addition, the unique job route of the training object may include a job or job route that cannot be inherited by other training objects after training is completed. When training an object to which a fixed job that is a job that cannot be inherited or a fixed job route that includes a job route that cannot be inherited is linked, the fixed job or the job included in the fixed job route can be performed. On the other hand, when saving as an inherited object after the end of the training part, the fixed job, the fixed job route, or the job talent that generates the fixed job route are not inherited elements. Therefore, these are not inherited to the next training object. This makes it possible to provide jobs that can only be performed by training objects that use a specific character as material.

[0091] [Task determination method] When the selection of the inheritance object is accepted, the task determination unit 31B determines a task executable by the training object from among the inheritance tasks corresponding to the inheritance elements linked to the selected inheritance object. The task determination unit 31B also determines a task group including the task and an inheritance task group including the inheritance task, thereby determining the task executable by the training object. For example, the task determination unit 31B extracts or draws a work talent linked to the selected inheritance object and has the work talent inherited by the training object. And, the work talent is linked to the inheritance task route, which is an example of the inheritance task group.

[0092] Therefore, the task determination unit 31B can determine an inherited task route, which is a group of inherited tasks, based on the job talent. As a result, the task determination unit 31B determines, as inherited tasks, a plurality of tasks included in the inherited task route corresponding to the job talent, which is the inherited element, and determines, from among them, a task that is the starting point of the inherited task route as an inherited task that can be executed by the training object. Then, the task determination unit 31B associates route identification information that uniquely identifies the determined task route with the object identification information of the training object and stores it in the server storage unit 32.

[0093] The route identification information of the work route linked to the training object is transmitted to the game terminal 10. Then, the game progression unit 11C presents the work included in the work route as an option to the user. Alternatively, the task determination unit 31B may determine a single work as an executable work from among a plurality of works set corresponding to the work talents. The task determination unit 31B determines a plurality of single works, which results in the construction of a work route. In addition, the work route determined by the task determination unit 31B includes a linear route, a route including a branch, and a route generated from a branch point. Note that the inheritance of the work talent is performed when the selection of the inheritance object is accepted and the training part is started. Alternatively, the task determination unit 31B may perform the inheritance of the work talent in the middle of the training part.

[0094] Furthermore, each character, which is a material object, is linked to one or more (e.g., three) types of unique work routes. When multiple unique work routes are linked, the combination of multiple unique work routes linked to a character may be different for each character. When a single unique work route is linked, the unique work route linked to a character may be different for each character. Alternatively, a common combination of unique work routes may be linked to multiple characters, or a common unique work route may be linked to multiple characters. Then, at the start of the training part or during the training part, the task determination unit 31B may further determine a new work route other than the unique work route and link it to the training object.

[0095] In addition, a predetermined effect may occur depending on the combination of the unique job route linked to the nurturing object and the job talent inherited from the inheritance object. For example, when the unique job route linked to the nurturing object matches the type of the inherited job talent, the unique job route is changed to add a new job, or a new job is released to be selectable. As an example, when an "idol route", which is a type of job route, is linked as a unique job route, "idol talent" may be inherited as a job talent. In this case, since the unique job route matches the type of the inherited job talent, a new job is added to the "idol route", or a new job is released to be selectable.

[0096] Such changes to the unique job route are processed by the task determination unit 31B according to changes in the route level of the job route. For example, the task determination unit 31B extracts the job talents of all selected inherited characters to calculate the route level. Then, the task determination unit 31B adds up the talent levels of the same type of job to calculate the total level. The talent level may be the route level of the job route at the end of training, or may be determined based on the route level.

[0097] The job talent associated with the inheritance object may correspond to the job route that the inheritance object performed in the training part. This allows the next training object to perform the job that the previously trained training object performed in the training process. Therefore, the user can experience the fun of training the next training object that will be the successor of the previously trained training object and training the successor. For example, an idol talent is associated with an inheritance object that performed the job of an idol route. In addition, the level of the associated job talent is determined by a predetermined probability. For example, the probability of association is 30% for level 1 of job talent, 40% for level 2, and 10% for level 3. And the probability of not being associated with the job talent is 20%. In addition, this probability may increase or decrease depending on the number of jobs performed in the training part.

[0098] As an example, if the inheritance object has the model's talents at levels 3, 2, 2, and 1, the total value of the model's talent levels is 8. Furthermore, the task determination unit 31B extracts the route level of the work route of the material object and adds it to the total value of the levels. For example, if the route level of the material object is level 3, 11 is calculated as the result of the addition. Then, this calculation result becomes the route level of the work route of the development object selected from the material object. In the above example, the work route becomes a route level of 11. Note that the method of inheriting the work route is not limited to the method using the route level described above, and a method using other values ​​may be used. Also, the value used is not limited to the sum value, and a predetermined value such as the maximum value may be used.

[0099] On the other hand, if the unique job route linked to the training object does not match the type of the inherited job talent, a new job route corresponding to the inherited job talent is linked to the training object as an inherited job route. As an example, when an "idol route" is linked as a unique job route, "model talent" may be inherited as a job talent. In this case, a "model route" which is a new inherited job route is linked to the training object. Note that an upper limit of the inherited routes that can be added may be set, or there may be an additional restriction on the inherited routes. For example, the additional restriction may be that the training object is a specific character's training object. In other words, an inherited route that is not added is set to the training object.

