Computer program for games, game system, and game control method
The game computer program addresses the burden of extensive user operations in conventional games by offering a simplified mode that automates aspects of the nurturing process, catering to both casual and dedicated players.
Patent Information
- Application Number
- JP2023145743
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-08
- Publication Date
- 2025-03-21
AI Technical Summary
Conventional games require extensive user operations during the nurturing process, which can be burdensome for casual players but may not fully engage users who want to enjoy the process thoroughly.
A game computer program that allows users to select between a normal mode and a simplified mode, where the simplified mode reduces or eliminates the need for user operations by automating certain aspects of the nurturing process based on set target values.
The solution provides users with the flexibility to choose their level of engagement, allowing casual players to enjoy the game with reduced effort while enabling dedicated players to fully immerse themselves in the nurturing process.
Smart Images

Figure 2025039014000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a computer program for providing a game including an element of raising an object. [Background technology]
[0002] There is known a game that includes an element of developing an object by setting parameters corresponding to an object such as a character appearing in the game and changing the parameter values in response to the action of the object (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6296508 Summary of the Invention [Problem to be solved by the invention]
[0004] In conventional games, the user is required to perform various operations in the process of raising an object to be raised. For example, various operations such as operations related to the behavior of the object to be raised or selections in various events occurring during the raising, or operations for associating the raising results with changes in the parameter values of the object, occur before the raising is completed. Therefore, for users who want to play the game casually, the effort required for at least some of the operations may be a considerable burden. On the other hand, taking the time to raise an object can be an element that increases the interest of the game. Therefore, some users may want to fully enjoy the fun of raising an object even if it takes time.
[0005] Therefore, an object of the present invention is to provide a computer program for a game that allows options to be given to the user regarding the operational burden that may arise during the training process. [Means for solving the problem]
[0006] A computer program according to one embodiment of the present invention is a computer program for a game that causes a computer to function to provide a game in which the training of an object to be trained progresses by changing the value of at least one type of parameter associated with the object to be trained in response to the action of the object, when the target parameter is at least one type of parameter associated with the object to be trained. The computer is configured to function as: a mode selection means for selecting one of a plurality of modes, including a normal mode and a simplified mode, which are provided as options for the progress of the training; a goal setting means for setting a target value for the target parameter; and a training control means for, when the normal mode is selected, progressing the training based on operations of a user of the game, and, when the simplified mode is selected, progressing the training without the need for at least some of the specific operations of the user in the normal mode, and terminating the simplified mode when a termination condition set in association with the target value is satisfied.
[0007] A game system according to one embodiment of the present invention is a game system including a computer that functions to provide a game in which the training of an object to be trained progresses by changing the value of at least one type of parameter associated with the object to be trained in response to the action of the object, when the target parameter is at least one type of parameter associated with the object to be trained, and the computer is configured to function as a mode selection means for selecting one of a plurality of modes, including a normal mode and a simplified mode, which are provided as options for the progress of the training, a goal setting means for setting a target value for the target parameter, and a training control means for, when the normal mode is selected, progressing the training based on operations of a user of the game, and, when the simplified mode is selected, progressing the training without the need for at least some of the specific operations of the user in the normal mode, and terminating the simplified mode when a termination condition set in association with the target value is satisfied.
[0008] A control method according to one embodiment of the present invention is a game control method that causes a computer to function to provide a game in which the training of an object to be trained progresses by changing the value of at least one type of parameter associated with the object to be trained in response to the action of the object, when the target parameter is at least one type of parameter associated with the object to be trained, and causes the computer to function as a mode selection means for selecting one of a plurality of modes, including a normal mode and a simplified mode, which are provided as options for the progress of the training, a goal setting means for setting a target value for the target parameter, and a training control means for, when the normal mode is selected, progressing the training based on operations of a user of the game, and, when the simplified mode is selected, progressing the training without the need for at least some of the specific operations of the user in the normal mode, and terminating the simplified mode when a termination condition set in association with the target value is satisfied. [Brief description of the drawings]
[0009] [Figure 1] FIG. 1 is a diagram showing a schematic configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 13 is a diagram showing an example of a schematic procedure for training a target character. [Diagram 3] A diagram showing an example of a turn-based configuration in the training part. [Figure 4] FIG. 13 is a diagram showing examples of modes provided for training progress. [Diagram 5] FIG. 13 is a diagram showing an example of a progression procedure for each level in automatic mode. [Figure 6] FIG. 13 is a diagram showing an example of an overview of a simplified mode. [Figure 7] FIG. 13 is a diagram showing an example of a screen displayed when a target character is selected. [Figure 8] FIG. 13 is a diagram showing an example of a screen displayed for setting all skip at the pre-start setting stage. [Figure 9] FIG. 9 is a diagram showing an example of a screen displayed in association with FIG. 8; [Figure 10] FIG. 13 is a diagram showing an example of a screen displayed for setting a development guide at the pre-start setting stage. [Figure 11] FIG. 13 shows an example of a home screen displayed during a turn. [Figure 12] FIG. 13 is a diagram showing an example of a screen displayed for setting an auto level. [Figure 13] FIG. 13 is a diagram showing an example of a screen displayed for selecting a normal action of a target character. [Figure 14] 6 is a diagram showing an example of a screen displayed in the scenario playback procedure of FIG. 5. [Figure 15] 6A to 6C are diagrams showing examples of screens displayed in the command input procedure of FIG. 5. [Figure 16] FIG. 13 is a diagram showing an example of a screen displayed for allocating experience points to parameters. [Figure 17] FIG. 13 is a diagram showing an example of a screen displayed to present results etc. at auto level 3. [Figure 18] FIG. 13 is a diagram showing an example of a screen displayed to present a breeding result to a user. [Figure 19] FIG. 13 is a diagram showing an example of a calculation procedure for a growth result when an omitted mode is selected. [Figure 20] FIG. 13 is a diagram showing an example of an outline of an experience point allocation procedure when a simplified mode is selected. [Figure 21] FIG. 11 is a diagram showing an example of a procedure for determining a recommended action. [Figure 22] FIG. 13 is a diagram showing an example of a screen displayed when it becomes possible to acquire a skill. [Figure 23] FIG. 23 is a diagram showing an example of a screen displayed following FIG. 22. [Figure 24] FIG. 2 is a block diagram showing an example of the configuration of a control system of a user device. [Diagram 25] 11 is a flowchart showing an example of a procedure of a pre-start setting process executed by a game setting unit. [Figure 26] 11 is a flowchart showing an example of a procedure of a training process executed by a game control unit. [Figure 27] 11 is a flowchart showing an example of a procedure of a turn process executed by a game control unit. [Figure 28] 11 is a flowchart showing an example of a procedure of an auto setting process executed by a game setting unit. [Figure 29] 11 is a flowchart showing an example of a procedure for a training guide setting process executed by a game setting unit. [Diagram 30] 11 is a flowchart showing an example of a procedure of an event process executed by a game control unit. [Diagram 31] 11 is a flowchart showing an example of a procedure for normal action processing executed by a game control unit. [Diagram 32] 11 is a flowchart showing an example of a procedure of an automatic allocation process executed by a game control unit. [Diagram 33] 11 is a flowchart showing an example of a procedure of a skill acquisition process executed by a game control unit. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] Hereinafter, a game system in which a computer program for a game according to an embodiment of the present invention is implemented will be described with reference to the accompanying drawings. [Overall configuration] First, the overall configuration of the game system will be described with reference to Fig. 1. As shown in Fig. 1, the game system 1 is configured as a client-server system including a plurality of user devices 3 as clients and a game server 4 connected to the user devices 3 via a network NT (the Internet, for example).
[0011] The user device 3 is a device provided for daily use by a user, and is an information communication terminal device equipped with an information communication function via a network NT. As an example, the user device 3 may be a smartphone 3a or a tablet terminal 3b equipped with a communication function. The user device 3 may be a PC (short for personal computer), or may be a stationary game machine for personal or home use provided as a so-called consumer game machine. Furthermore, a commercial game machine provided as a so-called arcade game machine may be used as the user device 3.
[0012] The game server 4 may be configured by appropriately combining a plurality of server units, or may be configured by a single server unit. The game server 4 may be configured as a cloud server using cloud computing technology. The game server 4 provides various services related to the game to the user device 3. For example, the game server 4 distributes computer programs and various data necessary for the user device 3 to play the game. Alternatively, the game server 4 may provide the user device 3 with a service for matching users who cooperate or compete in a game, a service for relaying game information to be shared between the user devices 3, and the like. In addition, an arcade game machine or the like may be appropriately added to the game system 1. For example, the arcade game machine may be used as a client that provides a game linked to the user device 3, or provides the same game as the user device 3. Of course, as described above, the arcade game machine or the like may be used as the user device 3 for playing the game according to this embodiment.
[0013] [Game Overview] Next, an overview of the game provided by the user device 3 will be described. In the game system 1, a game including an element of raising an object is provided to the user via the user device 3. The object may be embodied in various forms such as a character, an item, a card, etc., so long as it can be recognized as an object to be raised. In the following, the explanation will be continued by taking as an example a case where the object to be raised is a character, and a game including an element of raising the character to be raised (hereinafter sometimes referred to as a target character) as an idol is provided.
[0014] Fig. 2 shows an example of a schematic procedure for raising a target character. In the example of Fig. 2, a target character Ct is selected from a character group G1 prepared as candidates for raising according to a user's instruction (F1). The character group G1 is a collection of base characters Cs to be the material for the target character Ct. Each base character Cs is set with audiovisual elements such as appearance, voice, and name, in other words, external elements, and is associated with multiple types of parameters that characterize the base character Cs.
[0015] The parameters of the base character Cs quantitatively indicate the abilities, performance, and other items that characterize the base character Cs. For example, the parameter values and abilities are related to each other such that the greater the parameter value, the higher the ability. The target character Ct is generated by duplicating the base character Cs selected by the user. In this case, the external elements set in the base character Cs selected by the user are set in the target character Ct, and the parameter values set in the base character Cs are set as the initial values of the parameters of the target character Ct. "Development" is a concept that includes changing the values of various parameters associated with the target character Ct in a direction that increases the abilities. However, it is not excluded that in the process of "development," the parameter values of the target character Ct may change in a direction that decreases the abilities. A change in the parameter value in a direction that increases the abilities is referred to as "growth" below, and a change in the parameter value in such a direction may be referred to as a "change in the growth direction." However, "development" may include elements other than changes in parameters, such as the target character Ct acquiring "skills" as special abilities that provide unique advantageous effects in the game, in addition to changes in parameter values.
[0016] The external elements and parameters of the base character Cs and the target character Ct may be set appropriately according to the content of the game. In the case of a game in which the target character Ct is set to become an idol, the appearance, appearance, voice, etc. of the base character Cs and the target character Ct are set according to the setting. In addition, as parameters indicating the abilities required for an idol, for example, five types of parameters, "vocals," "dance," "charm," "expressiveness," and "mentality," are set for the base character Cs and the target character Ct. The initial values of the parameters of the target character Ct are the values of the parameters set for the base character Cs selected by the user. However, the initial values of the parameters set for the target character Ct may be appropriately adjusted to those of the base character Cs. Each of the five types of parameters set for the target character Ct is an example of a target parameter that changes according to the action of the target character Ct. The material of the target character Ct may be anything that can be used as data containing various information necessary for generating the target character Ct. Therefore, the material of the target character Ct does not necessarily need to be embodied as a character like the base character Cs.
[0017] When the target character Ct is selected, at least one item X to be used for training is selected from the item group G2 according to the user's instruction (F2). The item X may be embodied in various forms, such as the costume or belongings of the target character Ct. The item X is set as an element for exerting some advantageous effect in training. For example, a special ability such as the above-mentioned skill may be associated with the item X and given to the target character Ct. The item X may be an item that is not removed from the item group G2 even if used in training and can be reselected at a later training opportunity, or an item that is removed from the item group G2 once used and cannot be selected at a later training opportunity unless it is included in the item group G2 again through reacquisition by the target character Ct, etc.
[0018] After the item X is selected, a predetermined number of event characters Ce to be included in the event deck De are selected from a predetermined candidate group G3 according to the user's instructions (F3). The event deck De is set to support the development of the target character Ct by exerting advantageous effects on the development of the target character Ct. For example, each of the event characters Ce included in the event deck De supports the development of the target character Ct by exerting advantageous effects for increasing the parameter values of the target character Ct more under predetermined conditions. The effects of the event deck De change appropriately according to the event characters Ce included in the event deck De.
[0019] When the event character Ce is selected, the user is then provided with an opportunity to set up before the start of training (F4). At this opportunity, various items regarding the progress of training may be set. In this embodiment, the settings regarding the progress of training can be set to "skip all," "auto setting," and "training guide." These settings are performed for at least one of the purposes of shortening the time required for the progress procedure set for the interaction with the user, or simplifying the user's operation in the progress procedure. The progress procedure here is a procedure set for the interaction with the user. For example, a procedure for presenting information to the user, such as displaying an image showing the behavior of the target character Ct being trained, or a procedure for acquiring information from the user, such as presenting options to the user and receiving instructions, are defined as a type of progress procedure regarding the interaction with the user. In other words, the progress procedure regarding the interaction with the user can be conceived as a process related to the user interface during the progress of training, or a process directed to the user. Such a type of progress procedure may be embodied by giving it a name such as a scenario. Details of the progress setting of training will be described later.
[0020] When the pre-start settings are completed, the training part starts (F5). In the training part, training progresses in a turn-based manner. A specific example of the turn-based manner will be described later. In addition, during the training part, settings regarding the training progress can be made. Regarding the progress setting, "Auto" and "Training Guide" can be set. "Auto" is also intended to shorten the time required for the progress procedure regarding the interaction with the user. "Training Guide" is the same as in the pre-start settings (F4). When the training part ends, the training of the target character Ct is completed (F6). The character Ct whose training has been completed can be used as a trained character Cx in a live part (F7) prepared separately from the training part. The live part may be configured as a part that reproduces the appearance of a trained character Cx trained as an idol performing live.
[0021] [About turn-based systems] FIG. 3 shows an example of the turn system in the training part. Each square in the figure represents one turn. The training part is divided into multiple sections, from section 1 to section N, and each section includes one or more turns. The last turn of each section is positioned as the target live turn. In FIG. 3, the target live turn is shown hatched. In the following, turns other than the target live turn may be referred to as normal turns. A target live always occurs in each section. Therefore, if one section is composed of only one turn, the turn of that section is the target live turn.
[0022] A normal turn includes normal actions and any number of events. On the other hand, a target live turn differs from a normal turn in that a target live is held instead of normal actions. Events are not limited to normal turns, and may occur during a target live turn. In normal actions, an action of the target character Ct is selected, and the target character Ct acts according to the selection. In normal actions, for example, "lesson," "rest," "visit to the hospital," and "break" are prepared as options for actions that the target character Ct can take. These actions are selected in imitation of actions that may occur when training an idol in the real world. However, other options may be prepared as long as they are in line with the purpose of training an idol. "Lesson" is further subdivided so as to correspond one-to-one with each of the five types of parameters, such as "vocal," associated with the target character Ct. However, the options in "lesson," such as "vocal," are not directly associated one-to-one with the growth of the corresponding parameter. Actions such as lessons are replaced with parameter values through experience points. This point will be described later. Depending on the results of each turn, the target character Ct may be able to acquire a predetermined skill. The conditions for acquiring a skill may be set appropriately depending on the skill.
[0023] An event occurs as an opportunity to train the target character Ct in addition to the opportunity for training through normal actions. The number of events occurring in one turn is 0 or more, regardless of whether it is a normal turn or a target live turn. Therefore, in one turn, there may be cases where no events occur, only a single event occurs, or multiple events occur. The time when the event occurs is set at an appropriate time during the turn. An event may occur before a normal action or a target live, or an event may occur after a normal action or a target live. There may be a mandatory event that always occurs at a specific time during a specific turn in the training part. There may be an event whose occurrence or non-occurrence is changed by lottery, or an optional event that occurs when a certain condition is met. The content of the event may be set appropriately as long as it is recognized as an incident in which the target character Ct may be involved. The content of the event may be set in association with the event character Ce incorporated in the event deck De. The occurrence or non-occurrence of the event may also be controlled in association with the event character Ce.
[0024] For example, the event is configured to express the behavior of the target character Ct or the event character Ce. In the event, as in the case of normal behavior, an opportunity to select an option associated with the behavior of the target character Ct may be given. In the opportunity to select, an option of the target character Ct's behavior may be presented, or an option different from the target character Ct's behavior, for example, an option of the event character Ce's behavior, may be presented. The latter option is also considered as an option associated with the target character Ct's behavior insofar as the selection result affects the target character Ct's behavior in the event. Multiple events may occur within the same turn, sandwiching a normal behavior or a target live, or multiple events may occur before or after a normal behavior or a target live. Multiple events may be associated with each other to form one event group.
