Computer program, game system used for the same, and control method
The game system enhances the evaluation of user object performances by incorporating audience feedback and other performance factors through a conditional discrimination mechanism, providing a more comprehensive and engaging evaluation experience.
Patent Information
- Application Number
- JP2023146025
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-08
- Publication Date
- 2025-03-21
AI Technical Summary
Existing training games, such as those described in Non-Patent Document 1, primarily evaluate user objects based on direct actions and scores, failing to adequately account for audience feedback and other performance factors that significantly impact the evaluation of live performances and races.
A computer program and game system that uses an input device and display device to evaluate user object actions through a conditional discrimination mechanism, applying effects to evaluation actions only when specific conditions are met in designated areas within the game field, and using a logic that omits these conditions when they are not satisfied.
This approach allows for a more comprehensive evaluation of user object performances by incorporating audience feedback and other performance factors, providing a more realistic and engaging evaluation experience.
Smart Images

Figure 2025039146000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a computer program, etc., that is applied to a computer incorporated in a game system that provides a game in which evaluation actions as actions to be evaluated, performed by a user object, are evaluated in accordance with a predetermined logic, using an input device for inputting user instructions and a display device for displaying a game screen including at least a part of a game field that is set up as the action range of a user object as the object for which the instructions are to be executed. [Background technology]
[0002] There is a game system that provides a game in which an evaluation action as an evaluation target action performed by a user object is evaluated according to a predetermined logic by using an input device for inputting a user's instruction and a display device for displaying a game screen including at least a part of a game field provided as an action range of a user object as an object for which the instruction is executed. For example, a game system is known that provides a training game including a part for evaluating the performance of a character such as a live performance or a festival by using a character (idol) to be trained as a user object (for example, see Non-Patent Document 1). [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] "Shinimasu Strategy Wiki", [online], [searched on August 2, 2023], Internet, <URL:https: / / wikiwiki.jp / shinycolors / %E5%88%9D%E5%BF%83%E8%80%85%E3%81%95%E3%82%93%E5%90%91%E3%81%91%E3%83%9A%E3%83%BC%E3%82%B8%E6%A1%88> Summary of the Invention [Problem to be solved by the invention]
[0004] In a training game such as that described in Non-Patent Document 1, various objects can be appropriately used as training targets. For this reason, a training game can be provided with an evaluation part in which not only live performances (live performances) but also various actions such as races competing to be the first to reach the goal are evaluated as evaluation targets according to the training target. In this type of evaluation part, a score is set for the specific action itself, and scores are often awarded according to the action actually performed. Even when a race is executed, the time to the goal is measured according to the parameters of the character, and the first to arrive is evaluated according to the measured time. In any case, it is common for the character's actions to be directly evaluated and scored.
[0005] On the other hand, in real live shows and races, there are generally spectators (including various evaluators such as judges, or people who happen to be there such as passersby at street shows), and the evaluation of the spectators is often important. For example, in a live music show, not only the content of the performance itself, such as the songs played and the performance techniques, but also elements other than the performance, such as the sense of unity with the audience and excitement, can completely change the evaluation of the live show. In the training game of Non-Patent Document 1, such other elements cannot be fully reflected in the evaluation of the live performance. For this reason, there is room for modification of the evaluation method for evaluating characters (user objects) at live shows, etc.
[0006] Therefore, an object of the present invention is to provide a computer program etc. that can evaluate the behavior of a user object using an evaluation method different from the conventional one. [Means for solving the problem]
[0007] The computer program of the present invention is configured to cause a computer incorporated in a game system that provides a game in which an evaluation action as an evaluation target action performed by a user object according to a predetermined logic is evaluated using an input device for inputting user instructions and a display device for displaying a game screen including at least a portion of a game field that is set as the action range of a user object as an object for which the instructions are to be executed, to function as a condition determination means for determining whether or not an effect application condition for applying an effect set to a specific area included in the game field is satisfied when the evaluation action is executed in the specific area, and as evaluation means for evaluating the evaluation action using logic that applies the effect to the evaluation of the evaluation action when the effect application condition is satisfied, while omitting the application of the effect when the effect application condition is not satisfied, as the predetermined logic.
[0008] On the other hand, the game system of the present invention is a game system that provides a game in which an evaluation action as an action to be evaluated performed by a user object according to a predetermined logic is evaluated using an input device for inputting user instructions and a display device for displaying a game screen including at least a part of a game field that is set as the action range of a user object as an object for which the instructions are to be executed, and is equipped with a condition determination means for determining whether or not an effect application condition for applying an effect set to a specific area included in the game field is satisfied when the evaluation action is executed in the specific area, and an evaluation means for evaluating the evaluation action using as the predetermined logic a logic that applies the effect to the evaluation of the evaluation action when the effect application condition is satisfied, while omitting the application of the effect when the effect application condition is not satisfied.
[0009] In addition, the control method of the present invention utilizes an input device for inputting user instructions and a display device for displaying a game screen including at least a portion of a game field that is set as the action range of a user object as the target object for which the instructions are to be executed, to cause a computer incorporated in a game system that provides a game in which an evaluation action as an action to be evaluated performed by the user object is evaluated according to a predetermined logic, to execute a condition determination procedure for determining whether or not an effect application condition for applying an effect set to a specific area included in the game field is satisfied when the evaluation action is executed in the specific area, and an evaluation procedure for evaluating the evaluation action using, as the predetermined logic, a logic that applies the effect to the evaluation of the evaluation action when the effect application condition is satisfied, while omitting the application of the effect when the effect application condition is not satisfied. [Brief description of the drawings]
[0010] [Figure 1] 1 is a diagram showing a schematic configuration of a network system to which a game system according to an embodiment of the present invention is applied; [Diagram 2] FIG. 13 is a diagram showing an example of a schematic procedure for raising a target character. [Diagram 3] A diagram showing an example of a turn system in the training part. [Figure 4] FIG. 1 is an explanatory diagram for explaining an overview of an example of an evaluation method applied to a live performance. [Diagram 5] FIG. 11 is an explanatory diagram for explaining details of a speech bubble and a correction element. [Figure 6] FIG. 4 is an explanatory diagram for explaining an example of a method for calculating a heat value. [Figure 7] FIG. 13 is an explanatory diagram for explaining an example of a method for calculating a customer segment effect coefficient. [Figure 8] FIG. 1 is an explanatory diagram for explaining an example of skill classification. [Figure 9] FIG. 13 is a diagram showing an example of the types of venues that can be set for a game. [Figure 10] FIG. 4 is a diagram illustrating an example of a live screen. [Figure 11] FIG. 13 is a diagram illustrating an example of a result screen. [Figure 12] FIG. 2 is a functional block diagram showing a main part of a control system of the user device. [Figure 13] FIG. 4 is a diagram showing an example of the configuration of play data. [Figure 14] 10 is a flowchart showing an example of a procedure for a heat value increasing process. [Figure 15] 10 is a flowchart showing an example of a procedure for a heat value addition process. [Figure 16] 11 is a flowchart showing an example of a procedure for balloon processing. [Figure 17] 11 is a flowchart showing an example of a procedure for heat map processing. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, a game system in which a computer program for a game according to an embodiment of the present invention is implemented (a game system according to an embodiment of the present invention) will be described with reference to the accompanying drawings. [Overall configuration] First, the overall configuration of a network system to which a game system according to an embodiment of the present invention is applied will be described with reference to Fig. 1. As shown in Fig. 1, the network system 1 is configured as a client-server type 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).
[0012] The user device 3 is a device provided for daily use by a user, and is an information communication terminal device having an information communication function via a network NT. The user device 3 is implemented with a computer program according to an embodiment of the present invention, and functions as a game system according to an embodiment of the present invention in the network system 1. As an example, the user device 3 may be a smartphone 3a or a tablet terminal 3b having 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.
[0013] 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 network 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.
[0014] [Game Overview] Next, an overview of a game provided by the user device 3 will be described with reference to FIG. 2. In the network system 1, a game including an element of raising an object is provided to a user via the user device 3. However, 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 an object to be raised (an object for which a user's raising instruction is executed) is a character, and a game including an element of raising the character to be raised (hereinafter referred to as a target character) as an idol is provided.
[0015] 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 target character Ct is a character to be raised, and is an object for which an instruction for raising is executed. 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.
[0016] The parameters of the base character Cs quantitatively indicate the abilities, performance, and other features that characterize the base character Cs. As an example, the parameter values and abilities are related to each other such that the greater the parameter value, the higher the abilities. 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 parameter values of the target character Ct.
[0017] "Development" is a concept that includes changing the values of various parameters associated with the target character Ct in a direction that enhances abilities, etc. A change in the value of a parameter in a direction that enhances abilities, etc. is hereinafter referred to as "growth", and a change in the value of a parameter in such a direction may be referred to as a "change in the direction of growth". However, in addition to a change in the value of a parameter, "development" may include an element (addition of a new item) that is different from a change in an existing parameter, such as the target character Ct acquiring a "skill" as a special ability that exerts a unique advantageous effect in a game. Also, in "development", a change in the value of a parameter in a direction that reduces an ability value, etc. may be allowed, for example, so that a development in which development fails is realized. In other words, "development" may include a change in a parameter other than growth.
[0018] 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 a game in which the target character Ct is set to become an idol, the appearance, looks, voice, etc. of the target character Ct are set corresponding to the setting, and five types of parameters, namely "vocals," "dance," "charm," "expressiveness," and "mentality," are set as parameters indicating the abilities required for an idol. The initial values of these parameters are the values of the parameters set for the base character Cs selected by the user. The base character Cs is defined by a parameter set (a collection of various parameters) including these five types of parameters. Various characters such as the target character Ct are also defined by parameter sets in the same way, but the types of parameters included therein may differ appropriately. For example, the base character Cs is defined by an initial parameter set for duplication, and the target character Ct is defined by a duplication of the initial parameter set. The initial parameter set is a parameter set (data) shared by all users as the parameter set from which duplication is based. For this reason, it is not affected by the training by each user.
[0019] On the other hand, skills may be imparted to the parameter set of the target character Ct through training. In this case, the types (items) of the parameter set differ between the base character Cs and the target character Ct. In addition to parameters such as "vocals", the parameter set may appropriately include various parameters that define each character, such as attribute parameters unrelated to growth, such as gender. Note that the material of the target character Ct may be used as data that includes various information required 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.
[0020] Once the target character Ct is selected, at least one item X (including both items that are consumed upon use and items that are not consumed) to be used for training is selected from an item group G2 in accordance with an instruction from the user (F2). The item X may be embodied in various forms, such as the clothes and 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.
[0021] 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 a 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 an effect such as increasing the parameter value of the target character Ct more under a predetermined condition. The effect of the event deck De changes appropriately according to the event characters Ce included in the event deck De.
[0022] When the event character Ce is selected, the user is then provided with an opportunity to set up the settings before the training begins (F4). These settings include various game-related settings as appropriate, such as progress settings related to the training progress. In the progress settings, various items related to the progress can be set, such as the conversation (comment) speed of the target character Ct, and other items related to the progress speed are allowed to be set.
[0023] Once the pre-start settings are complete, the training part begins (F5). In the training part, training progresses in a turn-based system. Specific examples of the turn-based system will be described later. Various settings can also be made during the training part. The various settings may be the same as those in the pre-start settings (F4) or different. When the training part ends, training of the target character Ct is complete (F6). The target character Ct whose training has been completed can be used as a trained character Cx in the live part (F7) prepared separately from the training part.
[0024] Note that the parameter set defining the target character Ct may be set appropriately as long as it is set based on a duplicated parameter set (a duplicate of an initial parameter set), and may be a duplicated parameter set modified in response to the selection of various elements such as items, etc. In other words, the parameter set defining the target character Ct does not have to have the same contents as the duplicated parameter set as long as it is set based on the duplicated parameter set.
[0025] The live part may be configured as a part that reproduces, for example, the appearance of a trained character Cx trained as an idol performing live. The live part may be configured to have an appropriate purpose, for example, to be played (viewed) simply for the purpose of watching the live performance, but as an example, it is configured to be played for the purpose of acquiring a predetermined reward. Specifically, the live part is configured to evaluate the behavior (evaluation behavior) of the evaluation target performed by the trained character Cx according to a predetermined logic, and to grant a predetermined reward (for example, an item added to the candidate group G3, which may be set appropriately) according to the evaluation result. Note that the live part may be configured to change the parameters of the trained character Cx according to the evaluation result. For this reason, the term "trained" means the end of training in the training part (for example, the end of a predetermined number of turns described later), and does not exclude training in other parts.
[0026] [About turn-based systems] Next, the turn system will be described with reference to FIG. 3. FIG. 3 shows an example of the turn system in the training part. One square in the figure indicates one turn. The training part is divided into a number of 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 turn of the target live, which will be described later. In FIG. 3, the turn of the target live is shown by hatching. In the following, turns other than the turn of the target live may be referred to as normal turns. The target live always occurs in each section. Therefore, if one section is composed of only one turn, only the target live takes place in that section.
[0027] A normal turn includes normal actions and any number of events. On the other hand, a turn of a target live show differs from a normal turn in that a target live show is held instead of a normal action. The number of events occurring in one turn is 0 or more, regardless of whether it is a normal turn or a turn of a target live show. That is, in one turn, no events may occur, only a single event may occur, or multiple events may occur. The time of occurrence of an event is set at an appropriate time during a turn. In a normal turn, an event may occur before a normal action, or after a normal action. In a normal action, an action of the target character Ct is selected, and the target character Ct acts according to the selection. Events are not limited to normal turns, and may occur appropriately even in a turn of a target live show.
[0028] The normal action is an action that can be taken to train the target character Ct. The target character Ct may be trained through the user's direct operation (instruction of an action at any time), but as an example, it is trained through the selection (instruction) of a normal action. In the normal action, for example, "lesson," "rest," "visit to the hospital," and "take a breather" are prepared as options of actions that the target character Ct can take. These are selected as actions necessary for training an idol. However, other options may be prepared as long as they are compatible with the intention of training an idol. The "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 the "lesson," such as "vocal," are not directly linked to the growth of the corresponding parameter.
[0029] On the other hand, in each turn, experience points are calculated as a value that quantitatively evaluates the results that the target character Ct has acquired through normal actions and events. As an example, the experience points are set to be divided into four types: "music", "body", "appearance" and "expression". The experience points are appropriately differentiated according to the results of normal actions and events. The experience points may be differentiated in association with the type of "lesson" selected in the normal action. For example, when a "vocal" lesson is performed, the most experience points are given to "music", and when a "dance" lesson is performed, the most experience points are given to "body". The experience points obtained in each turn are used as a resource for allocating the values of the five types of parameters of the target character Ct, or as a resource for the target character Ct to acquire skills. Therefore, the experience points function as an example of an intermediary value for associating the actions of the target character Ct with changes in the values of the parameters. The allocation of experience points to parameters and the acquisition of skills can be selected from 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. An opportunity to allocate experience points may be provided as appropriate, for example, at the start of each turn, and at that opportunity, manual processing or automatic processing can be selected. Alternatively, the selection of manual processing or automatic processing may be specified in advance in the "Progress Settings" shown in Fig. 2. Note that experience points may be used as appropriate, and may be used only as a resource for changing parameters, with resources for acquiring skills being provided separately.
[0030] The turn of the target live is a turn for determining whether each section is cleared. Clearing of a section may be performed appropriately. For example, in a general training game (training part), a special turn is not provided, and it is determined based on the results obtained in the previous turns (for example, normal turns) (in other words, the normal turn may include an action for determining whether it is cleared), but as an example, a target turn separate from the normal turn is provided. Specifically, 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 results in the target live reflect the parameter values of the target character Ct at the time of the target live. If a predetermined result is achieved in the target live, 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 training has not progressed, training is terminated at that point. In this example, the target live in the training part and the live in the live part function as the evaluation part of the present invention.
[0031] [Live evaluation] With reference to Figs. 4 to 7, the evaluation of a live in the live part and a target live in the training part will be described. The start conditions for both live may be different, for example, only the latter is automatically started at the final turn of each section, but as an example, both are provided based on an instruction (request) from the user to start playing. Also, the evaluation behavior may be evaluated by different evaluation methods in both live, but as an example, they are evaluated by the same evaluation method. Hereinafter, when there is no distinction between these two types of live, they may be simply called live.
[0032] FIG. 4 is an explanatory diagram for explaining an overview of an example of an evaluation method applied to a live performance. Various actions may be appropriately performed as evaluation actions in a live performance, but the example in FIG. 4 shows a case where a performance in which singing and dancing are performed for the audience PP (hereinafter, may be referred to as a live performance) is performed as the evaluation action. In this case, as shown in FIG. 4, the target character Ct performs a live performance in a predetermined venue LF including an appropriate number of audience PP, and the live performance is evaluated by an evaluation logic including two evaluation axes, a first logic for evaluating the live performance itself, and a second logic for evaluating the state of the audience PP with respect to the live performance (e.g., excitement). In other words, the live performance (evaluation action) is evaluated so as to reflect not only the performance itself but also the state of the audience PP watching the live performance via the second logic.
[0033] Specifically, the live performance of the target character Ct is first held at a predetermined venue LF for the live performance. In the game, an appropriate game field is provided as an action range for various actions such as normal actions and actions for events, and the game field includes a venue LF for accommodating the audience PP, and the live performance is performed at the venue LF. The audience PP is a type of character, but is an object that is placed as a so-called NPC (non-player character) that is excluded from the target of the user's instructions. Various venues LF may be appropriately provided in the game field, and an example will be described later. In this example, the audience PP functions as a non-user object of the present invention. Also, the venue LF functions as a specific area of the present invention. Alternatively, the live performance functions as a specific action of the present invention. Note that, for convenience of explanation, the audience PP is displayed in the example of FIG. 4, but if there is a concept corresponding to the audience PP, the display of the audience PP may be omitted, or may be appropriately replaced by an element expressing various audience PPs, such as a penlight.