[0100] Furthermore, when a task is executed, the task determination unit 31B may further determine, as a task group, other task groups linked to the executed task. For example, a predetermined task is linked to a task route. As an example, a job of a live performance at the Budokan is linked to a job route of a singer. Then, in the training part, when the training object executes the job of a live performance at the Budokan, the task determination unit 31B determines the job route of the singer and links it to the training object. This allows the training object to execute a new job derived from the executed job. In the real world, a job derived from a job that has been experienced may also occur, and the user can cause the training object to experience such a chain of jobs.

[0101] Furthermore, when a support event occurs with respect to a training object, the task determination unit 31B may further determine a subtask group, which is a set of tasks to be added and is linked to the support event, as a task group. For example, a talent for work is linked to an event object constituting a deck. As an example, when an event object linked to a model's talent is included in a deck, a support event in which the event object appears may occur in the training part.

[0102] When this support event occurs, the task determination unit 31B links the model's talent to the development object. Then, the task determination unit 31B determines a model's work route corresponding to the model's talent and links it to the development object as a subtask group. That is, the task determination unit 31B links the route identification information of the model's work route to the object identification information of the development object, and stores it in the server storage unit 32. This makes it possible to cause the development object to execute a new task based on the support event. When a support event occurs, the game terminal 10 transmits event identification information of the support event that has occurred to the server 30.

[0103] The linking of the subtask group may overlap with the linking of the inherited task group. For example, the same type of work route may be linked to the development object. Furthermore, the task determination unit 31B may link the subtask group regardless of the occurrence of a support event. Specifically, the task determination unit 31B may further determine the subtask group linked to the event object as a task group. For example, when the user selects an event object, the task determination unit 31B links the work route corresponding to the event object to the development object as a subtask group. This allows the development object to execute a new task based on the event object.

[0104] In this way, by inheriting work talent, different work options can be provided for each training or each training object. By having the training object perform various types of work, the user can visually sense how the training object steps up. For example, the user can select various work routes, such as a work route to eventually become a gravure idol who will eventually release a photo book. The user can set a goal for the training object that the user wants to eventually perform. Also, the user can enjoy selecting what kind of work the training object will perform and what kind of work it will ultimately perform in order to achieve the training goal.

[0105] The inheritance element that the development object inherits may be the talent of the job itself. For example, a talent for live performance or a talent for television appearance may be inherited by the development object as an inheritance element. In this case, the task determination unit 31B determines a single job as an executable job from among a plurality of jobs set corresponding to the talent to be inherited. Then, when the task determination unit 31B determines a plurality of jobs, a job route is formed as a result.

[0106] In addition, the task determination unit 31B may determine a single job regardless of the parameters linked to the development object. For example, when a development object having model talent inherits live talent, the task determination unit 31B determines a live job that does not exist in the model route. Then, the determined live job is presented to the user so that it can be selected.

[0107] [Task decision flow] The flow of task determination will be described with reference to Fig. 7. When starting the training part, the user selects a training object from among multiple game objects that are candidates for training and displayed on the terminal display unit 15 of the game terminal 10. Furthermore, the user selects an inheriting object from among multiple inheriting objects displayed on the terminal display unit 15. Then, the selection receiving unit 31A of the server 30 receives the selection of the training object transmitted from the game terminal 10 (S101), and also receives the selection of the inheriting object (S102).

[0108] Then, the task determination unit 31B extracts a work talent as an inheritance element linked to the selected inheritance object (S103), and inherits it to the development object. Here, if the type of unique work route linked to the development object corresponds to the type of inherited work talent (YES in S104), the task determination unit 31B changes the route level of the unique work route to determine a work as a starting task (S105). Then, the task determination unit 31B links the route identification information of the determined work route to the object identification information of the development object and stores it in the server storage unit 32 (S106). Furthermore, the task determination unit 31B transmits these pieces of information to the game terminal 10. Then, the game progression unit 11C of the game terminal 10 includes these pieces of information in the object data 12A and stores them in the terminal storage unit 12. After that, the game progression unit 11C simulates the development of the development object.

[0109] On the other hand, if the type of unique job route linked to the development object does not correspond to the type of talent of the inherited job (NO in S104), the task determination unit 31B adds an inherited job route and determines a job as the starting task (S107). Then, the task determination unit 31B links the route identification information of the determined job route to the object identification information of the development object and stores it in the server storage unit 32 (S106). Furthermore, the task determination unit 31B transmits this information to the game terminal 10. Then, the game progression unit 11C includes this information in object data 12A and stores it in the terminal storage unit 12. After that, the game progression unit 11C simulates the development of the development object.

[0110] [Object reception method] Returning to FIG. 6, the object receiving unit 11A of the game terminal 10 will be described. The object receiving unit 11A receives a selection of an event object linked to a support event, which is an example of an event that varies a parameter indicating a state of a development object. For example, a user selects six event objects from among a plurality of event objects displayed on the terminal display unit 15. Then, the object receiving unit 11A receives the selection of the event objects and transmits object identification information of each event object to the server 30. As an example, the event object is a virtual card including an image of a character.

[0111] Further, the event object is linked to a support event that changes a parameter indicating the state of the development object. For example, a support event occurs when a deck including a selected event object is constructed. As an example, the game progression unit 11C performs a lottery at the start of each turn in the development part and generates a support event according to the lottery result. As a result, the support event that occurs in the development part differs depending on the selected event object, and affects the development of the development object. Then, the user can indicate a development policy for the game object by the event object. Note that a support event linked to an event object not included in the deck may occur in the development part.

[0112] [Mode selection means] The training part is turn-based, and the user can select an action (e.g., a lesson) for each turn. Also, in the training part, support events corresponding to event objects included in the deck occur with a certain probability. As a result, parameters linked to the training object increase or decrease. Also, in each turn, the user can select a job included in a job route and have the training object perform it. Note that the user can also alternate between jobs included in multiple job routes.

