Computer program, game system used for the same, and control method

The game system addresses the lack of motivation for repeated development by implementing a bonus and change granting mechanism, enhancing user engagement and outcome variety.

JP2025039168APending Publication Date: 2025-03-21KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2023146050
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-08
Publication Date
2025-03-21

AI Technical Summary

Technical Problem

Existing game systems lack motivation for users to repeatedly develop target objects, as the development results often do not significantly differ from past results, leading to decreased user engagement.

Method used

A computer program and game system that incorporate a bonus granting mechanism and change granting procedure, where users receive bonuses and advantageous changes for developing target objects, encouraging repeated development by creating varied and engaging outcomes.

Benefits of technology

The system effectively motivates users to repeatedly develop target objects by providing bonuses and advantageous changes, leading to increased user engagement and varied development results.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a computer program capable of giving a motivation for growing a target object repeatedly.SOLUTION: A computer program Pg causes a control unit 10 built into a user device 3 that provides a game for growing a target character Ct repeatedly by setting the target character defined on the basis of a duplicated parameter set obtained by duplicating an initial parameter set of an element character Cs as a growing object for each of predetermined growing chances to function as the following means. That is, the computer program Pg causes the control unit 10 to function as: means for imparting a favorability rating for generating a change advantageous for growing the target object Ct in the duplicated parameter set in a growing chance next time onwards when the growing of the target object Ct is finished in each growing chance; and means for imparting correction to the duplicated parameter set by correction data to each growing chance next time onwards when an amount of the favorability rating reaches a predetermined amount.SELECTED DRAWING: Figure 4
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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 a target object as an object to be developed is repeatedly developed at each development opportunity by setting an object defined based on a duplicated parameter set obtained by duplicating an initial parameter set that has been prepared in advance as the source of duplication as the development target at each specified development opportunity. [Background technology]

[0002] There is a game system that provides a game in which a target object as an object to be raised is repeatedly raised at each training opportunity by setting an object defined based on a duplicated parameter set obtained by duplicating an initial parameter set prepared in advance as a duplication source as a training target at each predetermined training opportunity. For example, a game system that provides a game that uses training parameters of a material game media group and training game media as a duplicate of a material game media selected from the material game media group as an initial parameter set and a target object, respectively, is known (see, for example, Patent Document 1). In addition, Patent Document 2 is a prior art document related to the present invention. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7035123 [Patent Document 2] Patent Publication No. 2023-50400 Summary of the Invention [Problem to be solved by the invention]

[0004] In the game of Patent Document 1, the development game media are repeatedly developed by duplicating material game media selected from a group of material game media. However, the development results of the development game media are often not significantly different from the past development results corresponding to the same material game media. This may result in a decrease in motivation to develop the development game media corresponding to the same material game media again.

[0005] On the other hand, the game of Patent Document 2 provides a training mode in which a base character selected by the user is trained, and a story viewing mode that affects the base character in the training mode as a separate mode. For example, when the story viewing mode of the base character A is executed and the playback of the video ends, a predetermined parameter of the base character A in the training mode changes. Therefore, even when the same base character A is trained, it may be possible to make the training result different through the story viewing mode. As a result, it may be possible to motivate the user to train the same base character again. However, even if motivation is given, it is indirect in that it is through an element other than training, namely the viewing of the story, and there is a possibility that it will not be a sufficient motivation. For this reason, there is room for modification.

[0006] Therefore, an object of the present invention is to provide a computer program etc. that can motivate a player to repeatedly develop a target object. [Means for solving the problem]

[0007] The computer program of the present invention is a computer incorporated in a game system that provides a game in which a target object as an object to be developed is repeatedly developed at each training opportunity by setting an object defined based on a duplicated parameter set obtained by duplicating an initial parameter set previously prepared as a source of duplication as a development target for each of the predetermined development opportunities, and is configured to function as a bonus granting means that, when the development of the target object is completed in at least one of a plurality of development opportunities, grants a bonus to bring about an advantageous change in the development of the target object in subsequent development opportunities following that one development opportunity, and a change granting means that, when the bonus is granted, grants the advantageous change so that the advantageous change will occur in the subsequent development opportunities.

[0008] On the other hand, the game system of the present invention is a game system that provides a game in which a target object as the object to be trained is repeatedly trained at each training opportunity by setting an object defined based on a duplicated parameter set obtained by duplicating an initial parameter set prepared in advance as the source of duplication as the training target for each specified training opportunity, and is equipped with a bonus granting means that, when the training of the target object is completed in at least one of a plurality of training opportunities, grants a bonus to bring about an advantageous change in the training of the target object in subsequent training opportunities following that one training opportunity, and a change granting means that, when the bonus is granted, grants the advantageous change so that the advantageous change occurs in the subsequent training opportunities.

[0009] In addition, the control method of the present invention involves a computer incorporated in a game system that provides a game in which a target object as an object to be developed is repeatedly developed at each development opportunity by setting an object defined based on a duplicated parameter set obtained by duplicating an initial parameter set previously prepared as a source of duplication as a development target for each predetermined development opportunity, and executing, when the development of the target object is completed in at least one of a plurality of development opportunities, a bonus granting procedure for granting a bonus to cause an advantageous change in the development of the target object in subsequent development opportunities following the one development opportunity, and a change granting procedure for granting the advantageous change so that the advantageous change will occur in the subsequent development opportunities when the bonus is granted. [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. 13 is an explanatory diagram for explaining an overview of the benefits associated with the end of training. [Diagram 5] FIG. 11 is an explanatory diagram for explaining an example of management of favorability ratings. [Figure 6] FIG. 11 is an explanatory diagram for explaining an example of another element related to the popularity rating. [Figure 7] FIG. 13 is a diagram showing an example of a assigned character detail screen. [Figure 8] FIG. 2 is a functional block diagram showing a main part of a control system of the user device. [Figure 9] FIG. 4 is a diagram showing an example of the configuration of preference data. [Figure 10] 11 is a flowchart showing an example of a procedure for a favorability rating giving process. [Figure 11] 11 is a flowchart showing an example of a procedure of a replication process. [Figure 12]11 is a flowchart showing an example of a procedure for an upper limit extension process. 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 of the target character Ct. Audiovisual elements such as appearance, voice, and name, in other words, external elements, are set for each base character Cs, and multiple types of parameters (hereinafter sometimes referred to as an initial parameter set) that characterize the base character Cs are associated with the base character Cs. Then, the target character Ct defined by a parameter set (hereinafter sometimes referred to as a duplicated parameter set) obtained by duplicating the initial parameter set (duplication source) of the selected base character Cs is set as a target for raising.

[0016] Specifically, 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 the 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 that setting, and five types of parameters, namely "vocals," "dance," "charm," "expressiveness," and "mentality," are set as parameters indicating the abilities, etc. required for an idol. The initial values ​​of these parameters are the parameter values ​​set for the base character Cs selected by the user.

[0019] The base character Cs is defined by a parameter set (a collection of various parameters) that includes these five types of parameters. Other characters such as the target character Ct are similarly defined by parameter sets, but the types of parameters included therein may differ as appropriate. For example, the base character Cs is defined by an initial parameter set for duplication, and the target character Ct is defined by duplication of that initial parameter set. The initial parameter set is a parameter set (data) that is shared by all users as the parameter set from which duplication is based. For this reason, it is not affected by training by each user.