[0034] The venue LF may be configured appropriately, for example, without being divided into specific sections, and may be formed as a single section as a whole, with one or more types of customer layers set therein, but as an example, it has multiple sections and multiple customer layers. In a typical live performance in real space, customer layers with various characteristics are formed, and even for the same performance, the evaluation (reaction or excitement) tends to differ depending on the customer layer. In order to reflect the same tendency in the live performance at the venue LF, the evaluation (state) of the audience PP is calculated for each customer layer. Each customer layer may be set appropriately, for example, multiple customer layers may be mixed in one section, but as an example, one customer layer is set for each section (in other words, a unit of customer layers is set as a section). For this reason, the evaluation logic is configured to calculate the evaluation of the audience PP for each section.
[0035] Specifically, various elements related to live performances may be appropriately provided in the venue LF constructed as a virtual three-dimensional space, and in the example of Fig. 4, a stage SG, speakers SP, and lights LU are provided. The stage SG is a stage on which the target character Ct performs a live performance, and is an area that is distinguished from the audience seats (seats for the audience PP). The speakers SP and lights LU are examples of various kinds of directing equipment for directing the live performance of the stage SG. The stage SG is not limited to the speakers SP and lights LU, or various kinds of directing equipment may be appropriately provided instead of these, and the contents of the directing equipment may differ depending on the type of venue LF.
[0036] In the stage SG, the target character Ct may perform a live performance alone depending on the contents of the target live performance, but in the example of FIG. 4, the target character Ct performs a live performance as one member of an idol unit (group). The idol unit may be composed of any number of characters, but in the example of FIG. 4, it is composed of three characters including the target character Ct. Any other character in the idol unit may be used, for example, a copy of a previously trained character Cx or a character being trained by another user (a target character Ct in a game provided by another user device 3) may be used, or a fixed character (for example, a character defined by a fixed parameter set) previously set for each target character Cx may be used. In addition, these may be used appropriately for each live performance, but as an example, a copy character Cc is used in every live performance.
[0037] Although the duplicated character Cc differs from the target character Ct in appearance, it is configured as a character that is set by duplicating the parameter set of the target character Ct. In other words, an idol unit is formed by the target character Ct and two duplicated characters Cc with no difference in ability. Then, in a live performance, the idol unit performs a live performance. In a live performance, the target character Ct may be operated directly or may perform a performance through occasional instructions, but as an example, after the start of a live performance is instructed by a user, the live performance is performed by automatic control (system control according to a predetermined rule) according to the growth degree (content of the current parameter set). In other words, a collective live performance is performed by an idol unit including the target character Ct as one of three characters that act independently of each other by automatic control. In addition, in a live performance, each character may perform a performance in an appropriate position, and in the example of FIG. 4, the target character Ct performs a performance in an arrangement in which he is positioned at the center position of the idol unit, but this position may be changed appropriately at various times or situations during the live performance. In this example, the three characters and the idol unit function as the object group and object unit of the present invention, respectively.
[0038] When a live performance is performed by an idol unit, only the performance of the target character Ct in the live performance may be evaluated based on the first logic, but as an example, the live performance of the idol unit as a whole is evaluated based on the first logic. For example, a typical live event in the real world includes various elements, and the first logic can be configured to appropriately use elements corresponding to those elements, but in the example of Fig. 4, it is configured to use "singing ability", "dancing ability", "fan service", "stage direction", "skills", and "others" from among the various elements that make up a live performance in the real world.
[0039] "Singing ability", "dancing ability", "fan service", and "skill" are elements that depend on vocal parameters, dance parameters, mental parameters, and skills, respectively. On the other hand, "stage direction" is an element that is mainly activated according to the excitement of the live performance, although it may be activated in conjunction with a certain skill, for example. The excitement of the live performance may be set appropriately, and may be set as an index separate from the state of the audience PP described above, but as an example, it is set to use the state of the audience PP. For this reason, it may be considered as a kind of state of the audience PP, but in the example of FIG. 4, it is evaluated as part of the live performance. "Other" is an element for reflecting other elements of the live performance. "Other" may be configured to reflect appropriate elements of the live performance components other than the elements such as singing ability described above, but as an example, it includes an element that reflects the cheering of the audience PP.
[0040] The "singing ability", "dancing ability", "fan service", "stage production", "skills", and "others" may be appropriately evaluated through the first logic, and may be directly scored, for example, but as an example, they are scored through speech bubbles. A speech bubble is a type of production that is displayed to express the reaction of the audience PP. In a live performance, multiple types of "speech bubbles" are prepared that are displayed corresponding to "singing ability", "dancing ability", "fan service", "stage production", and "skills". During the live performance, various speech bubbles are displayed to produce (express) the reaction of the audience PP according to various parameters such as vocal parameters. The relationship between elements such as "singing ability" and the displayed "speech bubbles" will be further explained in detail in the speech bubbles and correction elements described later.
[0041] A predetermined score (basic score) is set for each "speech bubble" according to its type. For example, when a speech bubble expressing a reaction corresponding to singing ability appears, the basic score set for that speech bubble is given to the target character Ct. The same applies when a speech bubble expressing a reaction corresponding to dancing ability, fan service, stage direction, and skill appears. The target of the score may be limited to only speech bubbles that appear based on the performance (parameter) of the target character Ct (in this case, the basic score acquired for each character is tallied and managed, while the target of the first logic may be limited to the basic score acquired by the target character Ct), but as an example, it also includes speech bubbles that appear based on the performance of two duplicate characters Cc. In other words, all of the speech bubbles that the idol unit has made appear are subject to the score. In other words, the first logic is configured as a logic that evaluates (scores) the performance of the target character Ct through the basic score set for each speech bubble. For example, in the example of FIG. 4, two speech bubbles OC expressing the reaction (comment) "Wow!" appear in the venue LF. Regardless of which of the idol unit characters the two balloons OC represent, the base scores set for these balloons OC are given to the target character Ct.
[0042] On the other hand, the second logic is configured to evaluate the state of the audience. The state of the audience may be calculated as various evaluation values, for example, as a score to be added (or subtracted) to the basic score, but in the example of FIG. 4, it is calculated as a correction value (coefficient) that corrects the basic score. The element that influences the state of the audience PP, that is, the correction element used in the second logic, may include various elements related to the audience PP as appropriate, and may be only one, but in the example of FIG. 4, it includes three elements, namely, a heat value, an audience effect coefficient, and a special effect coefficient. And, the second logic is configured as a logic for calculating these three elements, for example. Note that the method in which the correction element corrects (adds) the basic score may be determined as appropriate, and the basic score may be corrected directly by accumulating the correction element to the basic score, or the basic score may be corrected indirectly by accumulating the correction element to another correction element.
[0043] The heat value is a parameter set in the venue LF as a value indicating the state of the audience PP in response to the live performance. The heat value can appropriately indicate various states, but in the example of FIG. 4, it is calculated as a value expressing the evaluation (excitement) of the audience PP. The heat value may be set one-to-one with the venue LF, for example, when the venue LF has only one section, but as an example, it is set one-to-one for each customer demographic, in other words, for each section. For this reason, the heat value of each section is used as a value indicating the evaluation of the audience PP (customer demographic) of each section. The heat value is used to calculate a heat value coefficient for correcting the basic score. The logic for calculating the heat value and the heat value coefficient will be described later in the heat value calculation method.
[0044] The customer demographic effect coefficient is a coefficient for reflecting the characteristics of the customer demographic in the basic score. For example, a typical live performance in which band members perform will be attended by an audience (customer demographic) with various characteristics (preferences), such as fans of the band, fans of a specific member of the band, or fans of the song (vocal ability). For example, fans of a specific member will tend to get more excited (have a higher rating) than other audience members when that specific member is present. The customer demographic effect coefficient is used to reproduce the characteristics (tendencies) of these customer demographics. The characteristics of each customer demographic and the logic (calculation method) for calculating the customer demographic effect coefficient based on those characteristics will be described in more detail below in the customer demographic section.
[0045] On the other hand, the special effect coefficient is a coefficient for reflecting a special state that occurs in an idol unit in the basic score. The special effect coefficient may function as part of the first logic (evaluation of performance), but in the example of FIG. 4, it is shown as part of the second logic (evaluation of the state of the audience PP). Various situations can be appropriately set as special states, but for example, an idol unit may experience an attractiveness-increasing state during a live performance, and this attractiveness-increasing state is set as an example of a special state.
[0046] The attractiveness increase state is a state in which the attractiveness of an idol unit increases. The attractiveness increase state may occur at any time, but as an example, it occurs for each character with a certain probability (which changes according to the value of the attractiveness parameter) based on a predetermined logic using an attractiveness parameter. The attractiveness increase state may occur on an idol unit basis, but as an example, it occurs on a character basis that constitutes the idol unit. And, the case where a character in an attractiveness increase state is included corresponds to the attractiveness increase state of an idol unit. In addition, in the attractiveness increase state, an appropriate special effect may occur, but as an example, a score correction effect occurs. The score correction effect is an effect that corrects the basic score using a special effect coefficient. Therefore, when an attractiveness increase state occurs, the effect is reflected in the basic score via the special effect coefficient. The special effect coefficient will be further mentioned in the details of the customer base described later.
[0047] The evaluation logic is a logic for calculating a final score as an evaluation result of a live performance using the first logic and the second logic (for example, a score for determining whether or not a live performance is cleared if it is a target live performance). The evaluation logic may be configured as an appropriate logic using the first logic and the second logic, but as an example, the evaluation logic is configured to multiply a base score (a result of calculation using the first logic) by a heat value coefficient, a customer demographic effect coefficient, and a special effect coefficient (all of which are results of calculation using the second logic). In other words, the evaluation logic is configured to correct the base score by a heat value coefficient, a customer demographic effect coefficient, and a special effect coefficient. The evaluation logic may be configured to correct (multiply a heat value coefficient, etc.) a cumulative value of the base score (a value obtained by accumulating the base score for all the balloons OC that have appeared), but as an example, the evaluation logic is configured to correct each base score by a heat value coefficient, etc., to calculate an acquired score for each balloon OC (a corrected score after correcting the base score by the heat value coefficient, etc.), and to calculate a cumulative value obtained by accumulating the acquired scores for all the balloons OC as a final score. In this example, the final score functions as the score of the present invention.
[0048] The second logic may use correction factors other than the heat value and the like as appropriate. In other words, the evaluation logic may include various correction values (including various correcting values such as additive values) other than the heat value coefficient, the customer demographic effect coefficient, and the special effect coefficient as appropriate. Alternatively, some of the correction factors described above may be omitted as appropriate. Also, for example, the customer demographic effect coefficient and the like are calculated as an evaluation of the state of the audience PP in the second logic for the sake of convenience in the example of FIG. 4, but they may be calculated as an evaluation of the performance in the first logic and added to the basic score.
[0049] [Details of balloons and correction elements] Next, the details of the speech bubble OC and the correction elements will be described with reference to FIG. 5. FIG. 5 is an explanatory diagram for explaining the details of the speech bubble OC and the correction elements. In the example of FIG. 5, (A) shows an example of a speech bubble OC, and (B) shows an example of a correction element. As shown in FIG. 5(A), the speech bubble OC is classified according to the elements that make up a live performance, such as singing ability. Each classification (live performance element) may have an appropriate type of speech bubble OC prepared, but in the example of FIG. 5, two types of speech bubble OC are shown only for fan service, and only one type of speech bubble OC is shown for the rest. The name of each speech bubble OC is as shown in the "Specific example" column.
[0050] However, each balloon OC may appropriately include multiple types of balloon OC with different degrees, etc. For example, the "vocal evaluation balloon" belonging to the singing ability category and the "dance evaluation balloon" belonging to the dancing ability category include multiple types of balloon OC. A different base score may be set for each type of balloon OC. The base score set for each skill is as shown in the "Effect" column, but for example, as shown by the description "With stages" for the "vocal evaluation balloon" and the "dance evaluation balloon", multiple stages of base scores are set according to the type of balloon OC.
[0051] The factors that influence the appearance of each balloon OC are as shown in the "Influencing Factors" column, but for example, each balloon OC that belongs to the categories of singing ability, dancing ability, and fan service is set to appear based on each parameter such as vocals. Specifically, each balloon OC appears with a certain probability (which changes depending on the value of each parameter) based on a predetermined logic that uses parameters such as vocals, dancing, or mentality.
[0052] On the other hand, the speech bubble OC belonging to the skill classification ("skill speech bubble") is set to appear based on an arbitrary skill. In other words, if the target character Ct or any of the replicated characters Cc activates a certain skill during a live performance, a skill speech bubble appears. The appearance of the skill speech bubble may be limited to the activation of a specific skill, but as an example, it is applied to the activation of any skill. However, as shown in the "Effect" column, the number of speech bubbles OC that appear may differ depending on the type of skill. Since the basic score is set for each speech bubble OC, the effect on the score differs between a skill that causes multiple speech bubbles OC to appear and a skill that causes one speech bubble OC to appear. In this example, an arbitrary skill (all live skills described later) functions as a predetermined skill of the present invention. Note that in the example of FIG. 5, the difference in the number of appearances is applied to the effect of the skill as an example, but a similar effect may be applied to an appropriate classification. For example, a case where one speech bubble OC appears and a case where multiple speech bubbles OC appear may occur based on singing ability. In other words, the effect that the chance of each speech bubble OC appearing has on the score may be variable.
[0053] Furthermore, the speech bubbles OC belonging to the stage production and other categories ("stage production speech bubbles" and "support speech bubbles") are set to appear based on the excitement of the live performance. The excitement of the live performance can be expressed as appropriate, but as an example it is expressed by the heat value mentioned above. Therefore, when the heat value meets a specified appearance condition, the stage production or a specified support is activated (given to the live performance). Then, when a specified stage production (specified production) and a specified support are activated, a "stage production speech bubble" and a "support speech bubble" appear, respectively.
[0054] The appearance condition may be set appropriately, but for example, in the case of cheering, it is satisfied when the heat value is equal to or greater than a predetermined value. In other words, cheering is activated whenever the heat value is equal to or greater than a predetermined value, and a "cheering bubble" appears each time the cheering is activated. However, multiple types of bubble OC may be prepared for the "cheering bubble". For example, multiple stages of cheering with different effects may be prepared, such as a first stage when the heat value is up to a certain value, and a second stage up to the next certain value thereafter, and a bubble OC with different effects (the higher the stage, the higher the effect) may be prepared for each cheering stage. Furthermore, multiple types of cheering may be prepared for each stage. In this case, the cheering that appears when the appearance condition is met may be determined appropriately, for example, in a predetermined order or randomly, but as an example, information specifying the cheering to appear at each predetermined time of the music of the live performance (various music may be used appropriately, and each of those music) is described, and the specified cheering appears. In this case, the bubble OC (in other words, the score) may be different or common for each type of cheering.
[0055] Similarly, the "stage production speech bubble" appears when a stage production is activated, but the conditions for the appearance of the stage production may be set appropriately; for example, the activation timing of a production that can be activated in the venue LF (the production equipment differs depending on the type of venue LF, and therefore the production that can be activated also differs depending on the type of venue LF) is set to a specific time in the song of the live performance, and is satisfied when the heat value is equal to or greater than a specific value at that specific time. In other words, when the heat value is equal to or greater than a specific value at a specific time, the stage production is activated and the "stage production speech bubble" appears.
[0056] However, a stage performance may be activated (the appearance condition is satisfied) when a specific skill is activated at a specific time. Therefore, a "stage performance speech bubble" may appear when the specific skill is activated at a specific time. As with cheering, multiple types of stage performances may be prepared for each specific time, and the stage performance to be activated may be determined appropriately, such as in a specific order or randomly. As an example, information specifying the stage performance to be displayed at each specific time of the music of a live performance is described, and the specified stage performance appears. Note that the multiple types of stage performances may include stage performances with various conditions, such as a performance that is only activated when a specific skill is activated. In this example, the seven types of speech bubbles OC in the example of (A) of FIG. 5 function as multiple reactions of the present invention. Of the seven types of speech bubbles OC, the "skill speech bubble" functions as a skill-based reaction of the present invention. Similarly, the "stage performance speech bubble" functions as a performance-based reaction of the present invention.
[0057] On the other hand, as shown in (B) of Fig. 5, for correction factors such as heat values, "influencing factors", "effects", and "application conditions" are set. The "influencing factors", "effects", and "application conditions" respectively indicate the factors that influence the correction factor, the effects of the correction factor, and the conditions under which the correction factor is applied. Heat values and the like can be defined as appropriate, but are defined by these as an example.
[0058] The contents of the "influencing factors" are as shown in Figure 5. For example, the "initial value", "time increase", and "skill addition" that affect the heat value indicate the initial value of the heat value, the amount by which it increases every specified time, and the amount added when a specific skill is activated, respectively. In other words, the heat value is defined as a value that increases over time from the initial value, and is further added when a specific skill is activated. The heat value is also constantly applied as a factor that corrects the score of the balloon OC that appears.
[0059] Similarly, the "customer demographic", "type of speech bubble", and "character characteristics" that affect the customer demographic effect coefficient indicate the customer demographic (their characteristics) formed in each section, the type of speech bubble OC, and the characteristics of each character belonging to the idol unit, respectively. Also, the customer demographic effect coefficient is defined as a correction factor applied to sections with a specific customer demographic. In other words, the customer demographic effect coefficient is calculated as a coefficient applied to sections with a specific customer demographic based on the customer demographic characteristics of each section, the type of speech bubble OC, and the characteristics of the idol unit. The customer demographic effect coefficient has the effect of correcting the heat value, but since it can also be considered to be accumulated in the basic score, it can also be considered to have an effect of correcting the basic score.
[0060] Furthermore, the element that influences the special effect coefficient is the charm parameter, as mentioned above, and its effect is to correct the basic score of the balloon OC. The special effect coefficient is applied when an idol unit experiences an increased charm state, but the increased charm state is limited to a certain period of time, and after the certain period of time has passed, the idol unit (the character that was in an increased charm state) returns to normal. For this reason, the period (condition) during which the special effect coefficient is applied is also limited to a certain period of time. In other words, the special effect coefficient is defined as a coefficient that is applied to the score correction only during the certain period of time when an increased charm state occurs. However, since the special effect coefficient can also be considered to be integrated into the heat value, it can also be considered to have an effect of correcting the heat value.