[0113] In this way, in a training game in which the user causes the training object to execute an action selected by the user and changes the parameters, the user selects an action for each turn. Then, the series of processes in which the training object executes the action and the performance is displayed is repeated multiple times. Since this repeated process takes a certain amount of time, it takes a long time to complete the training part.

[0114] Therefore, the training part of the game provided by the game system 100 is provided with an automatic progression mode and a manual progression mode. In the automatic progression mode, the action performed by the training object progresses automatically. In the manual progression mode, the action performed by the training object progresses according to the user's operation. The mode selection unit 11B selects either the automatic progression mode or the manual progression mode according to the user's operation. Note that the amount of change in parameters based on the execution of an action or the like may differ between the automatic progression mode and the manual progression mode.

[0115] For example, the top screen of the training part shown in FIG. 2 and the lesson screen shown in FIG. 3 are provided with an automatic progress button R19 for selecting the automatic progress mode. Each time the user touches the automatic progress button R19, the mode selection unit 11B switches between the automatic progress mode and the manual progress mode. The mode selection unit 11B may select the automatic progress mode only while the user is touching the automatic progress button R19. In this case, the mode selection unit 11B selects the manual progress mode when the user releases his / her finger from the automatic progress button R19. The automatic progress button R19 may be provided on a screen before the start of the training part. When the user touches the automatic progress button R19 before the start of the training part, the mode selection unit 11B selects the automatic progress mode. In this case, when the automatic mode is selected, training may end without transitioning to the top screen of the training part.

[0116] Furthermore, in the automatic progression mode, at least one action is automatically selected. In the automatic progression mode, only the result of the action (e.g., a parameter after an increase or decrease) is displayed, and the display of the effects is skipped. This allows the user to develop the development object in a short period of time. Alternatively, in the automatic progression mode, the selected action and its effects may progress automatically. In this case, the effects may be displayed at high speed. Hereinafter, the progression of the development part in the automatic progression mode according to these aspects may be simply referred to as automatic progression.

[0117] [Progress method] Game progression unit 11C, which is an example of a progression means, simulates the raising of a game object. In addition, in the automatic progression mode, game progression unit 11C automatically selects and progresses an action to be performed by the raising object. In the manual progression mode, the action to be performed by the raising object progresses in response to a user's operation. Furthermore, in the automatic progression mode, game progression unit 11C progresses the action and varies parameters, and automatically determines an action that corresponds to the selected event object. This makes it possible to reduce the time and effort required to raise a game object.

[0118] For example, when the mode selection unit 11B selects the manual progression mode, the game progression unit 11C accepts the action selected by the user. Then, when the user selects the Confirm icon R22 (Figure 3), the game progression unit 11C progresses the lesson and increases or decreases the parameters linked to the development object. The game progression unit 11C also causes the terminal display unit 15 to display a video or image of the effects corresponding to the selected lesson. Furthermore, when the user selects the Confirm button R33 (Figure 4), the game progression unit 11C progresses the job and increases or decreases the parameters linked to the development object. The game progression unit 11C also causes the terminal display unit 15 to display a video or image of the effects corresponding to the selected job.

[0119] On the other hand, when mode selection unit 11B selects the automatic progression mode, game progression unit 11C automatically selects at least one action to be performed by the training object from among actions that the user can manually select. Then, game progression unit 11C automatically progresses the selected action to increase or decrease a parameter linked to the training object. At this time, game progression unit 11C may repeat the action selection and automatic progression until all turns in the training part are completed. Alternatively, game progression unit 11C may repeat the action selection and automatic progression for a predetermined number of turns until a checkpoint is reached.

[0120] For example, in automatic progression mode, game progression unit 11C may automatically progress the actions by automatically executing a plurality of determined actions. As an example, game progression unit 11C automatically progresses the execution of the selected action and the processing of its effects. Then, game progression unit 11C displays the effects associated with the action faster than in manual progression mode. This ends the training part and automatically completes the training of the training object. Alternatively, game progression unit 11C may display the effects slower than in manual progression mode, or at the same speed as in manual progression mode. In addition, the user may be able to select the display speed of the effects.

[0121] Furthermore, in the automatic progression mode, the game progression unit 11C may automatically progress the actions by automatically acquiring the parameter variation results due to the multiple determined actions. That is, only the parameter values ​​that have been varied by the actions or the amount of parameter variation are presented to the user, and the display of the effects is skipped. As an example, the game progression unit 11C automatically progresses the execution of the selected action and the processing of its effects in each turn. At this time, the game progression unit 11C omits the display of the effects. Then, the game progression unit 11C automatically acquires the variation results (for example, the value of the varied parameter or the amount of parameter variation) and presents them to the user as the parameters of the training object or the amount of parameter variation. This makes it possible to reduce the time and effort required to train the training object. Alternatively, the game progression unit 11C may calculate only the increase or decrease in the parameter without performing the processing of the effects. Furthermore, the game progression unit 11C may not present the variation results to the user.

[0122] When omitting the display of effects, the game progression unit 11C may execute the processing of each action collectively. That is, instead of calculating the parameter variation due to the execution result of each action, the game progression unit 11C may calculate the parameter variation due to the execution result of all actions collectively. This can reduce the processing load on the game terminal 10.