[0025] In each turn, experience points are calculated as a value quantitatively indicating the results obtained by the target character Ct through normal actions and events. As an example, experience points are set into four types: "music", "core", "appearance" and "expression". These experience points are appropriately differentiated and awarded according to the results of normal actions and events. Experience points may be differentiated in association with the type of "lesson" selected in normal actions. For example, when a "vocal" lesson is performed, the most experience points are awarded to "music", and when a "dance" lesson is performed, the most experience points are awarded to "core". Experience points may be awarded not only in normal turns but also in turns of a target live show.
[0026] The experience points obtained in each turn are used as a resource for increasing the values of the five types of parameters associated with the target character Ct. Thus, the experience points function as an example of an intermediary value for relating the actions of the target character Ct to changes in the parameter values. The experience points are also used as a resource for acquiring skills. The experience points are consumed in exchange for increasing the parameter values or acquiring skills. Hereinafter, the process of consuming experience points to increase the parameter values may be referred to as the allocation of experience points or the allocation to parameters. The allocation of experience points and the acquisition of skills can be selected to be either a manual process performed according to the user's instructions or an automatic process performed automatically by a computer without receiving instructions from the user. The mechanism of the automatic process will be described later.
[0027] The turn of the target live is a turn for determining whether each section is cleared. The target live is set to determine whether the target character Ct being trained has participated in a live and achieved a predetermined result. The result of the target live reflects the parameter value and state of the target character Ct at the time of the target live. If the target live achieves a predetermined result, the target live is cleared and training proceeds to the next section. If the target live cannot be cleared, the next section cannot be advanced and the training part ends. In other words, the target live evaluates whether the training of the target character Ct has progressed to a level where the target live can be cleared, and if the training has not progressed, the training is terminated at that point. Therefore, if the training progresses to the final turn live, the training period is from the first turn to the final turn, and if the training is terminated at a target live in the middle, the training period is from the first turn to the turn of the terminated target live. In this way, the target live serves as a checkpoint for determining whether the training has progressed to a predetermined level at each section or the like. As long as it fulfills such a role, instead of or in addition to the method of evaluating the degree of progress as a target live, the degree of development progress may be evaluated for each division such as a section by other methods. For example, the development progress may be evaluated based on various indicators such as the number of fans that the target character has acquired in the game by the time of the division.
[0028] [About training progress settings] Next, a specific example of the setting of the training progress will be described with reference to FIG. 4. As described above, the training part progresses by sequentially digesting a number of turns. In each turn, an opportunity arises for an exchange, such as presenting some information to the user or requesting the user's instructions regarding action selection, etc. Therefore, it takes a considerable amount of time and effort to complete the training by digesting each turn in order. Some users may feel that the time and effort are a burden. On the other hand, it is assumed that some users would like to fully enjoy the game by progressing through the training according to the procedure without feeling that the time and effort are a particular burden. Therefore, in order to meet various needs of users regarding the training progress, four types of modes are prepared for the training progress in this form of game, namely, "normal mode", "automatic mode", "omission mode" and "simplified mode" as shown in FIG. 4.
[0029] The normal mode is a mode in which each turn is advanced according to a predetermined progression procedure, and processing such as shortening the time required for a turn and reducing the effort of operation is not applied. The term "normal" in the normal mode is used to indicate that the time and effort required for training are compared with other modes, and does not have any further meaning. For example, there is no requirement that the normal mode be selected as the initial setting of the game. The automatic mode is a mode in which the user does not need to operate at least a part of each turn, and furthermore, the progress is accelerated to shorten the time required for the training part. The "automatic mode" is a mode that can be selected by the "auto setting" shown in FIG. 2, and includes levels 1 to 3 as options. The differences between levels 1 to 3 will be described later.
[0030] The "omit mode" is a mode that can be selected by the all skip setting shown in FIG. 2. As an example, the omit mode can be selected only at the pre-start setting stage. When the start of the training part is instructed with the omit mode selected, all progress procedures related to the interaction with the user are omitted, and the training part ends without the user being presented with information or having the opportunity to obtain information. In other words, the results of the training part are automatically calculated by the computer and the training results are determined. Therefore, the omit mode can be positioned as a mode that minimizes the time required for the training part and completes training as quickly as possible. The term "shortening" is a concept that also includes the case where the required time is reduced to 0 or approximately 0. When the omit mode is selected, the growth of the parameters and the acquisition of skills of the target character are automatically processed. An example of the automatic processing will be described later. Levels 2 and 3 and the omit mode in the automatic mode have the effect of shortening the time required for the training part. Therefore, levels 2 and 3 and the omit mode in the automatic mode constitute the shortened mode, and levels 2 and 3 and the omit mode in the automatic mode can be positioned as further options in the shortened mode.
[0031] After the skip mode is selected and the start of the training part is instructed, there is no opportunity for interaction with the user until the training result is confirmed. Therefore, the selection of the skip mode cannot be canceled midway. However, it is not impossible to select the skip mode while the training part is progressing in a mode other than the skip mode. When the skip mode can be selected during training, all of the progress procedures of the interaction with the user may be omitted for the turn after the skip mode is selected. In that case, the growth of the parameters and the acquisition of skills of the target character thereafter may be automatically processed based on the progress state of training at the time the skip mode is selected. Alternatively, the progress state of training at the time the skip mode is selected may be discarded, and the training result may be calculated in the same manner as when the skip mode is selected in the pre-start setting.
[0032] Figure 5 shows an example of the progression procedure within one turn in levels 1 to 3 of the automatic mode. "Auto Level 1 to Level 3" in the figure correspond to levels 1 to 3 in the automatic mode of Figure 4, respectively, and "Auto Off" corresponds to a state in which the automatic mode is not selected. Even if the automatic mode is not set, the normal mode, omitted mode, or simplified mode can be selected, but for comparison, the explanation will continue assuming that "Auto Off" is the normal mode state.
[0033] "Command input" in FIG. 5 is a procedure that requires a user's instruction regarding an option associated with the behavior of a target character, and is an example of a selection procedure that selects an option associated with an object's behavior based on a user's instruction among the procedures for proceeding with the user's interaction. "Scenario playback" in FIG. 5 is a procedure for playing and outputting images and sounds associated with the progression of training on the user device 3. The scenario playback procedure is an example of a non-selection procedure that displays images associated with training among the procedures for proceeding with the user's interaction, and does not require selection based on a user's instruction. The images referred to here include various visual contents such as videos such as videos and animations, or still images. The images displayed in the scenario playback may be configured to express appropriate content as long as they are associated with the progression of training. For example, an explanation of an event, an image expressing the progress of an event, an image expressing the target character acting according to the selection of a normal action, etc. may be displayed in the scenario playback.
[0034] The horizontal length of the steps shown in Figure 5 corresponds to the time required for each step. The time required to input a command varies depending on the length of time the user waits before giving an instruction, but a standard time length is shown here. The time required to play a scenario varies depending on the content displayed, but this too is a standard time length. Scenario playback at auto levels 1 and 2 is shown with hatching.
[0035] When normal mode is selected, the training progresses while command input and scenario playback are appropriately repeated in each turn. Command input is the same as in normal mode regardless of whether auto level 1 to 3 is selected. The scenario playback method is different from normal mode, and also differs between auto levels 1 to 3. When auto level 1 is selected, the scenario playback speed is the same as in normal mode, but screen forwarding operations required for scenario playback in normal mode, such as tapping to proceed to the next screen, are not required. As a result, after scenario playback starts, the scenario is automatically played back continuously until the next command input opportunity. In other words, auto level 1 is a mode in which various screens that should be displayed in scenario playback are automatically played back from start to finish. In normal mode, scenario playback is paused for each screen, and the next screen is displayed after waiting for the user's screen forwarding operation. Therefore, auto level 1 is positioned as a mode that omits the operations required for scenario playback. In FIG. 5, the time required for scenario playback in normal mode is shown assuming a standard time when a user checks a screen and performs a forwarding operation to transition to the next screen. The time required for scenario playback in auto level 1 is equivalent to that in normal mode according to the standard time. However, if the time length of screen transition in auto level 1 is set shorter than the above-mentioned standard time, the time required for scenario playback in auto level 1 will be shorter than that in normal mode. On the other hand, if the user performs an operation in normal mode such that the screen transition time is shorter than the standard time, such as by tapping continuously without checking the screen, the time required for scenario playback in auto level 1 may be longer than that in normal mode. In other words, the length of time required for scenario playback may change between normal mode and auto level 1.
[0036] On the other hand, when auto level 2 is selected, as with auto level 1, the user's screen forwarding operation is not required, and the playback speed of the scenario is set higher than in normal mode and auto level 1. For example, when playing back images included in a scenario as a frame-by-frame video, the playback speed is set to a high speed, such as twice as fast as the playback speed in normal mode. As a result, the time required for scenario playback in auto level 2 is clearly shorter than that in normal mode and auto level 1. For example, the playback speed in auto level 2 is set to a high speed, such as twice or three times as fast as the playback speed in normal mode and auto level 1.
[0037] Auto level 3 is a level that further shortens the time required for scenario playback, and scenario playback is omitted. In other words, scenario images are not played. In scenario playback, images containing various information indicating the results according to command input may be presented, such as the actions of the target character, etc., that occurred in response to the selection in the command input, changes in parameter values, etc. resulting from the actions, or the contents of events that occurred based on the selection in the command input, or the results of the events. In the case of auto level 3, scenario playback is omitted. Therefore, it is impossible or difficult for the user to grasp the various information that should be presented in the scenario playback. Therefore, in the case of auto level 3, at the end of a turn, the contents and results of the turn, for example, how the target character acted, what events occurred, and how the parameter values, etc. changed as a result of those events, are displayed as the results of the turn.
[0038] In the above description, scenario playback in normal mode requires a screen forwarding operation by the user, but even in normal mode, scenario playback may be executed as a continuous video that does not require such screen forwarding operations. In that case, auto level 1 may be excluded from the options in automatic mode. Alternatively, the playback speed of the scenario in auto level 1 may be set to be higher than the playback speed in normal mode and lower than the playback speed in auto level 2. In that case, even in auto level 1, it is possible to shorten the time required for scenario playback compared to normal mode, and auto level 1 can also be positioned as one of the options for the speed-up mode.
[0039] On the other hand, in any of the auto levels 1 to 3, the command input procedure is not omitted. Therefore, the opportunity for selection that occurs within a turn, for example, the opportunity for selection of a normal action or in an event, occurs in the same way as in the normal mode (auto off). Therefore, the user's operation is necessary to instruct the selection. In contrast, when the omission mode shown in FIG. 4, i.e., all skip, is selected, not only the scenario playback shown in FIG. 5 but also the command input is omitted. Therefore, the time required for the progress procedure related to the interaction with the user is shortened in auto level 2 compared to normal mode and auto level 1, and is further shortened in auto level 3, with the omission mode being the shortest. Among the automatic modes, the time required for scenario playback is the shortest in auto level 3. In the omission mode, all the progress procedures related to the interaction with the user are omitted, whereas the time required for scenario playback is shortened in auto levels 2 and 3, while the command input procedure is not omitted. Therefore, auto levels 2 and 3 are an example of a level as a further option of the high-speed mode as an option in the high-speed mode, and auto level 3 corresponds to an example of a specific level that minimizes the time required for the non-selection procedure among the levels selectable in the high-speed mode. Note that the change in scenario playback when any of auto levels 1 to 3 is turned on is not limited to normal turns, and may also be applied to turns of the target live show. In that case, the operation required to display images expressing scenes of the target live show may be omitted, or the playback speed of the images may be increased compared to that in normal mode, or the display of images of the target live show itself may be omitted.
[0040] As described above, a number of modes with different required times are prepared for the procedure of training, and one of the modes can be selected according to the user's instructions. Therefore, it is possible to progress training in response to various needs of users regarding the time and effort required for training. In particular, auto level 3 is more effective in shortening the required time than auto level 2. Therefore, it is possible to meet the needs of users who are not satisfied with the shortening effect at the level of auto level 2, but who want to reflect their own intentions in the selection opportunities during training. If the skip mode is selected, training can be completed immediately. Therefore, it is possible to meet the needs of users who give top priority to shortening the required time.
[0041] Returning to Fig. 4, the simplified mode is a mode that simplifies the user's operations during training by eliminating some of the user's operations during training in the normal mode. In this embodiment, the operation of allocating experience points to the parameters of the target character Ct shown in Fig. 3 is omitted, and the allocation is processed automatically, thereby simplifying the operation. Note that even when the omitted mode is selected, the allocation of experience points is processed automatically, but the allocation of experience points in the simplified mode differs from that in the omitted mode in that it is processed in association with the setting of a target value, which will be described later.
[0042] The simplified mode is a mode that can be selected through the settings of the training guide shown in FIG. 2. However, the simplified mode is only a part of the functions that are realized when the training guide is used. The training guide itself includes further functions to support training. For example, the functions of the training guide include a function to present to the user, among options regarding the behavior of the target character Ct, actions that may be advantageous for training.
[0043] When the simplified mode is selected, for example, as shown in FIG. 6, it is possible to set a target value for at least a part of the parameters of the target character Ct. The target value is set by setting the training guide shown in FIG. 2. It is possible to set the target value at the pre-start setting stage, and it is also possible to set a new target value or reset the target value at an appropriate timing during the training part. The target value can be set individually for each type of parameter. It is not necessarily necessary to set a target value for all five types of parameters. Target values may be set only for some types of parameters. In FIG. 6, an example is shown in which target values indicated by thick lines are set for the vocal, dance, and charm parameters. After the training part starts, experience points are automatically allocated to each parameter so that the parameter value increases toward the target value. When the parameter value increases until the end condition set in association with the target value is satisfied, the automatic allocation of the simplified mode ends.
[0044] As an example, the termination condition is set so as to be satisfied when all parameters for which a target value is set increase to the target value. However, the termination condition may be set appropriately as long as it is associated with the target value. For example, the termination condition may be set so that at least a part of the termination condition is satisfied when at least one type of parameter increases to the target value. A requirement associated with an item other than the target value may be set as an additional requirement or a selective requirement to the termination condition. The timing for automatic allocation of experience points may be appropriate. For example, automatic allocation may be performed at the end of a turn in which experience points are acquired, at the end of an event or normal action, at the point when experience points required for allocation are accumulated, or at the completion of training. In the process of automatic allocation, the allocation of experience points thereafter may be stopped for parameters that have reached a target value. In other words, it may be determined whether or not the termination condition is satisfied individually for each type of parameter for which a target value is set.
[0045] As described above, when automatically processing the growth of parameters to the target value, some of the operations for growing parameters according to the action results during the training are omitted. This reduces the effort required for the operations for growing parameters. Therefore, it is possible to meet the needs of users who want to efficiently proceed with training by omitting time-consuming operations.
[0046] As shown in FIG. 3, the acquisition of skills can also be processed automatically. However, skills are acquired in exchange for consuming experience points. Therefore, for example, when the process of allocating experience points to parameters is automated, the allocation to parameters may be prioritized, such that the automatic process of skill acquisition is executed if there are experience points remaining after the allocation process for the skills. Alternatively, the acquired experience points may be apportioned between experience points for allocation to parameters and experience points for skill acquisition, and the automatic allocation to parameters and the automatic acquisition of skills may be executed in parallel. An example of the automatic process for skill acquisition will be described later.
[0047] The modes shown in FIG. 4 do not necessarily need to be mutually exclusive. As long as there is no mutual contradiction, it is also possible to apply a combination of multiple modes. For example, the simplified mode can be applied in parallel with any of levels 1 to 3 in the automatic mode. In that case, the progress of each turn is controlled according to levels 1 to 3, and the parameters are automatically increased toward the target value. Other possible combinations of modes will be described later as modified examples. In addition, the time when each mode can be selected or set may be set appropriately for each mode, and the setting times may be the same or different between the modes. An example of the setting time of the mode will be described later.
[0048] [Specific examples of training parts] Next, a specific example of the training part in FIG. 2 and FIG. 3 will be described while showing an example of a screen as a user interface displayed on the user device 3.