[0061] [How heat value is calculated] Next, a method of calculating a heat value will be described with reference to FIG. 6. A heat value can be calculated by an appropriate method using a predetermined initial value and rules, and FIG. 6 is an explanatory diagram for explaining an example of a method of calculating a heat value (logic for calculating a heat value). As shown in FIG. 6, a heat value is calculated for each section according to an initial value, time increase, and skill addition obtained based on the setting items of the section and the setting items of the customer base. In other words, the calculation method of a heat value is configured as a logic that uses an initial value, time increase, and skill addition for each section that reflects the characteristics of the customer base. The characteristics of each section, such as "customer attendance rate" and "area rate", are further reflected in the heat value for each section, and the heat values for each section after reflecting them are accumulated for all sections. Then, a heat value coefficient (a coefficient that is accumulated in the basic score in the evaluation logic) is calculated based on the accumulated heat value (overall heat value).
[0062] Specifically, the setting items for each section of the venue LF ("section items") and the setting items for each customer demographic ("customer demographic items") are as shown in FIG. 6, but for example, the "customer attendance correction value" and "customer demographic setting" among the "section items" are items that are not directly related to the calculation of the heat value. For example, the "customer attendance correction value" is an item for setting how many spectators are added to each section. The attendance may be set by a predetermined formula or as a predetermined value, but as an example, there may be a case where an opportunity is provided to virtually sell tickets to enter a live performance before the start of the live performance, and the "customer attendance correction value" is used as a value indicating how the tickets will be sold (from which section the seats will be filled). Also, the "customer demographic setting" is an item for setting the customer demographic that will be formed (exist) in the section.
[0063] Similarly, among the "customer demographic items," for example, the "appearance conditions," "effect application conditions," and "customer demographic score value" are items that are not directly related to the calculation of the heat value. The "appearance conditions," "customer demographic score coefficient," and "effect application conditions" are items that indicate the conditions for each customer demographic to appear, the coefficient that corrects the score of the balloon OC, and the conditions for the effect of the "customer demographic score coefficient" (score correction), respectively. The "appearance conditions," "effect application conditions," and "customer demographic score value" will be explained further in the customer demographic details below.
[0064] As described above, the heat value is calculated by adding the time rise and skill addition to the initial value, and the initial value, time rise, and skill addition are set by a combination of the related "section item" and "customer item". For example, the initial value of the heat value is set based on the "initial heat value" of the "section item" and the "initial heat value" of the "customer item". The "initial heat value" of the "section item" is the initial heat value of the section (initial value of the section), and an appropriate value such as 50 or 500 is set as the initial heat value. The "initial heat value" of the "customer item" is a value (addition value) to be added to the initial heat value of the section (value of the "initial heat value" of the "section item"), and an appropriate value such as 400 is set as the addition value. In other words, the initial value of the heat value is calculated by adding the "initial heat value" of the "customer item" such as 400 (addition value of the customer; see also FIG. 7) of the "customer item" to the initial heat value of the section such as 500.
[0065] The time rise of the heat value is set based on the "heat time rise value" of the "section item" and the "heat time rise value" of the "customer type item". The "heat time rise value" of the "section item" is the rise value (section rise value) set for each predetermined time for the section. The section rise value may be a fixed value such as 10, but is set to a variable value as an example. The variable value may be calculated appropriately, and may be calculated at any time based on a calculation formula or the like according to the calculation conditions, but is calculated based on a heat value rise table (data table) that specifies the relationship between the heat value divided into multiple stages and the section rise value as an example. In the heat value rise table, the heat value is divided into multiple stages, such as the first stage being up to "0-N" (a heat value of zero may not occur depending on the initial value setting, but in the example of FIG. 6, zero is conceptually specified for convenience of explanation), and the second stage being up to "NN", and "heat time rise values" such as "10" and "8" are set for each stage. In other words, a variable value that changes so that the increase in heat value decreases with time (the increase per predetermined time) is set as the increase value of the section.
[0066] The "Heat time rise value" in the "Customer type item" is a value (correction value) that corrects the rise value of the section. In other words, the rise in heat value over time is calculated by adding (or subtracting if negative) the customer type correction value (see also Figure 7), such as "-1" or "2," to the section rise value (variable value), such as 10.
[0067] The skill addition of the heat value is set based on the "skill addition", the "heat addition correction value" of the "area item", and the "heat addition correction value" of the "customer item". The "skill addition" is a value (additional value) that is added when a specific skill is activated. Skills for characters include skills to which heat values can be added, and these skills function as specific skills. The addition value of the "skill addition" may be set appropriately, and may be set uniformly even if the specific skill includes multiple types of skills, but as an example, it is set for each skill according to the type of skill.
[0068] The "heat addition correction value" of the "section item" is a correction value (section correction value) for correcting the addition value of the "skill addition". The section correction value may be a fixed value, but as an example, it is set to a variable value, and is calculated by referring to a heat value increase table that specifies the heat value stages and the correction value for each stage, just like the section increase value. Specifically, for example, if the heat value is in the range of the first stage, a value of "x 1.0" (equivalent to no correction) is calculated as the correction value. The same is true for the second stage, etc., but for the Nth stage, a value of "x 0.2" (a value to be reduced) is calculated as the correction value. In addition, the "heat addition correction value" of the "customer demographic item" is a value (customer demographic correction value) for further correcting the section correction value. In other words, the skill addition of the heat value is calculated by multiplying the score addition set for a specific skill by the section correction value (variable value for each stage) and the customer demographic correction value such as 1.5 times (see also Figure 7).
[0069] Since the initial value, time increase, and skill addition are calculated in the above-mentioned procedure, the variables among these are time increase and skill addition. On the other hand, the time increase acts in the direction of decreasing the heat value as the heat value increases, for example, "-8" in the Nth stage (a value that decreases 8 points per hour). For this reason, in a situation where the heat value is high, such as in the second half of a live performance, it becomes necessary to activate score addition, in other words, a specific skill, in order to maintain the heat value. However, in a situation where the heat value is high, the effect of score addition also decreases due to the correction value of the section. As a result, in a situation where the heat value is high, in other words, when the excitement has reached its climax, it becomes necessary to frequently activate a specific skill to maintain that situation. The calculation method of the heat value for each section can be set as appropriate, but is set as follows as an example. In the example of FIG. 6, the maximum value is set for the heat value by adding the "maximum heat value" of the "section item" to the "maximum heat value" of the "customer item", but the setting of the maximum value may be omitted. Similarly, other settings may also be adjusted as appropriate.
[0070] The overall heat value is used to calculate the heat value coefficient. Therefore, the total heat value of all sections is calculated from the heat value of each section. The heat value of each section may be accumulated as is, or may be corrected by an appropriate part of the elements such as "attendance rate" and "area", but in the example of FIG. 6, it is corrected by both the elements "attendance rate" and "area". In other words, the overall heat value is calculated to reflect the characteristics of the sections in the venue LF through the "attendance rate" and "area". Specifically, the overall heat value is calculated by multiplying the heat value of each section by the "attendance rate" and "area" and then accumulating the heat values after the multiplication.
[0071] The "attendance rate" is an element for reflecting the attendance rate of the target section in the heat value, and is used as a correction value for correcting the heat value of each section. The attendance rate includes three types: the overall attendance rate as the total number of spectators actually accommodated in the venue LF relative to the maximum number of spectators that can be accommodated in the venue LF, the section attendance rate as the ratio of the number of spectators in each section to the total number of spectators actually accommodated in the venue LF, and the actual attendance rate as the number of spectators actually accommodated in each section relative to the maximum number of spectators that can be accommodated in each section. As an example, the actual attendance rate (in other words, the percentage indicating the number of seats that are actually filled out of the total number of seats set in the section) is used. The actual attendance rate may be appropriately corrected, for example, it may be corrected for each stage via a fixed correction value set for each stage of the actual attendance rate, but as an example, the percentage of the actual attendance rate is used as it is. In other words, if the actual attendance rate is 80 percent (80% of the seats in the section are filled), 0.8 is used as the correction value.
[0072] "Area" is a factor for reflecting the area ratio of the target section in the heat value, and is also used as a correction value to correct the heat value of each section. There are two types of area ratio: simple area ratio, which is the ratio of the area of the target section to the total area of the venue LF, and actual area ratio, which is the ratio of the area of the target section to the area of all sections in the venue LF that correspond to the audience seats. As an example, the simple area ratio is used. The simple area ratio may be appropriately corrected in the same way as the actual attendance rate, but as an example, the percentage of the simple area ratio is used as the correction value as it is. In other words, if the simple area ratio is 35% (the area of the target section is 35% of the total area of the venue LF), 0.35 is used as the correction value.
[0073] When the overall heat value (the total of all sections after correction by the “customer attendance rate” and “area”) is calculated, the overall heat value is converted into a heat value coefficient. This conversion may be performed as appropriate, and may be performed based on an appropriate calculation formula, etc., but in the example of FIG. 6, it is performed based on a coefficient calculation table (data table). The coefficient calculation table is a table that associates each stage into which the overall heat value is divided into multiple stages with the heat value coefficient addition value for each stage. The heat value coefficient addition value is information that indicates the addition value to be added to the base value, with 100% as the base value. In the coefficient calculation table, the heat value addition value for each stage is obtained from the calculated overall heat value, and the sum of the obtained heat value addition value and the base value is calculated as the heat value coefficient. In other words, the calculation method of the heat value coefficient is configured as a logic that calculates the overall heat value from the heat value for each section after accumulating the “customer attendance rate” and “area”, and converts the overall heat value into a heat value coefficient based on the coefficient calculation table.
[0074] For example, if the overall heat value is 1000, 1% is added for every 25 from 0 to 500, so a heat value coefficient addition value of 20% is calculated. On the other hand, the increase rate decreases to 1% for every 50 from 501 to 1000, so a heat value coefficient addition value of 10% is calculated. In this case, the 20% obtained from 0 to 500 and the 10% obtained from 501 to 1000 are added to the base value of 100%, and a heat value coefficient of 130% is calculated. Then, the heat value coefficient of 1.3 corresponding to 130% is added to the basic score as the heat value coefficient in the evaluation logic (see Figure 4).
[0075] In the example of Fig. 6, the heat values for each section are corrected by section characteristics such as "attendance rate" and then accumulated to calculate the overall heat value, but as described above, the overall heat value may be calculated simply by accumulating the heat values of all sections without reflecting the section characteristics. Alternatively, the accumulated value obtained by accumulating the heat values of each section across all sections may be corrected by a correction value to reflect the characteristics of the venue LF, etc. In these cases, the simple accumulation of the heat values of all sections, or the accumulated value corrected after accumulating all sections, functions as the accumulated value of the present invention.
[0076] [Customer demographic details] Next, the details of the customer base will be described with reference to FIG. 7. FIG. 7 is an explanatory diagram for explaining an example of the details of the customer base. Various characteristics may be appropriately set for each customer base, and the characteristics include characteristics related to heat values (for example, setting items used to calculate heat values such as "initial heat value") as shown in the example of FIG. 6, but the example of FIG. 7 shows the relationship between an example of each customer base and the setting items (characteristics related to heat values) of the customer base. The "appearance condition", "effect application condition", "initial heat value", "maximum heat value", "time rise value", "addition correction value", and "customer base score coefficient" in the example of FIG. 7 correspond to the setting items "appearance condition", "effect application condition", "initial heat value", "maximum heat value", "time rise value", "heat addition correction value", and "customer base score coefficient" shown in the example of FIG. 6, respectively. Also, "customer base" indicates the name of the customer base, but in the example of FIG. 7, each customer base is given a name related to the "effect application condition".
[0077] Specifically, as shown in Fig. 7, the customer segments formed in each section have names such as "general", "empty", "group support", "XX support", "XX lovers", "vocal emphasis", "dance emphasis", "skill emphasis", and "aura emphasis". As described above, customer segment items (see Fig. 6) are set for each customer segment, and among them, the "customer segment score coefficient" is classified as a score-related item and is used to calculate the customer segment effect coefficient. In other words, the characteristics of each customer segment (such as the effects of the "customer segment score coefficient") are set for each section through each customer segment.
[0078] Specifically, a customer layer score coefficient is preset for each customer layer, and the correction value (modified correction value) after multiplying the customer layer score coefficient for each section by a predetermined ratio is accumulated in all sections that satisfy the effect application condition, and the customer layer effect coefficient is calculated. As the predetermined ratio, an appropriate rate that can reflect the influence of each customer layer may be used, for example, various customer attendance rates or area rates may be used, and as an example, the section attendance rate (the ratio of the number of spectators in each section to the total number of spectators in the venue LF) is used. Then, the calculated customer layer effect coefficient (the value obtained by multiplying the customer layer score coefficient of the section by the total number of sections) is multiplied by the heat value coefficient. In this example, the "customer layer score coefficient" functions as the evaluation system effect of the present invention. Also, the content of the "customer layer score coefficient" (customer layer score coefficient such as "x 1.0") functions as the correction value or correction effect of the present invention.
[0079] The target of the effect application condition may be set appropriately, and may be limited to some sections, such as a certain level of customer attendance rate or a specific customer demographic, but as an example, all sections are judged. Also, when two or more sections satisfy the effect application condition, the effect of one of those sections (for example, the most effective customer demographic effect coefficient when the customer demographic effect coefficient itself is set as the customer demographic score coefficient) may be applied depending on the content of the customer demographic score coefficient (effect), but as an example, the effect of all sections (all customer demographic score coefficients) is used to calculate (assign) the customer demographic effect coefficient.
[0080] On the other hand, among the customer segment items, "initial heat value", "maximum heat value", "time increase value", and "heat addition correction value" are classified as heat value system items used for calculating heat values, and are used (reflected) in calculating heat values. As described above, heat values are used to correct scores via heat value coefficients, so heat value system items are reflected in the basic score or final score via heat values. In other words, characteristics related to heat values are set for each customer segment by heat value system items. Unique characteristics may be set for each customer segment, but in the example of FIG. 7, similar characteristics are set for some of them. Specifically, heat value system items (heat value system characteristics) include four different combinations (four types of characteristics), and one of them is set for each customer segment. In this example, the nine types of customer segments in the example of FIG. 7 function as multiple customer segments of the present invention.
[0081] The settings for each customer category are as shown in FIG. 7. For example, in the case of a customer category corresponding to "general," "initial heat value," "maximum heat value," and "time rise value" are all set to "0" (zero) so as not to affect the initial value, maximum value, or time rise of the heat value. Similarly, "addition correction value" and "customer category score coefficient" are all set to "x1.0" (1x corresponding to no correction) so as not to affect the skill addition (section correction value) and the correction of the score of the balloon OC. In other words, the "general" customer category means no characteristics, and the "general" customer category is set by default in sections where no other customer categories appear. For this reason, there are no conditions for the "general" customer category to appear or conditions for applying effects.
[0082] On the other hand, customer segments other than the "general" appear according to a predetermined rule. The predetermined rule can be set appropriately for each customer segment, but it is set to use elements such as ticket sales when an opportunity to sell tickets is provided, the popularity of each character (which may be limited to the target character Ct) of an idol unit when such parameters are prepared, the story development in the training part, or various settings or designation results by the operator of the network system 1.
[0083] In addition, "box push", "○○ push", and "○○ lover" are classified as character-based customer groups, and conditions related to each character of an idol unit are set in the "effect application condition". For example, "box push" is a customer group that represents fans of a specific unit, and when a character belonging to that specific unit is included in an idol unit in a live performance, the effect application condition is met, and a "customer group score coefficient" ("x1.0") is applied to the heat value of the section in which the customer group is formed. The target of application of the "customer group score coefficient" may be set appropriately, for example, all balloon OCs or a specific balloon OC caused by a fan character, but as an example, it is set to all balloon OCs caused by a fan character (specific character). In other words, the "customer group score coefficient" of "box push" is applied to the basic score of all balloon OCs caused by a specific character. Additionally, "initial heat value," "maximum heat value," "rise over time," and "additive correction value" are effects (heat value characteristics) used to calculate the heat value, but in areas where a "box-pushing" customer base has formed, values such as "+400," "0," "2," and "×1.5" are used to calculate the heat value.
[0084] Similarly, "○○ oshi" and "○○ suki" mean fans of a specific character and fans of a character with a specific attribute, respectively, and when those characters are included in an idol unit, the effect application conditions are met, and the "customer base score coefficient" (both "×1.5") is applied to the heat value of the section in which those customer bases are formed. The target of the "customer base score coefficient" may be set appropriately, for example, all balloon OC, or a specific balloon OC that a specific character (including a character with a specific attribute among multiple attributes for characters) has appeared, but as an example, it is set to all balloon OC that a specific character has appeared. In other words, the "customer base score coefficient" of "○○ oshi" and "○○ suki" is applied to the basic score of all balloon OC that a specific character has appeared. In addition, the "initial heat value", "maximum heat value", "time increase value", and "addition correction value" are the same as "box oshi", and the values shown in Figure 6 are used to calculate the heat value. In this example, the effect application conditions set for the "box push" or "XX push" customer demographic function as the object conditions of the present invention. Similarly, the effect application conditions set for the "XX lover" customer demographic function as the attribute conditions of the present invention.
[0085] "Vocal emphasis", "dance emphasis", and "skill emphasis" are classified as speech bubble type customers, and conditions related to speech bubble OC are set in the "effect application conditions". "Vocal emphasis", "dance emphasis", and "skill emphasis" are customer groups that express fans who are attracted to vocals (singing ability), dance, and skills, respectively. When a "vocal evaluation speech bubble", a "dance evaluation speech bubble", and a "skill speech bubble" (see Figure 5 for details of each speech bubble) appear, the effect application conditions are met, and a "customer score coefficient" (each "x1.5") is applied to the section in which the customer group is formed. In addition, the "effect application conditions" are merely conditions for applying the "customer score coefficient", and the values of the heat value items are used to calculate the heat value in the section in which the customer group is formed, regardless of the appearance of each speech bubble OC (they may be appropriately related), just like in the case of character type customer groups.