[0123] When the actions are processed collectively, the game progression unit 11C may calculate the amount of change in the parameters by the following simplified process. First, the game progression unit 11C calculates the average number of visits to the hospital and the average number of going out in advance by referring to the development history for each user. Note that the development history is included in the terminal data 12B, for example, and is stored in the terminal storage unit 12. Alternatively, the average number of visits to the hospital and the average number of going out may be set in advance. Next, the game progression unit 11C calculates the number of turns consumed by performing the visit to the hospital based on the average number of visits calculated in advance. Here, on the premise that the bad state is always resolved by visiting the hospital, the average number of times the bad state occurs becomes the average number of visits to the hospital. Furthermore, the game progression unit 11C calculates the number of turns consumed by performing the go out based on the average number of visits calculated in advance. Furthermore, the game progression unit 11C calculates a parameter (for example, the number of tickets sold) required to satisfy the holding conditions for each live show. Then, the game progression unit 11C calculates the number of turns consumed by performing the work required to reach the parameter.

[0124] Then, the game progression unit 11C adds up these numbers of consumed turns and subtracts it from the total number of turns. As a result, the game progression unit 11C calculates the number of turns consumed by executing lessons as the provisional number of lessons. For example, if the total number of turns is 72 turns and the total number of consumed turns is 30 turns, the provisional number of lessons is 42. Furthermore, the game progression unit 11C calculates the number of turns consumed by executing breaks as the number of breaks. As an example, the game progression unit 11C calculates the number of breaks assuming that one break is taken for every three provisional lessons. Then, the game progression unit 11C calculates the actual number of lessons by subtracting the number of breaks from the provisional number of lessons. For example, if the provisional number of lessons is 42, the number of breaks will be 10, and the actual number of lessons will be 32. Note that the game progression unit 11C may calculate the total consumed stamina by multiplying the provisional number of lessons by the average consumed stamina. In this case, the game progression unit 11C calculates the number of rests by dividing the total consumed stamina by the average restored stamina corresponding to the stamina when one rest is taken (for example, six-tenths of the upper limit).

[0125] Then, the game progression unit 11C calculates the ratio of the types of parameters linked to the event objects included in the deck. For example, the game progression unit 11C calculates the respective ratios for singing ability, dancing ability, visuals, expressiveness, and mental strength. Here, the game is provided with lessons corresponding to the types of each parameter. Then, the game progression unit 11C calculates the number of individual lessons for each parameter according to the calculated ratio. For example, assume that the number of event objects is two for singing ability, two for dancing ability, and two for visuals. In this case, the ratio of each type of parameter to the total number of event objects, which is six, is two-sixths. Therefore, the game progression unit 11C allocates the actual number of lessons, 32, to each type of parameter, and calculates the number of individual lessons for singing ability to be 11, the number of individual lessons for dancing ability to be 11, and the number of individual lessons for visuals to be 10. Note that, if the number is not divisible, the game progression unit 11C may randomly allocate to each lesson. Furthermore, if there is a type of parameter that is not linked to an event object, an appropriate number of individual lessons may be assigned to the type of parameter that is not linked.

[0126] Furthermore, the game progression unit 11C calculates the amount of variation of each parameter per lesson. As an example, the game progression unit 11C provisionally executes the processing of the lesson and adopts the result as the amount of variation per lesson. Then, the game progression unit 11C multiplies the amount of variation by the number of individual lessons corresponding to each type of parameter to calculate the total amount of variation of the parameters. Alternatively, the game progression unit 11C may calculate the average amount of variation of each parameter per lesson. Note that the game progression unit 11C may use an approximate value instead of the average amount of variation. Furthermore, the game progression unit 11C may correct the calculated amount of variation by referring to an event object.

[0127] Furthermore, game progression unit 11C calculates the total amount of parameter variation due to work, based on the number of turns consumed in performing the work. Game progression unit 11C also calculates the total amount of parameter variation due to performing a live show. Game progression unit 11C also performs a lottery the number of turns to extract events that will occur in the training part. Then, game progression unit 11C calculates the total amount of parameter variation due to the events that have occurred.

[0128] Finally, the game progression unit 11C calculates the final change amount of the parameter based on the total change amount of each calculated parameter. Then, based on the final change amount of the parameter, the game progression unit 11C calculates the value of the parameter after training as a change result and links it to the training object. After that, the game progression unit 11C displays the change result on the terminal display unit 15, and also includes it in object data 12A and stores it in the terminal memory unit 12. Note that the skill acquisition action may be manually performed by the user after training is completed. The game progression unit 11C may automatically execute the skill acquisition action by consuming skill points.

[0129] Furthermore, the game progression unit 11C changes the parameters of the development object in accordance with the progress of the game. For example, when a lesson to improve singing ability is conducted in the development part, the game progression unit 11C improves the singing ability of the development object and decreases the physical strength of the development object. Then, the game progression unit 11C links the increased or decreased parameters to the object identification information of the development object, includes it in object data 12A, and stores it in the device storage unit 12. Furthermore, the game progression unit 11C transmits the data of the development object to the server 30 at a predetermined timing.

[0130] Furthermore, in the automatic progression mode, the game progression unit 11C may select an action according to a training policy and automatically progress the training. Specifically, the user can indicate the training policy by an event object to be included in the deck. For example, the parameters of the training object vary depending on a support event or the like that occurs due to the selected event object. Therefore, the user selects an event object that is suitable for the parameters that the user wants to vary in accordance with the user's training policy. This allows the user to guess the parameters that the user wants to vary based on the event object.