[0020] On the other hand, a skill may be imparted to the parameter set of the target character Ct through training. In this case, the contents (items) of the parameter set differ between the base character Cs and the target character Ct. Although parameters such as "vocal" are parameters that grow with training (hereinafter, may be referred to as growth parameters), the parameter set may appropriately include various parameters that define each character, such as attribute parameters unrelated to growth, such as gender, in addition to the growth parameters. Note that the material (copy source) of the target character Ct may be used as data containing various information necessary for generating the target character Ct. Therefore, the material of the target character Ct does not necessarily need to be embodied as a character, like the base character Cs. In this example, the initial parameter sets that define the character group G1 function as the multiple types of initial parameter sets of the present invention.

[0021] 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.

[0022] 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.

[0023] The candidate group G3 (candidates for the event character Ce) may be appropriately configured, and may be configured from a predetermined number of candidates (which may be fixed or variable depending on a lottery or the like) prepared in advance, but as an example, it is configured from characters that are granted to the user to own when a predetermined granting condition is satisfied. In other words, the candidate group G3 is configured from a group of characters owned by the user. The granting condition may be appropriately set, and various conditions may be appropriately set, such as a condition that is satisfied when a lottery is won (which may be granted when a predetermined play situation is satisfied or in exchange for a predetermined consideration), a condition that is satisfied in a predetermined play situation, or a condition that is satisfied when a predetermined consideration is paid.

[0024] 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.

[0025] When the pre-start setting is completed, the training part starts (F5). In the training part, training proceeds in a turn system. A specific example of the turn system will be described later. Various settings can be made during the training part as well. The various settings may be the same as those in the pre-start setting (F4) or different. When the training part ends, training of the target character Ct is completed (F6). When training of the target character is completed (ended), a predetermined benefit is given. Details of the benefit will be described later. The training part is played so that the target character Ct, which is defined by duplicating the base character Cs (initial parameter set) prepared in advance as the source of duplication, is repeatedly trained for each training period (F5) through the repetition of the steps F1 to 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.

[0026] 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.

[0027] 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 in a live show. 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 show, 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 (for example, whether or not a predetermined result was achieved similarly to the target live show described later). 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.

[0028] [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 target live turn. In FIG. 3, the target live turn is shown by hatching. In the following, turns other than the target live turn may be referred to as normal turns. A target live always occurs in each section. Therefore, if one section is composed of only one turn, only the target live takes place in that section.

[0029] 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.

[0030] 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.

[0031] 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.

[0032] The turn of the target live is a turn for determining whether or not 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 may be determined based on the results obtained in the previous turns (for example, normal turns) (in other words, the normal turns may include actions for determining whether or not the section is cleared), but as an example, a target turn separate from the normal turns is provided. Specifically, the target live is set to determine whether or not the target character Ct being trained has performed 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 or not the training of the target character Ct has progressed to a level where the target live can be cleared, and if the training has not progressed, the training is terminated at that point. The training period (training opportunity) for the target character Ct may be set as appropriate, and may be fixed or variable, but as an example, it is set to a variable period from the start of training until a specified end condition is met, such as when the target live cannot be cleared or when all sections are completed (including, for example, when a suitable unit such as a specified number of turns, sections, or all sections is completed in a short period of time using a skip function set through progress settings, etc.).

[0033] [Benefits upon completion of training] With reference to FIG. 4, a benefit given when the development of the target character Ct is completed will be described. When the development of the target character Ct is completed, a benefit is given to cause advantageous changes in the development of the target character Ct in the next and subsequent development periods (play of the development part). FIG. 4 is an explanatory diagram for explaining an overview of the benefit given when the development is completed. The benefit may include various elements for making the development advantageous, such as various items (including both consumable items and continuous items that are continuously held) that are advantageous for the development, the addition of special turns (developments), or opportunities such as a lottery to obtain these. The example of FIG. 4 shows a case where a predetermined value for making the development advantageous is given as a benefit among various benefits. In addition, in the target character selection opportunity (F1), any character may be selected as the base character Cs from the character group G1 each time the development of the target character Ct is started, but for the sake of convenience, the example of FIG. 4 shows a case where the same base character Cs is selected in all cases.

[0034] As shown in FIG. 4, each time the development of the target character Ct is completed, a favorability rating as a predetermined value (privilege) is given so as to be associated with the original base character Cs (initial parameter set). The favorability rating may be a value that directly changes the copy parameter set of the target character Ct in the next and subsequent development periods (in other words, a correction value itself for correcting various parameters such as a vocal parameter of 0.1), but it functions as a value for obtaining a correction value for changing the copy parameter set each time a predetermined amount is reached. Therefore, when the amount of the favorability rating given reaches a predetermined amount, the rank of the favorability rating increases, and a correction parameter (correction value) according to the rank is obtained. Then, when the same base character Cs is used as the copy source next time, the copy parameter set is corrected by the correction parameter, and the target character Ct is defined by the parameter set after the correction (hereinafter, sometimes referred to as the corrected parameter set). In other words, each time the development of the target character Ct is completed, a favorability rating for indirectly correcting the copy parameter set is given as a privilege, and when the favorability rating reaches a predetermined amount, the corrected parameter set is set for the target character Ct in place of the copy parameter set (copy of the initial parameter set) in the next and subsequent development periods.

[0035] Specifically, the base character Cs is duplicated to set the target character Ct at the target character selection opportunity (F1) for each training period, and as long as the same base character Cs is selected, the same duplicated parameter set (a duplicate of the initial parameter set that defines the base character Cs) is set for the target character Ct every time. Then, in the training part, the same duplicated parameter set is trained every time throughout the training of the target character Ct. Note that the duplicated parameter set of the target character Ct may be given various changes, for example, through the selection of the event deck De or item X, and may differ for each training period, but in the example of FIG. 4, the addition of these changes is omitted for ease of explanation.

[0036] On the other hand, when the training of the target character Ct is completed in the training part, a certain amount of favorability is given so as to be associated with the original base character Cs. As described above, the bonus associated with the completion of training may be the correction value itself (the correction value may be determined based on appropriate conditions such as a lottery), or, for example, if the training is abandoned midway (the interruption of training does not have to be considered the completion of training, in which case the granting of the bonus may be omitted), a negative correction value (or negative favorability) or other bonus that acts in the direction of decreasing the parameter set may be given as a bonus according to appropriate conditions, but as an example, a certain amount of favorability is given.

[0037] The favorability rating may be given only to a part of the training period when the game is repeatedly played, under appropriate conditions such as winning a lottery or achieving a certain result in the final target live (corresponding to a specific play situation) (in other words, when a certain bonus condition is met), but as an example, it is performed every time the training period ends (at the end of the entire training period). Therefore, a certain amount of favorability rating (which may be a fixed amount or may change according to a lottery, etc.) is given every time the training of the target character Ct ends. The given favorability rating may be managed appropriately, but as an example, it is managed by a favorability rating gauge FG prepared for each base character Cs. The favorability rating gauge FG is a gauge (scale) for indicating the amount of favorability rating possessed by each base character Cs. When favorability rating is given, the amount of favorability rating (the dot pattern part in the example of FIG. 4) managed by the favorability rating gauge FG increases. Therefore, the amount of favorability rating gauge FG increases by a certain amount every time the training of the target character Ct ends.

[0038] A rank is provided for the likeability rating. The likeability rating rank can be considered as information belonging to the parameters, but since it is managed for each user along with the likeability rating, it is managed separately from the initial parameter set. This management can be realized appropriately, but as an example, it is realized through likeability rating data described later. A maximum value (which may differ for each rank, but as an example, it is uniform) is set for each likeability rating rank, and when the maximum value is reached, the likeability rating rank increases by one. In the example of FIG. 4, the likeability rating rank of the target character Ct changes from "rank 1" to "rank 2" due to the likeability rating given with the end of training. In other words, with the end of training of an appropriate number of times, the owned amount (accumulated amount) of the given likeability rating reaches the maximum value of "rank 1" (for example, the amount corresponding to the right end of the likeability rating gauge FG), and the likeability rating rank increases by one to "rank 2". Note that the amount of likeability rating given with the end of training may be variable depending on the lottery or the play situation as described above, and multiple rank increases may be realized at once, such as two ranks or three ranks.