[0086] The "empty" is classified as a customer demographic related to the attendance rate of the section, and the "effect application condition" is set with a condition related to the attendance rate. Specifically, for the "empty", a condition that is met when the attendance rate of the section is equal to or lower than a predetermined value is set as the "effect application condition", and when that condition is met, a "customer demographic score coefficient" ("x1.0") is applied to the heat value of the section of the customer demographic that meets that condition. Various attendance rates can be used as appropriate as the attendance rate, but for example, the actual attendance rate is used. The application target of the "customer demographic score coefficient" may be set as appropriate, and may be limited to appropriate balloon OC, but as an example, it is set to all balloon OC. In other words, the "customer demographic score coefficient" of "empty" is applied to the basic score of all balloon OC that appeared during the live performance. The values of the heat value items are used to calculate the heat value in the same way as for the character type customer base, but the "initial heat value", "time increase value", and "additive correction value" are set to values with negative effects (debuff effects) such as "-400", "-1", and "x0.5". For this reason, the "empty" customer base is used as a customer base that causes disadvantages (debuff effects). In this example, the effect application conditions set for the "empty" customer base function as the customer attendance conditions of the present invention. Note that other customer attendance conditions may be set based on appropriate customer attendance conditions such as "full house" or "moderately full".
[0087] "Aura Emphasis" is classified as a customer base related to the state of the idol unit of the section (or each character contained therein), and the "effect application condition" is set to a condition related to the state of the idol unit. Specifically, for "aura emphasis", a condition that is met when a special state occurs in the idol unit is set as the "effect application condition", and when that condition is met, the "customer base score coefficient" ("x 1.2") is applied. Various states can be appropriately adopted as the special state, but for example, the above-mentioned attractiveness increase state is adopted. In other words, when the idol unit is in an attractiveness increase state (during the attractiveness increase state), the "customer base score coefficient" is applied.
[0088] The target of application of the "customer score coefficient" may be set appropriately, for example, all the balloons OC that appear during the attractiveness increase state, or all the balloons OC that are made to appear by the character during the attractiveness increase state, but as an example, it is set to be limited to a specific balloon OC that is made to appear by the character during the attractiveness increase state. The specific balloon OC may be set appropriately, but as an example, it is set to the "vocal evaluation balloon" and the "dance evaluation balloon". In other words, when a character during the attractiveness increase state makes the "vocal evaluation balloon" and the "dance evaluation balloon" appear, the "customer score coefficient" with "aura emphasis" is applied to the basic scores set to these two types of balloon OC.
[0089] During the charm increase state (special state), special effects occur as described above, and one example of such effects is the score correction effect. The score correction effect is an effect that corrects (multiplies by 1.5, etc.) the basic score via a special effect coefficient (e.g., 1.5, etc.). Therefore, during the charm increase state, the special effect coefficient is further added to the basic score in addition to the "customer score coefficient". In other words, each balloon OC that appears during the charm increase state is corrected by the special effect coefficient in any section, and in a section with an "aura-focused" customer base, when a character in the charm increase state causes a "vocal evaluation balloon" and a "dance evaluation balloon" to appear, the basic scores are further corrected by the customer effect coefficient. In the "aura-focused" customer base, the values of the heat value items are used to calculate the heat value in the same way as in the case of the character-based customer base. In this example, a situation in which a balloon OC corresponding to "vocal emphasis", "dance emphasis", or "skill emphasis" appears, or a charm increase state corresponding to "aura emphasis" functions as a specific situation of the present invention. The effect application conditions set for the customer segments "emphasis on vocals", "emphasis on dancing", "emphasis on skills", or "emphasis on aura" function as the situation conditions of the present invention.
[0090] The customer base set for each section may be one or more. In other words, multiple customer bases may be set in one section in a redundant manner. For example, three customer bases, "aura-oriented", "empty", and "box-pushing", may be set in one section in a redundant manner. In this case, as the customer base score coefficient for this section, an appropriate one of the customer base score coefficients for the three customer bases may be used, or the sum of the customer base score coefficients for the three customer bases may be used, for example, "x1.5", "x0.5", and "x1.5". The same applies to the other setting items. Also, the conditions used for the setting items may differ, for example, for the "initial heat value" only, an appropriate one of the three customer bases may be used.
[0091] [Skill Classification] Next, the classification of skills will be described with reference to FIG. 8. FIG. 8 is an explanatory diagram for explaining an example of the classification of skills. Various skills (skill groups) may be appropriately prepared for characters in the game, and they may be appropriately classified, but the example of FIG. 8 shows an example of each classification when the skill groups are classified based on live performance. As shown in FIG. 8, the skill groups prepared in the game include non-live performance skills and live performance skills. Non-live performance skills are skills that do not affect live performances, in other words, skills that are not activated in live performances. Non-live performance skills are used to affect progress outside of live performance-related parts (including the target live performance part of the training part and the live performance part), such as training parts other than the target live performance in the training part. In this example, the skill groups function as the multiple skills of the present invention.
[0092] On the other hand, live skills are skills that affect live performances. Live skills may have any effect during a live performance, for example, they may affect the appearance of various speech bubbles or the application of the customer demographic effect coefficient. Furthermore, when focusing on the effect during a live performance, live skills are further classified into other skills, proactive skills, and heat value addable skills. Proactive skills and heat value addable skills are both skills that directly (proactively) affect various scores (base score, final score, etc.) and various coefficients, and are distinguished by the target they affect.
[0093] On the other hand, the other skills are skills that indirectly affect various scores, although the effect of the skill itself does not directly affect the various scores. For example, skills that belong to the other skills category include skills that increase various parameters, skills that recover parameters that decrease during play when the character has a parameter, and skills that reduce negative effects that occur during play.
[0094] For example, a skill that generates a positive effect on a specific event is prepared as a skill belonging to proactive skills. The specific event may be set appropriately, for example, to the appearance of a speech bubble OC, a basic score, or the appearance of a stage performance. Specifically, proactive skills include, for example, stage skills. Stage skills are skills for activating a stage performance (specific event). When a stage performance is activated, a stage speech bubble appears. For this reason, when a stage skill is included in a skill group, it is classified as a skill that actively causes a speech bubble OC to appear. In the example of FIG. 8, for convenience of explanation, only one stage skill is shown as a concept (or classification), but the stage skill may have multiple types of skills. Different stage performances may be generated according to the types, and each type may have the effect of granting a different score by causing a different speech bubble OC to appear.
[0095] Moreover, the heat value addable skill is a skill that has an effect of directly affecting the heat value. In other words, while other skills and active skills indirectly affect the basic score (or the calculated heat value) through the appearance of various speech bubbles OC or the application of the customer demographic effect coefficient, the heat value addable skill directly affects the heat value (the state of the audience PP) itself. Various skills may belong to the heat value addable skill as appropriate, but heat skills belong to it as an example. Heat skills are skills (the above-mentioned specific skills) that generate skill additions used in the calculation of heat values. Therefore, when a heat skill occurs, the skill addition is added to the heat value. In the example of FIG. 8, as with the stage skill, only one heat skill is shown as a concept (or classification) for convenience of explanation, but the heat skill may have multiple types of skills. And, multiple types of score additions with different addition values may be given depending on the type. In this example, the heat skill (multiple heat skills) functions as the domain skill (multiple domain skills) of the present invention. In addition, skill addition to the heat value by heat skills (score addition for each type) functions as the specified change (multiple changes) of the present invention.
[0096] The target section for which the skill addition is performed when the heat skill is activated may be set appropriately, for example, the skill addition may occur in all sections, but as an example, it is limited to a specific section (some sections) specified by the specified condition. As the specified condition, various conditions may be used appropriately, for example, a random condition that randomly specifies a specific section from multiple sections, a heat value condition that specifies a specific section from multiple sections depending on the magnitude of the heat value, a customer condition that specifies a specific section based on the customer type (characteristics) of each section, or a skill specified condition. The skill specified condition is a condition that specifies a section according to the specification when information specifying the applicable section is described in advance for each of multiple types of heat skills. For example, the skill specified condition may be specified as "second floor seats", "front row", "arena", etc., and the section is specified according to this.
[0097] The heat value condition is a condition for specifying a specific section using a heat value, and is set, for example, to specify a section with a low heat value (a specific range of sections narrowed down in order of low heat value) or a section with a high heat value (a specific range of sections narrowed down in order of low heat value). The customer base condition is a condition for specifying a specific section using a customer base, and is set, for example, to specify all sections corresponding to a specific customer base, such as a section where a specific customer base such as "box pushers" is formed, all sections corresponding to a customer base who supports the character who activated the heat skill as "○○ pushers," or all sections corresponding to a customer base who likes the attributes of the character who activated the heat skill as "○○ lovers." Then, in the section specified by the specified condition (multiple sections if there are multiple sections), skill addition occurs with the activation of the heat skill.
[0098] In addition, the skills of each category (or even some of the skills) may be set to a rank such as normal or special, and the higher the rank, the higher the effect or the easier it is to activate the skill. Specifically, for example, a critical performance effect that does not occur in a lower-ranked skill may be prepared for a higher-ranked skill. The critical performance effect is an effect that increases the amount of balloon OC that appears. For this reason, the critical performance effect causes a difference in the number of appearances, for example, as shown in the example of (A) of FIG. 5. The critical performance effect may occur appropriately based on the higher-ranked skill, but as an example, a lottery is performed when a higher-ranked skill is activated, and the critical performance effect occurs when the lottery is won. The lottery is performed so that the effect appears with a certain probability using the parameter of expressiveness. For this reason, the higher the parameter of expressiveness, the higher the probability of the critical performance effect occurring. As an example, such a difference in effect may occur according to the rank of the skill.
[0099] In addition, the skill group may appropriately include various skills other than those mentioned above, for example, skills that affect the setting or change of customer base, etc. Also, the difference in the number of appearances is not limited to the rank of the skill, and may occur appropriately depending on the type, etc. Furthermore, skills with overlapping effects, such as skills that belong to both other skills and active skills, may be included. Specifically, for example, a skill that has the effect of increasing the vocal parameter by 20 points and doubling the number of vocal evaluation bubbles that appear for a certain period of time may be included.
[0100] [Venue type] Next, the types of venue LFs will be described with reference to FIG. 9. FIG. 9 is a diagram showing an example of the types of venue LFs prepared in a game field. Various venues LFs (including game fields dedicated to live performances) can be appropriately provided in a game field, but the example in FIG. 9 shows three types of venues LFs. Also, FIG. 9(A) shows a simplified plan view that shows each venue LF in a schematic manner, and FIG. 9(B) shows a heat map using the simplified plan view of each venue LF. As shown in FIG. 9(A), the venue LFs include, for example, a first venue LF1, a second venue LF2, and a third venue LF3. The venues LFs can be appropriately distinguished by various elements, but the first venue LF1, the second venue LF2, and the third venue LF3 are configured to differ in elements such as shape, size, number of sections, form of each section (including area), or arrangement of each section.
[0101] Specifically, the first venue LF1 is formed in an approximately rectangular shape and includes a stage SG and six sections FP (only some of which are indicated by symbols). In a typical live venue, the seats for the audience are ranked by section, such as A seats, S seats, or SS seats, and a similar ranking is set for the venue LF. For example, the six sections FP include three sections FP corresponding to A seats and three sections FP corresponding to S seats, depending on their positional relationship with the stage SG. Furthermore, comparing these sections, the sections FP corresponding to A seats are formed larger than the sections FP corresponding to S seats. On the other hand, the sections FP corresponding to S seats are arranged relatively closer to the stage SG than the sections FP corresponding to A seats. When an opportunity to sell tickets is provided and the venue LF is filled with audience depending on the sales situation, the price of the S seats is set higher than that of the A seats. Between the S seats and the A seats, appropriate differentiation may be made, for example, by setting a better customer base for the S seats (a customer base that has a favorable effect due to a customer base effect coefficient, etc.), or by applying a more favorable correction to the S seats even if they are the same customer base.
[0102] Similarly, the second venue LF2 and the third venue LF3 are formed in a polygonal shape and a nearly circular shape (with the stage SG side portion missing), respectively, but both include a stage SG and multiple sections FP (only a portion of each is indicated by the reference numerals). For example, the second venue LF2 is provided with 15 sections FP, with five sections FP corresponding to SS seats in an area near the center where the stage SG can be seen more easily, and five sections FP for S seats on each side of the five sections FP. Similarly, the third venue LF3 is provided with ranks such as A seats, S seats, and SS seats in each section FP, but the display of these is omitted in the example of FIG. 9.
[0103] Also, as shown in (B) of FIG. 9, a simplified plan view of each venue LF is used to display a heat map HM during a live performance. The heat map HM is an image showing the heat value of each section FP by using different color schemes (represented by patterns in the example of FIG. 9). The heat value of each section FP is divided into multiple stages, such as the first stage and the second stage, as described above (see the "heat value increase table" in FIG. 6), and may be displayed in various ways that allow the stages (values) to be distinguished, such as by setting a specific color scheme for each stage, displaying a symbol corresponding to the stage, or directly displaying a value (number). As an example, in the heat map HM, the heat value of each section FP is displayed in a color scheme for each stage.
[0104] For example, the heat map HM includes the first heat map HM1 to the third heat map HM3 corresponding to the first venue LF1 to the third venue LF3, respectively, but when comparing the first venue LF1 between (A) and (B), the first heat map HM1 has a left-diagonal line pattern added to each section FP of the A seats, and a dot pattern added to each section FP of the S seats. Either pattern may correspond to a higher stage, but as an example, the dot pattern corresponds to a higher stage than the left-diagonal line pattern. Therefore, the first heat map HM1 indicates a situation in which each section FP (audience) of the S seats is more excited (has a higher heat value) than each section FP (audience) of the A seats. In the example of FIG. 9, the rank of the seats such as the A seats and the heat value (excitement) match, but the rank of the seats and the heat value may be independent.
[0105] The second heat map HM2 also indicates the heat value of each section FP by the difference in color scheme (pattern), but when comparing the second venue LF2 between (A) and (B), in the second heat map HM2, a lattice pattern is added to each section FP of the SS seats, and a dot pattern is added to each section FP of the S seats. The hierarchical relationship between the lattice pattern and the dot pattern can be set appropriately, but as an example, the lattice pattern is set to correspond to a higher level than the dot pattern. Therefore, in the second heat map HM2, a situation is indicated where each section FP of the SS seats is more exciting than each section FP of the S seats. The third heat map HM3 is similar, and patterns such as right diagonal lines (for example, the third floor seats), dot patterns (for example, the second floor seats), left diagonal lines (for example, the three at the back of the arena seats), or lattice patterns (for example, from the front to the middle of the arena seats) are added to each section FP, and the excitement (heat value) of each section FP is indicated by these.
[0106] [Live screen] Next, the live screen will be described with reference to Fig. 10. Fig. 10 is a diagram showing an example of the live screen. The live screen 80 is a game screen for playing a live (displaying the live situation including the live performance). The live screen 80 is displayed, for example, during the play of the live part and the target live. As shown in Fig. 10, the live screen 80 includes an idol unit 81, performance information 82, a speech bubble OC, related information 83, and heat value bonus information 84. In addition, the target character Ct and two duplicate characters Cc are shown as the idol unit 81.
[0107] The production information 82 is information related to the production added to the live performance. In the example of FIG. 10, two types of information, "stage production [laser lights]" and "cheering [singing]", are displayed as the production information 82. "Stage production [laser lights]" and "cheering [singing]" are information that guides the activation of stage production using laser lights and the activation of cheering classified as singing, respectively. In other words, the production information 82 includes information indicating the production that is being activated, such as stage production or cheering, and its type. When these productions are activated, a stage production speech bubble and a cheering speech bubble appear, respectively (see FIG. 5), and in the example of FIG. 10, two of each of the types "Wow!" and "Exciting!" (total of four) are displayed as the corresponding speech bubbles OC. In the example of Figure 10, two types of speech bubbles OC are displayed, one as a stage production bubble and one as a support bubble, but as mentioned above, multiple types of speech bubbles OC may appear for the same production or support, such as two types of stage production bubbles.
[0108] The related information 83 is various information related to the live. The related information 83 may include various information as appropriate, but in the example of Fig. 10, it includes information on "400 spectators" indicating the number of spectators, information on "SCORE" indicating "100" as the basic score given in the speech bubble OC, information on the goal indicating "clear goal 50000" as the standard for clearing (a specified score that is a guideline for clearing the target live, or a guideline for obtaining rewards in the live part), and information on "2988" indicating the total score obtained at the current time.
[0109] The heat value bonus information 84 is information indicating a bonus (hereinafter, sometimes referred to as a heat value bonus) that is granted based on a heat value. The heat value bonus is information indicating a heat value coefficient. The heat value bonus information 84 may include appropriate information related to the heat value bonus, but in the example of FIG. 10, it includes information indicating a heat value coefficient (value of the heat value bonus). Specifically, the heat value bonus information 84 displays "×116" as information on the heat value coefficient. "×116" corresponds to a heat value coefficient that multiplies the basic score by 1.16. In this case, the basic score "100" granted by the appearance of the balloon OC is multiplied by 1.16 by the heat value coefficient and added to "2988" indicating the currently acquired score. Note that the example of FIG. 10 is merely an example, and in the live screen 80, for example, a part of various information such as the basic score of the related information 83 or the heat value bonus information 84 may be appropriately omitted, or conversely, various information may be appropriately added.
[0110] [Results screen] Next, the result screen will be described with reference to Fig. 11. Fig. 11 is a diagram showing a schematic example of a result screen. The result screen 90 is a game screen for showing the results of a live performance, and is displayed after the end of a live performance on the live screen 80, for example. As shown in Fig. 11, the result screen 90 includes a detailed result area 91 and a heat map area 92.