[0131] Therefore, in the automatic progression mode, the game progression unit 11C automatically selects a lesson in which a parameter influenced by an event object varies. As an example, each event object is linked to the type of parameter that mainly varies. Then, the game progression unit 11C selects an action (e.g., a lesson) that increases the type of the parameter. This allows the game progression unit 11C to reflect the user's training policy in the automatic progression. Note that the deck may be automatically constructed. Even in this case, the user can check the contents of the deck and indicate his or her own training policy. Also, the event object referenced by the game progression unit 11C may be one or multiple.

[0132] As another example of automatic progression, the game progression unit 11C may perform automatic progression in the manner shown below until all turns (e.g., 72 turns) have passed, regardless of which event object has been selected. First, the user selects six event objects to construct a deck. Then, the object receiving unit 11A receives the event object selected by the user. After that, the game progression unit 11C refers to the parameters of the development object, selects a predetermined action, and automatically executes it.

[0133] Specifically, if the development object is in a bad condition (e.g., injured or ill), the game progression unit 11C selects and executes the action of going to the hospital. However, if the development object has become in a bad condition due to an event and the bad condition is not resolved by going to the hospital, the game progression unit 11C does not select the action of going to the hospital. Also, if the development object's condition is "in poor condition" or "poor condition", the game progression unit 11C selects and executes the action of going out. Furthermore, if the stamina parameter is low (e.g., if it is below four-tenths of the upper limit of stamina), the game progression unit 11C selects and executes the action of taking a rest.

[0134] Furthermore, if the conditions for holding a live performance (for example, ticket sales reaching a predetermined value) are not met, the game progression unit 11C selects and executes a work action. At this time, the game progression unit 11C selects and executes jobs included in the unique work route of the nurturing object in the order in which the jobs are lined up. Furthermore, if there are multiple unique work routes, the game progression unit 11C selects the work routes in the order in which they are lined up. Furthermore, if there are no selectable jobs, the game progression unit 11C selects and executes a lesson action.

[0135] Alternatively, the game progression unit 11C may select a job in a job route with the highest route level. Or, the game progression unit 11C may select a job in a job route that will result in the highest talent level of the job of the nurturing object. Furthermore, the game progression unit 11C may select a job in a job route that is linked to a character corresponding to an event object.

[0136] Furthermore, when the conditions for holding a live show are met, the game progression unit 11C selects and executes a lesson action. As an example, the game progression unit 11C calculates the ratio of types of parameters linked to event objects included in the deck. For example, the game progression unit 11C calculates the respective ratios for singing ability, dancing ability, visual appearance, expressiveness, and mental strength. Then, the game progression unit 11C selects and executes the number of lessons according to the calculated ratios.

[0137] As an example, suppose the number of event objects is one for singing ability, two for dancing ability, one for visuals, one for expressiveness, and one for mental strength. In this case, the game progression unit 11C selects and executes one lesson for singing ability, two lessons for dancing ability, one lesson for visuals, one lesson for expressiveness, and one lesson for mental strength. The game progression unit 11C then executes these multiple lessons repeatedly as a set, and when the set is finished, executes from the first lesson.

[0138] However, depending on the type of parameter linked to the event object, the game progression unit 11C may not reflect it in the selection of a lesson. For example, if a parameter such as condition or stamina is linked, the game progression unit 11C does not reflect it in the selection of a lesson. As an example, assume that the number of event objects is two for visuals, one for expressiveness, two for mental strength, and one for condition. In this case, the game progression unit 11C ignores the condition parameter and selects and executes two visual lessons, one expressiveness lesson, and two mental strength lessons. Note that an option may be selected when an event occurs during a turn, etc. In this case, the game progression unit 11C randomly selects an option or selects the first option.

[0139] Also, in the automatic progression mode, game progression unit 11C may automatically progress only a part of the training part. For example, game progression unit 11C may automatically progress only the selection and execution of options for work or lessons. Furthermore, game progression unit 11C may automatically progress only the selection and execution of options for lines that appear in events.

[0140] Furthermore, the selection of an action by the game progression unit 11C may be performed using AI (Artificial Intelligence) created by machine learning. For example, the game progression unit 11C determines the content of a lesson according to the type of parameter linked to an event object. Then, the number of lessons, the order, and the timing of selection and execution of other actions are automatically performed at the optimal timing using AI. A predetermined control routine is implemented in the AI, and the optimal action is analyzed by learning using big data to derive a predetermined procedure. Then, the procedure is reflected in the automatic progression by the game progression unit 11C.

[0141] Furthermore, in the automatic progression mode, the game progression unit 11C may automatically determine an action based on a training policy input by the user. This allows the training policy input by the user to be reflected in the automatic progression. This input training policy may be specific content or may simply specify a type of lesson. Alternatively, the training policy by the user may be a policy of selecting and executing an action set by the user up to a predetermined number of turns, and selecting and executing another action set by the user after the predetermined number of turns has been reached.

[0142] Furthermore, the user's training policy may be a policy of selecting and executing a lesson that increases a set parameter until the set parameter reaches a predetermined value, and after the predetermined value is reached, selecting and executing another lesson set by the user. Note that the user's training policy may be indicated using an event object, or may be indicated by a method other than an event object. Furthermore, in the automatic progression mode, game progression unit 11C may execute automatic progression so that a predetermined parameter fluctuates by a predetermined amount. For example, game progression unit 11C may execute automatic progression so that all parameters are doubled.

[0143] Furthermore, the game progression unit 11C ends the automatic progression when the training part ends and the trained training object is saved as an inherited object, and presents the result of the change to the user. Alternatively, the game progression unit 11C may end the automatic progression when all turns in the training part end. At this time, actions such as lessons and work cannot be performed, but skill acquisition actions can be performed. Therefore, the user can cause the training object to acquire the desired skill.