[0039] The favorability gauge FG may continuously indicate the total amount acquired (total accumulated amount owned) regardless of the change in rank, but in the example of FIG. 4, it is reset to zero when the rank is increased (reaching the maximum value). In addition, when the rank is increased (resetting the amount owned), a correction parameter is given. That is, in the example of FIG. 4, the maximum value of each rank functions as a predetermined amount. The content of the correction parameter to be given may be set appropriately, and for example, the duplicated parameter set may include various parameters such as skills in addition to the growth parameters, or auxiliary parameters that increase or decrease according to the progress to assist the progress of training, and the correction parameter may be set to correct all or a part of them appropriately. In other words, the content of the correction parameter may be set to correct the growth parameters, or may be set to correct other parameters such as skills.

[0040] Specifically, the correction parameter may correct a growth parameter such as vocals included in the duplicated parameter set, or may correct an auxiliary parameter that increases or decreases according to progress in order to assist progress if the duplicated parameter set includes such an auxiliary parameter. Any suitable parameter may be prepared as the auxiliary parameter, and for example, a stamina parameter or a mood parameter may be prepared in the development part. The stamina parameter and the mood parameter are parameters that indicate the amount of stamina and the amount of mood, respectively. When a normal action is selected in each turn of the development part, stamina is consumed according to the content of the normal action, while it is a value (value) that is recovered when a predetermined recovery condition such as the passage of time, taking a vacation, or consuming a recovery item is met. Similarly, the mood is a value that affects various types of progress, such as the growth of growth parameters accompanying normal actions or the consumption of stamina. The correction parameter may be configured to, for example, increase the upper limit value of stamina or start the mood from a good state (value) that is favorable for growth. In this example, stamina functions as the progress value of the present invention.

[0041] Similarly, the correction parameter may be configured to add a parameter not included in the duplicated parameter set, such as adding a new skill. In this manner, the correction parameter may be configured to correct an appropriate parameter, such as a growth parameter or other parameters when other parameters are included, but in the example of Fig. 4, the correction parameter is configured to correct the dance parameter (growth parameter) by "+1" (in the direction of growing by 1 point).

[0042] When the correction parameters are assigned, the duplicated parameter set that defines the target character Ct is corrected with the correction parameters. The application of this correction may be limited to an appropriate part of the next or subsequent rearing period, such as the next rearing period (immediate rearing period) following the rearing period after the assignment, or a predetermined number of rearing periods (not necessarily the immediately following rearing period) arbitrarily designated by the user (in other words, an appropriate number of times the correction parameters may be applied) but is executed for all of the rearing periods after the next one, as an example. In other words, in the rearing period after the correction parameters are assigned, the correction parameters are applied every time from the immediately following rearing period, and the duplicated parameter set of the target character Ct that shares the same duplication source is corrected with the correction parameters.

[0043] Specifically, in the example of FIG. 4, in the next target character selection opportunity (F1) provided following the training period in which the correction parameters were given (rank up of favorability), the duplicated parameter set (a duplicate of the original base character Cs) is corrected by the correction parameters, and the target character Ct is defined by the corrected parameter set. In other words, the target character Ct should be defined by the same duplicated parameter set as the previous time (a parameter set in which "vocal" and the like are all set to "5"), but is defined by a corrected parameter set in which a correction of "+1" is applied to "dance" (in the example of FIG. 4, the value of "dance" is directly increased, but for example, a separate column may be provided so that the contents of the correction parameters can be understood, and "+1" may be applied thereto). The application of the correction parameters (correction by the correction parameters) may be performed at an appropriate time, and may be performed, for example, when the initial parameter set is duplicated so that the target character Ct is defined by the corrected parameter set (in other words, the duplicated parameter set and the correction parameters may not be distinguished, and they may be managed as one corrected parameter set). Alternatively, the correction parameters may be applied to the duplicated parameter set at the end of training when the character is ranked up so that the effect will occur from the next time onwards, but in the example of Figure 4, the correction parameters are applied each time the target character Ct is reproduced during the training period from the next time onwards.

[0044] In the training period after the correction parameters are given, the favorability rating is given each time the training of the target character Ct is completed, and the correction parameters are given with the rank up in the same manner. If multiple correction parameters are given with multiple rank ups, the multiple correction parameters are applied to the duplicated parameter set in a redundant manner. In other words, the more the favorability rating is ranked up, the more advantageously the duplicated parameter set defining the target character Ct is corrected at the start of the training period. In this example, among the multiple training periods accompanying the repeated training, the training period that is ranked up by the favorability rating given after the training is completed and the next training period following that training period function as one training opportunity and the next training opportunity (next or subsequent training opportunity) of the present invention, respectively. In addition, the corrected parameter set applied in the next training period functions as the changed parameter set of the present invention.

[0045] [Popularity Management] Next, the management of the likeability rating will be described with reference to FIG. 5. The likeability rating is managed in association with the original base character Cs for each user as described above, but the management can be realized appropriately. FIG. 5 is an explanatory diagram for explaining an example of the likeability rating management. The duplication of each base character Cs includes a case where it is monolayered and a case where it is multilayered (multilayered), and FIG. 5 (A) shows the former case (monolayered duplication), and FIG. 5 (B) shows the latter case (multilayered duplication). For example, as shown in FIG. 5 (A), in the monolayered duplication, a character directly duplicated from each base character Cs is set as a target for development (target character Ct). In this case, the likeability rating (and its rank) is managed in association with the character ID ("12345") corresponding to the original base character Cs and the user ID corresponding to the user who develops the target character Ct.

[0046] The character ID is a unique ID for each character to identify each character. On the other hand, the user ID is a unique ID for each user to identify each user. In other words, the favorability rating is managed in association with the user ID so that it is managed for each user as part of the user's play record. In the example of FIG. 5, the base character Cs associated with the favorability rating (corresponding to the combination of the user ID and the character ID) may be called the base character Cs for convenience of explanation (to be distinguished from the base character Cs prepared independently of the training of favorability rating, etc. to be shared by all users). The base character Cs is a concept corresponding to a copy of the base character Cs managed for each user. A parameter set does not have to be set for the base character Cs, but if it is set, the parameter set corresponds to a copy parameter set. If the base character Cs has a copy parameter set, the copy of the target character Ct may be executed from the base character Cs.

[0047] In addition, the favorability rating of each base character Cs may be unique to each base character Cs (it does not have to be passed on to the target character Ct that uses the same base character Cs or a similar base character Cs as the duplication source), but as an example, it is passed on to the target character Ct that uses a similar base character Cs as the duplication source. The passing on of the favorability rating may be realized appropriately, but in the example of FIG. 5, it is realized via a character ID. Specifically, the target character Ct that uses the same base character Cs as the duplication source is set with the same character ID ("12345" in the example of FIG. 5) as the base character Cs, along with the user ID of the user who develops it. And, together with the character ID, the amount of favorability rating possessed by the base character Cs is also passed on. In other words, the target character Ct is set with the same favorability rating as the amount possessed by the base character Cs that shares the same duplication source via the character ID. The favorability rating may be a value dedicated to the provision of correction parameters, or may be utilized for other appropriate purposes. For example, favorability rating may be used as a value that influences the behavior of the target character Ct being developed (causing the target character Ct to behave in a manner that corresponds to its favorability rating), or it may be used as a value that influences relationships with other characters (the same applies in the case of multi-layered duplication).