[0049] (1) Select the target character, etc. FIG. 7 shows an example of a character selection screen 100 that is displayed when selecting a target character. The character selection screen 100 displays a list of thumbnail images 101 of base characters (corresponding to base character Cs in FIG. 2) that can be selected as a target character. A selection frame 102 is attached to the thumbnail image 101 selected by the user. A target character (corresponding to target character Ct in FIG. 2) obtained by duplicating the base character corresponding to the thumbnail image 101 with the selection frame 102 is displayed as a character image 103. The parameter values of the base character that is the material of the target character are displayed in a parameter display section 104 as the initial values of the parameters corresponding to the target character. The character image 103 is given the character string "Idol in charge" as an example of the title of the target character, and character information 105 such as a name is also displayed. In addition to the parameter values, the parameter display section 104 also displays the parameter rank. In the illustrated example, the rank of each parameter is displayed as "G+". The rank of a parameter indicates the level to which the parameter value belongs when the parameter values are divided into multiple levels. The earlier in the alphabet the higher the rank. For the same alphabet, if there is no rank with either "+" or "-" attached, "+" indicates one level higher and "-" indicates one level lower.
[0050] When the user selects one of the thumbnail images 101 and operates the "Next" button 106, the target character is determined, and the process proceeds to item selection and event character selection in sequence. However, even after the target character is determined, the target character can be reselected by, for example, appropriately performing an operation to return to the previous stage at the item selection or event character selection stage. The item selection and event character selection are performed by displaying a screen on the user device 3 that presents the candidate groups G2 and G3 shown in FIG. 2 to the user, and having the user select an item and an event character from the screen. An example of the screen is omitted. An SP display unit 107 is provided at the upper left of the character selection screen 100. The SP display unit 107 displays points required to train the target character in the training part, and is abbreviated as "SP" as an example. The SP has an upper limit of, for example, 30, and a predetermined amount of SP is consumed as a compensation when training begins.
[0051] (2) Setting the progress before the start FIG. 8 shows an example of a final confirmation screen 110 displayed at the pre-start setting stage (F4 in FIG. 2). The final confirmation screen 110 is a screen displayed to confirm various settings when starting the training part. The final confirmation screen 110 includes a target character information section 111 in which information such as an image and parameters of the target character Ct is displayed, an item information section 112 in which information such as a selected item and skills associated with the item is displayed, a deck information section 113 in which information on the selected event character is displayed, a start button 114 for instructing the start of training, and a cancel button 115 for canceling the start of training. The cancel button 115 functions as an operation button for returning to a stage prior to the pre-start setting, for example, the stage of the event character selection in FIG. 2. Furthermore, the final confirmation screen 110 is provided with an all-skip setting section 116. The all-skip setting section 116 includes a toggle button 117 for switching between selecting or canceling the all-skip as the omission mode in FIG. 4, and an explanation section 118 describing the outline of the all-skip. The toggle button 117 is accompanied by an explanation of its function, for example, "skip all training." Below the all skip setting section 116, an explanation is added that 10 SP will be consumed to start training.
[0052] FIG. 8 shows a state where the toggle button 117 is in the OFF position (left position) and all skip is not selected. When the toggle button 117 is switched to the ON position (right position), the display of the all skip setting section 116 changes to the state shown in FIG. 9. Hereinafter, the toggle button 117 in the OFF position may be referred to as all skip OFF, and the toggle button 117 in the ON position may be referred to as all skip ON. In the state shown in FIG. 9, five priority buttons 119 corresponding to five types of parameters associated with the target character are displayed side by side. The priority buttons 119 correspond to the vocal, dance, charm, expressiveness, and mental parameters, from the left. The priority buttons 119 are distinguishable from one another by being given marks symbolizing the types of parameters.
[0053] The priority button 119 is provided to specify a parameter (hereinafter, sometimes referred to as a priority parameter) to be preferentially grown when all skip is selected. For example, each time the priority button 119 is touched, the priority or non-priority setting of the parameter corresponding to the priority button 119 is switched. In FIG. 9, the priority button 119 that is set as a priority is shown in a dark color, and the non-priority button 119 that is released from the priority setting is shown in a light color. The display mode for distinguishing between priority and non-priority of the priority button 119 may be appropriate. In the example of FIG. 9, only the priority button 119 corresponding to the vocal on the left end is set as a priority, and the priority setting of the other priority buttons 119 is released. Therefore, only the vocal is set as a priority parameter. An upper limit is set for the number of types of parameters that can be set as a priority. In the example of FIG. 9, as is clear from the description, priority setting is possible with an upper limit of three types of parameters. The priority setting of the parameters is reflected in the calculation of the increase amount of each type of parameter in the skip mode. The priority setting of the parameters may also affect the behavior of the target character. For example, parameter preferences may be taken into account regarding which lessons to select, and the selection may be made in favor of increases in the prioritized parameters.
[0054] When the user operates the start button 114 in the state of Fig. 9, training begins with all skip set, in other words, training in the omitted mode of Fig. 4. In this case, all progress procedures related to interactions with the user in the training part are omitted, and the training results are shown to the user on the next screen. On the other hand, when the start button 114 is operated with all skip off, the play setting screen 120 shown in Fig. 10 is displayed as one of the final confirmation procedures.
[0055] The play setting screen 120 in FIG. 10 allows settings related to the training guide shown in FIG. 4. The play setting screen 120 includes a toggle button 121 for switching between using and not using the training guide, and a goal setting section 122 for setting target values for each type of parameter in the training guide. The toggle button 121 is labeled with the explanation "Use training guide." When the toggle button 121 is in the off position (left position), the use of the training guide is not selected, and when the toggle button 121 is in the on position (left position), the use of the training guide is selected. Hereinafter, when the toggle button 121 is in the off position, it may be referred to as the training guide being off, and when it is in the on position, it may be referred to as the training guide being on.
[0056] When the training guide is off, the target setting unit 122 is inoperable, and the inoperable state is indicated by using a display method such as graying out. When the training guide is on, the target setting unit 122 of the play setting screen 120 is in an operable state. The target setting unit 122 is provided with a toggle button 123 and an adjustment unit 124 in one-to-one correspondence with each of the five types of parameters. When the toggle button 123 is in the off position (left position), the adjustment unit 124 corresponding to the toggle button 123 is inoperable, and the inoperable state is indicated by using a display method such as graying out. Therefore, even when the training guide is on, it is possible to select whether or not to set a target value for each parameter by using the toggle button 123. Target values may be set for all parameters, or target values may be set only for some parameters. Alternatively, it is possible not to set target values for all parameters. When a target value is set for at least one of the five types of parameters, the simplified mode shown in FIG. 4 is applied. If no target value is set for any of the five types of parameters, the simplified mode shown in FIG. 4 is cancelled.
[0057] When the toggle button 123 is switched to the on position (right position), the corresponding adjustment unit 124 becomes operable. In the adjustment unit 124, operation indicators 126 and 127 with the symbols "-" and "+" are arranged on the left and right of a setting display 125 indicating the rank of the parameter set as the target value. By operating the operation indicators 126 and 127, the rank indicated in the setting display 125 can be changed one step lower or higher. In the example of FIG. 10, a rank of "C+" is displayed for the vocal parameter. Therefore, by operating the operation indicator 126, the rank changes to "C", and by operating the operation indicator 127, the rank changes to "B-". As is clear from the example of FIG. 10, the setting of the target value for the parameter is not limited to the example of specifying a specific value itself, but also includes the case of specifying a range having a certain width. When the target value is set as a range such as a rank, whether or not the parameter has reached the target value may be determined based on whether or not the value of the parameter has reached a value representative of the target range. As the representative value, for example, the lower limit, the median, or the upper limit of the target range may be appropriately selected.
[0058] A setting completion button 128 is provided below the goal setting section 122. When the setting completion button 128 is operated, the use or non-use of the training guide is determined according to the state of the toggle button 121 at that time. When the toggle button 121 is in the on position and the training guide is used, the setting of the target value of the parameter is determined according to the state of the toggle button 123 and the adjustment section 124. When the training guide is on and a target value is set for at least some parameters, the parameter becomes the target of automatic allocation of experience points. When target values are not set for all parameters, the simplified mode of FIG. 4 is not applied, but other functions of the training guide are available as long as the toggle button 121 is not switched off. Even when the simplified mode is not applied, automatic acquisition of skills may be executable. In other words, the simplified mode shown in FIG. 4 is a mode that is applied as one of the functions of the training guide when the training guide is set on and a target value is set for at least one type of parameter.
[0059] (3) Development part FIG. 11 shows an example of a home screen 130 displayed in the training part (however, this is a home screen in the training part). In the home screen 130, a character image 131 corresponding to the appearance of the target character is displayed with a speech bubble 131a that prompts the user to select an action. The character image 131 may be the same image as the character image 103 in FIG. 8, or may be an image in which the costume, hairstyle, pose, etc. have been changed. The home screen 130 includes a parameter display section 132, a selection section 133, and an information section 134. In the parameter display section 132, the ranks of the parameters corresponding to the target character are displayed by type. The ranks displayed here are the ranks at the time of display. For parameters whose ranks have changed from the initial value, the latest ranks are displayed. In the parameter display section 132, a capability increase button 132a is further displayed. The capability increase button 132a is operated to execute a manual process of allocating experience points to the parameter values.
[0060] The selection unit 133 further includes a function selection unit 135 and an action selection unit 136. In the function selection unit 135, various functions that can be called up from the home screen 130 are displayed side by side. The function selection unit 135 includes "Auto" and "Settings" as options. When "Auto" is selected, either Auto Off or Levels 1 to 3 in FIG. 5 can be selected. When "Settings" is selected, settings related to the training guide can be made. In the example of FIG. 11, a mark 135a indicating whether Auto Off or Levels 1 to 3 has been selected is added to the option "Auto".
[0061] The action selection unit 136 includes options, "Lesson", "Rest", "Visiting the hospital" and "Breathing", corresponding to the options of normal actions in a normal turn (see FIG. 3). When the user selects one of these options, the selected action is selected as the normal action of the target character. When the training guide is on, some of the options of the action selection unit 136 may be marked with a badge 136a indicating a recommended action (hereinafter referred to as a recommended action). In the example of FIG. 11, the badge 136a is marked with the option of a lesson. The discrimination of the recommended action and the display of the badge 136a based on the discrimination result are also part of the function of the training guide. The display or non-display of the badge 136a of the recommended action is switched by turning on or off the training guide by the toggle button 121 on the play setting screen 120 of FIG. 10, and the on or off of the toggle button 121 is also associated with the setting of the target value for the parameter. However, the presence or absence of the display of the badge 136a of the recommended action and the target value may be set independently of each other without being associated with each other.
[0062] The information section 134 of the home screen 130 displays various information for indicating the current status of the training part. The information section 134 includes a stamina gauge 137 and a condition gauge 138. The stamina gauge 137 displays the remaining virtual stamina set for the target character, for example, by the length of a bar graph. The stamina is consumed with actions such as lessons. The stamina is set as a type of parameter indicating the state of the target character. The stamina can affect the experience points to be obtained as a result of the target character's actions. For example, the stamina is associated with the action result such that the target character has a higher probability of failing a lesson as the stamina decreases, and if the lesson is failed, the target character does not obtain experience points. The stamina displayed on the stamina gauge 137 is recovered when a rest is selected as a normal action. In addition, the stamina may be recovered in association with certain conditions. For example, the stamina may be recovered in association with the passage of time, the transition to the next turn, the result of an event, or the like.
[0063] In the condition gauge 138, the condition of the target character as a kind of parameter indicating the state of the target character is displayed by distinguishing, for example, color tone, the state of the icon, and the like. The condition is set as a kind of parameter necessary for generating a so-called buff effect or debuff effect that is advantageous for the target character to acquire experience points. The better the condition, the easier it is for the buff effect to occur. Alternatively, if the condition worsens, the easier it is for a state unfavorable to the development of the target character to occur. The condition is improved when a break is selected as a normal action. The condition may also be changed in association with certain other conditions. Furthermore, as the state of the target character, a "bad condition" may occur under certain conditions. For example, a state such as an injury or illness of the target character may be set as a bad condition. When a bad condition occurs, it is necessary to select a hospital visit as a normal action to recover the state of the target character. Therefore, the option of visiting a hospital may be selectable only when a bad condition occurs.
[0064] When "Auto" is selected in the function selection section 135 of the home screen 130, the auto setting screen 140 shown in FIG. 12 is displayed so as to be superimposed on the home screen 130. In the auto setting screen 140, "Auto OFF", "Auto Lv1", "Auto Lv2", and "Auto Lv3" are presented as options for the auto setting. "Auto Lv1", "Auto Lv2", and "Auto Lv3" correspond to levels 1 to 3 in the auto mode of FIG. 4, respectively, and "Auto OFF" corresponds to auto off. A check mark 141 is added to the selected setting. In the example of FIG. 12, auto off is selected. When the user selects one of the options on the auto setting screen 140 and operates the setting completion button 142, the auto setting selected at that time is applied. Note that in the auto levels 1 to 3, the screen stops temporarily at the scene where the user needs to perform a selection operation (the command input procedure in FIG. 4). Therefore, a comment such as "It will stop at the point where an operation is required" is added to the auto setting screen 140.
[0065] When "Setting" is selected in the function selection section 135 of the home screen 130 in FIG. 11, the use of the training guide can be set. The setting screen is the same as the play setting screen 120 in FIG. 10, and is not illustrated here. In the setting of the training guide during the training part, it is possible to switch the training guide on and off, set a target value when the training guide is newly turned on, reset the target value for the parameter whose target value was set in the pre-start setting, and set a new target value for the parameter whose target value was not set in the pre-start setting stage. In addition, when the target value can be reset during the training part, the user can appropriately change the target value in consideration of the degree of growth of the parameter. For example, it is possible to change the target value flexibly according to the progress of training, such as changing the target higher when more experience points are accumulated than intended, and changing the target lower when experience points are not accumulated as intended.
[0066] When "Lesson" is selected in the action selection section 136 of the home screen 130 of FIG. 11, the display switches from the home screen 130 to an action selection screen 150 illustrated in FIG. 13. A character image 151 corresponding to the appearance of a target character is displayed on the action selection screen 150. The character image 151 may be the same image as the character image 103 of FIG. 8, or may be an image in which the costume, hairstyle, pose, etc. have been changed. The action selection screen 150 includes an information section 134, a function selection section 135, an action selection section 152, an experience point display section 153, and an event character display section 154. The information section 134 and the function selection section 135 are the same as those in FIG. 11.
[0067] In the behavior selection section 152, five selection buttons 152a to 152e are displayed in correspondence with five types of options in the "lesson" of normal behavior, for example, in the shape of a mark symbolizing each option. The selection buttons 152a to 152e correspond to the lessons of vocals, dance, charm, expressiveness, and mentality, in order from the left. However, in the example of FIG. 13, the lesson of charm is expressed as "visual", and the option is provisionally selected as the behavior of the lesson. For example, when any of the selection buttons 152a to 152e is touched, the operated selection button is enlarged and provisionally selected, and when the provisionally selected selection button is further touched, the selection of the lesson corresponding to that selection button is confirmed. In this manner, the selection buttons 152a to 152e may be associated with the selection of lessons.
[0068] The visual lesson is judged as a recommended action by the training guide function, and a badge 152f is attached to the selection button 152c corresponding to the visual. In addition, a failure rate is set for each option according to the physical strength, condition, etc. of the target character, and the failure rate is displayed together with at least the provisionally selected action. The level of the lesson is displayed in a form such as "Lv1" on each selection button 152a to 152e. For example, the level of the lesson is set to be higher the more times the same lesson is selected. The level may be set in association with factors other than the number of times the lesson is selected, such as the level of the lesson being higher as the parameter such as the vocals of the target character grows, or the level of the lesson being higher in association with an event or item. The higher the level of the lesson, the more experience points can be acquired.
[0069] The experience point display section 153 displays the experience points acquired by the target character, distinguishing them into four categories: music, core, appearance, and expression. When any of the selection buttons 152a to 152e is provisionally selected, the increase in experience points acquired through the provisionally selected lesson may be displayed, for example, as "+2." However, the increase does not necessarily have to be a value that is acquired, and may be an estimated value. Incidentally, if the selected lesson is failed, no experience points are acquired, or the experience points are reduced.
[0070] The event character display section 154 displays a character mark 154a symbolizing a character (hereinafter, sometimes referred to as an alliance character) that cooperates in a lesson. For example, a character mark 154a corresponding to an alliance character that takes a lesson together with the target character or supports the lesson of the target character is displayed on the event character display section 154. The alliance character may be an event character, for example, or may be a character different from the event character. The other characters may include appropriate characters such as a character that appears specifically in the scenario applied in the training part, or a character that may appear regardless of the scenario applied. The effect brought about by the alliance character is differentiated according to the alliance character. For example, a favorite lesson is set for the alliance character, and the effect of the alliance character is expressed when the target character selects the favorite lesson. A lottery process may be involved in the appearance of the alliance character. An arbitrary number of alliance characters equal to or greater than 0 may be assigned to one lesson. The number of alliance characters with matching favorite lessons is added to the selection buttons 152a to 152e of the action selection section 152.