[0144] Furthermore, in the automatic progression mode, the game progression unit 11C may interrupt the automatic progression at any timing in response to a user operation. For example, the user touches the automatic progression button R19 in the middle of the automatic progression. Then, the game progression unit 11C interrupts the automatic progression, and the mode selection unit 11B selects the manual progression mode. This allows the user to play the training part manually. Thereafter, the mode selection unit 11B may reselect the automatic progression mode in response to a user operation. In this case, the game progression unit 11C executes the automatic progression again.

[0145] Furthermore, in the automatic progression mode, the game progression unit 11C may interrupt the automatic progression at a predetermined timing. For example, the predetermined timing may be when an event occurs during a turn, when a line option is selected, when a live performance occurs, etc. Alternatively, the game progression unit 11C may interrupt the automatic progression when a predetermined number of turns (for example, 10 turns) have elapsed.

[0146] Furthermore, in the automatic progression mode, the game progression unit 11C determines the occurrence of a support event, which is an example of an event corresponding to each event object, and automatically progresses the support event. This allows the support event corresponding to each event object to be automatically progressed. As an example, the user can select to some extent the support event to be generated depending on the event object to be included in the deck.

[0147] Furthermore, in the automatic progression mode, the game progression unit 11C automatically progresses other events different from the support event corresponding to the event object. As an example, the other events that progress automatically are events that occur in the middle of a turn (e.g., a scenario event), etc. This allows the other events different from the support event corresponding to the event object to progress automatically. Furthermore, in the automatic progression mode, the game progression unit 11C automatically progresses a live performance in a live part.

[0148] Furthermore, the influence of automatic progression may only affect a part of the training. For example, in automatic progression mode, the game progression unit 11C may reflect only a part of the results that should be obtained in manual progression mode in the variation of parameters. As an example, the result of automatic progression may be reflected only in the variation of skill points, the variation of route level, or the variation of the level of work talent. This allows the time and effort required for training to be reduced when the user wishes to reflect only a part of the training.

[0149] [Audio output control means] The game progression unit 11C, which is an example of an audio output control means, causes the audio output unit 16, which is an example of an audio output means, to output audio based on output sound data such as game music. As an example, the audio output unit 16 is a speaker, and is configured integrally with the game terminal 10. Alternatively, the audio output unit 16 may be separate from the game terminal 10 and connected to the game terminal 10 by wire or wirelessly. Furthermore, the audio output unit 16 may be configured integrally with a display device that is separate from the game terminal 10.

[0150] [Automatic progress flow] An example of the automatic progression flow will be described with reference to Fig. 8. When starting the development part, the user selects a predetermined number (e.g., six) of event objects from among the multiple event objects displayed on the terminal display unit 15 of the game terminal 10 to construct a deck. Then, the object receiving unit 11A receives the selection of the event objects (S201). After that, when the user touches the automatic progression button R19 in the development part (YES in S202), the mode selection unit 11B selects the automatic progression mode.

[0151] Then, the game progression unit 11C executes automatic progression in automatic progression mode (S203). Thereafter, when the training is completed (YES in S204), the game progression unit 11C stores information about the training object in the device storage unit 12 so that it can be selected as an inherited object. On the other hand, if the training is not completed (NO in S204), the game progression unit 11C continues the training simulation.

[0152] Furthermore, if the user does not touch the automatic progress button R19 during the training part (NO in S202), the mode selection unit 11B selects the manual progress mode. Then, in the manual progress mode, the game progression unit 11C accepts the selection of actions to be performed by the training object in response to the user's operation and proceeds (S205). Thereafter, when training ends (YES in S204), the game progression unit 11C stores information about the training object in the device storage unit 12 so that it can be selected as an inherited object. On the other hand, if training has not ended (NO in S204), the game progression unit 11C continues the training simulation.

[0153] The inheritance of inheritable elements in the game system 100 described above can provide diversity to the policies for raising the raising object. Furthermore, the automatic progression in the game system 100 described above can reduce the time and effort required to raise the game object.

[0154] Although the present invention has been described above with reference to each embodiment, the present invention is not limited to the above embodiment. Inventions modified without violating the present invention and inventions equivalent to the present invention are also included in the present invention. In addition, each embodiment and each modified form, and technical means included in each embodiment or each modified form can be appropriately combined without violating the present invention.

[0155] For example, each functional unit can be provided in either the server 30 or the game terminal 10. As an example, the selection receiving unit 31A and the task determining unit 31B may be provided in the game terminal 10. Also, a progression unit as a progression means, an object receiving unit 11A, and a mode selecting unit 11B may be provided in the server 30. Furthermore, the server control unit 31 and the terminal control unit 11 may cooperate to function as a computer. By providing the functional units in the server 30, safety can be improved. On the other hand, by providing some of the functional units in the game terminal 10, the load on the server 30 can be reduced. The multiple functional units may be provided completely separately, or some of the functions may be separated and function as functional units. For example, the game terminal 10 may perform the inheritance process, and the server 30 may check the result of the inheritance.

[0156] Various aspects derived from the above-described embodiments and modifications will be described below. In order to facilitate understanding of each aspect, reference symbols shown in the accompanying drawings will be used. However, the reference symbols are not intended to limit the present invention to the illustrated forms.