[0048] After the training is completed, a certain amount of favorability is given, and the favorability is given to the base character Cs specified via the character ID of the target character Ct. This favorability may be given once to the target character Ct whose training has been completed, and then be consolidated into the base character Cs, or may be given directly to the base character Cs. In the example of FIG. 5, two training periods are shown, and for the sake of convenience, both favorability gauges FG are shown to have the same amount, but in reality, the amount of favorability in the second training period increases by the amount of favorability given at the end of the first training.

[0049] On the other hand, as shown in FIG. 5B, in multi-layer duplication, a derivative character obtained by duplicating the origin character Co is interposed between the origin character Co and the target character Ct. The derivative character may be set appropriately, and for example, when the character is raised as an idol, it may be distinguished by accessories, costumes, etc. The parameter set of the derivative character may be the same as or different from the parameter set of the character Co from which it is derived (origin). An appropriate layer of derivative characters may be set between the origin character Co and the target character Ct, and for example, a further derivative character may be set from the derivative character, but in the example of FIG. 5, only one layer of derivative characters is set. Also, the origin character Co may or may not be included in the character group G1 in the selection of the target character (F1), but in the example of FIG. 5, a derivative character is selected as the base character Cs, and the target character Ct is set as its duplication.

[0050] When multi-layered duplication is performed, the favorability rating may be managed appropriately, for example, each derivative character may be managed independently of the origin character Co, but in the example of FIG. 5, all derivative characters are managed to be aggregated with the origin character Co. Specifically, each base character Cs (derivative character) is managed for each user by a unique ID (hereinafter sometimes referred to as a combination ID) that is a combination of the character ID of the origin character Co and a branch number ("123451" or "123452"), and the favorability rating is also managed by the combination ID and the user ID. In the example of FIG. 5, for convenience of explanation, the derived base character Cs associated with the favorability rating may be referred to as the derived base character Cs, and the origin character Co associated with the favorability rating may be referred to as the origin base character Co.

[0051] The derived base character Cs inherits the likeability rating of the origin base character Co. Similarly, the target character Ct inherits the likeability rating of the derived base character Cs, and as a result, the likeability rating of the origin base character Co is passed on to the target character Ct via the derived character. Then, a certain amount of likeability rating is granted after the training is completed, as in the case of single-layered duplication, to the target character Ct or the origin base character Co via the derived base character Cs as appropriate. In this way, likeability rating management can be performed appropriately depending on the duplication method of each base character Cs, but below we will explain the case where single-layered duplication of (A) and likeability rating management are performed.

[0052] The combination ID is not limited to a combination of a character ID and a sub-number, and may be distinguished by a combination with information such as an item or a costume if the combination is distinguishable by the selection element. In other words, the combination ID may be appropriately configured to include information (e.g., a character ID) that can distinguish the duplication source by a combination of sub-numbers and the like. In the example of FIG. 5, in both (A) and (B), only one target character Ct is duplicated from one base character Cs during each development period, but parallel development of multiple target characters Ct corresponding to the same base character Cs may be permitted. In that case, each target character Ct may be distinguished by a combination ID (an ID that can be further distinguished from the derivative characters if there are derivative characters). In addition, when a base character Cs is used as a duplication source (the character group G1 in the procedure of F1 in FIG. 2 is composed of the base characters Cs), a correction parameter set may be applied to the duplication parameter set set for the base character Cs. In other words, a duplication parameter set that functions as a duplication source may exist, and a directly advantageous change may be given to the duplication parameter set (duplication source). In this case, the base character Cs after the advantageous changes are applied is defined by the corrected parameter set, and thereafter, the corrected parameter set may function as the source of duplication.

[0053] [Other factors related to likeability] Next, other elements related to the favorability rating will be described with reference to FIG. 6. As described above, the favorability rating is given when the training of the target character Ct is completed, but various other elements related to the favorability rating may be prepared as appropriate. FIG. 6 is an explanatory diagram for explaining an example of other elements related to the favorability rating. As shown in FIG. 6, the training part includes (A) increased items and (B) event characters as examples of other elements related to the favorability rating.

[0054] Specifically, as shown in FIG. 6A, the increased item is an item for increasing the amount of favorability managed by the favorability gauge FG. That is, when the increased item is used, the amount of favorability owned by the target character Ct increases by a certain amount (which may be the same as or different from the amount at the end of the training of the target character Ct) in the same manner as when the training of the target character Ct is completed. The increased item may include a plurality of types of items with different increase amounts, or may be only one type. In addition, the target to be increased may be the target character Ct being trained, or any base character (base character) Cs designated by the user. Similarly, the increased item may be purchased in exchange for a predetermined price, or may be granted (obtained) to the user under appropriate conditions such as various play situations including lottery. In this example, the increased item functions as the item of the present invention.

[0055] On the other hand, as shown in FIG. 6B, each event character constituting the candidate group G3 is used to expand the upper limit set for the rank of the favorability rating. The rank of the favorability rating may increase without limit, but as an example, an upper limit is set, and the upper limit is expanded with the consumption of the event character. In other words, an upper limit is set for the amount of favorability rating possessed by each base character Cs through the upper limit of the rank. Then, when any event character of the candidate group G possessed by each user is consumed so as to be excluded from the candidate group G3 (removed from the user's possession), the upper limit of the rank is expanded. As described above, the event character is a character that is given the role of assisting the development of the target character Ct through incorporation into the event deck De, but it is also given the role of an element for expanding the upper limit of the rank, in other words, the upper limit of the amount of favorability rating possessed by each base character Cs.

[0056] Specifically, for example, when an upper limit of "N" is set for the favorability rank, and an event character (the event character at the left end of the candidate group G3 in the example of FIG. 6, indicated by a left diagonal line) is consumed, the rank of "N+1" is released and the upper limit is expanded to the rank of "N+1". As a result, the amount of favorability possessed by the base character Cs is expanded from the rank of "N" to the rank of "N+1". Meanwhile, as the upper limit is expanded, the consumed event character is subsequently excluded from the candidate group G3. In this example, the event character functions as the grant object of the present invention.

[0057] The condition for expanding the upper limit (hereinafter, the expansion condition) may be set as appropriate. For example, if an item for expansion is prepared, the condition may be satisfied by consuming the item, but as an example, the condition is satisfied by consuming an event character as described above. The number of event characters to be consumed to expand the upper limit (to satisfy the expansion condition) may be set as appropriate, but in the example of FIG. 6, it is set to one event character. However, the number required for expansion may change as appropriate, such as increasing as the expanded upper limit increases. Alternatively, a value may be set for each event character, and points for determining whether or not expansion is possible may increase according to that value, and the expansion condition may be satisfied when the points reach a predetermined value. In other words, the expansion condition may be satisfied according to the value of the event characters consumed, rather than the number of event characters.

[0058] Also, the number of upper limits that are expanded with consumption of event characters may be set appropriately, for example, it may be set to two ranks (e.g., N+2) (two ranks may be expanded with one consumption), but in the example of Fig. 6, it is set to one. Furthermore, an upper limit may be set for the number of event characters that can be consumed, but as an example, no upper limit is set and event characters can be consumed without limit. The base character Cs to be expanded may be specified in the same way as the increased item.