[0111] The detailed result area 91 is an area for displaying the detailed results of the live performance. The detailed result area 91 may include various information, but in the example of FIG. 11, it includes the target character Ct and detailed information 93. The detailed information 93 may appropriately include information indicating the result of the live performance, but in the example of FIG. 11, it includes information indicating the song used in the live performance ("AAA"), information indicating the type of venue LF ("Venue 1"), information indicating the total number of spectators who entered the first venue LF1 ("400 people"), information indicating the cumulative total of basic scores acquired with vocal-type balloon OC ("131707"), information indicating the cumulative total of basic scores acquired with dance-type balloon OC ("124236"), information indicating the cumulative total of basic scores acquired with skill-type balloon OC ("31133"), information indicating the cumulative total of basic scores acquired with balloon OC other than those ("29723"), and information indicating the final total score acquired ("316801"). Note that each score is a value obtained by multiplying various coefficients such as the heat value coefficient. In the example of FIG. 11, the decimal points are omitted in the cumulative total of the various basic scores, but the total score includes the decimal points, and is slightly different from the total value obtained by simply adding up the cumulative totals of the various basic scores. In addition, individual information such as the score obtained for each character and the number of balloons obtained for each type may be included in the detailed information 93. Alternatively, the individual information may be provided on a separate screen.
[0112] On the other hand, the heat map area 92 is an area for displaying information on heat values. The heat map area 92 may include various information related to heat values as appropriate, and in the example of FIG. 11, includes a heat map HM, a heat value bar 94, and heat value bonus information 95. The heat map HM may be displayed at an appropriate time, for example, during a live performance, and may be displayed as appropriate through a display instruction by the user, but is also displayed on the result screen 90. On the result screen 90, the heat map HM is displayed to guide the final heat value of each section FP at the end of the live performance. In the example of FIG. 11, a first heat map HM1 including a simple floor plan of the first venue LF1 where this live performance was held is displayed as the heat map HM.
[0113] The heat value bar 94 is a scale (bar) indicating the amount (magnitude) of the final total heat value at the end of the live performance. Similarly, the heat value bonus information 95 is information indicating the heat value coefficient (heat value bonus) finally acquired. In the example of FIG. 11, "177%" is shown as the heat value bonus information 95, which indicates that the influence of the heat value coefficient on the total value of the basic scores of all the balloons OC that appeared in the live performance was 1.77 times. In this example, the first heat map HM1 functions as the heat value information of the present invention. Also, the result screen 90 including the first heat map HM1 (first venue LF1) functions as the game screen of the present invention.
[0114] [User device control system] Next, referring to FIG. 12, the main parts of the control system of the user device 3 will be described. FIG. 12 shows an example of the 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 necessary 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. The control unit 10 is connected to an input device 12 that detects a user's operation (instruction) and outputs (inputs) an operation signal according to the detection result, and a display device 13 that displays a game screen, etc. 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.
[0115] 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 in the training part, various automatic processes, and various processes such as evaluation in the live 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 defining the progression procedure in the training part, parameters (parameter sets) to be associated with various objects such as base characters and event characters, data describing skills, and image data serving as material for displaying various objects and background images.
[0116] 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.
[0117] 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.
[0118] As the control unit 10 executes the game program Pg, the control unit 10 is provided with a game setting section 21, a game control section 22, an image drawing section 23, and an evaluation control section 24. Each of the sections 21 to 24 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 section 21 manages the settings of various items that determine the play conditions of the game, such as progress settings.
[0119] 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 Figs. 2 and 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. The contents of the status data Ds are appropriately reflected in the play data Dp and are carried over to the next and subsequent plays.
[0120] 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 various screens are displayed on the display device 13 in accordance with the progress of the game.
[0121] The evaluation control unit 24 executes various processes related to the evaluation of the live performance in the target live of the development part or in the live part. These processes include, for example, processes such as making a speech bubble OC appear on the live screen 80 according to the progress or situation of the live performance, changing the heat value, displaying a heat map HM, or calculating the final score in the live performance using the heat value or the like. As examples of such processes, the evaluation control unit 24 executes a heat value increase process, a heat value addition process, a speech bubble process, and a heat map process. The procedures of the heat value increase process, the heat value addition process, the speech bubble process, and the heat map process will be described in detail later.
[0122] [Play Data] Next, the play data Dp will be described in detail with reference to Fig. 13. Fig. 13 is a diagram showing an example of the configuration of the play data Dp. As shown in Fig. 13, the play data Dp includes a play record DR for managing various information related to the game results for each user. In order to realize such management, the play record DR includes information such as "user ID", "play date and time", "achievements", and "development data". In the play record DR, these pieces of information are recorded so as to be mutually associated with each other.
[0123] "User ID" is information indicating an ID that is uniquely assigned to each user to identify each user. "Play date and time" is information indicating the date and time when the game was played. "Achievements" is information indicating various achievements of the game. "Development data" is data for managing the target character Ct to be developed. The "development data" may be managed as part of the achievements, but in the example of FIG. 13, it is shown as information separate from the achievements for the sake of convenience. The "development data" may include various information related to the development of the target character Ct as appropriate, but in the example of FIG. 13, it includes information on the "character ID", "development status", "parameter set", "experience points", and "event deck".
[0124] "Character ID" is information indicating a unique ID for each character to identify each character. Character ID information indicating the target character Ct to be developed is described in "character ID". Furthermore, if there are multiple target characters Ct (multiple characters to be developed), character ID information corresponding to each of them is described. "Development status" is information indicating the development status of each target character Ct, such as "in development" or "completed development."
[0125] The "parameter set" is information indicating a parameter set that defines each target character Ct. The parameter set includes, for example, parameters such as vocals, dance, or charm, as well as information on skills acquired by each target character Ct. The parameter set may include appropriate information as long as it is possible to reproduce the parameter set after training, and may include, for example, only information on growth (changes from the initial parameter set that defines the base character Cs) (in this case, the target character Ct is reproduced in combination with the initial parameter set of the character data), but as an example, it includes all of the parameter sets that combine the initial parameter set and the parameter set for growth.
[0126] "Experience points" and "event deck" are information indicating the experience points acquired through training in the training part and the configuration of the event deck De, respectively. In the "event deck", various information regarding the configuration of the event deck De may be described, such as information on the character ID of each character and the order (position) in the event deck De. Note that the play data Dp is not limited to these, and may include appropriate information regarding the game results. Alternatively, each of the above-mentioned information may be omitted as appropriate. For example, the target character Ct that has been trained may be managed separately from the play data Dp, such as dedicated data, in which case the "training status" information may be omitted.
[0127] [User device processing] Next, as an example of the processing of the user device 3, the procedures of the heat value increase processing, the heat value addition processing, the balloon processing, and the heat map processing will be described with reference to FIG. 14 to FIG. 17. The heat value increase processing is a processing for increasing the heat value at every predetermined time during a live performance. The example of FIG. 14 shows the heat value increase processing when the heat value increases at every predetermined time based on the logic of the example of FIG. 6. In this case, the evaluation control unit 24 starts the heat value increase processing of FIG. 14 at every predetermined time when the heat value should be increased, and first obtains the current heat value for each section FP (step S201). If this is the first time that the heat value is changed (including both the increase at every time and the addition by skill addition), the evaluation control unit 24 calculates the initial value of each section FP based on the initial value of each section FP (the "heat initial value" of the section item) and the added value of the customer formed in each section FP (the "heat initial value" of the customer item). Then, the evaluation control unit 24 obtains the calculated initial value as the current heat value.
[0128] Next, the evaluation control unit 24 determines the rise value for each section FP (step S202). Specifically, in order to realize the time rise of the logic in the example of FIG. 6, for example, the evaluation control unit 24 first refers to the heat value rise table to identify the time rise value ("heat time rise value") corresponding to the current heat value acquired in step S201 for each section FP, and determines the identified value as the rise value for each section FP. Next, the evaluation control unit 24 determines the correction value for each section FP (step S203). Specifically, the evaluation control unit 24 identifies the customer layer formed in each section FP, and determines the correction value set for the identified customer layer ("heat time rise value" of the customer layer item) as the correction value for each section FP. Then, the evaluation control unit 24 calculates the corrected rise value for each section FP by multiplying the rise value determined in step S202 by the correction value determined in step S203 (step S204).
[0129] After calculating the corrected increase value for each section FP, the evaluation control unit 24 increases the heat value for each section FP by the increase value calculated in step S204 (step S205). Furthermore, the evaluation control unit 24 calculates an overall heat value based on the increased heat value of each section FP (step S206). The overall heat value is calculated by accumulating the increased heat value of all sections FP after integrating the customer attendance rate and area for each section FP. In addition, the calculated overall heat value and the heat value for each section after being increased in step S205 are stored to be used appropriately, for example, in the balloon process described below or the next heat value increase process. Then, the evaluation control unit 24 ends the current heat value increase process after calculating the overall heat value. As a result, the heat value of each section is increased every predetermined time. That is, the "time increase" in the logic of the example of FIG. 6 is realized. Then, the change in the state (heat value) of each section (customer demographic) over time is realized.
[0130] The heat value addition process is a process for adding a heat value with the activation of a heat skill (a specific skill corresponding to "skill addition" in the example of FIG. 6) during a live performance. The example of FIG. 15 shows the heat value addition process in which a heat value is added with the activation of a heat skill based on the logic of the example of FIG. 6. In this case, the evaluation control unit 24 starts the heat value addition process of FIG. 15 every time a heat skill is activated, and first determines the added value corresponding to the activated heat skill (step S301). If the heat skill includes multiple types of skills and the added value differs depending on the type, the evaluation control unit 24 identifies the type of the activated heat skill and determines the added value to be set for the identified type of heat skill.
[0131] Next, the evaluation control unit 24 identifies the section FP to which the addition value determined in step S301 should be added (step S302). The section FP to which the addition value should be added is identified based on a specified condition, for example. As the specified condition, for example, a random condition, a heat value condition, or a customer demographic condition is used. For this reason, in step S302, the evaluation control unit 24 randomly identifies the section FP to which the addition value should be added (random condition), identifies the section FP to which the addition value should be added depending on the magnitude of the current heat value (heat value condition), or identifies the section FP to which the addition value should be added depending on the customer demographic of each section FP (customer demographic condition).
[0132] Next, the evaluation control unit 24 determines the correction value of the determined section FP to be added (the "heat addition correction value" of the section item) (step S303). This correction value is determined based on the heat value increase value in the example of FIG. 6. Specifically, the evaluation control unit 24 identifies the stage to which the current heat value of the section FP to be added belongs in the heat value increase value (in the first time, the initial value of the heat value may be calculated), and determines the heat addition correction value corresponding to the identified stage as the current correction value. Furthermore, the evaluation control unit 24 determines the correction value of the customer group formed in each section FP to be added (the "heat addition correction value" of the customer group item) (step S304). Then, the evaluation control unit 24 corrects the addition value determined in step S301 (the addition value corresponding to the activated skill) by accumulating the correction value determined in step S303 and the correction value determined in step S304 (step S305).
[0133] After correcting the addition value in step S305, the evaluation control unit 24 adds the corrected addition value as the corrected addition value to the heat value (current value) of the section FP to be added (step S306). Furthermore, the evaluation control unit 24 calculates the overall heat value based on the heat value after addition (step S307). The overall heat value is calculated by accumulating the heat value after the increase for each section FP by the customer attendance rate and the area, and then accumulating the accumulated heat values of all the sections FP, as in step S206 in the example of FIG. 14. The calculated overall heat value and the heat value for each section FP after the addition in step S306 are stored to be used appropriately, for example, in the balloon process, the heat value increase process, or the next heat value addition process, which will be described later. Then, the evaluation control unit 24 finishes the current heat value addition process after calculating the overall heat value. As a result, when a heat skill is activated, an addition value according to the type of the activated skill is added to the heat value of each section FP specified by the specified condition. In other words, the "skill addition" in the logic of the example of FIG. 6 is realized. Then, the activation of heat skills results in changes in the state (heat value) of each section (customer base).
[0134] The balloon process is a process for making a balloon OC appear in a live performance. Also, a score in a live performance is given via the appeared balloon OC. The example of Fig. 16 shows the balloon process in which the display of the balloon OC and the giving of a basic score set for the displayed balloon OC are executed according to the evaluation logic of the example of Fig. 4. In this case, the evaluation control unit 24 starts the balloon process of Fig. 16 every time the balloon condition for making the balloon OC appear is satisfied, and first, determines the type of balloon OC to be made to appear based on the satisfied balloon condition (step S401).
[0135] The bubble conditions can be set appropriately depending on the type of bubble OC, but for example, in the case of a vocal bubble in the example of FIG. 5, the conditions are met with a certain probability based on a predetermined logic using vocal parameters, etc. In addition, in the case of a skill bubble, the skill is activated when the activation conditions set for each skill are met, and the bubble conditions are met with the activation of the skill. On the other hand, in the case of a stage direction bubble or a cheering bubble, the stage direction or the like appears when the appearance conditions are met, and the bubble conditions are met with the appearance of the stage direction or the like. Then, the evaluation control unit 24 determines the type of bubble OC, such as a vocal bubble, that should be appeared depending on the bubble conditions that have been met.
[0136] Next, the evaluation control unit 24 displays (makes appear) the balloon OC determined in step S401 on the live screen 80 (step S402), and determines the score (basic score) to be set for the balloon OC (step S403). Next, the evaluation control unit 24 calculates a heat value coefficient (step S404). The heat value coefficient is calculated, for example, based on a coefficient calculation table and the current overall heat value. Specifically, the evaluation control unit 24 obtains the current overall heat value, assigns the overall heat value to each stage (e.g., "0-500") in the coefficient calculation table, obtains a heat value coefficient addition value for each stage, and calculates the heat value coefficient by accumulating the obtained heat value coefficient addition values for each stage.
[0137] Next, the evaluation control unit 24 judges whether the effect application conditions set for each customer segment are satisfied (step S405). The effect application conditions are as shown in the example of FIG. 7. For this reason, for example, in the case of a balloon-type customer segment, the evaluation control unit 24 judges whether the current balloon OC is a vocal evaluation balloon or the like, and in the case of a character-type customer segment, judges whether a specific character exists in the idol unit. The evaluation control unit 24 also executes judgments such as whether there is a section FP with a customer attendance rate below a predetermined value, and whether the idol unit falls into a special state (in a state of increased charm). Note that, for example, in the case of a customer segment that is a "○○ fan", if a judgment can be made once and subsequent judgments can be omitted, the judgment result is stored, and the stored judgment result may be used appropriately in step S405.
[0138] If the effect application condition is satisfied in any of the sections FP, that is, if the current speech bubble OC is a vocal evaluation speech bubble, the idol unit includes a character corresponding to a specific customer base, there is a section FP with a customer attendance rate below a predetermined value, or the idol unit falls into a special state (step S405: Yes), the evaluation control unit 24 determines whether the current speech bubble OC corresponds to the speech bubble OC to be applied (step S406). The speech bubble OC to be applied differs depending on the type of customer base, and for example, if the customer base is "○○ support" and "○○ lover", it is a speech bubble OC that a specific character has appeared, and if the customer base is "vocal emphasis", "dance emphasis", and "skill emphasis", it is a "vocal evaluation speech bubble", "dance evaluation speech bubble", and "skill speech bubble", respectively. In addition, if the customer base is "empty," all balloons are OC, and if the customer base is "aura-oriented," the "vocal evaluation balloon" and "dance evaluation balloon" are displayed by the character in the attractiveness increasing state. Therefore, evaluation control unit 24 determines whether the balloon OC displayed in step S402 corresponds to the balloon OC to be applied according to the customer base that satisfies the effect application condition.
[0139] If the current balloon OC corresponds to the balloon OC to be applied (step S406: Yes), the evaluation control unit 24 calculates the customer demographic effect correction value (step S407). The customer demographic effect correction value is calculated, for example, by multiplying the customer demographic score coefficient of each section FP by the section attendance rate and accumulating the customer demographic score coefficients after the multiplication for all sections.
[0140] On the other hand, if the effect application condition is not satisfied in any of the sections FP (step S405: No), if the current balloon OC does not correspond to the balloon OC to which the effect is to be applied (step S406: No), or after calculating the customer demographic effect coefficient in step S407, the evaluation control unit 24 determines whether the idol unit corresponds to a special state (step S408). Specifically, as an example, when the idol unit is in an attractiveness increasing state, it corresponds to a special state, so the evaluation control unit 24 determines whether the idol unit is in an attractiveness increasing state. Also, when any character of the idol unit is in an attractiveness increasing state, the idol unit is in an attractiveness increasing state, so the evaluation control unit 24 determines whether any character of the idol unit is in an attractiveness increasing state.
[0141] When the idol unit is in a special state, that is, when any character of the idol unit is in an attractiveness increasing state (step S408: Yes), the evaluation control unit 24 calculates a special effect coefficient (step S409). A predetermined coefficient, such as 1.5 times (×1.5), is prepared in advance as the special effect coefficient. Therefore, the calculation of the special effect coefficient is realized by acquiring the predetermined coefficient prepared in advance.
[0142] After calculating the special effect coefficient, or when the idol unit falls into a special state (attractiveness increased state) in step S407 (step S408: No), the evaluation control unit 24 corrects the basic score (step S410). Specifically, for example, when both the customer demographic effect correction value and the special effect coefficient are calculated, the evaluation control unit 24 corrects the basic score (the score set in the current balloon OC determined in step S403) by integrating both the customer demographic effect correction value and the special effect coefficient. Alternatively, when only one of the customer demographic effect correction value and the special effect coefficient is calculated, the evaluation control unit 24 corrects the basic score by integrating the calculated coefficient. On the other hand, when neither the customer demographic effect correction value nor the special effect coefficient is calculated, the evaluation control unit 24 corrects the basic score by integrating a coefficient corresponding to 1x (a coefficient corresponding to no correction) (this is substantially equivalent to no correction. For this reason, step S410 may be skipped so that correction is omitted).
[0143] Next, evaluation control unit 24 displays the score corrected in step S410 as the score acquired by the current balloon OC (acquired score) on live screen 80 (step S411). The acquired score is reflected in related information 83, such as "SCORE" on live screen 80 or total acquired score, and is displayed on live screen 80 as related information 83. After displaying the corrected score (acquired score), evaluation control unit 24 ends the current balloon processing.
[0144] 16, various balloons OC appear on the live screen 80 based on the balloon conditions, and the live performance is scored (evaluated) through the balloons OC that appear. The scoring of the live performance also reflects the state of each audience member according to their characteristics through heat values, etc. In other words, the evaluation of the live performance reflects the excitement of the audience according to the type of audience.