[0157] (Appendix 1) A game system 100 that provides a game that simulates the raising of a raising object, which is a game object to be raised, comprising: an object receiving means for receiving a selection of an event object associated with an event that changes a parameter indicating a state of the object to be developed; A mode selection means 11B for selecting either an automatic progress mode or a manual progress mode in response to a user's operation; The game system 100 includes a progression means 11C that automatically progresses the actions performed by the development object in the automatic progression mode, and progresses the actions in response to the user's operation in the manual progression mode.

[0158] (Appendix 2) The game system 100 described in Appendix 1, wherein, in the automatic progression mode, the progression means 11C progresses the action to vary the parameters and automatically determines the action that corresponds to the selected event object.

[0159] (Appendix 3) The game system 100 described in Appendix 1, wherein, in the automatic progression mode, the progression means 11C progresses the action to vary the parameters and automatically determines the action based on the training policy input by the user.

[0160] (Appendix 4) The game system 100 according to any one of Appendices 1 to 3, wherein, in the automatic progression mode, the progression means 11C progresses the action to vary the parameters and determines the occurrence of the event corresponding to the event object, thereby automatically progressing the event.

[0161] (Appendix 5) The game system 100 described in any one of Appendices 1 to 4, wherein the progression means 11C, in the automatic progression mode, automatically progresses the actions by automatically executing the determined plurality of actions, or automatically progresses the actions by automatically obtaining the results of the parameter changes due to the determined plurality of actions.

[0162] (Appendix 6) The game system 100 according to any one of appendices 1 to 5, wherein the progression means 11C automatically progresses an event different from the event in the automatic progression mode.

[0163] (Appendix 7) 7. The game system according to claim 1, wherein in the automatic progression mode, the progression means 11C reflects only a part of the results that would have been obtained in the manual progression mode in the variation of the parameters.

[0164] (Appendix 8) A game program PG1 of a game system 100 including a computer 11 and providing a game simulating the raising of a raising object, which is a game object to be raised, The computer 11, an object receiving means for receiving a selection of an event object associated with an event that varies a parameter indicating a state of the development object; a mode selection means for selecting either an automatic progress mode or a manual progress mode in response to a user's operation; The game program PG1 functions as a progression means that automatically progresses the actions performed by the development object in the automatic progression mode, and progresses the actions in response to the user's operation in the manual progression mode.

[0165] (Appendix 9) A control method for a game system 100 that includes a computer 11 and provides a game that simulates the raising of a raising object, which is a game object to be raised, comprising: The computer 11 includes: Accepting a selection of an event object associated with an event that varies a parameter indicating a state of the development object; allowing a user to select either an automatic progress mode or a manual progress mode in response to a user operation; A control method, in which in the automatic progress mode, the action performed by the nurturing object is automatically progressed, and in the manual progress mode, the action is progressed in response to the user's operation.

[0166] According to the game system 100 described in Supplementary Note 1 or 2, the user can reduce the time and effort required to raise the raising object. According to the game system 100 described in Supplementary Note 3, the raising policy input by the user can be reflected in the automatic progress. According to the game system 100 described in Supplementary Note 4, the event corresponding to each event object can be automatically progressed. According to the game system 100 described in Supplementary Note 5, the time and effort required to raise the raising object can be reduced. According to the game system 100 described in Supplementary Note 6, the event other than the event corresponding to the event object can be automatically progressed. According to the game system 100 described in Supplementary Note 7, when the user wants to reflect only a part of the raising result in the parameter variation, the time and effort required for raising can be reduced. According to the game program PG1 described in Supplementary Note 8 and the control method described in Supplementary Note 9, the user can reduce the time and effort required for raising the raising object.

[0167] Furthermore, the following aspects can be derived from the above-described embodiment and modified examples.

[0168] (Appendix 10) A game system 100 that provides a game in which a user simulates raising a raising object, which is a game object to be raised, by executing each task of a task group including a plurality of tasks, comprising: A selection receiving means 31A for receiving a selection of an inheritance object which is a game object to which an inheritance element that can be inherited by the development object is linked; The game system 100 includes a task determination means 31B which, when the selection of the inheritance object is accepted, determines the tasks that the nurturing object can execute from among the inheritance tasks corresponding to the inheritance elements linked to the selected inheritance object.

[0169] (Appendix 11) The game system 100 described in Appendix 10, wherein the task determination means 31B determines the task that the training object can execute by determining the task group including the task, and by determining an inherited task group including the inherited task.

[0170] (Appendix 12) The game system 100 according to appendix 10 or 11, wherein, when the task is executed, the task determination means 31B further determines, as the task group, another task group linked to the executed task.

[0171] (Appendix 13) A game system 100 described in any one of Appendices 10 to 12, wherein the task determination means 31B, when a support event occurs targeting the development object, further determines a group of subtasks linked to the support event as the task group.

[0172] (Appendix 14) the selection receiving means 31A further receives a selection of an event object which is a game object corresponding to the support event; The game system 100 according to claim 13, wherein the support event occurs when the event object is selected.

[0173] (Appendix 15) The selection receiving means 31A further receives a selection of an event object which is a game object, The game system 100 according to any one of appendices 10 to 12, wherein the task determination means 31B further determines, as the task group, a subtask group linked to the event object.

[0174] (Appendix 16) A game program PG2 of a game system 100 including a computer 31, the game system 100 providing a game simulating the raising of a raising object, which is a game object to be raised, by executing each task of a task group including a plurality of tasks, The computer, A selection receiving means 31A for receiving a selection of an inheritance object which is a game object to which an inheritance element that can be inherited by the development object is linked; When the selection of the inheritance object is accepted, the game program PG2 functions as a task determination means 31B that determines the tasks that the nurturing object can execute from among the inheritance tasks corresponding to the inheritance elements linked to the selected inheritance object.