[0071] An allied character may have an advantageous effect such as increasing the experience points obtained in a lesson. For example, experience points are added when the relationship between the target character and the allied character satisfies a predetermined condition. The relationship between the target character and the allied character is expressed by an intermediate parameter such as reliability. When a lesson that the allied character is good at is selected as the target character's action, the reliability of the allied character increases, and when the reliability is equal to or greater than a predetermined value, the condition is satisfied and experience points are added. Alternatively, regardless of the reliability, an advantageous effect may be obtained in training the target character, such as additional experience points being obtained or a predetermined event occurring. Therefore, in order to obtain more experience points, it is advantageous to select a lesson in which there are a relatively large number of allied characters or in which there is an allied character with a high reliability.
[0072] FIG. 14 and FIG. 15 show an example of a screen displayed during the progress of the training part. FIG. 14 is an example of a production screen 160, and FIG. 15 is an example of a selection screen 170. Both of these screens are examples of images associated with the progress of training. The production screen 160 in FIG. 14 is a screen for producing a scene in which a target character speaks in an event that occurs in a normal turn, for example. In the production screen 160, as an example, a character image 161 showing the target character is displayed with a speech bubble 161a showing the content of the character's speech. The speech bubble 161a is displayed as a part of a series of conversations exchanged between, for example, an event character involved in the event, or as a speech directed to the user. The information section 134 and the function selection section 135 are the same as those in FIG. 11. However, the production screen 160 may be one that produces the state of action, etc., and displaying the speech bubble 161a showing the content of the speech is not essential.
[0073] On the other hand, in the selection screen 170 of FIG. 15, a dialog box 171 showing options that have occurred during an event is displayed. The information section 134 and the function selection section 135 are the same as those in FIG. 11. When the user selects one of the dialog boxes 171, an action or the like corresponding to the dialog box 171 is selected. Note that, in the selection screen 170 of FIG. 15, a character image 172 showing a target character is also displayed, but the display content may be appropriately changed depending on the situation in which the options should be presented. For example, images of the target character and the event character may be displayed, or various images of places, items, etc. associated with the action options may be displayed.
[0074] When level 2 is set in the auto setting, the playback speed of the production screen 160 in FIG. 14 is set faster than that in normal mode. For example, when the production screen 160 is displayed as a moving image, the moving image is fast-forwarded. When the production screen 160 is displayed as a still image, the duration of the display is set to be short. When auto level 3 is set, the display of the production screen 160 is omitted. That is, the production screen 160 itself is not displayed. On the other hand, the selection screen 170 in FIG. 15 gives the user an opportunity to make a selection. Therefore, even if any of auto levels 1 to 3 is set, the selection screen 170 is displayed in the same manner as in normal mode, and the display continues until the user's selection is confirmed.
[0075] In correspondence with FIG. 5, both the production screen 160 and the selection screen 170 are displayed as a type of image associated with the progress of training. However, the production screen 160 is a screen that does not require selection based on a user's instruction, and is an example of an image displayed at the stage of scenario playback in FIG. 5. Therefore, the production screen 160 is an object that does not require user operation such as a screen forwarding operation when auto level 1 is set, is an object that increases the playback speed when auto level 2 is set, and is an object that is omitted from playback when auto level 3 is set. On the other hand, the selection screen 170 is an example of an image displayed at the stage of command input in FIG. 5, since it is a screen that requires a user's instruction. Note that when all skip is on, the display of both the production screen 160 and the selection screen 170 is omitted.
[0076] 14 and 15 show examples of screens during an event, but the display of the screen when the target character acts according to the selection of normal action is similar. For example, even if any of auto levels 1 to 3 is set at the opportunity to select normal action, the screen does not change until the selection is confirmed. On the other hand, for a screen that depicts a scene in which the target character is giving a lesson after normal action is selected, playback is controlled according to auto level 1 or 2, or playback itself is omitted according to the setting of auto level 3, unless a user selection operation is required.
[0077] When a screen is presented to the user with options and requires an instruction to select, such as the selection screen 170 of FIG. 15, information that serves as a guide for selection may be presented in association with the options. For example, an event that the user has already experienced in another training part played in the past or in the training part currently being played may occur, or an opportunity may arise in which the conditions of the lesson match or are similar, such as a match of a linked character even in normal actions. In that case, information may be presented that the option has been selected in a past selection opportunity, or that the option is an unselected option. When a selected option is presented to the user, reference information may be further presented to the user, such as the degree to which a parameter of a certain type has increased or the degree to which experience points of a certain type have been acquired, as a result of the selection. In the example of FIG. 15, for example, an indicator such as a mark or badge indicating that the dialog box 171 has been selected or not selected may be added to the dialog box 171, or the display mode of the dialog box 171, such as the color, pattern, shape, etc., may be changed depending on whether the dialog box 171 has been selected or not. When information on the selection result is presented, the information may be presented in the dialog box 171, or the information may be presented as a pop-up display accompanying a tentative selection of the dialog box 171.
[0078] 16 shows an example of an ability improvement screen 180 that is displayed when the experience points acquired by the target character are manually allocated to parameter values. The ability improvement screen 180 is a screen that is displayed by a predetermined calling operation, for example, by operating the ability improvement button 132a in FIG. 11. The ability improvement screen 180 includes a parameter display section 181, a switching section 182, an allocation setting section 183, and a function selection section 135. The function selection section 135 is the same as that in FIG. 11.
[0079] The parameter display section 181 displays the current parameter value and rank of the target character. The switching section 182 is an operation section for switching the setting target between basic ability and skill. FIG. 16 shows a state in which basic ability is selected. When basic ability is selected, the distribution setting section 183 displays the value of experience points required for distribution in a table format in which five types of parameters of the target character are arranged in columns (vertical direction) and experience points acquired by the target character are arranged in rows (horizontal direction). For example, it is shown that 6 experience points for music and 1 experience point for expression are consumed for the vocal parameter. A section in which the consumed experience points are 0 means that the experience points cannot be distributed to the corresponding parameter. For example, for the vocal parameter, the experience points for the trunk and appearance cannot be consumed to increase the parameter value. In this way, the types of parameters to which experience points can be distributed and the magnitude of experience points consumed during distribution are differentiated according to the combination of parameters and experience points. An adjustment button 183a with a "+" symbol is attached to the row of each parameter in the table. When the adjustment button 183a corresponding to any of the parameters is operated, the experience points shown in the table are consumed, and the parameter value increases in exchange for the consumption. The operation of the adjustment button 183a corresponds to an example of an allocation operation.
[0080] The allocation of experience points by parameter display section 181 is confirmed by operating confirmation button 184. Reset button 185 is a button that is operated when canceling the settings of parameter display section 181. When the training guide is on and a target value is set for at least one type of parameter, manual allocation of parameters using ability improvement screen 180 in Fig. 16 is skipped, and experience points are automatically allocated to parameter values according to predetermined processing rules.
[0081] When a skill is selected in the switching unit 182 in Fig. 16, a screen for selecting a skill to be acquired is displayed instead of the parameter display unit 181. The screen may be configured as a screen in which acquireable skills are arranged vertically instead of the vertical parameters in the parameter display unit 181, and is not shown in the figure. Regarding skill acquisition, automatic processing that does not require at least some operations is possible, regardless of whether the simplified mode is selected as described above. The automatic processing in this case is processing that is executed separately from the processing of automatic skill acquisition that is executed when skip all is on.
[0082] FIG. 17 shows an example of a skip result screen 190 for displaying the result (see FIG. 5) when auto level 3 is on. In the skip result screen 190, labels 191 are displayed in a list in one-to-one correspondence with the normal actions and events that occurred in each turn. The labels 191 include a title section 191a attached to the normal action or event, and a details section 191b describing the results such as experience points obtained in the normal action or event. In addition, the skip result screen 190 is also provided with an experience point display section 192. In the experience point display section 192, experience points are displayed by type, similar to the experience point display section 153 in FIG. 13. By displaying the skip result screen 190, even if scenario playback is omitted in auto level 3, the user can grasp the result of the normal action in one turn, the type of event that occurred, the result of the event, and the like. Note that the skip result screen 190 may be configured to display the result of the normal action and the result of the event as separate screens. Only one of the result of the normal action or the result of the event may be displayed on the skip result screen 190. The display contents of the skip result may also be configured to omit the display of the event name, etc., and to only cover the acquired experience points, changes in stamina, etc. The accumulated value of the experience points acquired in the normal actions and the events may also be displayed.
[0083] FIG. 18 shows an example of a training result screen 200 displayed at the end of the training part. The training result screen 200 includes a character information section 201, a selection section 202, and a selection information section 203. The character information section 201 further includes a character image 204 such as a thumbnail image symbolizing the target character, a parameter display section 205 showing the parameter value and rank for each type at the time of training completion, and a rank display section 206 showing the final evaluation rank of the target character. The selection section 202 is an operation section for switching between skills and training information. When skills are selected, a list of skills acquired in the training part is displayed in the selection information section 203. When training information is selected, various information such as a log of the training part is displayed.
[0084] When training is performed with the skip mode of Fig. 4 selected, that is, with skip all on, training is completed without all of the steps of command input and scenario playback in Fig. 5, and the training results are presented to the user on the training result screen 200 of Fig. 18. When skip all is on, the training results displayed on the training result screen 200 may differ even if training is started under the same conditions. This is because the calculation of the training results in skip all includes a probability element.
[0085] [Automatic processing of training parts] Next, an example of automatic processing in the training part will be described. (1) Automatic processing when all skips are on FIG. 19 shows an example of automatic processing when all skip is on. The automatic processing in FIG. 19 may be executed with the entire period of the training part as the target period. Alternatively, the training part may be divided into a plurality of target periods, for example, by section or by turn, and executed for each target period. In the automatic processing in FIG. 19, first, the experience points (hereinafter, sometimes referred to as total experience points) obtained in the target period are calculated for each type (F11). The calculation of the total experience points may be calculated by appropriately determining, for example, the selection of normal actions in the target period, the presence or absence of an event occurrence, the selection in the event that has occurred, etc., by lottery or the like. In other words, each turn may be virtually consumed by the internal processing of the computer to calculate the total experience points. Alternatively, the expected range of the total experience points obtained in the target period may be grasped in advance by calculation or simulation considering probability elements in the target period, for example, the probability of an event occurrence, etc., and the total experience points may be determined within the grasped expected range using lottery processing or the like. In that case, the total experience points may be determined within the expected range, but a total experience point larger than the expected range may be obtained with a certain probability.
[0086] Next, the experience points to be allocated to the parameters are calculated from the total experience points (F12). For example, the experience points for the parameters may be calculated by multiplying the total experience points by a certain ratio. Then, a process of allocating the calculated experience points to the parameters is performed (F13). In the allocation process, an allocation order is set between the parameters so that the experience points are preferentially allocated to the priority parameters set in the pre-start setting. In the example of FIG. 19, the priority parameters are distinguished by PP1..., and the other non-priority parameters are distinguished by NP1.... The subscripts 1, 2... indicate the priority order between the priority parameters or the priority order between the non-priority parameters. When the number of priority parameters is the priority number, and the priority number is 1, the allocation order is set, for example, from the top as PP1→NP1→PP1→NP2→PP1→NP3→NP4. An example of the allocation order when the priority number is 2 or 3 is as shown in FIG. 19. When there are multiple priority numbers, the priority order between the priority parameters is set according to the basic order. The priorities of the non-priority parameters are also set according to the basic order, which may be, for example, vocals, dance, charm, expressiveness, and mentality, in descending order.
[0087] In the experience point allocation process, the experience points are allocated to each parameter in sequence according to the allocation order. Each time the allocation is performed, the experience points are consumed. The amount of experience points consumed differs depending on the combination of the parameters and the experience points, as illustrated in FIG. 16. Therefore, even if at least some types of experience points remain, it may be impossible to allocate the experience points depending on the type of parameter whose allocation order has arrived. When such a shortage of experience points occurs, the allocation to the parameter is skipped, and the process proceeds to the allocation to the next parameter in the order. As described above, the experience points are allocated to each type of parameter in sequence according to the allocation order. When the allocation proceeds to the final order, the allocation is repeated from the top of the allocation order. When the experience points decrease until it is impossible to allocate to all parameters, the allocation process ends. Through the above process, the training result is calculated so that the value of the priority parameter changes relatively more greatly in the growth direction compared to the non-priority parameters.
[0088] After the allocation of the experience points is completed, the skills that can be acquired are then confirmed (F14). In this case, it may be determined that all skills are available for acquisition, or the skills that can be acquired may be narrowed down depending on the target character or the event character. A state in which a specific skill can be acquired may occur based on various settings such as the setting of an event that occurred during a turn or the setting of a scenario in the training part. Next, the experience points for acquiring the skills are calculated from the total experience points (F15). For example, a value obtained by subtracting the experience points for the parameters from the total experience points may be calculated as the experience points for skill acquisition. Then, a process for acquiring the skills is performed (F16). The acquisition of the skills may be performed, for example, by preparing a candidate list in which the skills that can be acquired are arranged according to priority, and recording the skills for which there are sufficient experience points in the acquisition list in exchange for consuming the experience points required to acquire the skills, starting from the skills with the highest priority. For example, the priority order in the candidate list may be determined so that the higher the value of the skill, the higher the priority. The value of the skill may be determined according to appropriate criteria, such as the level of the effect that the skill has on training, the level or rank set for the skill, etc. In Fig. 19, skills are arranged in descending order of priority, SK1, SK2, etc. In the example of Fig. 19, skill SK1 is determined to be obtainable because there are sufficient experience points, and is recorded in the acquisition list, skill SK2 is determined to be unobtainable because there are insufficient experience points, and the next skill, SK3, is determined to be obtainable.
[0089] In this way, when all skip is on, parameter growth and skill acquisition are automatically processed. The processing results are presented to the user through the training result screen 200 of FIG. 18 as an example. The presented training results include the parameter values and ranks of the target character for which training has been completed. In the processing of FIG. 19, the parameters higher in the allocation order change more in the direction of growth, and the amount of change in the value of each parameter from the start of training to the end is differentiated. Furthermore, the calculation of the total experience points includes a probability element. Therefore, even if the training results are calculated under the same conditions, the training results will not necessarily be the same. The same applies to the acquisition of skills.
[0090] (2) Automatic parameter allocation in the training guide When the training guide is on and a target value is set for at least one type of parameter, the allocation of experience points to the parameters is also automatically processed. In this process, the parameters to be allocated are selected based on the rank of the parameters for which target values are set, and experience points are allocated to the selected parameters. An example of the overview is shown in Figure 20. Figure 20 shows an example in which target values are set for all of the five types of parameters P1 to P5.
[0091] In the example of FIG. 20, five types of parameters are distinguished and indicated as P1, P2, ... For example, assume that the order of parameters P1 to P5 at the time of starting automatic sorting is P3 → P2 → P1 → P4 → P5 when the parameters are ranked so that the lower the rank, the higher the rank. For parameters of the same rank, the order of the parameters is determined according to the basic order, as in the example of FIG. 19. As an example, the basic order is set such that, from the highest to the lowest, the parameters are vocal, dance, charm, expressiveness, and mentality.
[0092] In the first allocation, the experience points are allocated to the parameter P1 with the lowest rank. If the ranking of the parameter P1 changes to a lower rank than the parameter P4 and higher than the parameter P5 as a result of the allocation, the parameter P2 will be the highest. In that case, in the second allocation, the experience points are allocated to the parameter P2. If the ranking of the parameter P2 changes to a lower rank than the parameter P4 and higher than the parameter P3 as a result of the second allocation, the parameter P1 will be the highest. Therefore, in the third allocation, the experience points are allocated to the parameter P1. Note that, even in the example of FIG. 20, depending on the combination of the parameters and experience points to be selected as the allocation target, there may be a case where the experience points are insufficient and allocation is impossible. In such a case, another parameter to which the experience points can be allocated is selected according to the rank order. The allocation of the experience points is repeated until allocation is impossible for all parameters, and the process ends. When a predetermined end condition is met, for example, when all parameters reach their target values, the automatic allocation setting in the training guide is cancelled, and the allocation process is not executed thereafter. As described above, the parameters that have reached their target values may be excluded from the subsequent allocation targets.
[0093] In the example of FIG. 20, experience points are allocated only to parameters for which a target value is set. This is different from the example of FIG. 19 in which non-priority parameters NP1, NP2, etc. are also included in the allocation order. Therefore, in the automatic allocation when the training guide is on, experience points are not allocated to parameters for which a target value is not set. However, experience points may be allocated to parameters for which a target value is not set under a predetermined condition. For example, if there are experience points remaining at the end of the allocation, the remaining experience points may be allocated to parameters for which a target value is not set. The remaining experience points may not be processed by the automatic allocation, but may be manually allocated to parameters according to the user's instructions at an appropriate time after the end condition is met and the automatic allocation is completed. In summary, in the automatic allocation process of experience points in the training guide, as long as experience points are preferentially allocated to parameters for which a target value is set, the allocation of experience points to parameters for which a target value is not set may be set appropriately.