[0059] [Game screen] Next, an example of a game screen will be described with reference to FIG. 7. FIG. 7 is a diagram showing an example of a assigned character detail screen. The assigned character detail screen 80 is a game screen for confirming details of the target character Ct. Various game screens for playing a game may be appropriately provided, and the assigned character detail screen 80 is one of them. In addition, the favorability rating of the target character Ct may be displayed on an appropriate game screen, and as an example, it is also displayed on the assigned character detail screen 80. The assigned character detail screen 80 may be displayed at an appropriate time, and as an example, it is displayed when the display of the assigned character detail screen 80 is instructed on a home screen (a screen for selecting a part to be played, such as a live part or a training part) or a setting screen.

[0060] As shown in Fig. 7, the assigned character detail screen 80 includes a character image section 81, a parameter display section 82, a favorability display section 83, and an event display section 84. The character image section 81 is a section for displaying an image of the target character Ct. The parameter display section 82 is a section for displaying the current parameters of the target character Ct. The parameter display section 82 may appropriately display all or part of the parameter set that defines the target character Ct, but in the example of Fig. 7, only the current values ​​of the growth parameters are displayed.

[0061] The favorability level display section 83 is a section for displaying various information related to favorability levels. Appropriate information related to favorability levels can be displayed on the favorability level display section 83, and in the example of FIG. 7, favorability level rank information, favorability level gauge FG, and "transfer" button 85 are displayed. The favorability level rank information and favorability level gauge FG are as described above, and the current amount of favorability level owned is indicated through these. The "transfer" button 85 is an instruction position (virtual button) for instructing the use of an increased item, and the use of an increased item is instructed by selecting the "transfer" button 85 (for example, selection via an operation according to an input device such as a touch operation or a cursor).

[0062] The event display section 84 is a section for displaying events prepared for the target character Ct in the training part. An appropriate number of various events can be prepared for each target character Ct, and in the example of FIG. 7, five event display sections 84 each showing five events are displayed. Each event display section 84 includes the title of each event and a lock image 86 (only a part of the symbol is shown). The lock image 86 is an image that changes between a locked state and an unlocked state, and through the change between them, the occurrence or non-occurrence of an event is notified. In the example of FIG. 7, the lock images 86 of all the event display sections 84 show a locked state (a state indicating non-occurrence), but when an event occurs, the lock image 86 of the event display section 84 corresponding to that event changes to an unlocked state (a state indicating the occurrence of an event).

[0063] [User device control system] Next, referring to FIG. 8, the main parts of the control system of the user device 3 will be described. FIG. 8 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.

[0064] The storage unit 11 records a game program Pg, game data Dg, play data Dp, and favorability data Df. The game program Pg is an application program for causing the control unit 10 to execute calculation 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 that defines 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 that is used as material for displaying various objects and background images.

[0065] 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 identifying the state of character development is also recorded in the play data Dp. For example, information such as the parameter values ​​of the characters being developed and characters that have been developed, acquired skills, and the current value of experience points acquired in development is recorded in the play data Dp. In other words, information on the duplicated parameter set and the parameters that have grown from it (which may be managed separately or integrally) is recorded. In addition, the event characters owned by each user are also managed in the play data Dp. The likeability data Df is data for managing the likeability and correction data of each target character Ct for each user. The likeability data Df may be managed as a part of the play data Dp, but in the example of FIG. 8, it is shown as data separate from the play data Dp for the sake of convenience of explanation. The likeability data Df will be described in detail later.

[0066] The game program Pg and the 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 and the likeability data Df are appropriately updated in response to the play of the game on the user device 3, and are stored in the game server 4 in association with the user's identification information at appropriate times. When a user completes authentication with the game server 4 to play a game, the play data Dp and likeability data Df corresponding to that user are provided from the game server 4 to the user device 3 and stored in the storage unit 11.

[0067] 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, and an image drawing section 23. Each of the sections 21 to 23 is a logical device realized by cooperation between the computer hardware of the control unit 10 and the game program Pg as software. The game setting section 21 manages the settings of various items that determine the play conditions of the game, such as progress settings.

[0068] The game control unit 22 executes various arithmetic processes required for progressing the development of the development part or playing the live part according to the procedures shown in FIG. 2 and FIG. 3, and progresses the game according to the calculation results. The game control unit 22 executes arithmetic processes for realizing the presence or absence of an event in each turn of the development part, the acquisition of experience points according to the results of normal actions and events, the allocation of experience points to parameters, the acquisition of skills, and the like. The game control unit 22 generates status data Ds for determining the progress of the game, stores this in the internal storage device of the control unit 10, and appropriately updates the status data Ds as the game progresses. The status data Ds includes various information required for determining the situation of the game, such as the development state of the target character, the composition of the event deck, and the results or progress of each turn. The contents of the status data Ds are appropriately reflected in the play data Dp and are carried over to the next play and thereafter. The game control unit 22 also executes processes related to favorability. For example, the processes executed by the game control unit 22 include favorability imparting process, duplication process, and upper limit expansion process. The procedures of the favorability level imparting process, the duplication process, and the upper limit increasing process will be described in detail later.

[0069] 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.

[0070] [Popularity data] Next, the details of the likeability data Df will be described with reference to Fig. 9. Fig. 9 is a diagram showing an example of the configuration of the likeability data Df. As shown in Fig. 9, the likeability data Df includes a likeability record DR for managing various information related to likeability for each user. In order to realize such management, the likeability record DR includes information such as "user ID", "character ID", "likeability", "rank", and "correction data". In the likeability record DR, these pieces of information are recorded so as to be mutually associated with each other.

[0071] "User ID" and "character ID" are information indicating the user ID and character ID, respectively. "Character ID" includes not only the target character Ct but also the character ID corresponding to the base character Cs from which it was duplicated. In addition, a character ID corresponding to the base character Cs from which it was duplicated is set for each target character Ct. For this reason, the character ID is also used as information for identifying the base character Cs from which it was duplicated. When parallel development of multiple target characters Ct corresponding to the same base character Cs is permitted, information on the combination ID is described in "character ID" as an example. Target characters Ct that have already been developed are also managed by combination ID (which may be distinguished by, for example, the date and time when they were developed).

[0072] The "likability rating" and "rank" are information indicating the amount of likability rating owned by each target character Ct and the rank of the likability rating, respectively. The "correction data" is information indicating the correction parameters (correction values) given in association with an increase in the rank of the likability rating. When multiple correction parameters are given, the "correction data" describes information on the multiple correction parameters (including one correction parameter that aggregates them). In addition, at the start of training, a corrected parameter set is set by combining the correction parameters of the "correction data" with the duplicated parameter set of the play data Dp (at the start of training, no parameter set for growth has been generated). Note that the likability rating data Df is not limited to these, and may include appropriate information according to the convenience of managing the likability rating. Alternatively, each of the above-mentioned information may be omitted as appropriate.

[0073] [User device processing] Next, as an example of the processing of the user device 3, the procedure of the favorability rating imparting processing, the duplication processing, and the upper limit expansion processing will be described with reference to Figs. 10 to 12. The favorability rating imparting processing is a processing for imparting a favorability rating to the target character Ct. The game control unit 22 starts the favorability rating imparting processing of Fig. 10 every time the training of the target character Ct is completed or an increased item is used, and first determines the amount of favorability rating to be imparted (amount of imparted) (step S101). The processing of step S101 is executed when the amount of imparted at the end of training differs from the amount of imparted at the time of using an increased item, or when the amount of imparted differs depending on the rank of favorability rating or the type of increased item. For example, when an increased item is omitted, when the amount of imparted at the end of training or when an increased item is used is uniform, or when it is not necessary to determine the amount of imparted, it may be omitted as appropriate.