[0145] The heat map display process is a process for displaying a heat map HM. The heat map HM may be displayed appropriately on various game screens in response to a user request or the like, and the game screen includes a result screen 90. The evaluation control unit 24 starts the heat map display process of the example of FIG. 17 every time a request for display of the heat map HM is made, for example, when the result screen 90 is provided, and first obtains the latest heat value of each section FP (step S501). The heat value of each section FP is saved as the latest processing result, for example, in the heat value increase process of FIG. 14 or the heat value addition process of FIG. 15. Therefore, the evaluation control unit 24 obtains the latest heat value of each section FP from the saved processing result.
[0146] Next, the evaluation control unit 24 acquires a venue map (for example, a simplified floor plan in the example of FIG. 9) of the venue LF of the live performance (step S502), and reflects the latest heat value acquired in step S501 to each section FP on the acquired venue map (step S503). This reflection is realized by adding a color scheme (the pattern in the example of FIG. 9) according to the magnitude of the heat value to each section FP.
[0147] Next, the evaluation control unit 24 displays the venue map reflecting the latest heat value in step S503 as the latest heat map HM on the game screen (for example, the heat map area 92 of the result screen 90) (step S505). This displays the heat map HM reflecting the latest heat value of each section FP, and the latest heat value of each section FP is notified through the difference in color scheme.
[0148] As described above, according to this embodiment, the state (excitement, etc.) of the audience PP in the venue LF changes in response to the live performance during a live performance, and the changed state of the audience PP is used to evaluate the live performance. In other words, the state of the audience PP, such as excitement, is reflected in the evaluation (score) of the live performance. Therefore, it is possible to realize an evaluation axis different from the conventional evaluation axis that directly evaluates the live performance via the state of the audience PP.
[0149] Furthermore, when the effect application conditions are met, the effect of the "customer demographic score coefficient" (customer demographic effect coefficient) set for each section FP is applied to the evaluation of the live performance via the characteristics of each customer demographic. Therefore, the effect (characteristics) of each customer demographic can be reflected in the evaluation of the live performance via the effect application conditions. In other words, a different evaluation axis, that of the characteristics of the audience PP, can be added to the evaluation method of the live performance. As a result, compared to the evaluation method that uses only the conventional evaluation axis (without an evaluation axis that reflects the state and characteristics of the audience PP), the live performance of the target character Ct can be evaluated using a different evaluation method.
[0150] Specifically, the state of the audience PP changes so as to be quantified via a heat value (parameter) expressing the excitement (evaluation). Therefore, it is possible to generate various variations in the state of the audience PP (for example, variations from a minimum value to a maximum value) by using the heat value. Furthermore, it is possible to express the evaluation of the audience PP, such as the excitement of the live performance, as the state of the audience PP (and thus the section FP or the venue LF) via the heat value (parameter). Then, it is possible to reflect the evaluation of the audience PP in the evaluation (score) of the live performance. Furthermore, it is possible to reflect not only the evaluation of the audience PP via the heat value but also the characteristics of each audience PP in the evaluation of the live performance via the customer demographic effect coefficient. Therefore, it is possible to bring the evaluation of the live performance closer to the impression (evaluation) obtained at a real live performance.
[0151] Furthermore, a heat value is set for each section, and each section is set to a customer demographic with different characteristics related to the heat value. Therefore, the audience's evaluation (excitement) according to the customer demographic (characteristics) of each section can be expressed through the heat value of each section. This allows the evaluation of the live performance to be closer to the impression (evaluation) obtained at a real live performance. The heat value of each section is then notified to the user through the heat map HM. Therefore, the user can recognize the heat value of each section through the heat map HM. For example, the heat map HM can be used to recognize information such as the customer demographic and venue LF that the target character Ct (or the idol unit including it) is good at, or conversely, is not good at. This can promote the planning of countermeasures (strategies) for the next live performance.
[0152] In addition, live performances are scored through speech bubbles OC, which include "skill speech bubbles" that appear when skills are activated, and "stage direction speech bubbles" that appear when stage direction is activated. Therefore, various elements related to live performances, such as stage direction, including those that are activated unrelated to skills or live performances, can be widely reflected in the evaluation (scoring).
[0153] Similarly, when a target character Ct with a heat skill performs a live performance, a skill addition is added (granted) to a target section FP that is identified based on a specified condition among multiple section FPs included in the venue LF through the heat skill. This allows the heat skill to function as a type of skill that grants a skill addition to the target section FP, that is, a skill that directly changes the heat value (indirectly affects the score of the live performance through the state of the audience PP). As a result, a different type of skill from the conventional one can be realized.
[0154] Heat skills are imparted to the target character Ct through training in the training part (each skill is acquired, for example, using experience points as a resource, as described above. However, for example, an element for reducing the experience points required to acquire a skill may be provided.), but the imparting of skills in the training part corresponds to the addition of a new element (parameter), and is often performed under different conditions from the increase in existing parameters. For this reason, even when training the same target character Ct, the skills possessed may not necessarily be the same. As a result, even when training the same character, there is a possibility that a heat skill may or may not be imparted (including the case where the intended heat skill is not imparted when there are multiple types of heat skills). For this reason, a different type of heat skill than before can be used as motivation for repeatedly training the target character Ct.
[0155] In addition, when various characteristics are set for each section FP through the customer base, the characteristics of each section FP can also be changed through changes in the customer base. Therefore, compared to when fixed characteristics are set only for each section FP, various characteristics (effects) can be set for each section FP (and therefore the venue LF) through changes in the customer base. This allows new gameplay to be generated, which in turn leads to increased interest in the game.
[0156] In the above embodiment, the evaluation control unit 24 of the user device 3 functions as the state change means or the change imparting means (in the case of step S306 of FIG. 15) of the present invention by executing step S205 of FIG. 14 or step S306 of FIG. 15. Similarly, the evaluation control unit 24 of the user device 3 functions as the target identification means of the present invention by executing step S302 of FIG. 15. Furthermore, the evaluation control unit 24 of the user device 3 functions as the evaluation means, the reaction generation means, and the condition determination means of the present invention by executing the procedure of FIG. 16. Specifically, the evaluation control unit 24 functions as the evaluation means by executing step S411 of FIG. 16, as the reaction generation means by executing step S402, and as the condition determination means by executing step S405. Furthermore, the evaluation control unit 24 of the user device 3 functions as the information display means of the present invention by executing step S505 of FIG. 17.
[0157] The present invention is not limited to the above-mentioned embodiment, and may be embodied in a form in which appropriate modifications or changes have been made. The present invention may also be embodied in a form obtained by appropriately combining various technical means included in the above-mentioned embodiment and the following modified embodiment. In the above-mentioned embodiment, the live performance is evaluated by an evaluation logic including two evaluation axes, an evaluation method using a first logic and an evaluation method using a second logic. However, the present invention is not limited to such an embodiment. For example, the evaluation method using the first logic, that is, the evaluation axis for evaluating the live performance itself, may be omitted, and the live performance may be evaluated only by the second logic for evaluating the state of the audience PP (for example, excitement). For this reason, for example, the overall heat value may be used as a score, and whether or not the target has been cleared may be determined according to the cumulative total of the overall heat values.
[0158] In the above-mentioned embodiment, the predetermined rule for making each customer appear may be appropriately set for each customer, and is configured to use, for example, various parameters such as ticket sales and popularity, the story development in the training part, or the result of designation by the operator of the network system 1. However, the present invention is not limited to such an embodiment. For example, the customer base of each section FP may change depending on the use of various items including the costume worn by the target character Ct, or the parameters of the target character Ct. Alternatively, if a concept is set for the live itself, it may be set according to the concept. Specifically, for example, if the live emphasizes singing, the customer base according to the concept may be set for each section FP (or venue LF), such as an increase in the number of customers who emphasize vocals. In other words, the predetermined rule may be configured to use the items used by the target character Ct, the parameters of the target character Ct, or the concept of the live. Furthermore, the customer base may be used by the user. In other words, various settings related to the live (for example, the venue LF, the customer base, or the available seats, etc.) may be executed by the user.
[0159] In the above-mentioned embodiment, the characteristics of each customer segment are reflected in the heat value (or basic score) via the customer segment effect coefficient. However, the present invention is not limited to such an embodiment. For example, the characteristics of each customer segment may be reflected in the provision of a predetermined reward, instead of or in addition to being reflected in the heat value, etc., by the customer segment effect coefficient. For example, when the customer segment effect coefficient is applied in the live part, instead of or in addition to the application of the coefficient, the value, amount, or content of the reward may change.
[0160] In the above-mentioned embodiment, each venue LF and each section FP of each venue LF are set in advance. However, the present invention is not limited to such an embodiment. For example, the user may be given an opportunity to set each venue LF and each section FP of each venue LF. Specifically, for example, the user may be given an opportunity to set the shape of the venue LF, the number of seats (seats), or the section FP that can be used (capable of accommodating spectators PP) in each venue LF. Therefore, even in the same venue LF, the second floor and above may be appropriately adjusted according to the user's settings, such as making the second floor and above unusable.
[0161] In the above embodiment, the network system 1 includes the game server 4. However, the present invention is not limited to such an embodiment. For example, in cases where an offline game that is played without connecting to the network NT is provided, the game server 4 may be omitted and the user device 3 may function alone as the game system of the present invention. Alternatively, conversely, the game server 4 may execute all or part of the role of the user device 3 (various processes, etc.). In this case, a combination of the user device 3 and the game server 4 (for example, the network system 1), or the game server 4 alone (including a case where it is composed of multiple server devices) may function as the game system of the present invention. A program implemented in an apparatus such as the network system 1, the user device 3, or the game server 4 may function as the game program of the present invention.
[0162] 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.
[0163] The computer program (Pg) of the present invention is configured to cause a computer (10) incorporated in a game system (3) that provides a game in which an evaluation action as an evaluation target action performed by a user object according to a predetermined logic is evaluated using an input device (12) for inputting user instructions and a display device (13) for displaying a game screen (90) including at least a part of a game field that is set as the action range of a user object (Ct) as an object for which the instructions are to be executed, to function as a condition determination means (24) that determines whether an effect application condition for applying an effect set in a specific area (LF) included in the game field is satisfied when the evaluation action is executed in the specific area, and an evaluation means (24) that evaluates the evaluation action using the predetermined logic, which is a logic for applying the effect to the evaluation of the evaluation action when the effect application condition is satisfied, and omitting the application of the effect when the effect application condition is not satisfied.
[0164] According to the present invention, when the effect application condition is satisfied, the effect set in the specific area is imparted to the evaluation of the evaluation action. Therefore, the effect (characteristics) of the specific area can be reflected in the evaluation of the evaluation action via the effect application condition. This makes it possible to add an evaluation axis different from the conventional one, that is, the characteristic of the specific area, to the evaluation method of the evaluation action. As a result, the behavior of the user object can be evaluated by an evaluation method different from the conventional evaluation method without such an evaluation axis. This can generate new game properties, which can lead to an increase in the interest of the game.
[0165] The specific area may be appropriately configured and may have various effects appropriately. The fulfillment of the effect application condition (in other words, the application of the effect of the specific area) may or may not be notified to the user. For example, the specific area may be provided with elements such as various installations such as a firework launcher or a fountain, or various landforms (natural objects) such as a volcano or a waterfall. The fulfillment of the effect application condition may cause the operation of various installations such as the launch of fireworks or the spouting of water by a fountain, or various natural phenomena such as a volcanic eruption or an increase in the amount of water flowing in a waterfall. In other words, the application of the effect of the specific area may be notified through the operation of the installations (change in the state of the object) that occurs audiovisually. Alternatively, spectators (including evaluators, etc., which are characters representing people and a type of object) may be placed in the specific area, and various reactions (cheering actions, cheering, etc.) may occur as changes in the state of the object. In other words, the application of the effect of the specific area may be notified through various reactions of the spectators.
[0166] Furthermore, the effect of a specific area may be directly set to the specific area as an effect accompanying, for example, a volcanic eruption. Alternatively, the effect may be indirectly set to the specific area via a spectator (object), for example, as a characteristic of the spectator. For example, in one aspect of the computer program of the present invention, a non-user object (PP) as an object excluded from the target of the instruction may be placed in the specific area, and an evaluation system effect possessed by the non-user object may be set to the specific area as the effect. In this case, various effects can be set to the specific area via changes to the non-user object.
[0167] As the evaluation action, various actions may be appropriately executed. For example, the user object may execute an action such as a performance or a musical performance to be shown to other objects (e.g., the audience) as the evaluation action, or may execute an action for itself that does not need to be shown to other objects, such as an action to simply compete with other objects for results or an action to clear a predetermined goal, as the evaluation action. For example, in a mode in which non-user objects are placed in a specific area, the user object may execute a performance for the audience (PP) placed as the non-user object in the specific area as the predetermined action, and a venue (LF) capable of accommodating the audience may be used as the specific area. In this case, the characteristics of the audience can be reflected in the evaluation of the performance through the evaluation system effect possessed by the audience. Therefore, the evaluation of the performance can be made closer to the impression (evaluation) obtained in a real live performance.
[0168] A specific area (for example, a venue) may have one or more effects. That is, a venue may have multiple customer segments each having one of the multiple effects. In this case, the multiple customer segments may be associated with the entire venue, or may be associated with multiple areas formed in the venue. That is, a venue may have multiple areas in which one of the multiple customer segments is set. When multiple effects are set in a specific area, each effect may be appropriately applied and used. For example, when a predetermined score (basic score) is set for a predetermined behavior in the evaluation behavior, a correction value for correcting the basic score is set as each effect, and an appropriate evaluation effect such as the highest evaluation effect, the lowest evaluation effect, or the average evaluation effect among the applicable evaluation effects (effects that satisfy the effect application conditions) may be used to correct the actual basic score. That is, each evaluation effect may be used as it is, or may be appropriately corrected to an average value or the like before use.
[0169] When the evaluation system effect is modified, this modification may be performed appropriately. For example, the total (cumulative) value of the modification values after modifying each applicable evaluation system effect (modification value) by a predetermined ratio of the sections in which the corresponding customer layers are formed in the venue may be used to modify the basic score. In this case, as the predetermined ratio, an appropriate ratio calculated from the relationship between various elements of the venue and the same elements in the sections may be used. For example, as such a ratio, the audience distribution rate (the number of spectators in each section relative to the total number of spectators), the section attendance rate (the ratio of the number of spectators in each section relative to the total number of spectators in the venue), the actual attendance rate (the number of spectators actually accommodated in each section relative to the maximum number of spectators that can be accommodated in each section), or the area rate (the total area of multiple sections excluding the seating area in the venue, or the area occupied by each section relative to the area of the entire venue) may be used. Alternatively, for example, a correction value for each section (a value obtained by dividing the correction value for correcting the basic score by the number of all sections) may be set as the evaluation system effect for each customer layer, and the total (cumulative) value of the applicable evaluation system effect may be used to correct the basic score.
[0170] In addition, in the case where a plurality of sections are provided, the effect application condition may be determined for all of them, or may be determined for an appropriate portion of them. In the case where the effect application condition is satisfied in a plurality of sections, the effect of each section may be, for example, an effect corresponding to any one of all sections that satisfy the effect application condition, or an effect corresponding to two or more sections may be given. In other words, in the case where a base score is given according to the contents of the evaluation behavior, the effect of any one section may be given to the base score, or the effects of two or more sections (including, for example, a case where the average value of two or more sections is used as a correction value) may be given to the base score. In the case where the effects of two or more sections are given, the effects of the two or more sections may be appropriately specified, for example, the contents of the effect, such as the order of the highest effect, or may be specified by lottery or the like.
[0171] Furthermore, when the effect of each section is given to each section, for example, when the correction value for each section is corrected at a predetermined ratio, or when a correction value for each section is set as the evaluation effect for each customer group, and the total value (cumulative) of the applicable evaluation effects is used to correct the basic score, the effect of any one of all the sections that satisfy the effect application condition may be given to all the sections. Alternatively, the effects of two or more sections out of all the sections that satisfy the effect application condition may be given to multiple sections (which may be appropriately specified by lottery or the like as in the case of effects). In this case, the two or more sections that satisfy the effect application condition (the same applies when there is only one section) may be the same or different from the multiple sections to which the effect is applied.
[0172] Specifically, for example, in a mode in which a performance is performed as an evaluation behavior, the venue includes a plurality of areas (FP), and each of the plurality of areas accommodates as the spectators a plurality of customer demographics each having one of a plurality of evaluation-based effects with different effect application conditions, and the condition determination means determines whether the effect application condition of the evaluation-based effect set to at least a portion of the plurality of areas (FP) via the spectators is satisfied in at least a portion of the plurality of areas, and the logic may be configured to grant at least one of the two or more evaluation-based effects corresponding to each of the two or more areas when the effect application condition is satisfied. Also, in this mode, the condition determination means may be configured to determine whether the effect application condition corresponding to the effect set to each of the areas via the spectators is satisfied in all of the plurality of areas (FP), and the logic may be configured to grant all of the two or more evaluation-based effects when the effect application condition is satisfied in the two or more areas.
[0173] The effect application condition may be set appropriately. For example, in the case where a performance is executed as an evaluation action, the effect application condition may relate to a user object (including the content of the performance) or to a venue. Alternatively, the effect application condition may relate to a customer demographic formed in the venue. For example, in an aspect where a plurality of areas corresponding to each of a plurality of customer demographics are provided in the venue, the effect application condition may include an attendance condition related to an attendance rate as the number of spectators actually accommodated in each section relative to the maximum number of spectators that can be accommodated in each section, and the attendance condition may be satisfied when the attendance rate of a section that accommodates a customer demographic having an evaluation effect corresponding to the attendance condition is equal to or greater than a predetermined value. Alternatively, the effect application condition may include at least one of an object condition related to a specific object among a plurality of objects (G1) prepared in the game and an attribute condition related to a specific attribute among a plurality of attributes prepared as candidates for the attributes of each object, and the object condition and the attribute condition may be satisfied when the user object corresponds to the specific object in a section housing a customer demographic having an evaluation-system effect corresponding to the object condition as the spectators, and when the user object has the specific attribute in a section housing a customer demographic having an evaluation-system effect corresponding to the attribute condition as the spectators, respectively. Furthermore, the effect application condition may include a situation condition related to a specific situation that occurs in the performance according to a parameter set that defines the user object when the performance is performed according to the parameter set, and the situation condition may be satisfied when the specific situation occurs in the performance in a section housing a customer demographic having an evaluation-system effect corresponding to the situation condition as the spectators.