[0094] The method of allocating parameters shown in FIG. 20 is an example, and the method of selecting parameters to which experience points are allocated may be changed as appropriate. In the example of FIG. 20, among the target parameters for which a target value is set, the parameter with the lowest rank is preferentially selected as a target parameter whose change in the growth direction is relatively delayed, but the determination of whether the change in the growth direction is relatively advanced or delayed may be performed based on the difference between the current value of the parameter and the target value. In this case, it may be determined that the change in the growth direction is relatively delayed as the difference is larger. Parameters for which a target value is set may be distinguished as priority parameters PP1, PP2, ... shown in FIG. 19, and parameters for which a target value is not set may be distinguished as non-priority parameters NP1, NP2, ... shown in FIG. 19, and experience points may be allocated manually as in FIG. 19. Parameters to be allocated may simply be selected sequentially according to the basic ranking. The selection of parameters does not necessarily need to be reviewed every time experience points are allocated. For example, experience points may be continuously allocated to a parameter once selected as a target over two or more predetermined times. A parameter to be allocated may be selected every time a parameter increases by a predetermined amount. The process of allocating experience points may be performed at an appropriate timing, and the target parameters may be selected for each opportunity.
[0095] (3) Deciding on recommended actions FIG. 21 shows an example of a process for determining a recommended action when the training guide is on. The recommended action is determined in consideration of the state of the target character and the experience points expected to be obtained from each action such as "vocal" and "dance" (see FIG. 3) prepared as options for normal actions. In the example of FIG. 21, first, it is confirmed whether the target character is in a bad condition or not (F21), and if it is in a bad condition, the action of "visiting the hospital" is determined as the recommended action (F29). If it is not in a bad condition, the condition of the target character is confirmed (F22), and if the condition is worse than a predetermined judgment criterion, the action of "taking a break" is determined as the recommended action (F28). If the condition is better than the judgment criterion, the appearance state of the linked character in each option for normal actions is confirmed (F23). Based on the confirmation result, the experience points expected to be obtained for each option for the action of "lesson", that is, for each action such as "vocal" and "dance", are confirmed as the effect of the lesson (F24). Next, the failure rate is confirmed for each option for "lesson" (F25). The failure rate increases or decreases depending on the physical strength and condition of the target character. If the failure rate for all "Lesson" options is higher than a predetermined criterion, the "Rest" action is determined as the recommended action (F27).
[0096] If there is one or more actions whose failure rate is equal to or lower than the criterion, an optimal lesson from the actions is determined as the recommended action (F26). The optimal lesson may be selected, for example, as an action that is expected to obtain the most experience points. However, the optimal lesson may also be selected in association with a target value. For example, a lesson suitable for growing a parameter for which a target value is set up to the target value may be selected as the optimal lesson. If target values are set for multiple types of parameters, the lesson that can obtain the most experience points required to grow the parameter with the lowest rank among those parameters may be selected as the optimal lesson.
[0097] (4) Skill acquisition when all skips are off The automatic acquisition of skills shown in FIG. 19 is a process when all skip is on. In addition, when "skill" is selected in the switching unit 182 of the ability improvement screen 180 shown in FIG. 16, an operation of manually acquiring a skill by consuming experience points is possible. In this embodiment, it is possible to acquire a skill by a procedure in which operations are partially omitted compared to manual acquisition, for a case in which a mode other than all skip is on is selected. For example, when a skill becomes available for acquisition, a skill acquisition screen 210 shown in FIG. 22 is displayed to notify the user that the skill can be acquired. When the user operates the automatic button 211, automatic acquisition of a skill is executed. In this case, automatic acquisition of a skill may be executed by, for example, a method of randomly selecting from among skills that can be acquired. As in the case of all skip is on in FIG. 19, a priority order may be set for the available skills according to their value, and the skills may be selected in order from the highest to the lowest within a range in which experience points are sufficient. When a skill is automatically acquired, the selected skill is presented to the user as shown in FIG. 23. When the decision button 214 is operated, the skill selected at that time is acquired. When the re-selection button 215 is operated, the skill is reselected. When the manual selection button 212 in Fig. 22 is operated, the process may proceed to manual acquisition of the skill. For example, the skill may be displayed in a selected state in the switching section 182 of the ability improvement screen 180 in Fig. 16, and manual acquisition may be performed through that screen.
[0098] [User device control system and processing] Next, an example of the configuration of a control system of the user device 3 and its processing procedure will be described. (1) Control system configuration FIG. 24 shows an example of a control system of the user device 3. The user device 3 is provided with a control unit 10 and a storage unit 11. The control unit 10 is configured as a computer including a CPU and internal storage devices required for its operation, such as a cache memory, a RAM, and a frame memory. The storage unit 11 is a storage device using a non-volatile storage medium such as a magnetic storage medium or a flash memory that functions as an external storage device for the control unit 10. An input device 12 that detects a user's operation and outputs an operation signal according to the detection result, and a display device 13 that displays a game screen, etc. are connected to the control unit 10. In addition, a speaker unit for outputting sound, a communication control unit for controlling communication with the game server 4, etc. are also connected to the control unit 10, but these are not shown in the figure.
[0099] The storage unit 11 records a game program Pg, game data Dg, and play data Dp. The game program Pg is an application program for causing the control unit 10 to execute arithmetic processing and operation control required for the game in cooperation with an operating system that controls the basic operation of the control unit 10. Interactions with the user and various automatic processes in the training part are controlled according to the contents of the game program Pg. The game data Dg is data to be appropriately referenced in the control of the game. For example, the game data Dg records data that defines the progression procedure in the training part, parameters to be associated with various objects such as base characters and event characters, data describing skills, and image data that is used as material for displaying various objects and background images.
[0100] The play data Dp is data for each user associated with the play of the game by the user of the user device 3. For example, information such as the user's play history and status is described in the play data Dp. Information for specifying the state of character training is also recorded in the play data Dp. For example, information such as the parameter values of the characters being trained and the characters that have been trained, the acquired skills, and the current value of experience points acquired in training is recorded in the play data Dp.
[0101] The game program Pg and game data Dg are appropriately distributed from the game server 4 to the user device 3 and stored in the storage unit 11. The play data Dp is appropriately updated in response to the play of the game on the user device 3, and is stored in the game server 4 at appropriate times in association with the user's identification information. When a user is authenticated by the game server 4 to play a game, the play data Dp corresponding to that user is provided from the game server 4 to the user device 3 and stored in the storage unit 11.
[0102] As the control unit 10 executes the game program Pg, the control unit 10 is provided with a game setting unit 21, a game control unit 22, and an image drawing unit 23. Each of the units 21 to 23 is a logical device realized by cooperation between the computer hardware of the control unit 10 and the game program Pg as software. The game setting unit 21 manages the setting of various items that determine the play conditions of the game. The setting of the various modes shown in FIG. 4 is also processed by the game setting unit 21.
[0103] The game control unit 22 executes various arithmetic processes required for progressing the development of the development part or playing the live part according to the procedures shown in Fig. 2 and Fig. 3, and progresses the game according to the calculation results. The game control unit 22 executes arithmetic processes for realizing the presence or absence of an event in each turn of the development part, the acquisition of experience points according to the results of normal actions and events, the allocation of experience points to parameters, the acquisition of skills, and the like. The game control unit 22 generates status data Ds for determining the progress of the game, stores this in the internal storage device of the control unit 10, and appropriately updates the status data Ds as the game progresses. The status data Ds includes various information required for determining the situation of the game, such as the development state of the target character, the composition of the event deck, and the results or progress of each turn.
[0104] The image drawing unit 23 repeatedly executes processes required for drawing various game screens in a predetermined frame memory in accordance with the status data Ds at a period corresponding to the frame rate of the display device 13. The image drawing unit 23 repeatedly draws the game screen, so that the various screens exemplified in FIG. 8 and the like are displayed on the display device 13 in accordance with the progress of the game.
[0105] (2) Control system processing Next, with reference to Fig. 25 to Fig. 33, an example of the procedure of various processes executed by the control system of the user device 3 will be described. Note that in the following description, the procedure will be shown according to the flowcharts in Fig. 25 and subsequent figures, and Fig. 2 to Fig. 23 will also be referred to.
[0106] FIG. 25 shows an example of a procedure of a pre-start setting process executed by the game setting unit 21 to set all skip settings and a training guide at the pre-start setting stage (see F4 in FIG. 2) performed before starting the training part. When the pre-start setting process is started, the game setting unit 21 first causes the user device 3 to display the final confirmation screen 110 of FIG. 8 (step S101). The display is realized by transferring information required for drawing the final confirmation screen 110 to the image drawing unit 23 and causing the image drawing unit 23 to draw the final confirmation screen 110. Similarly, various screens are drawn by the game setting unit 21 or the game control unit 22 transferring information required for drawing to the image drawing unit 23 and instructing the image drawing unit 23 to draw the screen, but the following description will be given assuming that the game setting unit 21 or the game control unit 22 causes a predetermined screen to be displayed on the user device 3.
[0107] Next, the game setting unit 21 determines whether or not skip all has been turned on (step S102). If skip all has been turned on, the game setting unit 21 changes the final confirmation screen 110 to the state shown in FIG. 9, thereby giving the user an opportunity to specify priority parameters (step S103). If the user specifies priority parameters using the priority button 119 on the final confirmation screen 110 shown in FIG. 9, the specified parameters are selected as priority parameters, and the process proceeds to the next step S104. If the priority parameters are selected, the game setting unit 21 determines whether or not the user has operated the start button 114 to instruct the start of breeding (step S104). If the start of breeding has not been instructed, the game setting unit 21 returns to the process of step S102.
[0108] If the all skip is not turned on in step S102, the game setting unit 21 determines whether or not a training start is instructed by operating the start button 114 with the all skip turned off (step S105). If it is determined that a training start is instructed, the game setting unit 21 displays the play setting screen 120 of FIG. 10 on the user device 3 (step S106). Next, the game setting unit 21 determines whether or not a training guide is turned on in the play setting screen 120 (step S107). If the training guide is turned on, the game setting unit 21 sets a target value for each parameter of the target character according to the operation status of the target setting unit 122 in the play setting screen 120 (step S108). Note that whether or not to set a target value for each of the five types of parameters is at the discretion of the user. Therefore, in the process of step S108, target values may be set for all or a part of the five types of parameters, or target values may not be set for all parameters.
[0109] After setting the target value, the game setting unit 21 determines whether or not the user has operated the setting completion button 128 of FIG. 10 to instruct the completion of the setting (step S109). If the setting completion has not been instructed, the game setting unit 21 returns to the process of step S106. If it is determined in step S109 that the setting completion has been instructed, the game setting unit 21 sets the auto level according to the user's instruction (step S110). This process is a process of displaying the auto setting screen 140 of FIG. 12 and having the user select either auto off or auto levels 1 to 3. If it is determined in step S105 that the start of development has not been instructed, the game setting unit 21 determines whether or not the cancel button 115 of the final confirmation screen 110 has been operated (step S111), and if not, returns to the process of step S101. If it is determined in step S111 that the cancel button 115 has been operated, the game setting unit 21 returns the process to the stage before the pre-start setting, for example, the event character selection stage in FIG. 2 (step S112), and then ends the pre-start setting in FIG. 25. However, by returning the process to the target character selection stage in step S112, the target character may be reselected, and items and event characters may be reselected accordingly. When the start of training is instructed in step S104, or the auto setting in step S110 is completed, the game setting unit 21 saves the setting contents up to that point in the status data Ds (step S113), and ends the pre-start setting process in FIG. 25. According to the above process, in the pre-start setting stage, it is possible to set all skip on or off, training guide on or off, and level selection in auto setting. It is also possible to set a target value when training guide is on.
[0110] FIG. 26 shows an example of the procedure of the training process executed by the game control unit 22 in the training part. When the start of training is instructed, the game control unit 22 first determines whether or not the all skip is set to ON (step S121). If the all skip is OFF, the game control unit 22 executes the turn process (step S122). The procedure of the turn process will be described later. When the turn process ends, the game control unit 22 determines whether or not the level 3 is selected in the auto setting (step S123). If the level 3 is selected, the game control unit 22 causes the user device 3 to display the skip result screen 190 of FIG. 17 to present the result of the turn process of step S122 to the user (step S124). If the level 3 is not selected, step S124 is skipped.
[0111] Next, the game control unit 22 determines whether the development part has ended (step S125). The development part ends when the final turn has ended, or when the target live during the development part has not been cleared. If the development part has not ended, the game control unit 22 returns to the process of step S122 and executes the turn process corresponding to the next turn. Thereafter, the same process is repeated to sequentially consume turns and progress in development.
[0112] On the other hand, if it is determined in step S121 that the skip all is on, the game control unit 22 calculates the training result in the case of the skip all mode (step S126). This process is as described in FIG. 19, and the values of various parameters of the target character after training and the skills acquired by the target character are determined as the calculation results.
[0113] When it is determined in step S125 that the training part has ended, or when the training result has been calculated in step S126, the game control unit 22 saves the training result in the play data Dp (step S127), and presents the training result to the user by displaying the training result screen 200 of Fig. 18 on the user device 3 (step S128). After that, the game control unit 22 ends the training process of Fig. 26.
[0114] FIG. 27 shows an example of the procedure of the turn process executed by the game control unit 22 as the subroutine process of step S122 in FIG. 26. The turn process corresponds to one turn. In the turn process, the game control unit 22 first determines whether or not an event occurs in the current turn (step S141). The event in this case is an event preceding the normal action or the target live shown in FIG. 3. The occurrence of the event may be determined based on various factors such as the progression procedure determined for the turn and the probability of the event occurrence. Some events always occur, while other events vary in occurrence depending on the probability. If it is determined that an event has occurred, the game control unit 22 executes the event process (step S142), and then proceeds to step S143. If it is determined that an event has not occurred, step S142 is skipped and the process proceeds to step S143. The procedure of the event process will be described later.
[0115] In step S143, the game control unit 22 determines whether or not the current turn is the turn of the target live. If it is determined that the current turn is not the turn of the target live but is a normal turn, the game control unit 22 determines whether or not the training guide is on (step S144). If the training guide is on, the game control unit 22 determines a recommended action (step S145), and then proceeds to the processing of step S146. The processing of determining the recommended action is as described in FIG. 21. If it is determined in step S144 that the training guide is off, step S145 is skipped and the processing proceeds to step S146.
[0116] In step S146, the game control unit 22 causes the user device 3 to display the home screen 130 of FIG. 11. If a recommended action has been determined in step S145, a badge 136a is attached to the recommended action. When the user selects a lesson, which is an option for normal action, on the home screen 130, the display is switched to the action selection screen 150 of FIG. 13. In the action selection screen 150, if a recommended action has also been determined, a badge 152f is attached to the corresponding option. When the function selection unit 135 or the ability increase button 132a is operated on the home screen 130 of FIG. 11, a process corresponding to the operation is interrupted and executed, and these processes will be described later.
[0117] When the home screen 130 is displayed, the game control unit 22 determines whether or not the user has specified any of the normal action options as the action for the current turn, and selects the specified action as the normal action for the current turn (step S147). When an action is selected, the game control unit 22 executes normal action processing (step S148). The procedure for the normal action processing will be described later.
[0118] When the normal action processing ends, the game control unit 22 again determines whether or not an event occurs (step S149). In this case, the event is an event that occurs following the normal action or the target live shown in FIG. 3. The occurrence of an event may be determined in the same manner as in step S141. If it is determined that an event has occurred, the game control unit 22 executes the event processing (step S150), and then ends the current turn processing.
[0119] If it is determined in step S143 that it is the turn of the target live performance, the game control unit 22 executes processing of the target live performance (step S151). This processing causes the user device 3 to display an image showing the target character appearing in the live performance and performing, and quantitatively calculates the results of the live performance based on the parameter values, physical strength, condition, etc. of the target character. The playback speed of the images played in the processing of the target live performance may be set according to the level of the auto setting. Therefore, when auto level 3 is set, only the results of the target live performance may be presented to the user without displaying images of the live performance.
[0120] When the processing of the target live ends, the game control unit 22 judges whether or not the current turn is the final turn (step S152). If it is not the final turn, the game control unit 22 judges whether or not the result of the current live meets a predetermined clearing condition (step S153). Whether or not the clearing condition is met may be determined based on the results obtained by the target character in the target live. If the clearing condition is met, the game control unit 22 judges that the target live has been cleared and proceeds to the processing of step S149. On the other hand, if the clearing condition is not met, the game control unit 22 records the end of training in the status data Ds (step S154), and then proceeds to the processing of step S149. If it is determined to be the final turn in step S152, the game control unit 22 skips step S153 and proceeds to the processing of step S154.