[0074] Next, the game control unit 22 imparts the amount of favorability determined in step S101 to the base character Cs corresponding to the original base character Cs (step S102). The base character Cs to which the favorability is imparted is the target character Ct that has been ranked up, or the base character Cs corresponding to the target character Ct for which an increased item has been used (for example, the use of an increased item has been instructed via the "Insert" button 85 on the assigned character details screen 80). The amount of favorability is managed, for example, by the favorability data Df. For this reason, the game control unit 22 realizes the imparting of favorability by updating the "favorability" information in the favorability data Df.

[0075] Next, the game control unit 22 determines whether or not the favorability rating has reached a predetermined amount following the allocation in step S102 (step S103). As an example, the predetermined amount is set to the maximum value for each rank. Therefore, the game control unit 22 determines whether or not the favorability rating possessed by the base character Cs has reached the maximum value for the current rank. If the maximum value has not been reached, that is, if the favorability rating has not reached the predetermined amount (step S103: No), the game control unit 22 skips the subsequent processing and ends the current favorability rating allocation processing.

[0076] On the other hand, when the maximum value is reached, that is, when the owned amount of favorability rating reaches a predetermined amount (step S103: Yes), the game control unit 22 executes an increase in the rank of favorability rating (step S104). Specifically, the game control unit 22 increases the rank of favorability rating from the current rank to a rank one level higher. In other words, the game control unit 22 updates the "rank" information of the favorability rating data Df so that the rank of favorability rating is increased by one level.

[0077] Next, the game control unit 22 assigns a correction parameter (step S104). For example, when multiple types of correction parameters are prepared according to the rank of likeability, the game control unit 22 determines the type of correction parameter to be assigned in step S104, and then assigns the determined correction parameter. In addition, the correction parameter is managed by, for example, the likeability data Df. Therefore, the game control unit 22 realizes the assignment of the correction parameter by updating the information of the "correction data" of the likeability data Df.

[0078] Next, the game control unit 22 resets the likeability gauge FG to zero (step S106). That is, the display of the likeability gauge FG is reset so that the amount of likeability displayed on the likeability gauge FG returns to zero with the rank up. Since the amount of likeability is managed by the likeability data Df, the game control unit 22 achieves this reset by setting the amount of "likeability" in the likeability data Df to zero. Then, after this reset, the game control unit 22 ends the current likeability imparting process. As a result, a certain amount of likeability is imparted each time the training of the target character Ct is completed or each time an increased item is used. Also, with this imparting, if the amount of likeability reaches the maximum value (predetermined amount) for the current rank, the rank of likeability is improved and the likeability gauge FG is reset to zero. Meanwhile, a correction parameter is imparted to the target character Ct as a reward for the rank up.

[0079] The duplication process is a process for setting a target character Ct by duplicating a base character Cs. The game control unit 22 starts the duplication process of FIG. 11 every time a base character Cs to be duplicated is selected in the target character selection opportunity (F1), and first duplicates the initial parameter set to be set for the base character Cs selected in the target character selection opportunity (step S201). The duplicated initial parameter set is managed in the play data Dp as a duplicated parameter set.

[0080] Next, the game control unit 22 determines whether or not the target user (the user who sets the target character Ct in this process) has a correction parameter associated with the base character Cs to be duplicated (step S203). The presence or absence of the correction parameter is determined based on the "correction data" of the likeability data Df. Specifically, the game control unit 22 refers to the information of the "user ID" and "correction data" of the likeability data Df and determines whether or not the target user has a correction parameter associated with the character ID of the base character Cs selected as the source to be duplicated this time. Then, if the target user has the correction parameter, it is determined that the correction parameter is present, and if the target user does not have the correction parameter, it is determined that the correction parameter is absent.

[0081] If the target user has correction parameters corresponding to the current duplication source (step S202: Yes), the game control unit 22 generates a corrected parameter set (step S203). Specifically, the game control unit 22 applies the correction parameters owned by the target user (if the target user has multiple correction parameters, all of them) to correct the duplicated parameter set duplicated in step S201, thereby generating a corrected parameter set.

[0082] After generating the corrected parameter set, or if the target user does not have the correction parameters corresponding to the current duplication source in step S202 (step S202: No), the game control unit 22 sets the target character Ct to be developed (step S204). For example, when the game control unit 22 generates a corrected parameter set, it sets the character defined by the corrected parameter set as the target character Ct. Also, if the target user does not have the correction parameters corresponding to the current duplication source, the game control unit 22 sets the character defined by the duplicated parameter set duplicated in step S201 as the target character Ct. Then, after this setting, the game control unit 22 ends the current duplication process.

[0083] According to the procedure of Fig. 11, a duplicated parameter set is generated with the initial parameter set of the base character Cs selected in the target character selection opportunity (F1) as the duplication source. If the target user has previously trained a target character Ct with the same base character Cs as the duplication source and has correction parameters through that training, the generated duplicated parameter set is corrected with the correction parameters. Specifically, the target character Ct defined by the corrected parameter set instead of the duplicated parameter set is set as the current training target. On the other hand, if the target user does not have correction parameters, the target character Ct defined by the duplicated parameter set that is the same as the original initial parameter set is set as the current training target.

[0084] When the currently set target character Ct is reproduced in the game from the next time onwards, for example, a process of acquiring information on the grown parameter set (the duplicated parameter set and the grown parameters) from the play data Dp may be executed instead of step S201 in the procedure of Fig. 11, and thereafter, processes similar to steps S202 to S204 may be executed. That is, as an example, the target character Ct may be reproduced in the next or subsequent games by a procedure replacing step S201 in the procedure of Fig. 11.

[0085] The upper limit expansion process is a process for expanding the upper limit of the favorability rank. The example of Fig. 12 shows the upper limit expansion process when the expansion condition for expanding the upper limit is satisfied by consuming an event character. In this case, when the user instructs to expand the upper limit, the game control unit 22 starts the upper limit expansion process of Fig. 12, and first provides a selection opportunity to select an event character (hereinafter, "event character") to be consumed (step S301).

[0086] Next, the game control unit 22 determines whether or not an event character was consumed in the selection opportunity given in step S301, in other words, whether or not an event character to be consumed was selected (step S302). If an event character to be consumed was not selected in the selection opportunity (for example, the selection opportunity ended due to the passage of a predetermined time before selection), in other words, if an event character was not consumed in the selection opportunity (step S302: No), the game control unit 22 skips the subsequent processing and ends the current upper limit expansion processing.

[0087] On the other hand, if an event character to be consumed is selected in the selection opportunity, that is, if an event character is consumed in the selection opportunity (step S302: Yes), the game control unit 22 increases the upper limit set for the favorability rank by one (step S303). After this increase, the game control unit 22 ends this upper limit increase process. As a result, if the increase condition is met, more specifically, the upper limit set for the favorability rank, that is, the amount of favorability that the base character Cs can possess, is increased with the consumption of the owned event character.

[0088] As described above, according to this embodiment, the target character Ct defined by the duplication of the base character Cs (initial parameter set) is repeatedly developed for each development period, and when the development of the target character Ct is completed in each development period, a favorability rating (predetermined value) is given as a privilege, and advantageous changes are given for the next and subsequent development periods based on the favorability rating. Specifically, correction data for correcting the duplication parameters is given each time the amount of favorability rating reaches the maximum value (predetermined amount) of each rank. Therefore, the development of the target character Ct in each development period can be promoted by using the favorability rating. In addition, the development of the target character Ct in the next and subsequent development periods can also be promoted by using advantageous changes based on the favorability rating. And, even if the target character Ct is a duplication of the same base character Cs, the development results can be made different by using the correction data. As a result, it is possible to motivate the repeated development of the target character Ct.