[0175] (Appendix 17) A control method for a game system 100 including a computer 31, which executes each task of a task group including a plurality of tasks to provide a game simulating the raising of a raising object, which is a game object to be raised, comprising: The computer includes: Accepting a selection of an inheritance object, which is a game object associated with an inheritance element that can be inherited by the development object; A control method in which, when the selection of the inheritance object is accepted, the task that the nurturing object can execute is determined from among the inheritance tasks corresponding to the inheritance elements linked to the selected inheritance object.

[0176] That is, Patent Document 1 (JP Patent Publication 2017-06280A) discloses a game system that provides a game including a success part in which a user develops a game character to create an original character, and a stadium part in which the user plays against other users' teams. In this game, when the success part section is completed, the character's development is completed and the character can be used as an original character in matches in the stadium part.

[0177] Patent Document 2 (JP 2022-17687 A) discloses an electronic device for playing a game in which a game medium is developed in a development game and the developed game medium is used in a main game. In this electronic device, a development game medium receiving unit receives a selection of a development game medium selected by a player from a group of material game media. Then, an inheritance game medium receiving unit receives a selection of an inheritance game medium by the player. In addition, a development game execution unit starts a development game after the development game medium and the inheritance game medium are selected.

[0178] Upon start of the development game, the fixed information parameter change unit sums up a predetermined value corresponding to the rank of the development fixed information of each inheriting game medium and each predecessor developed game medium for each manifestation fixed information.The fixed information parameter change unit then adds the sum amount for each fixed information to the development parameter corresponding to the fixed information.The development game execution unit also executes a predetermined number of inheritance events at predetermined times while the development game is progressing.In this inheritance event, the lottery information parameter change unit changes the development parameter corresponding to each lottery information based on the result of a lottery based on probability.

[0179] In a game that simulates the raising of a raising object, which is a game object, the parameters associated with the raising object may increase. As the parameters increase, the raising object grows, and the player can play the game more advantageously. In addition, users often become attached to the raising object that they have raised. In such a case, the user may wish to have the parameters of the raising object that the user is attached to inherited by the next raising object. However, even if the parameters are inherited, the user will only be able to play the game more advantageously. Therefore, it is required to provide the user with an experience that makes him / her feel attached to the raising object. To achieve this, it is possible to increase the variety of the raising policy of the raising object.

[0180] In consideration of such circumstances, the game system 100 described in Supplementary Note 10 or 11 can provide diversity in the development policy of the development object. Also, the game system 100 described in Supplementary Note 12 can cause the development object to perform a task included in a new task route derived from a performed task.

[0181] Moreover, according to the game system 100 described in Supplementary Note 13 or 14, it is possible to cause the development object to execute a new task derived from a support event. Moreover, according to the game system 100 described in Supplementary Note 15, it is possible to cause the development object to execute a new task derived from an event object. Moreover, according to the game program PG2 described in Supplementary Note 16 and the control method described in Supplementary Note 17, it is possible to provide diversity in the development policy of the development object. [Explanation of symbols]

[0182] 11: Terminal control unit (computer) 11A: Object reception unit (object reception means) 11B: Mode selection unit (mode selection means) 11C: Game Progression Section (Means of Progression) 100: Game System 31: Server control unit (computer) 31A: Selection reception unit (selection reception means) 31B: Task determination unit (task determination means) PG1: Terminal program (game program) PG2: Server program (game program)

Claims

1. A game system that provides a game that simulates the raising of a raising object, which is a game object to be raised, comprising: a progression means for selecting at least one action from among a plurality of actions for each turn and having the training object execute the selected action, thereby updating one or more parameters corresponding to the selected action among a plurality of parameters indicating the state of the training object, and displaying a performance corresponding to the selected action, thereby progressing the game; an object receiving means for receiving a selection of an event object associated with an event that varies at least one of the plurality of parameters; a mode selection means for selecting either an automatic progress mode or a manual progress mode in response to a user operation, The advancing means includes: In the automatic progression mode, at least one action is automatically selected from the plurality of actions without a user operation, in the manual progress mode, selecting at least one action from among the plurality of actions in response to a user operation; A game system in which, in the automatic progression mode, the automatic progression mode is interrupted and the manual progression mode is transitioned to when a predetermined event occurs.

2. A display speed selection means for selecting a display speed of the performance in the automatic progress mode in response to a user's operation, 2. The game system according to claim 1, wherein said progression means, in said automatic progression mode, displays said effects at a display speed selected by said display speed selection means.

3. A game system as described in claim 1, wherein the progression means displays the effects faster in the automatic progression mode than in the manual progression mode.

4. A game program for a game system including a computer and providing a game simulating the raising of a raising object, which is a game object to be raised, comprising: The computer, a progression means for selecting at least one action from among a plurality of actions for each turn and having the training object execute the selected action, thereby updating one or more parameters corresponding to the selected action among a plurality of parameters indicating the state of the training object, and displaying a performance corresponding to the selected action, thereby progressing the game; an object receiving means for receiving a selection of an event object associated with an event that varies at least one of the plurality of parameters; functioning as a mode selection means for selecting either an automatic progress mode or a manual progress mode in response to a user operation; The advancing means includes: In the automatic progression mode, at least one action is automatically selected from the plurality of actions without a user operation, in the manual progress mode, selecting at least one action from among the plurality of actions in response to a user operation; A game program which, in the automatic progression mode, interrupts the automatic progression mode and transitions to the manual progression mode when a predetermined event occurs.