[0174] The evaluation action may be appropriately evaluated via a predetermined logic. For example, when a performance is executed as the evaluation action, the content of the performance may be directly scored. Specifically, for example, a score (basic score) may be set for a predetermined action in advance, and when the predetermined action is executed as a series of actions constituting a performance, the basic score set for the action may be assigned to the user object as the evaluation result. Alternatively, the content of the performance may be indirectly scored. Specifically, for example, a predetermined reaction may be associated with a predetermined action in advance as a reaction of the audience, and a basic score may be assigned to the predetermined reaction. Then, when the predetermined action is executed as a series of actions constituting a performance, a reaction set for the action occurs, and the basic score set for the reaction may be assigned to the user object as the evaluation result.
[0175] Similarly, the effect of a specific area may be used appropriately in the evaluation of the evaluation behavior. For example, in the case where the performance is scored through the base score, a base score corresponding to various effects may be set in advance for a specific behavior or a specific reaction. That is, the effect may be taken into consideration when calculating the base score. Alternatively, the effect of a specific area may be used to appropriately correct the base score after the calculation of the base score. Specifically, for example, as an embodiment in which an evaluation system effect is adopted as an effect of a specific area, the computer may further function as a reaction generating means (24) that generates at least one of a plurality of reactions (OC) associated with a base score as a reaction of the non-user object to the evaluation behavior in accordance with a parameter set that defines the user object, and a correction effect that corrects the base score corresponding to the at least one reaction (OC) generated in accordance with the evaluation behavior to a corrected score may be used as the evaluation system effect.
[0176] The game may be appropriately configured, for example, may be configured only with a part for evaluating the evaluation behavior, or may be configured to include other parts. Alternatively, the part for evaluating the evaluation behavior may be provided as a part of the other parts, or may be provided as a part separate from the other parts. For example, in one aspect of the computer program of the present invention, the game may include a development part for developing the user object, and an evaluation part for evaluating the user object through the evaluation behavior.
[0177] Various actions that can be performed by the user object may be appropriately adopted as the evaluation action. Moreover, the action may differ depending on the type of game, etc. Similarly, the evaluation action may be performed by the user object alone, or may be performed by a group of objects including the user object. In other words, the user object may perform the evaluation action as one of the object group. For example, in one aspect of the computer program of the present invention, the evaluation action may be performed as a collective action by an object unit (81) including the user object as one of a group of objects (Ct, Cc) that act independently of each other.
[0178] On the other hand, the game system of the present invention is a game system (3) that provides a game in which an evaluation action as an evaluation target action performed by the user object according to a predetermined logic is evaluated using an input device (12) for inputting user instructions and a display device (13) for displaying a game screen (90) including at least a part of a game field that is set as the action range of a user object (Ct) as the object for which the instructions are to be executed, and is equipped with a condition determination means (24) that, when the evaluation action is executed in a specific area (LF) included in the game field, determines whether an effect application condition for applying an effect set in the specific area is satisfied, and an evaluation means (24) that evaluates the evaluation action using, as the predetermined logic, a logic that applies the effect to the evaluation of the evaluation action when the effect application condition is satisfied, while omitting the application of the effect when the effect application condition is not satisfied.
[0179] In addition, the control method of the present invention utilizes an input device (12) for inputting user instructions and a display device (13) for displaying a game screen (90) including at least a portion of a game field that is set as the action range of a user object (Ct) as an object for which the instructions are to be executed, to cause a computer (10) incorporated in a game system (3) that provides a game in which an evaluation action as an action to be evaluated, performed by the user object, is evaluated according to a predetermined logic, to execute a condition determination procedure for determining whether or not an effect application condition for applying an effect set in a specific area (LF) included in the game field is satisfied when the evaluation action is executed in the specific area, and an evaluation procedure for evaluating the evaluation action using, as the predetermined logic, a logic that applies the effect to the evaluation of the evaluation action when the effect application condition is satisfied, while omitting the application of the effect when the effect application condition is not satisfied.
[0180] [First Reference Example] In a training game such as that described in Non-Patent Document 1, various objects can be appropriately used as training targets. For this reason, a training game can be provided with an evaluation part in which not only live performances (live performances) but also various actions such as races competing to be the first to reach the goal are evaluated as evaluation targets according to the training target. In this type of evaluation part, a score is set for the specific action itself, and scores are often awarded according to the action actually performed. Even when a race is executed, the time to the goal is measured according to the parameters of the character, and the first to arrive is evaluated according to the measured time. In any case, it is common for the character's actions to be directly evaluated and scored.
[0181] On the other hand, in real-life live shows and races, there are generally spectators (including various evaluators such as judges, or people who happen to be there, such as passersby at street shows), and the evaluation of the spectators is often important. For example, in a live music show, not only the content of the performance itself, such as the songs played and the performance techniques, but also elements other than the performance, such as the sense of unity with the audience and excitement, can completely change the evaluation of the live show. In the training game of Non-Patent Document 1, such other elements cannot be fully reflected in the evaluation of the live performance. For this reason, there is room for modification of the evaluation method for evaluating characters (user objects) at live shows, etc.
[0182] Therefore, the first reference example has an object to provide a computer program or the like capable of evaluating the behavior of a user object using an evaluation method different from the conventional one.
[0183] The computer program (Pg) of the first reference example is configured to cause a computer (10) incorporated in a game system (3) that provides a game in which an evaluation action as an evaluation target action performed by a user object according to a predetermined logic is evaluated using an input device (12) for inputting user instructions and a display device (13) for displaying a game screen (90) including at least a portion of a game field (LF) that is set as the action range of a user object (Ct) as the object for which the instructions are to be executed, to function as a state change means (24) that changes the state of a specific area (LF) included in the game field in association with the evaluation action when the evaluation action is executed in the specific area, and an evaluation means (24) that evaluates the evaluation action using logic that utilizes the state of the specific area as the predetermined logic.
[0184] According to the first reference example, the state of the specific area changes according to the evaluation behavior, and the changed state of the specific area is used to evaluate the evaluation behavior. In other words, the state of the specific area is reflected in the evaluation of the evaluation behavior. Therefore, an evaluation axis other than the conventional evaluation axis that directly evaluates the evaluation behavior through the state of the specific area can be realized. This makes it possible to evaluate the evaluation behavior of the user object using a different evaluation method (including both an evaluation method that uses only an evaluation axis other than the conventional one, and an evaluation method that combines the conventional evaluation axis with the other evaluation axis) compared to an evaluation method that uses only the conventional evaluation axis. As a result, a new game nature can be generated, which can lead to an increase in the interest of the game.
[0185] Various states may occur in the specific area as appropriate, and the various states may change depending on the evaluation behavior and be used to evaluate the evaluation behavior. For example, various installations such as firework launchers and fountains, or various landforms (natural objects) such as volcanoes and waterfalls may be virtually provided in the specific area. Then, the operation of various installations such as the launch of fireworks or the spouting of water from a fountain, or various natural phenomena such as a volcanic eruption or an increase in the amount of water flowing in a waterfall, may be adopted as the state of the specific area. In other words, the launch of fireworks or the like may occur virtually in the specific area as appropriate depending on the evaluation behavior of the user object, and the launch or the like may be reflected in the evaluation. Alternatively, spectators (including evaluators, etc., which are characters representing people and a type of object) may be placed in the specific area, and various reactions (cheering actions, cheering, etc.) may occur as the state of the object. In other words, the state of an object installed there may be used as a specific state, and the state may be used to evaluate the evaluation behavior.
[0186] Furthermore, state changes such as volcanic eruptions and reactions may occur by lottery when a specific evaluation action is performed, or may occur in such a way that a type (including degree) of eruption or reaction occurs according to the type of specific action. In other words, the state of a specific area may be classified into two types of states, occurrence (including different types of occurrence) and non-occurrence, or may include multiple states according to, for example, the degree of the occurrence state. When multiple states are included, the states may be managed by appropriate parameters. The parameters may function as the state of the specific area as they are, or may be used as conditions for changing the state, such as causing a volcanic eruption or a reaction when a predetermined value is reached.
[0187] Specifically, for example, in one embodiment of the computer program of the first reference example, a parameter indicating the state of the specific area may be set in the specific area, the state change means may change the parameter in association with the evaluation behavior, and the logic may be configured to use the parameter as the state of the specific area. Also, for example, in one embodiment of the computer program of the first reference example, a non-user object (PP) as an object excluded from the target of the instruction is placed in the specific area, the state change means may change the state of the non-user object in association with the evaluation behavior so that the state of the non-user object functions as the state of the specific area, and the logic may be configured to use the state of the non-user object as the state of the specific area. When a parameter is set in the specific area, various variations in the state of the specific area can be generated by using the parameter.
[0188] As the evaluation action, various actions may be appropriately executed. For example, the user object may execute an action such as a performance or a musical performance to be shown to other objects (e.g., the audience) as the evaluation action, or may execute an action for itself that does not need to be shown to other objects, such as an action to simply compete with other objects for results or an action to clear a predetermined goal, as the evaluation action. For example, in a mode in which non-user objects are placed in a specific area, the user object executes a performance for the audience (PP) placed as the non-user object in the specific area as the evaluation action, a venue (LF) capable of accommodating the audience is used as the specific area, a heat value is set in the venue as a parameter indicating the state of the audience, the state change means changes the heat value in association with the evaluation action, and the logic may be configured to calculate a score reflecting the heat value as an evaluation result of the evaluation action. In this case, the audience's evaluation, such as the excitement of the performance, can be expressed as the state of the specific area via the heat value (parameter). Then, the audience's evaluation can be reflected in the evaluation of the performance (evaluation action). Therefore, the evaluation of the performance can be made closer to the impression (evaluation) obtained in a real live performance.
[0189] The evaluation action may be appropriately evaluated via a predetermined logic. For example, when a performance is executed as the evaluation action, the content of the performance may be directly scored. Specifically, for example, a score (basic score) may be set for a predetermined action in advance, and when the predetermined action is executed as a series of actions constituting a performance, the basic score set for the action may be assigned to the user object as the evaluation result. Alternatively, the content of the performance may be indirectly scored. Specifically, for example, a predetermined reaction may be associated with a predetermined action in advance as a reaction of the audience, and a basic score may be assigned to the predetermined reaction. Then, when the predetermined action is executed as a series of actions constituting a performance, a reaction set for the action occurs, and the basic score set for the reaction may be assigned to the user object as the evaluation result.
[0190] Similarly, the state of the audience (heat value) may be used appropriately in the evaluation of the evaluation action. For example, in the case where the performance is scored through the base score, a base score corresponding to the rank of the heat value (for example, an appropriate classification such as high, medium, or low) may be set in advance for a predetermined action or a predetermined reaction. That is, the heat value may be taken into consideration when calculating the base score. Alternatively, the heat value may be used to appropriately correct the base score after the calculation of the base score. Specifically, for example, as an embodiment in which a performance directed to an audience is performed as the evaluation action, the computer may further function as a reaction generating means (24) that generates at least one of a plurality of reactions (OC) each associated with a base score as a reaction of the audience to the performance in accordance with a parameter set that defines the user object, and the logic may be configured to calculate the score by correcting the base score associated with the at least one reaction in accordance with the heat value.
[0191] Furthermore, the parameter set that defines the user object may include various parameters as appropriate. For example, the parameter set may include parameters that define abilities that grow with training, such as singing ability, dancing ability, or expressiveness in a performance. Alternatively, the parameter set may include parameters that do not grow with training (are unrelated to training), such as gender, age, or attributes. Furthermore, various skills that affect the progress of the game may be prepared in the game, and the parameter set may include skills. For example, multiple skills prepared in the game may be appropriately given to the user object according to various conditions for giving such as growth, and the given skills may be managed as one of the parameter sets. In other words, the contents (items) of the parameter set may be changed as appropriate. And, the various parameters included in the parameter set may appropriately affect the reaction of the audience that occurs. Furthermore, the reaction of the audience may include not only reactions that occur based on the parameter set, but also reactions that occur based on various factors that affect the performance, such as the passage of time or various productions that occur in the venue.
[0192] Specifically, for example, in an aspect in which a reaction of an audience occurs according to a parameter set, the plurality of reactions may include a skill-based reaction (OC) that occurs in association with a predetermined skill, and the reaction generating means may generate the skill-based reaction according to a predetermined rule when the user object possesses the predetermined skill as one of the parameter sets. Alternatively, in a similar aspect, the plurality of reactions may include a performance-based reaction (OC) that occurs in association with a predetermined performance given to the venue, and the reaction generating means may generate the performance-based reaction when the predetermined performance is given to the venue. In these cases, performance-related elements such as skills and performances can be reflected in the evaluation.
[0193] In the case where a performance is executed as an evaluation action, only one type of spectator may be placed in a venue as a specific area, or multiple types of spectators may be placed. In the case where multiple types of spectators are placed in a venue, the type of spectator may or may not affect the heat value. For example, in a mode in which a performance is executed as an evaluation action, the venue includes multiple sections (FP) in which one of multiple customer groups with different characteristics regarding the heat value is formed through the spectators, and the heat value is set for each of the multiple sections, and the state change means may change the heat value for each section in accordance with the characteristics of the customer group of each section in association with the performance. In this case, the evaluation (excitement) of the spectators according to the customer group (characteristics) of each section can be expressed through the heat value for each section.
[0194] When a heat value is set for each section, the heat value of each section may be used appropriately to correct the basic score. For example, a basic score per section (a value obtained by dividing the basic score by the number of sections) may be calculated, the basic score per section may be corrected for each section by the heat value of each section, and the corrected basic scores per section may be summed to calculate the corrected basic score. That is, the heat value of each section may be used for each section. Alternatively, the maximum heat value, the minimum heat value, the average value of the heat values of all sections, or the cumulative value (total value) of the heat values of all sections may be calculated, and these may be applied to the correction of the basic score. Specifically, for example, in an aspect in which a heat value is set for each section, the logic may be configured to reflect the cumulative value, which is the cumulative value of the heat values of each section for all sections, in the score.
[0195] In addition, when a heat value is set for each section, the heat value of each section may be used as is to correct the basic score, or the value after being appropriately corrected may be used to correct the basic score. For example, the heat value of each section may appropriately reflect one or more of various factors such as the overall attendance rate (the actual total number of spectators relative to the maximum number of spectators that can be accommodated in the entire venue), the section attendance rate (the ratio of the number of spectators in each section to the total number of spectators in the venue), the actual attendance rate (the number of spectators actually accommodated in each section relative to the maximum number of spectators that can be accommodated in each section), or the area ratio (the total area of multiple sections in the venue excluding the seating area, or the area each section occupies relative to the area of the entire venue). Specifically, for example, in a configuration in which a heat value is set for each section, the logic may be configured to use as the cumulative value an overall heat value, which is a value obtained by accumulating the heat values for all sections after correcting the heat value of each section by at least one of the following: an overall attendance rate, which is the total number of spectators actually accommodated in the venue relative to the maximum number of spectators that the venue can accommodate; a section attendance rate, which is the ratio of the number of spectators in each section to the total number of spectators actually accommodated in the venue; an actual attendance rate, which is the number of spectators actually accommodated in each section relative to the maximum number of spectators that each section can accommodate; and an area rate, which is the area occupied by each section relative to the total area of the multiple section.
[0196] In addition to the heat value, other appropriate elements may be provided as elements to be reflected in the evaluation of the evaluation action. For example, the characteristics of the customer base may have an effect not only on the change in the heat value, but also on the addition or correction of the heat value or the basic score. In other words, the characteristics of the customer base may directly affect the final score apart from the change in the heat value. In addition, the effect may occur unconditionally, or may occur only when a predetermined effect application condition is satisfied. For example, in a mode in which a performance is executed as an evaluation action, an evaluation system effect that affects the score as an effect to be applied when a predetermined effect application condition is satisfied is set for each customer base, and the logic may be configured to further reflect the evaluation system effect of the applicable customer base as a customer base that satisfies the effect application condition in the score.
[0197] In the case where the customer base further has an effect (evaluation system effect) that directly affects the final score, the evaluation system effect may be various effects and may be used appropriately depending on the content. For example, a correction value for correcting the base score is set as the evaluation system effect of each customer base, and an appropriate evaluation system effect such as the highest evaluation system effect, the lowest evaluation system effect, or the average evaluation system effect among the applicable evaluation system effects (effects that satisfy the effect application conditions) may be used to correct the actual base score. In other words, the evaluation system effect of each section may be used as is, or may be appropriately corrected to an average value or the like and used. In addition, when the evaluation system effect is corrected, this correction may be performed appropriately. For example, the total (cumulative) value of the correction values after correcting each applicable evaluation system effect (correction value) with a predetermined ratio of the sections in which the corresponding customer base is formed in the venue may be used to correct the base score. In this case, an appropriate ratio calculated from the relationship between various elements related to the venue and the same elements in the section may be used as the predetermined ratio. For example, the above-mentioned section customer attendance rate, actual customer attendance rate, or area rate may be used as such a ratio. Also, for example, a correction value (a correction value for correcting the basic score divided by the total number of sections) may be set for each section as the evaluation system effect for each customer group, and the total value (cumulative) of the applicable evaluation system effects may be used to correct the basic score.
[0198] Specifically, for example, in an aspect in which an evaluation system effect is set for each customer segment, a correction value to be used to correct the heat value is set as the evaluation system effect, and the logic may be configured to use, as the evaluation system effect, a value obtained by accumulating a modified correction value, which is a correction value after correcting the correction value based on a predetermined ratio of the sections in which the applicable customer segment is formed in the venue, over all sections in which the applicable customer segment is formed.