[0089] Furthermore, in many cases, a game requires a means for new users to catch up with existing users while protecting the early profits of existing users. In the case where two methods are provided, namely, the granting of favorability when the training of the target character Ct is completed and the increase by a different increased item, the value of the increased item can be increased by, for example, decreasing the amount of favorability when the training is completed (making it harder to increase favorability). Alternatively, on the other hand, if the amount of favorability when the training is completed is increased (making it easier to increase favorability), the importance of increasing the rank (consuming event characters) can be increased. This allows a balance of importance to be achieved between the training of the target character Ct, the increased items, and the event characters. As a result, by adjusting the balance of these importance, it is possible to adjust the early profits of existing users and the promotion of new users' entry.

[0090] In the above embodiment, the game control unit 22 of the user device 3 functions as the benefit providing means and the change providing means of the present invention by executing the procedure of Fig. 10. Specifically, the game control unit 22 functions as the benefit providing means by executing step S102 in Fig. 10, and functions as the change providing means by executing step S105.

[0091] The present invention is not limited to the above-mentioned form, and may be embodied in a form in which appropriate modifications or changes have been made. In addition, the present invention may be embodied in a form obtained by appropriately combining various technical means included in the above-mentioned form and the form in which the following modifications have been made. In the above-mentioned form, correction data is given as a change accompanying the rank-up of the likeability rating. However, the present invention is not limited to such a form. For example, the change accompanying the rank-up of the likeability rating may include changes in various elements that are advantageous for training as described above. In addition, the change that is advantageous for training accompanying the rank-up is not limited to one. A plurality of changes may be given in a redundant manner. For example, the correction data may be given, and an item, likeability rating, etc. may be given as appropriate. In this case, the redundant changes (rewards) can be used to further motivate the repeated training of the target character Ct.

[0092] Similarly, in the above-mentioned embodiment, the upper limit of the favorability rating (upper limit of the rank) is expanded as the expansion condition is met. However, the present invention is not limited to such an embodiment. For example, when the expansion condition is met, in addition to the expansion of the upper limit, other benefits (rewards) such as the granting of items and an increase in favorability rating may occur in a cumulative manner.

[0093] In the above-mentioned embodiment, the correction data is applied so that the duplicated parameter set is always corrected in the training part. However, the present invention is not limited to such an embodiment. For example, the correction data may be applied only to the target live in the training part, and the time of application may be limited. For example, a skill that is effective in the target live may be imparted as the correction data, and in that case, the correction data may not be effective in normal actions, etc., but may be effective only in the target live. In addition, correction data that is applied only in a specific play situation, such as a specific normal action, or various other changes may be used as advantageous changes associated with a benefit.

[0094] 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.

[0095] 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.

[0096] 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 a target object (Ct) as an object to be developed is repeatedly developed at each development opportunity by setting an object defined based on a duplicated parameter set obtained by duplicating an initial parameter set (Cs) previously prepared as the source of duplication as the development target for each predetermined development opportunity, and to function as a bonus granting means (22) that, when the development of the target object is completed in at least one of a plurality of development opportunities, grants a bonus to bring about an advantageous change in the development of the target object in subsequent development opportunities following that one development opportunity, and a change granting means (22) that, when the bonus is granted, grants the advantageous change so that the advantageous change will occur in the subsequent development opportunities.

[0097] According to the present invention, a target object defined based on a copy of an initial parameter set is repeatedly raised for each raising opportunity, and when the raising of the target object is completed in at least one of the multiple raising opportunities, a benefit is given, and advantageous changes occur in the next and subsequent raising opportunities based on the benefit. For this reason, the benefit can be used to promote the raising of the target object in one raising opportunity. In addition, the advantageous changes based on the benefit can also be used to promote the raising of the target object in the next and subsequent raising opportunities. As a result, it is possible to motivate the repeated raising of the target object. Note that the raising opportunity is not limited to a fixed period, and may be a variable period via, for example, an appropriate end condition. In other words, each raising opportunity (from the start of the raising to the end) may differ for each raising opportunity based on the end condition. In addition, the advantageous changes may be given at an appropriate time as long as they occur in the next and subsequent raising opportunities, and may be given after the current raising opportunity (for example, after the current raising is completed) or may be given to the next and subsequent raising opportunities. Note that the term "duplicate parameter set" includes a parameter set obtained by further copying a duplicate parameter set, that is, a copy of a copy.

[0098] The object of the bonus may be all or some of the multiple training opportunities. When the object of the bonus is limited to some of the multiple training opportunities, the part may be appropriately determined. For example, the object of the bonus may be determined based on various bonus conditions such as various play situations such as the training state, a predetermined compensation, or a lottery. In other words, when a specific play situation is met, when a predetermined compensation is paid, or when a lottery is won, the bonus condition is met, and the training opportunity that satisfies the bonus condition may be determined as the object of the bonus. Specifically, for example, in one aspect of the computer program of the present invention, the bonus granting means may grant the bonus when a predetermined bonus condition is met in one of the training opportunities.

[0099] The benefit may be set appropriately, and may be, for example, an element that directly causes an advantageous change, or an element that indirectly causes an advantageous change. Specifically, for example, in the case where a correction of a duplicated parameter set is adopted as an advantageous change, the benefit may be a correction value for the correction itself. The correction value may be an unfavorable value in a predetermined case, such as when the player gives up on the breeding midway (when the breeding is interrupted) (in other words, a punitive change may be allowed to contribute to the promotion of breeding). The correction value may be variably determined based on appropriate conditions such as a lottery. Alternatively, the correction value may be a predetermined value that is obtained when a predetermined amount is reached. For example, in one aspect of the computer program of the present invention, the benefit granting means may grant a predetermined value for causing the advantageous change as the benefit, and the change granting means may grant the advantageous change so that the next breeding opportunity after the breeding opportunity in which the predetermined value reaches the predetermined amount is the next or subsequent breeding opportunity.

[0100] When a predetermined value is used as a bonus to indirectly cause advantageous changes, the value may be provided only as a bonus, or another element may be provided to increase the value. For example, in a mode in which a predetermined value is used as a bonus, the predetermined value may be provided so as to be associated with the initial parameter set, and an item may be provided in the game separately from the bonus to increase the amount of the predetermined value associated with the initial parameter set. In this case, by adjusting the balance between the increase in value due to the bonus and the increase in value due to the item, it is possible to adjust the advance profit of existing users and the promotion of entry of new users.

[0101] The possession amount of the predetermined value may or may not have an upper limit. In addition, when an upper limit is set, the upper limit may be fixed or variable. In the case where a variable upper limit is set, the condition for changing (expanding) the upper limit may be set appropriately, for example, as a condition that is satisfied when various assets of the user set in the game are consumed. The various assets may include various elements, for example, elements such as currency value in the game, items, and various objects. Specifically, for example, in an aspect in which the predetermined value is used as a privilege, the possession amount may have an upper limit, and the upper limit may be expanded when a predetermined expansion condition is satisfied. In addition, in this aspect, a grant object is prepared in the game as an object that is granted to the user and owned when a predetermined grant condition is satisfied, and the expansion condition may be satisfied when the grant object is consumed so that it is no longer owned by the user. Furthermore, in this aspect, an object that is given a role of assisting the development of the target object in the game may be used as the grant object. In these cases, the grant object can also be used to adjust the advance profit of existing users and the promotion of new users to enter the game.

[0102] The number of initial parameter sets prepared as the duplication source may be one or more. For example, in one aspect of the computer program of the present invention, the game may include a plurality of types of initial parameter sets, and an initial parameter set selected by a user from the plurality of types of initial parameter sets may be provided to be duplicated as the duplication source of the duplication parameter set.