[0121] FIG. 28 shows an example of the procedure of the auto setting process executed when "Auto" is selected in the function selection section 135 of the home screen 130. The auto setting process is a process executed by the game setting unit 21 as an interrupt process to the process of FIG. 27. In the auto setting process, the game setting unit 21 first causes the user device 3 to display the auto setting screen 140 of FIG. 12 (step S161). Next, the game setting unit 21 selects the level of the auto setting by determining whether the user has specified either off or levels 1 to 3, which are options on the auto setting screen 140 (step S162). The selection in this case also includes auto off. Next, the game setting unit 21 sequentially determines whether any of levels 1 to 3 has been selected (steps S163 to S165). If none of levels 1 to 3 has been selected, the game setting unit 21 determines that the auto setting is off, and sets the method of scenario playback during a turn (see FIG. 5) to the playback method in normal mode (step S166).
[0122] If it is determined in step S163 that auto level 1 has been selected, the game setting unit 21 sets the method of scenario playback during a turn to the playback method corresponding to level 1 (step S167). If it is determined in step S164 that auto level 2 has been selected, the game setting unit 21 sets the method of scenario playback of images during a turn to the playback method corresponding to level 2 (step S168). If it is determined in step S165 that auto level 3 has been selected, the game setting unit 21 sets playback skip, which indicates that scenario playback during a turn is to be omitted (step S169). Playback skip differs from all skip, which skips the entire training part, in that it omits playback of images that should be displayed at the stage of scenario playback during a turn, and stops playback at the selection opportunity.
[0123] When the playback method is set in any of the processes of steps S166 to S169, the game setting unit 21 determines whether or not the user has operated the setting completion button 142 to instruct setting completion (step S170). If setting completion has not been instructed, the game setting unit 21 returns to the process of step S162. When setting completion is instructed, the game setting unit 21 saves the result of the setting in any of steps S166 to S169 (step S171), and then ends the display of the auto setting screen 140 to end the auto setting process.
[0124] Fig. 29 shows an example of the procedure for the training guide setting process executed when "Settings" is selected in the function selection unit 135 of the home screen 130. The training guide setting process is a process executed by the game setting unit 21 as an interrupt process to the process of Fig. 27. Also, the training guide setting process of Fig. 27 is for making settings related to the training guide, similar to the processes of steps S106 to S109 in the pre-start setting process of Fig. 25, but differs from the process of Fig. 25 in that it is executed during the training part.
[0125] In the training guide setting process of FIG. 29, the game setting unit 21 first displays the play setting screen 120 of FIG. 10 on the user device 3 (step S181). Next, the game setting unit 21 determines whether the toggle button 121 of the play setting screen 120 has been switched from off to on (step S182). If it has been switched on, the game setting unit 21 changes the goal setting unit 122 to an operable state and allows the user to set a target rank for the parameters (step S183). However, since training has already started at this point, it is not possible to set a rank lower than the current rank of each parameter. Also, setting a target rank is not essential, and goals may be set only for some parameters, or goals may not be set for all parameters.
[0126] If step S182 is judged as negative, the game setting unit 21 judges whether or not the toggle button 121 has been switched from on to off (step S184). If the toggle button 121 has not been switched, the game setting unit 21 keeps the target setting unit 122 in an operable state, and allows the user to set a target rank for the parameter. In this process, it is possible to reset a parameter for which a target rank has already been set, and to set a new target rank for a parameter for which a target rank has not been set. In both cases of setting a new target rank and resetting a target rank, it is not possible to set a rank lower than the current rank. Setting a target rank in step S185 is not essential, and there may be cases where a new target is set or set again only for some parameters, or where the target setting state for all parameters is not changed.
[0127] If it is determined in step S184 that a switching operation from on to off has been performed, the game setting unit 21 switches the training guide setting to off (step S186). In this case, the training guide itself is turned off, and not only the automatic allocation process of experience points associated with the target value, but also the function of determining a recommended action is stopped. When the processing of step S183, S185, or S186 is completed, the game setting unit 21 determines whether or not the user has operated the setting completion button 128 to instruct the setting completion (step S187). If the setting completion has not been instructed, the game setting unit 21 returns to the processing of step S182. When the setting completion is instructed, the game setting unit 21 saves the processing result of step S183, S185, or S186 (step S188), and then ends the display of the play setting screen 120 to end the training guide setting processing.
[0128] FIG. 30 shows an example of the procedure of the event processing executed by the game control unit 22 as the subroutine processing of step S142 or S150 in FIG. 27. In the event processing, the game control unit 22 first checks the contents of the event (step S201), and determines whether or not a selection opportunity is included in the range where no image is displayed (step S202). If there is a selection opportunity, the game control unit 22 determines whether or not a playback skip setting is made, that is, whether or not the auto level 3 is set (step S203). If a playback skip is not set, the game control unit 22 plays the images of the event up to the selection opportunity determined in step S202 (step S204). The playback method in this case follows the playback method set in step S166, S167, or S168 in FIG. 28. The playback of the image is paused at the selection opportunity.
[0129] In the next step S205, the game control unit 22 presents options in the selection opportunity of the event to the user, and the selection is confirmed according to the user's instruction (step S205). For example, the selection screen 170 of FIG. 15 is displayed, and the selection is confirmed according to the user's instruction (selection operation). After that, the game control unit 22 returns to step S202, and determines whether or not a further selection opportunity is set during the event. If it is determined in step S202 that there is no selection opportunity, the game control unit 22 calculates the result of the current event (step S206). In this process, the experience points obtained in the event are calculated based on the content of the event, the action of the target character as a result of the selection, the parameter values and state of the target character, and the like, or the amount of change in physical strength or condition, which is the state of the target character, is calculated.
[0130] When the result of the event is calculated, the game control unit 22 again determines whether or not a playback skip is set (step S207). When a playback skip is not set, the game control unit 22 plays the undisplayed range of the image of the event until the end of the turn (step S208). The playback method in this case also follows the playback method set in step S166, S167, or S168 of FIG. 28, as in the playback in step S204. Furthermore, at the time of the playback process in step S208, the result of the event has already been calculated. Therefore, at the time of the process in step S208, the acquired experience points and the changes in the physical strength and condition of the target character are presented to the user in an appropriate manner through the image of the event. For example, a speech bubble or the like showing the result of the event is appropriately incorporated into the image showing the progress of the event. When the playback process in step S208 ends, the game control unit 22 ends the current event process and returns to the turn process in FIG. 27.
[0131] Fig. 31 shows an example of the procedure of normal action processing executed by the game control unit 22 as a subroutine process of step S148 in Fig. 27. In the normal action processing, the game control unit 22 first confirms the action selected in step S147 in Fig. 27 (step S221). Next, the game control unit 22 calculates a result corresponding to the selected action (step S222). In this process, experience points obtained as a result of the action are calculated based on the type of selected action and the parameter values and state of the target character, or the amount of change in the stamina or condition, which is the state of the target character, is calculated.
[0132] When the result of the normal action is calculated, the game control unit 22 determines whether or not a playback skip is set (step S223). If a playback skip is not set, the game control unit 22 plays an image of the normal action (step S224). The image of the normal action is configured, for example, as an image expressing the target character performing a selected action, such as a vocal lesson. The method of playing the image of the normal action follows the playback method set in step S166, S167, or S168 of FIG. 28, similar to the image during the event.
[0133] When the image of the normal action is displayed in step S224, the game control unit 22 ends this normal action process. If it is determined in step S223 that playback skip is set, the game control unit 22 skips step S224 and ends the normal action process. In this case, the image of the normal action is not displayed. Note that at the time of the playback process in step S224, the result of the normal action has already been calculated. Therefore, during the processing of step S224, the acquired experience points and changes in the stamina and condition of the target character are presented to the user in an appropriate manner through the image of the normal action. This is the same as when an image of an event is played back and displayed.
[0134] FIG. 32 shows an example of the procedure of the automatic allocation process executed when the training guide is on and a target value is set for at least one type of parameter, that is, when the simplified mode of FIG. 4 is on. The automatic allocation process of FIG. 32 is a process executed in association with the setting of a target value in the training guide setting, and is different from the automatic allocation of parameters during all skips executed as part of the process of step S126 of FIG. 26. As described above, the automatic allocation process of FIG. 32 may be executed at an appropriate break such as the end of a turn or the end of a training part. In the automatic allocation process of FIG. 32, the game control unit 22 first checks the experience points acquired by the target character (step S241). Next, the game control unit 22 selects a parameter to which the experience points are to be allocated (step S242). The selection of the parameter to be allocated is as described in FIG. 20. That is, the parameter with the lowest rank among the parameters for which a target value is set and which has the experience points necessary for allocation remaining is selected as the parameter to be allocated.
[0135] Next, the game control unit 22 allocates the experience points to the parameter selected in step S242, thereby increasing the value of that parameter (step S243). Experience points are consumed in accordance with the increment of the parameter. Next, the game control unit 22 determines whether or not a termination condition set for the automatic allocation is satisfied (step S244). As an example, the termination condition is satisfied when all parameters for which target values are set have reached the target rank. If the termination condition is not satisfied, the game control unit 22 determines whether or not there is a shortage of experience points (step S245). In this case, if there are no experience points remaining that can be allocated to any of the parameters for which target values are set, it is determined that there is a shortage of experience points.
[0136] If it is determined in step S245 that there is no lack of experience points, the game control unit 22 returns to the process of step S242. Thereafter, the process of allocating experience points is repeated in the same manner until step S244 or S245 is determined to be positive. If it is determined in step S245 that there is a lack of experience points, the game control unit 22 ends the current automatic allocation process. After this, when the process of FIG. 32 is executed at the timing when the experience points increase, the experience points are allocated to the parameters again in step S242 and subsequent steps. On the other hand, if it is determined in step S244 that the end condition is satisfied, the game control unit 22 cancels the setting of automatic allocation in the training guide (step S246), and then ends the automatic allocation process of FIG. 32. In this case, even if the experience points increase later, the automatic allocation process is not executed. In order to further train the target character by allocating experience points to parameters, it is necessary for the user to operate the ability increase button 132a on the home screen 130 of FIG. 11 to call up the ability increase screen 180 of FIG. 16, and to manually allocate the experience points to the parameters. Even if the automatic sorting is cancelled in step S246, other functions of the training guide, such as the presentation of recommended actions, may continue to be applied if the training guide is set to on.
[0137] Fig. 33 shows an example of the procedure of the skill acquisition process executed by the game control unit 22 to acquire a skill. The skill acquisition process in Fig. 33 is a process for partially simplifying the operation of skill acquisition using the skill acquisition screen 210 shown in Fig. 22 and Fig. 23, and is different from the automatic acquisition of skills at the time of all skip executed as part of the process of step S126 in Fig. 26. The skill acquisition process in Fig. 33 may be executed at an appropriate time point such as the end of a turn if the skill is in a state in which it is possible to acquire the skill.
[0138] In the skill acquisition process of FIG. 33, the game control unit 22 first causes the user device 3 to display the skill acquisition screen 210 of FIG. 22 (step S261). Next, the game control unit 22 determines whether or not the user has operated the automatic button 211 to instruct automatic skill acquisition (step S262). If automatic acquisition is instructed, the game control unit 22 selects candidate skills to be acquired from the skills that can be acquired, and presents the selection result to the user via the skill acquisition screen 210 of FIG. 23 (step S263). The skills may be selected by a lottery process, or a skill with a relatively high value may be selected with priority.
[0139] Next, the game control unit 22 determines whether or not the user has operated the decision button 214 (step S215). If the decision button 214 has been operated, the game control unit 22 confirms the skill selected in the most recent step S263 as the skill acquired by the target character, and displays the result on the user device 3 (step S265). If the decision button 264 has not been operated in step S264, the game control unit 22 determines whether or not the re-selection button 215 has been operated (step S266). If the re-selection button 215 has been operated, the game control unit 22 returns to the process of step S263 and reselects a skill. If the re-selection button 215 has not been operated, the game control unit 22 returns to the process of step S264 and waits for a user instruction.
[0140] If the automatic button is not operated in step S262, the game control unit 22 determines whether or not the manual selection button 212 in FIG. 22 is operated (step S267). If not, the game control unit 22 returns to the process of step S262 and waits for an instruction from the user. If the manual selection button 212 is operated, the game control unit 22 executes a process for having the user manually acquire a skill (step S268). As an example, this process may be executed by causing the user device 3 to display the ability improvement screen 180 in FIG. 16 in a state in which a skill is selected by the switching unit 182. When the process of step S265 or step S268 ends, the game control unit 22 ends the current skill acquisition process.
[0141] In the above embodiment, the game setting unit 21 functions as an example of a mode selection means by executing the processes of steps S101 to S113 in Fig. 25, steps S161 to S171 in Fig. 28, and steps S181 to S188 in Fig. 29, and also functions as an example of a goal setting means by executing the processes of steps S106 to S109, S113, and S181 to S188 in Fig. 25. The game control unit 22 functions as an example of a development control means by executing the processes of S121 to S128 in Fig. 26 (including subroutine processes of S141 to S150, S201 to S208, and S221 to S224 in Figs. 27, 30, and 31) and steps S241 to S246 in Fig. 32. The game control unit 22 also functions as an example of an intermediate value calculation means by executing the processes of step S206 in FIG. 30 and step S222 in FIG. 31, and functions as an example of an allocation means by allocating experience points to parameters in response to an operation on the ability improvement screen 180 in FIG. 16, or by executing the processes of steps S242 and S243 in FIG. 32. Furthermore, the game control unit 22 functions as an action selection means by executing the process of step S147 in FIG. 27, and functions as an example of a recommendation means by executing the process of step S145 in FIG. 37 and presenting the result to the user via the home screen 130 in FIG. 11 and the action selection screen 150 in FIG. 13. The operation on the ability improvement screen 180 is an operation performed to allocate experience points to parameters to grow the target character, and corresponds to an example of a specific operation in that no operation is required when the simplified mode is on.
[0142] The present invention is not limited to the above-described embodiment, and may be embodied in various modified forms. Various modified forms will be described below.
[0143] [Variations] (1) Scope of automatic processing in automatic mode In the above embodiment, when any of the levels 1 to 3 of the automatic mode is selected, the selection procedure of each turn, that is, the selection is performed based on the user's instruction at the opportunity where some option occurs. However, the computer may automatically perform the selection for at least a part of the selection without receiving the user's instruction. For example, the selection may be automatically performed based on the parameter value or state of the target character at the time of selection, or the training state such as the experience points acquired by the target character. In the selection, the value of the option may be considered, for example, by preferentially selecting the option that can obtain more experience points, or a lottery process may be applied. Alternatively, a process may be applied in which the option displayed at the top of the screen is fixedly selected, or the options are selected sequentially according to the order of the options. Note that, when the automatic process is applied to all the selection opportunities at the auto level 3, the user's operation is not required during the period when the auto level 3 is applied. Therefore, during that period only, the training is processed substantially in the same manner as the all skip setting. Note that, when there is only one option in the selection procedure, there is no need to wait for the user's instruction. Therefore, such a selection procedure may be subject to automatic processing, and an image showing the state of the selection may be subject to making operation unnecessary or shortening the required time at auto levels 1 to 3. When an option that occurs during a turn is distinguishable as an option selected in another previously played training part or an option that has been previously selected in the same training part, an unselected option may be automatically selected, or an option that has been selected may be automatically selected again. Even when all options are unselected or selected, an option that is advantageous for strengthening a parameter that is least developed, or a parameter that has the largest difference from a target value set in the simplified mode, may be preferentially selected automatically. In this way, it is possible to bring the progress of training when the automatic mode is applied closer to that when all skips are set. Alternatively, the range of automatic processing in the automatic mode can be appropriately and flexibly set, for example, by applying automatic selection of options when there is an option that has already been selected, and by intervening manual selection according to the command input procedure in FIG. 5 when all options are unselected.
[0144] (2) Image display in automatic mode In the example of Fig. 5, when auto level 2 or 3 is set, the time required for playing all scenarios during a turn is shortened, but the images for which the time required is shortened may be limited to at least some of the images that are associated with the progression of training and do not involve options. For example, when the same image is displayed multiple times during the same turn, the images that have already been displayed may be subject to shortening, and images that have not been displayed may be displayed in the same time required as in normal mode.