[0199] When a heat value is set for each section, the heat value of each section may be kept secret or may be announced appropriately. When a heat value of each section is announced, the announcement may be made at an appropriate time, for example, when a specific game screen, such as a result screen displaying the final evaluation result, is displayed, or at an arbitrary time via an arbitrary game screen in response to a user request. For example, as an embodiment in which a heat value is set for each section, an information display means (24) may be provided that displays heat value information (HM) on the game screen to announce the heat value for each section. In this case, the heat value of each section can be recognized by the user via the heat value information.
[0200] The game may be appropriately configured, for example, may be configured only by a part for evaluating the evaluation behavior, or may be configured to include other parts. Alternatively, the part for evaluating the evaluation behavior may be provided as a part of the other parts, or may be provided as a part separate from the other parts. For example, in one aspect of the computer program of the first reference example, the game may include a development part for developing the user object, and an evaluation part for evaluating the user object through the evaluation behavior.
[0201] Various actions that can be performed by the user object may be appropriately adopted as the evaluation action. Moreover, the action may differ depending on the type of game, etc. Similarly, the evaluation action may be performed by the user object alone, or may be performed by a group of objects including the user object. In other words, the user object may perform the evaluation action as one of the object group. For example, in one aspect of the computer program of the first reference example, the evaluation action may be performed as a collective action by an object unit (81) including the user object as one of a group of objects (Ct, Cc) that act independently of each other.
[0202] On the other hand, the game system of the first reference example is a game system (3) that provides a game in which an evaluation action as an evaluation target action performed by the user object is evaluated according to a predetermined logic, using an input device (12) for inputting user instructions and a display device (13) for displaying a game screen (90) including at least a portion (LF) of a game field that is set as the action range of a user object (Ct) as the object for which the instructions are to be executed, and is equipped with a state change means (24) that, when the evaluation action is executed in a specific area (LF) included in the game field, changes the state of the specific area in association with the evaluation action, and an evaluation means (24) that evaluates the evaluation action using logic that utilizes the state of the specific area as the predetermined logic.
[0203] In addition, the control method of the first reference example utilizes an input device (12) for inputting user instructions and a display device (13) for displaying a game screen (90) including at least a portion of a game field (LF) that is set as the action range of a user object (Ct) as the object for which the instructions are to be executed, to cause a computer (10) incorporated in a game system (3) that provides a game in which an evaluation action as an action to be evaluated, performed by the user object, is evaluated according to a predetermined logic, to execute a state change procedure that changes the state of a specific area (LF) included in the game field in association with the evaluation action when the evaluation action is executed in the specific area, and an evaluation procedure that evaluates the evaluation action using logic that utilizes the state of the specific area as the predetermined logic.
[0204] [Second Reference Example] In a training game such as that in Non-Patent Document 1, various objects can be appropriately used as training targets. For this reason, in the training game, an evaluation part can be provided in which not only performances in live performances (live performances) but also various actions such as races competing to reach the goal are evaluated as evaluation targets according to the training target. In the training game, various skills that affect the evaluation in the evaluation part are prepared, and these appropriate skills may be imparted to the user object through training. Then, the skills possessed by the user object are activated so as to affect the evaluation result in the evaluation part. In the training game in Non-Patent Document 1, various skills are prepared for live performances and have various effects on the evaluation result. However, these skills are merely skills of a type that correct the score during the calculation of the final score, and are not skills of a type that affect a specific area of the game field. And, this type of skill is not limited to evaluation in the evaluation part, and may be required in various parts including the training part. For this reason, there is room for modifying the type of skill.
[0205] Therefore, the second reference example aims to provide a computer program etc. that can realize a different type of skill than conventional ones.
[0206] The computer program (Pg) of the second reference example is configured to use an input device (12) for inputting user instructions and a display device (13) for displaying a game screen (90) including at least a portion of a game field that is set as the action range of a user object (Ct) as the object for which the instructions are to be executed, to cause a computer (10) incorporated into a game system (3) that provides a game that progresses in the game field to function as a target identification means (24) that identifies a target area among a plurality of areas (FP) included in the specific area based on predetermined specified conditions, and a change imparting means (24) that imparts a predetermined change to the target area among the specific area, when the user object, which has an area-related skill as a skill related to a specific area (LF) formed in the game field among a plurality of skills that affect the progress of the game, performs a specific action in the specific area.
[0207] According to the second reference example, when a user object having an area skill executes a specific action, a predetermined change is given to a target area specified based on a specified condition among a plurality of areas included in a specific area. This allows the area skill to function as a type of skill that gives a predetermined change to a target area among the specific areas. As a result, a type of skill different from the conventional one can be realized, which can lead to an expansion of game playability or an improvement in interest.
[0208] The domain skill may be one type of skill or multiple types of skills. For example, in one aspect of the computer program of the second reference example, the predetermined change may include multiple changes different from each other, the domain skill may include multiple domain skills each associated with at least one of the multiple changes, and the change imparting means may impart a change associated with the domain skill imparted to the user object as the predetermined change.
[0209] The specific action may be an appropriate action. For example, it may be a preliminary action for activating a domain skill, which is executed based on the user's instruction, or it may be an action other than the preliminary action. Alternatively, the specific action may be an action that satisfies an activation condition for activating a domain skill. For example, the activation condition may include a condition related to a play situation, such as a predetermined score or a predetermined development, and may be satisfied by an action that corresponds to a specific play situation, such as an action that acquires a predetermined score or an action that proceeds to a predetermined development. Alternatively, the activation condition may be satisfied randomly, and an action that leads to the activation of a domain skill may function as a specific action.
[0210] In addition, the predetermined change corresponding to the activation of the area skill may be an appropriate change related to the target area. For example, the target area may be provided with elements such as various installations such as firework launchers and fountains, or various landforms (natural objects) such as volcanoes and waterfalls. The operation of various installations such as the launch of fireworks and the spouting of water by a fountain, or various natural phenomena such as a volcanic eruption or an increase in the amount of water flowing in a waterfall, may be adopted as the predetermined change. Alternatively, an appropriate character (a type of object similar to the installations) may be placed in the target area, and the reaction of the character (such as a cheering action or a cheer) may occur as the predetermined change. In other words, the area skill may function as a skill that causes changes related to various objects such as the launch of fireworks and characters, or various natural phenomena (various performance effects) to occur in the target area. Furthermore, these various changes may or may not affect the evaluation of the user object. In other words, various changes may function as elements that influence the evaluation in the evaluation part that evaluates the behavior of the user object, or may be used as elements unrelated to the evaluation (for example, simple dramatic effects) in appropriate parts other than the evaluation part.
[0211] Specifically, for example, as one aspect of the computer program of the second reference example, the computer may further function as an evaluation means (24) that evaluates the evaluation behavior using logic that utilizes the predetermined change imparted to the target area when the specific behavior is an evaluation behavior as a behavior to be evaluated. In this case, the specific behavior is evaluated by a different evaluation method from the conventional one that utilizes the presence or absence of a predetermined change, in other words, the state of the target area. This allows the domain skill to function as a different skill from the conventional one that indirectly affects the evaluation of the specific behavior via the target area.
[0212] As described above, various changes may occur in the target area as the predetermined change, and the state of the target area may be classified into two types of states based on the change: occurrence of an eruption, reaction, etc. (including occurrence of different types), and no occurrence (two types before and after the change), or may include multiple states. If multiple states are included, the states may be managed by appropriate parameters. The parameters may function as the state of a specific area as is, or may be used as conditions for changing the state, such as causing a volcanic eruption, reaction, etc. when a predetermined value is reached.
[0213] Specifically, for example, in an aspect in which a change in a target area is used for evaluation, a parameter indicating the state of each of the multiple areas is set, the change applying means applies the predetermined change to the parameter of the target area, and the logic may be configured to utilize the parameter including the predetermined change. Also, for example, in an aspect in which a change in a target area is used for evaluation, a non-user object (PP) as an object excluded from the target of the instruction is placed in each of the multiple areas, the change applying means applies the predetermined change to the state of the non-user object placed in the target area, and the logic may be configured to utilize the state of the non-user object including the predetermined change. When a parameter is set in the target area, various variations in the state of a specific area can be generated by using the parameter.
[0214] As the evaluation action, various actions may be appropriately executed. For example, the user object may execute an action such as a performance or a musical performance to be shown to other objects (e.g., the audience) as the evaluation action, or may execute an action for itself that does not need to be shown to other objects, such as an action to simply compete with other objects for results or an action to clear a predetermined goal, as the evaluation action. For example, in a mode in which non-user objects are placed in a target area, the user object executes a performance for the audience (PP) placed as the non-user objects in each of the multiple areas as the evaluation action, a venue (LF) capable of accommodating the audience is used as the specific area, the venue includes multiple sections (FP) that function as the multiple areas, and a heat value is set in each section as a parameter indicating the state of the audience in each section, and the change imparting means may impart the predetermined change to the heat value of the specific section corresponding to the target area. In this case, the audience's evaluation, such as the excitement of the performance, can be expressed as the state of the target area via the heat value (parameter). In addition, an area-based skill can be made to function as a type of skill that affects the excitement (evaluation) of the audience. The audience's evaluation can then be reflected in the evaluation of the performance (evaluation behavior), which can bring the performance evaluation closer to the impressions (evaluation) obtained at a real live performance.
[0215] As the designation condition, various conditions may be used as appropriate. For example, when the area-based skill includes a plurality of skills, a predetermined area may be designated in advance as a target to which a predetermined change is to be applied to each skill, and the predetermined area may function as a target area. In this case, the result of the designation in advance may function as the designation condition. Alternatively, various elements such as a lottery result, a heat value situation, or a customer demographic (including its characteristics) may be used as the designation condition. For example, in a mode in which a performance is executed as an evaluation action, the designation condition may be any of a random condition that randomly designates the specific section from the plurality of sections, a heat value condition that designates the specific section from the plurality of sections depending on the magnitude of the heat value, and a customer demographic condition that designates the specific section based on the type of the customer when any of a plurality of types of customer demographics is accommodated in each section as the spectator.
[0216] Various actions that can be performed by the user object may be appropriately adopted as the evaluation action. Moreover, the action may differ depending on the type of game, etc. Similarly, the evaluation action may be performed by the user object alone, or may be performed by a group of objects including the user object. In other words, the user object may perform the evaluation action as one of the object group. For example, in one aspect of the computer program of the second reference example, the evaluation action may be performed as a collective action by an object unit (81) including the user object as one of a group of objects (Ct, Cc) that act independently of each other.
[0217] The game may be appropriately configured, and for example, when the evaluation behavior is evaluated, the game may be configured to include only the part evaluating the evaluation behavior, or may be configured to include other parts. Alternatively, the part evaluating the evaluation behavior may be provided as a part of the other parts, or may be provided as a part separate from the other parts. For example, in one aspect of the computer program of the second reference example, the game may include a training part that imparts the domain-related skill through training of the user object, and an evaluation part that evaluates the user object through the evaluation behavior. In this case, the domain-related skill is imparted to the user object through training in the training part. Generally, training in the training part often occurs in the form of an increase in the value of an existing parameter that defines the user object, and the imparting of a skill corresponds to the addition of a new element (parameter), and is often performed under a condition different from the increase in the existing parameter. For this reason, even when the same user object is trained, the skills possessed may not necessarily be the same. As a result, even when the same user object is trained, there is a possibility that domain-related skills may be imparted and not imparted. For this reason, a type of domain-related skill different from the conventional type can be utilized as a motivation for repeatedly training the user object.
[0218] On the other hand, the game system of the second reference example is a game system (3) that provides a game that progresses in a game field by utilizing an input device (12) for inputting user instructions and a display device (13) for displaying a game screen (90) including at least a part of a game field that is set as the action range of a user object (Ct) as the object for which the instructions are to be executed, and is equipped with a target identification means (24) that, when the user object having an area-related skill as a skill related to a specific area (LF) formed in the game field among a plurality of skills that affect the progress of the game, performs a specific action in the specific area, identifies a target area among a plurality of areas (FP) included in the specific area based on predetermined specified conditions, and a change imparting means (24) that imparts a predetermined change to the target area among the specific area.
[0219] In addition, the control method of the second reference example utilizes an input device (12) for inputting user instructions and a display device (13) for displaying a game screen (90) including at least a portion of a game field that is provided as the action range of a user object (Ct) as a target object for which the instructions are to be executed, to cause a computer (10) incorporated in a game system (3) that provides a game that progresses in the game field to execute a target identification procedure for identifying a target area among a plurality of areas (FP) included in the specific area based on predetermined specified conditions when the user object, which has an area-related skill as a skill related to a specific area (LF) formed in the game field among a plurality of skills that affect the progress of the game, performs a specific action in the specific area, and a change imparting procedure for imparting a predetermined change to the target area among the specific area. [Explanation of symbols]
[0220] 3 User device (game system) 10 Control unit (computer) 12 Input Devices 13 Display device 24 Evaluation control unit (state change means, evaluation means, reaction generation means, information display means, target identification means, change imparting means, condition discrimination means) 90 Result screen (game screen) Ct Target character (user object) FP partition LF Venue (specific area) OC Speech bubble (reaction) Pg Game program (computer program) PP Spectators (non-user objects)
Claims
1. a computer incorporated in a game system that provides a game in which an evaluation action as an evaluation target action performed by a user object is evaluated according to a predetermined logic, using an input device for inputting a user's instruction and a display device for displaying a game screen including at least a part of a game field provided as an action range of a user object as a target object for which the instruction is executed, the game system evaluating the evaluation action as an evaluation target action performed by the user object according to a predetermined logic, a condition determination means for determining whether or not an effect application condition for applying an effect set to a specific area included in the game field is satisfied when the evaluation action is executed in the specific area; and A computer program configured to function as an evaluation means for evaluating the evaluation behavior by using, as the specified logic, logic that applies the effect to the evaluation of the evaluation behavior when the effect application condition is satisfied, while omitting the application of the effect when the effect application condition is not satisfied.
2. a non-user object is disposed in the specific area as an object excluded from the target of the instruction; The computer program product according to claim 1 , wherein an evaluation effect possessed by the non-user object is set in the specific area as the effect.
3. the user object performs, as the predetermined action, a performance for an audience that is arranged in the specific area as the non-user object; The computer program according to claim 2 , wherein a venue capable of accommodating the spectators is used as the specific area.
4. The venue includes a plurality of areas; Each of the plurality of areas accommodates, as the spectators, any of a plurality of customer groups each having any of a plurality of evaluation-based effects having different effect application conditions from each other; The condition determination means determines whether or not the effect application condition of the evaluation system effect set in at least a portion of the plurality of sections via the spectators is satisfied in the at least a portion of the sections; The computer program product of claim 3 , wherein the logic is configured to, when two or more sections satisfy the effect application condition, apply at least one of two or more evaluation-based effects corresponding to the two or more sections.
5. the condition determination means determines whether or not the effect application condition corresponding to the effect set for each of the plurality of sections via the spectators is satisfied in all of the plurality of sections; The computer program product of claim 4 , wherein the logic is configured to apply all of the two or more evaluation-based effects if the two or more sections satisfy the effect application condition.
6. The effect application conditions include an attendance condition regarding an attendance rate as the number of spectators actually accommodated in each section relative to the maximum number of spectators that can be accommodated in each section, The computer program according to claim 5, wherein the attendance condition is satisfied when the attendance rate of a section that accommodates a customer demographic having an evaluation system effect corresponding to the attendance condition as the spectators is equal to or greater than a predetermined value.
7. the effect application condition includes at least one of an object condition related to a specific object among a plurality of objects prepared in the game, and an attribute condition related to a specific attribute among a plurality of attributes prepared as candidates for attributes of each object, The computer program of claim 5, wherein the object condition and the attribute condition are respectively satisfied when the user object corresponds to the specific object in an area containing as the spectators a customer demographic having an evaluation-based effect corresponding to the object condition, and when the user object has the specific attribute in an area containing as the spectators a customer demographic having an evaluation-based effect corresponding to the attribute condition.
8. the effect application conditions include situational conditions relating to particular situations that will occur in the performance in response to a parameter set defining the user object when the performance is performed in response to the parameter set; The computer program of claim 5 , wherein the situation condition is satisfied when the specific situation occurs in the performance in an area that houses an audience of customers having an evaluation system effect corresponding to the situation condition.
9. The computer, and further functioning as a reaction generating means for generating at least one of a plurality of reactions, each of which is associated with a base score as a reaction of the non-user object to the evaluation behavior, in accordance with a parameter set defining the user object; The computer program according to any one of claims 2 to 8, wherein a correction effect is utilized as the evaluation system effect, which corrects a base score corresponding to at least one reaction occurring in response to the evaluation behavior to a corrected score.
10. The computer program according to any one of claims 1 to 8, wherein the game includes a development part for developing the user object, and an evaluation part for evaluating the user object through the evaluation behavior.
11. The computer program according to any one of claims 1 to 8, wherein the evaluation behavior is executed as a collective behavior by an object unit including the user object as one of a group of objects acting independently of each other.
12. 1. A game system that provides a game in which an evaluation action as an evaluation target action performed by a user object is evaluated in accordance with a predetermined logic, using an input device for inputting a user's instruction and a display device for displaying a game screen including at least a part of a game field provided as an action range of a user object as an object for which the instruction is to be executed, the game system comprising: a condition determination means for determining whether or not an effect application condition for applying an effect set to a specific area included in the game field is satisfied when the evaluation action is executed in the specific area; an evaluation means for evaluating the evaluation action by using, as the predetermined logic, a logic for applying the effect to the evaluation of the evaluation action when the effect application condition is satisfied, and omitting the application of the effect when the effect application condition is not satisfied; A game system comprising:
13. a computer incorporated in a game system that provides a game in which an evaluation action as an evaluation target action performed by a user object is evaluated according to a predetermined logic, using an input device for inputting a user's instruction and a display device for displaying a game screen including at least a part of a game field provided as an action range of a user object as a target object for which the instruction is executed, the computer comprising: a condition determination step of determining whether or not an effect application condition for applying an effect set to a specific area included in the game field is satisfied when the evaluation action is performed in the specific area; an evaluation procedure for evaluating the evaluation action using a logic as the predetermined logic, the logic being such that, when the effect application condition is satisfied, the effect is applied to the evaluation of the evaluation action, while, when the effect application condition is not satisfied, the application of the effect is omitted; A control method for executing the above.