[0103] The development opportunity to which the advantageous change is given may be the current one (the development opportunity to which the benefit is given) so that it will be applied from the next time onwards, or may be an appropriate development opportunity from the next time onwards following the development opportunity to which the benefit is given. For example, the advantageous change may be applied to all development opportunities from the next time onwards, or may be applied to only an appropriate part of the development opportunities from the next time onwards. When the advantageous change is applied to a part of the development opportunities from the next time onwards, the part may be appropriately determined. For example, the advantageous change may be determined according to a predetermined rule, such as a development opportunity immediately after the benefit is given, or may be determined to an arbitrary development opportunity through the user's selection. Alternatively, it may be determined based on a lottery or a play situation. For example, in one aspect of the computer program of the present invention, the change giving means may give the advantageous change to the copy parameter set so that the target object is defined by a changed parameter set after the advantageous change is given to the copy parameter set instead of the copy parameter set. In addition, advantageous changes may be imparted as described above as appropriate, for example, when the next duplicated parameter set is generated (including the case where a changed parameter set is duplicated when a duplicate of a duplicate is executed, such as when a duplicated parameter set after an advantageous change has been imparted is further duplicated), or when development begins after duplication (including the start of play for the first time, and the second time or thereafter).

[0104] The advantageous change may be realized as appropriate. The advantageous change may be realized, for example, by granting various items (including both expendable and continuous items that are continuously possessed) that are advantageous for training, adding special turns (developments), or granting opportunities such as a lottery to obtain these. Alternatively, the advantageous change may occur in a parameter set that defines the target character Ct. When an advantageous change occurs in a parameter set, the parameters to be changed may be set as appropriate. For example, the parameter set that defines the target character Ct may include not only growth parameters that grow with training, but also other appropriate parameters. The advantageous change may be granted to an appropriate part of the growth parameters or other parameters.

[0105] Specifically, for example, in one aspect of the computer program of the present invention, the initial parameter set includes a growth parameter that grows with training, a skill that provides a predetermined progress to the game, a progress value that is consumed for the progress of the game and recovered according to predetermined recovery conditions, and at least one other parameter that indicates a condition that affects the growth of the growth parameter, and the initial parameter set includes both the growth parameter and the other parameter, and the change imparting means may impart the advantageous change to either the growth parameter included in the duplicated parameter set by duplication of the initial parameter set, or to at least a portion of the other parameter if the other parameter is included.

[0106] On the other hand, the game system of the present invention is a game system (3) that provides a game in which a target object (Ct) as the object to be trained is repeatedly trained at each training opportunity by setting an object defined based on a duplicated parameter set obtained by duplicating an initial parameter set (Cs) prepared in advance as the source of duplication as the training target for each specified training opportunity, and is equipped with a bonus granting means (22) that, when the training of the target object is completed in at least one of a plurality of training opportunities, grants a bonus to bring about an advantageous change in the training of the target object in subsequent training opportunities following that one training opportunity, and a change granting means (22) that grants the advantageous change when the bonus is granted so that the advantageous change will occur in the subsequent training opportunities.

[0107] In addition, the control method of the present invention causes a computer (10) incorporated in a game system (3) that provides a game in which a target object (Ct) as an object to be developed is repeatedly developed at each development opportunity by setting an object defined based on a duplicated parameter set obtained by duplicating an initial parameter set (Cs) previously prepared as a source of duplication as a development target for each predetermined development opportunity, to execute a bonus granting procedure for granting a bonus to cause an advantageous change in the development of the target object in subsequent development opportunities following one development opportunity when the development of the target object has been completed in at least one of a plurality of development opportunities, and a change granting procedure for granting the advantageous change so that the advantageous change will occur in the subsequent development opportunities when the bonus is granted. [Explanation of symbols]

[0108] 3 User device (game system) 10 Control unit (computer) 22 Game control unit (benefit providing means, change providing means) Cs Base character (original, initial parameter set) Ct Target character (target object) Pg Game program (computer program)

Claims

1. A computer that is incorporated in a game system that provides a game in which an object defined based on a duplicated parameter set obtained by duplicating an initial parameter set previously prepared as a duplication source is set as a development target for each predetermined development opportunity, and a target object as the development target object is repeatedly developed for each of the development opportunities. a bonus granting means for granting a bonus for causing a favorable change in the development of the target object in subsequent development opportunities following at least one of the multiple development opportunities when the development of the target object is completed; and A computer program configured to function as a change imparting means for imparting the advantageous change when the benefit is granted so that the advantageous change will occur in the next or subsequent training opportunities.

2. The computer program product according to claim 1 , wherein the bonus granting means grants the bonus when a predetermined bonus condition is satisfied in one of the training opportunities.

3. The reward granting means grants a predetermined value as the reward for causing the advantageous change, The computer program according to claim 1 , wherein the change imparting means imparts the advantageous change so that the next development opportunity after the development opportunity in which the predetermined value has reached a predetermined amount is set as the next or subsequent development opportunity.

4. The predetermined value is assigned so as to be associated with the initial parameter set; The computer program product according to claim 3 , wherein the game includes an item for increasing an amount of possession of the predetermined value associated with the initial parameter set, separate from the bonus.

5. The possession amount is subject to an upper limit, The computer program product of claim 4 , wherein the upper limit is increased if a predetermined increase condition is met.

6. In the game, a grant object is provided as an object that is granted to a user and owned by the user when a predetermined grant condition is satisfied, The computer program product of claim 5 , wherein the expansion condition is satisfied when the granted object is consumed such that it is no longer owned by the user.

7. The computer program product according to claim 6 , wherein an object that is given a role of assisting in raising the target object in the game is used as the grant object.

8. The computer program according to any one of claims 1 to 7, wherein the game includes a plurality of types of initial parameter sets, and an initial parameter set selected by a user from the plurality of types of initial parameter sets is provided to be copied as a source of the copied parameter set.

9. The change applying means applies the advantageous change to the copy parameter set so that the target object is defined by a changed parameter set after the advantageous change is applied to the copy parameter set instead of the copy parameter set. A computer program according to any one of claims 1 to 7.

10. the initial parameter set includes a growth parameter that grows with training, and at least one other parameter as a skill that provides a predetermined progress to the game, a progress value that is consumed for the progress of the game and is restored according to a predetermined restoration condition, and a condition that indicates a condition that affects the growth of the growth parameter, the growth parameter or both the growth parameter and the other parameter; The computer program according to claim 9, wherein the change imparting means imparts the advantageous change to either the growth parameters included in the duplicated parameter set by duplication of the initial parameter set, or at least a portion of the other parameters if the other parameters are included.

11. A game system for providing a game in which a target object as an object to be raised is repeatedly raised at each predetermined raising opportunity by setting an object defined based on a duplicated parameter set obtained by duplicating an initial parameter set previously prepared as a duplication source, the target object being the object to be raised at each predetermined raising opportunity, a bonus granting means for granting a bonus for causing a favorable change in the development of the target object in subsequent development opportunities following at least one of the plurality of development opportunities when the development of the target object is completed; A change providing means for providing the advantageous change when the privilege is provided so that the advantageous change will occur in the next or subsequent training opportunities; A game system comprising:

12. A computer is provided in a game system that provides a game in which an object defined based on a duplicated parameter set obtained by duplicating an initial parameter set previously prepared as a duplication source is set as a development target for each predetermined development opportunity, and a target object as the development target object is repeatedly developed for each of the development opportunities. a benefit providing step of providing a benefit for causing a favorable change in the development of the target object in a next or subsequent development opportunity following at least one of the plurality of development opportunities when the development of the target object is completed; a change granting step of granting the advantageous change so that the advantageous change occurs in the next or subsequent training opportunities when the privilege is granted; A control method for executing the above.

Citation Information

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