[0145] (3) Setting priority parameters in all skip settings The priority parameters in the all skip setting do not necessarily have to be set according to the user's instructions. For example, the priority parameters may be automatically selected in consideration of various factors such as the items selected for the target character, the organization of the event deck, the characteristics of the event character, etc. Alternatively, the setting of the priority parameters may be omitted. In this case, the distribution of experience points may be calculated based on the experience points acquired by the target character for each type, so that the various parameters are most efficiently developed, and the experience points may be allocated according to the calculation result.
[0146] (4) Scope of automatic processing in simplified mode The automatic processing in simplified mode, i.e., the automatic processing when the training guide is on, is not necessarily limited to the automatic allocation of experience points. Selection may be performed automatically for at least some of the selection opportunities that arise during a turn. In other words, the operations that are subject to omission in simplified mode are not limited to the operation of allocating experience points, and may instead or in addition be other operations such as operations for selecting actions. In this case, the selection operations that are subject to automatic processing can be set appropriately and flexibly, similar to the case of the automatic processing in the automatic mode described above.
[0147] (5) Setting goals in the training guide As described above, the target value may be set by a method of specifying a rank or the like indicating the range of the parameter value, or may be set by a method of specifying a specific value. Furthermore, at least a part of the target value may be automatically set according to the selection of the target character, item, or event deck. A value preset by the user may be set as the target value. The target value may be automatically set by referring to the target value set by the user in a past game, or the parameter value obtained as a result of a past game. The target value may be dynamically changed at the discretion of the computer, such as by resetting the target value higher as the training progresses. The setting of the target value does not necessarily need to be associated with the automatic allocation process of experience points. For example, even if the automatic allocation process of experience points is not applied, the target value may be set, and the current value of the parameter and the target value may be presented to the user in a state in which they can be compared, thereby providing the user with a guideline for determining how much experience points should be allocated.
[0148] (6) Confirmation of target values The target value set in the training guide can be confirmed during training by calling up the play setting screen 120 in Fig. 10. To facilitate comparison of the current value or rank of a parameter with the target value, for example, the target set rank or the like may be displayed in the parameter display section 132 of the home screen 130 in Fig. 11. The display mode of parameters that have reached the target value may be changed so that they can be distinguished from parameters that have not yet reached the target value.
[0149] (7) Acquiring skills The process for automatically acquiring a skill is not limited to the process exemplified in FIG. 19 or the process exemplified in FIG. 22 and FIG. 23, and may be changed as appropriate. For example, the skill to be acquired with priority may be selected as appropriate in light of the effect of the skill and the progress of the training. As an example, a skill that allows more experience points to be acquired corresponding to the parameter to be developed with priority may be selected. On the other hand, automatic selection of a skill is not necessarily required and may be omitted. It is not essential to introduce the concept of skill itself in the training part.
[0150] (8) Period during which the shortened mode will be applied In the above embodiment, the auto levels 2 and 3 as the high-speed modes are applied as a training period starting from the time when the levels are set and ending when the training part ends or when the auto-off or auto level 1 is set in the auto setting. In addition, the all-skip as the omission mode is applied as a training period from the start to the end of the training part. However, the training period may be set only for a part of the training part. For example, an appropriate period in the training part may be set as a training period based on a user's instruction or a computer's judgment, and the auto levels 2, 3, or all-skip mode as the shortened mode may be applied only to that training period. In this case, it is possible to flexibly use the shortening of the training time and the manual operation in training.
[0151] (9) Experience points In the above embodiment, experience points are set as an intermediate value that associates the action of the target character with the parameter, and multiple types of experience points are set. However, a single type of experience points may be set as the intermediate value. In that case, the experience points are commonly used as an intermediate value between multiple types of parameters associated with the target character. When there is only one type of parameter to be raised, the intermediate value and the parameter may have a one-to-one correspondence. Alternatively, the intermediate value may be omitted. For example, the amount of change in the parameter may be calculated according to the action result of the target character, and the value of the parameter may be appropriately changed according to the calculation result. In a type of game that does not use an intermediate value, automatic processing related to raising may be stopped when all or a part of various parameters to be raised reach a target value. This is the same as when the simplified mode is used in addition to the automatic mode or the omitted mode in the above embodiment. For example, a target value may be set for the parameter to start raising by all skip, and the all skip may be ended when at least one of the parameters for which a target value has been set reaches the target value.
[0152] (10) Mode Combinations As described above, the modes shown in FIG. 4 are not mutually exclusive, and for example, any of the auto levels 1 to 3 and the simplified mode can be applied in combination. In addition, the omission mode and the simplified mode can be applied in combination. For example, before starting the development according to the all skip setting, a target value is set for at least one type of parameter, processing according to the all skip setting is started after that, and the all skip processing is terminated when the parameter for which the target value is set reaches the target value. In this case, the development period is a period that starts at the start of the all skip processing and ends at the time when the end condition set in association with the target value is satisfied. According to such a combination, the selection procedure and non-selection procedure of each turn are omitted until the parameter reaches the target value, so that the parameter can be immediately developed to the target value. After the target value is reached, the development may proceed according to the normal mode or the auto levels 1 to 3, or the all skip may be set again to immediately develop the parameter to a new target value. The normal mode is a mode in which the time required is not shortened or the operation is not simplified, as in the automatic mode, the omitted mode, and the simplified mode, and cannot be combined with other modes. However, the modes that can be selected in the training are not limited to the modes exemplified in FIG. 4, and further additional modes may be selectable. Depending on the content of the additional mode, it may be possible to combine it with the normal mode.
[0153] (11) Mode Selection In the above embodiment, the normal mode, each level of the automatic mode, the skip mode, and the simplified mode are selected based on the user's instruction, but at least a part of the selection may be automatically selected by the computer. For example, some modes may be automatically selected based on user information such as the user's play history and the user's preferences. Alternatively, the mode may be automatically selected according to the progress of the training. For example, the simplified mode may be automatically selected when the training is not progressing smoothly, or the auto levels 1 to 3 may be automatically selected. In a scene where the user is particularly desired to operate manually, the auto level may be switched off and the normal mode may be automatically selected.
[0154] (12)Other In the above embodiment, the object to be developed is a character, and an example has been given of developing the character as an idol, but the object and its growth may be set according to various concepts. The type and number of parameters associated with the object may also be changed as appropriate. In the above embodiment, the computer of the user device 3 executes various processes, but at least some of these processes may be executed in cooperation with the game server 4. On the other hand, the game system 1 does not necessarily have to be configured as a network system, and may be configured as a stand-alone system using only the user device.
[0155] Various aspects of the present invention derived from the above-mentioned embodiments and modifications will be described below. In the following description, to facilitate understanding of each aspect of the present invention, corresponding components shown in the accompanying drawings are written in parentheses, but the present invention is not limited to the illustrated forms.
[0156] A computer program (Pg) according to one aspect of the present invention is a computer program for a game that causes a computer (10) to function so as to provide a game in which the raising of an object (Ct) to be raised progresses by changing a value of the target parameter in response to an action of the object when at least one type of parameter associated with the object to be raised is set as a target parameter, and the computer is configured to include a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) for selecting one of a plurality of modes, including a normal mode and a simplified mode, which are prepared as options for the progress of the raising. the target parameter is set, and a training control means (22, S121-S128, S141-S150, S201-S208, S221-S224, S241-S246) is configured to function as: a target setting means (21, S106-S109, S113, S181-S188) which, when the normal mode is selected, progresses the training based on the operation of the user of the game, and, when the simplified mode is selected, progresses the training without requiring at least a part of the specific operations of the user in the normal mode, and terminates the simplified mode when a termination condition set in association with the target value is satisfied.
[0157] A game system (1) according to one aspect of the present invention is a game system including a computer (10) that functions to provide a game in which the raising of an object (Ct) to be raised progresses by changing the value of the target parameter in response to the action of the object when at least one type of parameter associated with the object to be raised is set as a target parameter, the computer is configured to include a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) for selecting one of a plurality of modes, including a normal mode and a simplified mode, which are prepared as options for the progress of the raising, and a mode selection means (22, S102 to S113, S161 to S171, S181 to S188) for selecting one of a plurality of modes, including a normal mode and a simplified mode, and a development control means (22, S121-S128, S141-S150, S201-S208, S221-S224, S241-S246) which, when the normal mode is selected, progresses the development based on the operation of the user of the game, and, when the simplified mode is selected, progresses the development without requiring at least a part of the specific operations of the user in the normal mode, and terminates the simplified mode when a termination condition set in association with the target value is satisfied.
[0158] A control method according to one aspect of the present invention is a method for controlling a computer (10) to provide a game in which, when at least one type of parameter associated with an object (Ct) to be raised is set as a target parameter, the value of the target parameter is changed in response to an action of the object, thereby providing a game in which the raising of the object to be raised progresses. The control method includes the following steps: controlling the computer to operate a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) for selecting one of a plurality of modes, including a normal mode and a simplified mode, which are prepared as options for the progress of the raising; and a development control means (22, S121-S128, S141-S150, S201-S208, S221-S224, S241-S246) which, when the normal mode is selected, progresses the development based on the operation of the user of the game, and, when the simplified mode is selected, progresses the development without requiring at least a part of the specific operations of the user in the normal mode, and ends the simplified mode when a termination condition set in association with the target value is satisfied.
[0159] According to each of the above aspects, when the simplified mode is selected, the value of the target parameter changes toward the target value in a state where the specific operation of the user in the normal mode is not required. When the end condition associated with the target value is satisfied, the simplified mode ends. Since the specific operation that may be performed during the training process in the normal mode is not required in the simplified mode, the burden of the specific operation can be reduced until the end condition associated with the target value is satisfied. In other words, a new mode that aims to reduce the burden so that the specific operation is not required by setting a target value can be added. This makes it possible to provide options regarding the burden of the user's operations that may occur during the training process.
[0160] The computer program according to one aspect of the present invention may be provided in a state stored in a storage medium. By using this storage medium, for example, the computer program according to the present invention can be installed in a computer and executed, thereby realizing the system of the present invention using the computer. The storage medium storing the computer program may be a non-transitory storage medium such as a CD-ROM.
[0161] In the above-mentioned embodiment, the following items can be further added. Note that the following items may be applied in appropriate combinations as long as they are not mutually contradictory.
[0162] The specific operation may include an operation for associating the behavior of the object with a change in the value of the target parameter, thereby reducing the effort required for an operation to change the value of the target parameter.
[0163] The specific operation may include an operation of selecting an option associated with the action of the object. This can reduce the effort of an operation that may be performed for selecting an option associated with the action of the object.
[0164] The goal setting means may be provided so as to enable resetting of the target value after the start of the training, whereby the target value can be appropriately reviewed in accordance with the progress of training by resetting the target value in response to changes in circumstances after the start of training.
[0165] The termination condition may be set such that at least a part of the termination condition is satisfied when the value of the target parameter reaches the target value, whereby the simplified mode can be applied in such a manner that whether or not the simplified mode is terminated is correlated with whether or not the value of the target parameter reaches the target value.
[0166] Each of a plurality of types of parameters associated with the object may be set as the target parameter, the goal setting means may set the target value for at least two types of target parameters, and the end condition may be set such that at least a part of the end condition is satisfied when the value of at least one type of target parameter reaches the target value. In this manner, the simplification mode may be applied by relating whether or not the value of at least one type of target parameter has reached the target value to whether or not the simplification mode should be ended.
[0167] Each of a plurality of types of parameters associated with the object is set as the target parameter, the growth control means further functions as an intermediate value generating means (22, S206, S222) for generating an intermediate value according to the action of the object, and an allocating means (22, S242, S243) for changing the target parameter by allocating the intermediate value to at least a part of the plurality of types of target parameters, the specific operation includes an allocating operation for instructing the allocation of the intermediate value to the target parameter, the allocating means may allocate the intermediate value according to the allocating operation when the normal mode is selected, and allocate the intermediate value without the allocation operation when the simplified mode is selected. According to this, when the simplified mode is selected, an operation for allocating the intermediate value to the target parameter is not required, and it is possible to reduce the effort of the operation.
[0168] When the simplified mode is selected, the allocation means may allocate the intermediate value to the target parameters such that the target parameters for which the target values are set have a higher priority than the target parameters for which the target values are not set. This allows the intermediate value to be preferentially allocated to the target parameters for which the target values are set, thereby enabling the target values to be reached quickly.
[0169] When the simplified mode is selected, the allocation means may allocate the intermediate value such that, among the target parameters for which the target values are set, target parameters whose change in the growth direction is relatively delayed are given priority over target parameters whose change in the growth direction is relatively advanced. In this way, the intermediate value is preferentially allocated to the target parameters whose change toward the target value is relatively delayed, thereby accelerating the change.
[0170] The development control means may further function as an action selection means (22, S147) for selecting, in accordance with an operation of the user, an option associated with the action of the object and having a differentiated intermediate value generated by the intermediate value generation means, and a recommendation means (22, S145) for presenting to the user options of actions that will relatively increase the intermediate value as recommended options. In this way, by presenting to the user options that can generate a larger intermediate value, it is possible to provide the user with a guide for efficiently progressing with development.
[0171] Next, a reference example of the invention related to the above-mentioned embodiment and the modified example will be described.
[0172] In conventional games, a procedure is set for interaction with the user, and the development progresses according to the procedure. For example, the procedure is set for matters such as providing an opportunity to select the action of the object and presenting an image expressing the state of the object's action. When the development is progressed according to the procedure, it takes a certain amount of time to complete the development. Therefore, for users who want to play the game casually, the time required for development may be a considerable burden. As a method for shortening the time required for development, a method of increasing the playback speed of images displayed during development is sometimes adopted. However, it is assumed that some users are not satisfied with such a shortening effect. On the other hand, taking time to develop an object can be an element that increases the interest of the game. Therefore, some users may want to fully enjoy the fun of developing an object even if it takes a certain amount of time.
[0173] Therefore, the first reference example aims to provide a computer program for a game that enriches options regarding the time required for training and allows for flexible selection of the required time. The second reference example aims to provide a computer program for a game that allows for new options regarding the time required for training.
[0174] [First Reference Example] A computer program (Pg) according to one aspect of the first reference example is a computer program for a game that causes a computer (10) to function so as to provide a game in which the raising of an object to be raised progresses by changing the value of at least one type of parameter associated with the object to be raised (Ct) according to the behavior of the object during a predetermined raising period, when the target parameter is at least one type of parameter associated with the object to be raised. The computer includes a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that selects one of a plurality of modes, which are prepared as options for the progress of the raising and include a normal mode and a shortened mode, and a user of the game when the normal mode is selected. and a development control means (22, S121 to S128, S141 to S150, S201 to S208, S221 to S224) which progresses the development according to a progression procedure set with respect to interactions with the user, and when the shortened mode is selected, progresses the development such that the time required for the progression procedure is shortened compared to the normal mode, and the mode selection means is capable of selecting either a high-speed mode or an omitted mode as an option in the shortened mode, and the development control means is configured to, when the high-speed mode is selected, progress the development such that the time required for part of the progression procedure is shortened, and when the omitted mode is selected, complete the development of the development period by omitting the progression procedure.
[0175] A game system (1) according to one aspect of the first reference example is a game system including a computer (10) that functions to provide a game in which the raising of an object (Ct) to be raised progresses by changing the value of at least one type of parameter associated with the object to be raised according to the behavior of the object during a predetermined raising period, when the target parameter is at least one type of parameter associated with the object to be raised. The computer is provided with mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that selects one of a plurality of modes, including a normal mode and a shortened mode, which are prepared as options for the progress of the raising, and a game system that selects one of a plurality of modes, including a normal mode and a shortened mode, when the normal mode is selected, and a game system that selects one of a plurality of modes, including a normal mode and a shortened mode, and a game system that selects one of a plurality of modes, including a normal mode and a shortened mode, when the normal mode is selected. and a development control means (22, S121 to S128, S141 to S150, S201 to S208, S221 to S224) which progresses the development in accordance with a progression procedure set for the shortened mode, and which progresses the development in such a way that the time required for the progression procedure is shortened compared to the normal mode when the shortened mode is selected, and the mode selection means is capable of selecting either a high-speed mode or an omitted mode as an option in the shortened mode, and the development control means is configured to, when the high-speed mode is selected, progress the development in such a way that the time required for part of the progression procedure is shortened, and when the omitted mode is selected, complete the development of the development period by omitting the progression procedure.
[0176] A method of controlling a game according to one aspect of the first reference example is a method of controlling a game that causes a computer (10) to function so as to provide a game in which, when at least one type of parameter associated with an object (Ct) to be raised is set as a target parameter, the value of the target parameter is changed in response to an action of the object during a predetermined raising period, thereby providing a game in which raising of the object to be raised progresses. The computer is provided with mode selection means (21, S101 to S113, S161 to S171, S181 to S188) for selecting one of a plurality of modes, including a normal mode and a shortened mode, which are prepared as options for the progress of the raising, and a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) for selecting one of a plurality of modes, including a normal mode and a shortened mode ... when the normal mode is selected, and a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) for selecting one of a plurality of modes, including a normal mode and a shortened mode, and a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) for selecting one of a plurality of modes, which are prepared as options for the progress of the raising, The mode selection means functions as a development control means (22, S121 to S128, S141 to S150, S201 to S208, S221 to S224) that progresses the development in accordance with a progression procedure set for the taking of the object, and when the shortened mode is selected, progresses the development in such a way that the time required for the progression procedure is shortened compared to the normal mode, and the mode selection means is capable of selecting either a high-speed mode or an omitted mode as an option in the shortened mode, and when the high-speed mode is selected, the development control means progresses the development in such a way that the time required for part of the progression procedure is shortened, and when the omitted mode is selected, the progression procedure is omitted to complete the development for the development period.
[0177] According to the above aspects of the first reference example, when the shortened mode is selected, it is possible to meet the needs of a user who wants to shorten the time required to complete the training early, and when the normal mode is selected, it is possible to meet the needs of a user who wants to fully enjoy the fun of training even if it takes time. In the shortened mode, either the high-speed mode or the omitted mode can be further selected. When the high-speed mode is selected, the time required for some of the progress procedures is shortened, so that the user can appropriately experience the fun of training and complete the training early. On the other hand, when the omitted mode is selected, the progress procedures are omitted, so that it is possible to meet the needs of a user who prioritizes shortening the required time. As described above, the options for the time required for training are enriched, and the required time can be flexibly selected.
[0178] The computer program according to the first reference example may be provided in a state stored in a storage medium. By using this storage medium, for example, the computer program according to the present invention can be installed in a computer and executed, thereby realizing the system of the present invention using the computer. The storage medium storing the computer program may be a non-transitory storage medium such as a CD-ROM.
[0179] In the above-mentioned embodiment according to the first reference example, the following items can be further added. Note that the following various items may be applied in appropriate combinations as long as they are not mutually contradictory.
[0180] The mode selection means may select the normal mode or the quick mode based on an instruction from the user. Alternatively, the mode selection means may select the high-speed mode or the skip mode based on an instruction from the user. In this way, it is possible to switch modes according to the user's intention.
[0181] The progression procedure includes a selection procedure (command input in FIG. 5 as an example) for selecting an option associated with the object's behavior based on the user's instruction, and a non-selection procedure (scenario playback in FIG. 5 as an example) for displaying an image (160) associated with the development and not requiring a selection based on the user's instruction, and when the high-speed mode is selected, the development control means may progress the development in such a way that the required time for the non-selection procedure is shortened. Since the non-selection procedure displays an image that does not require a selection based on the user's instruction, the required time can be shortened by speeding up the display, etc.
[0182] The progression procedure includes a selection procedure (command input in FIG. 5 as an example) for selecting an option associated with the behavior of the object based on the user's instruction, and a non-selection procedure (scenario playback in FIG. 5 as an example) for displaying an image (160) associated with the development and not requiring selection based on the user's instruction, and the development control means may, when the high-speed mode is selected, progress the development so that the required time for the non-selection procedure is shortened, and when the omitted mode is selected, calculate the value of the target parameter at the completion of the development as the development result while omitting both the selection procedure and the non-selection procedure. According to this, the high-speed mode aims to shorten the required time for the non-selection procedure, while the selection procedure appropriately generates an opportunity for the user to give an instruction, thereby appropriately harmonizing the shortening of the required time for development and the enjoyment of the user's involvement in development. On the other hand, in the omitted mode, the required time for development can be greatly shortened by omitting both the selection procedure and the non-selection procedure.
[0183] The mode selection means may select one of a plurality of levels (e.g., auto levels 2 and 3) with different degrees of shortening the required time as an option in the high-speed mode, and the development control means may change the required time for the non-selected procedure according to the selected level. This makes it possible to change the effect of shortening the required time according to the level of the high-speed mode. Therefore, it is possible to respond more flexibly to the needs of users.
[0184] The plurality of levels includes a specific level (for example, auto level 3) that minimizes the time required for the non-selection procedure, and the development control means may shorten the required time by omitting display of at least a part of the image in the non-selection procedure when the specific level is selected, and may display the image such that the time required for displaying the image in the non-selection procedure is shorter than the time required to display the same image in the normal mode when a level different from the specific level is selected. According to this, when the specific level is selected, display of at least a part of the image in the non-selection procedure is omitted. Therefore, it is possible to meet the needs of users who are not satisfied with the effect of shortening the time required for levels other than the specific level, but who wish to be involved in selection in the selection procedure.
[0185] The mode selection means may be capable of changing the level during the training period, thereby making it possible to select an appropriate level in response to changes in circumstances, such as a progress state during the training period.
[0186] Each of a plurality of types of parameters associated with the object may be set as the target parameter, and the training control means may calculate the training result by differentiating the amount of change in the value of the target parameter during the training period when the skip mode is selected. By creating a difference in the amount of change in the value of the target parameter, it is possible to provide diversity or flexibility to the training result when the skip mode is selected, compared to a case where a uniform change is applied.
[0187] The mode selection means may further function as a priority selection means (21, S103) for selecting a priority parameter from the target parameters when the skip mode is selected, and the growth control means may calculate the growth result such that, when the skip mode is selected, the value of the priority parameter changes relatively more in the growth direction than other target parameters. In this way, by appropriately selecting the priority parameters, some target parameters can be preferentially changed more in the growth direction than the other target parameters. This makes it possible to produce differences in the growth result depending on the selection of the priority parameters.
[0188] The training control means may generate an opportunity for the object to acquire a skill that generates a predetermined effect in the training, and when the normal mode is selected, the object may acquire the skill according to a user's instruction, and when the skip mode is selected, the object may acquire the skill without receiving an instruction from the user. In this way, when the skip mode is selected, in addition to the change in the target parameter, the acquisition of the skill can also be automatically processed.
[0189] [Second Reference Example] A computer program (Pg) according to one aspect of the second reference example is a computer program for a game that causes a computer (10) to function so as to provide a game in which the raising of an object to be raised progresses by changing a value of at least one type of parameter associated with the object to be raised (Ct) according to an action of the object during a predetermined raising period, when the target parameter is at least one type of parameter associated with the object to be raised. The computer includes a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that allows a specific mode to be selected as one of options related to the progress of the raising, and a mode selection means (22, S102 to S113, S161 to S171, S181 to S188) that allows a specific mode to be selected as one of options related to the progress of the raising, and a mode selection means (23, S103 to S113, S161 to S171, S181 to S188) that selects a specific mode as one of options related to the progress of the raising, and a mode selection means (24, S104 to S106, S108 to S109, S110 to S120, S121 to S222, S222 to S223, S223 to S224, S224 to S225, S225 to S226, S226 to S227, S227 to S228, S228 to S229, S230 to S231, S231 to S232, S232 to S243, S233 to S234, S234 to S245, S235 to S246, S236 to S247, S237 to S248, S249 to S250, S251 to S252, S252 to S261, The training is progressed according to a progression procedure set for the specific mode, the progression procedure including a selection procedure (command input in FIG. 5 as an example) of selecting an option associated with the behavior of the object based on an instruction from the user, and a non-selection procedure (scenario playback in FIG. 5 as an example) of displaying an image (160) associated with the training and not requiring selection based on an instruction from the user, and when the specific mode is selected, the training is progressed by omitting the display of at least a portion of the images in the non-selection procedure.
[0190] A game system (1) according to one aspect of the second reference example is a game system including a computer (10) that functions to provide a game in which the raising of an object to be raised progresses by changing the value of at least one type of parameter associated with the object to be raised (Ct) according to the action of the object during a predetermined raising period, when the target parameter is at least one type of parameter associated with the object to be raised. The computer is configured to include a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that allows a specific mode to be selected as one of options related to the progress of the raising, and a user of the game. The training is progressed according to a progression procedure set for interaction with the user, the progression procedure including a selection procedure (command input in FIG. 5 as an example) for selecting an option associated with the behavior of the object based on an instruction from the user, and a non-selection procedure (scenario playback in FIG. 5 as an example) for displaying an image (160) associated with the training and not requiring selection based on an instruction from the user, and when the specific mode is selected, the training is progressed by omitting the display of at least a portion of the images in the non-selection procedure.
[0191] A control method according to one aspect of the second reference example is a game control method that causes a computer (10) to function to provide a game in which the raising of an object to be raised progresses by changing the value of at least one type of parameter associated with the object (Ct) to be raised as a target parameter in response to the behavior of the object during a predetermined raising period, and causes the computer to function as a mode selection means (21, S101 to S113, S161 to S171, S181 to S188) that can select a specific mode as one of options for the progress of the raising, and a raising control means (22, S121 to S128) that causes the raising to progress according to a progression procedure that is set with respect to interaction with a user of the game, the progression procedure including a selection procedure for selecting an option associated with the behavior of the object based on an instruction from the user, and a non-selection procedure for displaying an image (160) associated with the raising and not requiring selection based on an instruction from the user, and that when the specific mode is selected, causes the raising to progress by omitting display of at least some of the images in the non-selection procedure.
[0192] According to the above aspects of the second reference example, when a specific mode is selected, display of at least some images in the non-selection steps among the steps of progression of the development is omitted. This allows the development to be completed early. Since the time required can be reduced compared to the case where the display in the non-selection steps is accelerated to reduce the time required, a mode that further reduces the time required is provided as a new option. This allows for greater flexibility in selection regarding the time required.
[0193] In relation to the above embodiment, auto level 3 and all skip as an omission mode correspond to an example of a specific mode selectable by the mode selection means in that display of at least a part of the image in the non-selection procedure is omitted. However, if the specific mode is positioned as a mode in which at least a part of the selection procedure is executed without being omitted, auto level 3 corresponds to an example of the specific mode.
[0194] The computer program according to one aspect of the second reference example may be provided in a state stored in a storage medium. By using this storage medium, for example, the computer program according to the present invention can be installed in a computer and executed, thereby realizing the system of the present invention using the computer. The storage medium storing the computer program may be a non-transitory storage medium such as a CD-ROM.
[0195] In the above-mentioned embodiment according to the second reference example, the following items can be further added. Note that the following various items may be applied in appropriate combinations as long as they are not mutually contradictory.
[0196] When the specific mode is selected, the development control means may execute at least a part of the selection procedure without omitting it to proceed with the development. When at least a part of the selection procedure is executed without omitting it, it is possible to ensure an opportunity for the user to participate in the development through the selection instruction. This makes it possible to appropriately balance the shortening of the time required for development and the enjoyment of the user's participation in the development.
[0197] The mode selection means may select the specific mode based on an instruction from the user, thereby allowing the specific mode to be selected in accordance with the user's preferences.
[0198] The mode selection means may be capable of selecting the specific mode during the development period, thereby making it possible to select the specific mode even during the development period and shorten the time required.
[0199] The mode selection means may select one of a plurality of modes prepared as options for the progression of the training, including a normal mode and a shortened mode, the training control means, when the normal mode is selected, progresses the training according to the progression procedure, and when the shortened mode is selected, progresses the training so that the time required for the progression procedure is shortened compared to the normal mode, and the mode selection means may select the specific mode as one of the options in the shortened mode. According to this, by positioning the shortened mode as a mode in which the required time is shortened compared to the normal mode, and further positioning the specific mode as one of the options, the options for shortening the required time are enriched, and the diversity and flexibility regarding the shortening of the required time can be increased.
[0200] The mode selection means may be capable of selecting one of a plurality of levels (e.g., auto levels 2 and 3) having different degrees of shortening the required time as options in the shortened mode, and may be capable of selecting a specific level (e.g., auto level 3) included in the plurality of levels as the specific mode. In this way, the degree of shortening can be differentiated through the selection of levels, and the specific mode can be positioned as one of the level options.
[0201] The development control means may display the image in such a manner that, when a level different from the specific level is selected, the time required for displaying the image in the non-selection procedure is reduced compared to the time required for displaying the same image in the normal mode. In this manner, when a level different from the specific level is selected, the time required for development can be shortened while allowing the user to grasp images related to the development progress. [Explanation of symbols]
[0202] 1. Game System 3 User Device 4 Game Server 10 Control unit (computer) 21 Game Settings 22 Game control unit 100 Character selection screen 110 Final confirmation screen 120 Play setting screen 130 Home Screen 140 Auto setting screen 150 Action Selection Screen 160 Production screen 170 Selection Screen 180 Ability Improvement Screen 190 Skip Results Screen 200 Training Results Screen 210 Skill acquisition screen Ct Target character Pg Game Program
Claims
1. A computer program for a game that causes a computer to function to provide a game in which, when at least one type of parameter associated with an object to be raised is set as a target parameter, the value of the target parameter is changed in response to an action of the object, thereby progressing the raising of the object to be raised, The computer, a mode selection means for selecting one of a plurality of modes including a normal mode and a simplified mode, the mode selection means being prepared as options for the progression of the training; A target setting means for setting a target value for the target parameter; a development control means for, when the normal mode is selected, progressing the development based on an operation of a user of the game, and, when the simplified mode is selected, progressing the development without requiring at least a part of specific operations of the user in the normal mode, and terminating the simplified mode when a termination condition set in association with the target value is satisfied; A computer program for a game configured to function as a
2. The computer program product according to claim 1 , wherein the specific operation includes an operation for associating an action of the object with a change in the value of the target parameter.
3. The computer program product according to claim 1 , wherein the specific operation includes an operation of selecting an option associated with the action of the object.
4. 2. The computer program according to claim 1, wherein the goal setting means is provided so as to enable resetting of the goal value after the start of the training.
5. The computer program product of claim 1 , wherein the termination condition is set such that at least a portion of the termination condition is satisfied when the value of the target parameter reaches the target value.
6. A plurality of types of parameters associated with the object are set as the target parameters, the target setting means is capable of setting the target values for at least two types of target parameters; The computer program product according to claim 1 , wherein the termination condition is set such that at least a portion of the termination condition is satisfied when a value of at least one target parameter reaches the target value.
7. A plurality of types of parameters associated with the object are set as the target parameters, the growth control means further functions as an intermediate value generating means for generating an intermediate value corresponding to an action of the object, and an allocating means for allocating the intermediate value to at least a part of the plurality of types of target parameters to change the target parameters, the specific operation includes an allocation operation for instructing allocation of the intermediate value to the target parameter, 2. The computer program product according to claim 1, wherein the allocation means allocates the intermediate value in accordance with the allocation operation when the normal mode is selected, and allocates the intermediate value without requiring the allocation operation when the simplified mode is selected.
8. 8. The computer program product according to claim 7, wherein, when the simplification mode is selected, the allocation means allocates the intermediate value to the target parameters such that the target parameters to which the target values are set have priority over target parameters to which the target values are not set.
9. 9. The computer program according to claim 8, wherein the allocation means allocates the intermediate value such that, when the simplification mode is selected, among the target parameters for which the target values are set, a target parameter that is relatively slow in changing in a growth direction is given priority over a target parameter that is relatively ahead in changing in the growth direction.
10. The computer program according to claim 7, wherein the development control means further functions as: an action selection means for selecting, in accordance with the user's operation, an option associated with the action of the object and having a differentiated median value generated by the median value generating means; and a recommendation means for presenting to the user, as a recommended option, an action option for which the median value is relatively large.
11. A game system including a computer that functions to provide a game in which the raising of an object to be raised progresses by changing a value of at least one type of parameter associated with the object to be raised according to an action of the object, the game system comprising: The computer, a mode selection means for selecting one of a plurality of modes including a normal mode and a simplified mode, the mode selection means being prepared as options for the progression of the training; A target setting means for setting a target value for the target parameter; a development control means for, when the normal mode is selected, progressing the development based on an operation of a user of the game, and, when the simplified mode is selected, progressing the development without requiring at least a part of specific operations of the user in the normal mode, and terminating the simplified mode when a termination condition set in association with the target value is satisfied; A game system configured to function as a
12. A method for controlling a game, the method comprising: causing a computer to function so as to provide a game in which raising of an object to be raised progresses by changing a value of at least one type of parameter associated with the object to be raised in response to an action of the object, the method comprising: The computer, a mode selection means for selecting one of a plurality of modes including a normal mode and a simplified mode, the mode selection means being prepared as options for the progression of the training; A target setting means for setting a target value for the target parameter; a development control means for, when the normal mode is selected, progressing the development based on an operation of a user of the game, and, when the simplified mode is selected, progressing the development without requiring at least a part of specific operations of the user in the normal mode, and terminating the simplified mode when a termination condition set in association with the target value is satisfied; A method of controlling the game that functions as a
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JP1987096508A