Computer program, game system used for the same, and control method
By enabling users to select combination elements and combine their parameter sets with basic elements in a game system, the program addresses the lack of motivation in existing systems by providing varied and engaging development processes for user objects.
Patent Information
- Application Number
- JP2023146215
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-08
- Publication Date
- 2025-03-21
AI Technical Summary
Existing game systems for nurturing user objects lack motivation due to repetitive development results and lack of variation in training targets, even with the use of items like 'Genius Enrollment Registration' that do not provide significant differences in training outcomes.
A computer program that allows users to select combination elements separately from basic elements, providing a combination parameter set that combines the parameter sets of both elements, thereby creating a unique target for development and enhancing motivation through varied development processes and results.
The solution motivates user object development by allowing for diverse parameter sets and development processes, even when using the same base character, thereby increasing user engagement and satisfaction.
Smart Images

Figure 2025039258000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a computer program, etc., that is applied to a computer incorporated in a game system that provides a game in which a user object is developed, using an input device for inputting user instructions and a display device for displaying a game screen including a user object as the object on which the instructions are executed. [Background technology]
[0002] There is known a game system that provides a game in which a user object is raised by utilizing an input device for inputting user instructions and a display device for displaying a game screen including a user object as an object for which the instructions are to be executed (see, for example, Patent Document 1). In addition, Non-Patent Document 1 exists as a prior art document related to the present invention. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7035123 [Non-patent literature]
[0004] [Non-Patent Document 1] “[Power Pro App] Explanation of Genius, Genius Awakening and Genius Enrollment Application | Sense ○ Rate is also listed [Power Pro]”, “Conditions for Genius Awakening” and “Effects of Genius Awakening”, [Online], GameWith, [September 1, 2023], Internet,<URL:https: / / xn--odkm0eg.gamewith.jp / article / show / 30249> Summary of the Invention [Problem to be solved by the invention]
[0005] In the game of Patent Document 1, a training game medium (user object) is repeatedly trained by duplicating a material game medium selected from a group of material game media. However, the training results of the training game medium are often not significantly different from past training results corresponding to the same material game medium. This may result in a decrease in motivation to train a training game medium corresponding to the same material game medium again.
[0006] On the other hand, in a training game such as that of Patent Document 1, an item that increases the parameters of the character to be grown by a fixed amount may be prepared. For example, in the game of Non-Patent Document 1, an item called the Genius's Enrollment Application is prepared. In this game, when a character awakens to a genius, basic abilities and the like are improved, and the Genius' Enrollment Application is used as an item to awaken the character to a genius. However, this item is merely an element separate from the training target, and does not give variation to the character to be trained. Therefore, even if this item is used, there is no difference before and after the use of the item when viewed as a training target. As a result, there is a possibility that the item of Non-Patent Document 1 may not provide sufficient motivation for training the character.
[0007] Therefore, an object of the present invention is to provide a computer program etc. that can motivate a user to develop an object. [Means for solving the problem]
[0008] The computer program of the present invention is configured to cause a computer incorporated in a game system that provides a game in which a user object is developed, using an input device for inputting user instructions and a display device for displaying a game screen including a user object as an object for which the instructions are to be executed, to function as an opportunity providing means for providing a combination selection opportunity to select a combination element separately from a plurality of candidates, each of which has a plurality of types of parameter sets set thereto, so that the user object is formed as a single development target by combining a basic element, to which a basic parameter set is set as a basic element that serves as a basis for the user object, and a combination element, to be combined with the basic element, and as a parameter setting means for setting, to the user object, a combination parameter set that is a parameter set that combines the parameter set of the combination element and the basic parameter set.
[0009] On the other hand, the game system of the present invention is a game system that provides a game in which a user object is developed, using an input device for inputting user instructions and a display device for displaying a game screen including a user object as an object for which the instructions are to be executed, and is equipped with an opportunity providing means for providing a combination selection opportunity to select a combination element separately from a plurality of candidates, each of which has a plurality of types of parameter sets set, so that the user object is formed as a single development target by combining a basic element having a basic parameter set set as a basic element of the user object and a combination element as an element to be combined with the basic element, and a parameter setting means for setting a combination parameter set for the user object as a parameter set combining the parameter set of the combination element and the basic parameter set.
[0010] In addition, the control method of the present invention utilizes an input device for inputting user instructions and a display device for displaying a game screen including a user object as an object for which the instructions are to be executed, to cause a computer incorporated in a game system for providing a game in which the user object is developed to execute the following steps: an opportunity providing step for providing a combination selection opportunity to select a combination element separately from a plurality of candidates, each of which has a plurality of types of parameter sets set, so that the user object is formed as a single development target by combining a basic element, to which a basic parameter set is set as a basic element of the user object, and a combination element as an element to be combined with the basic element; and a parameter setting step for setting a combination parameter set for the user object, which is a parameter set combining a parameter set of the combination element and the basic parameter set. [Brief description of the drawings]
[0011] [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. 11 is an explanatory diagram for explaining an overview of the setting of a target character. [Diagram 5] FIG. 4 is a diagram illustrating an example of a character selection screen. [Figure 6] FIG. 13 is an explanatory diagram for explaining an example of a costume selection screen. [Figure 7] FIG. 11 is an explanatory diagram for explaining an example of reinforcement items and their effects. [Figure 8] FIG. 13 is a diagram illustrating an example of a costume enhancement screen. [Figure 9] FIG. 11 is an explanatory diagram for explaining an example of a type of skill. [Figure 10] FIG. 11 is an explanatory diagram for explaining an example of a type of costume. [Figure 11] FIG. 13 is an explanatory diagram for explaining an example of the influence (effect) that costumes have on a live performance. [Figure 12] FIG. 4 is a diagram illustrating an example of an organization screen. [Figure 13] FIG. 13 is an explanatory diagram for explaining an example of a trained character list screen. [Figure 14] FIG. 2 is a functional block diagram showing a main part of a control system of the user device. [Figure 15] FIG. 4 is a diagram showing an example of the configuration of play data. [Figure 16] 11 is a flowchart showing an example of a procedure for a character setting process. [Figure 17] 11 is a flowchart showing an example of a procedure for live performance preparation processing. [Figure 18] 11 is a flowchart showing an example of a procedure for a costume setting process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] 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).
[0013] 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.
[0014] 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.
[0015] [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.
[0016] FIG. 2 shows an example of a schematic procedure for raising a target character. The target character is an object for which an instruction for raising is executed, and is formed by a combination of a plurality of elements. The plurality of elements may include appropriate elements for forming the target character, such as the body, head, arms, legs, or other parts, or facial parts, and as an example, include two types of elements: a basic element that is the basis of the target character, and a combination element to be combined with it. In addition, various elements formed by the target character may be appropriately used as the basic element and the combination element, but the example of FIG. 2 shows a case where the character body (the body of the object) and the costume to be worn by the character body are used as the basic element and the combination element. In other words, the procedure shows a case where a single target character Ct is formed by combining the character body (face, body type, or voice, if a voice is set for each character) and the costume worn by the character body.
[0017] In the example of FIG. 2, a base character Cs that will be the base of the target character is selected from a character group G1 prepared as candidates for development according to a user's instruction (F1). The character group G1 is a collection of base characters Cs that are to be the material of the target character. 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 each base character Cs. Then, a base character Cb 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 the character's main body.
[0018] Specifically, the parameters of the base character Cs quantitatively indicate the abilities and performances that characterize the base character Cs. For example, the parameter values and the abilities are related to each other such that the greater the parameter value, the higher the abilities. The base character Cb 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 base character Cb, and the parameter values set in the base character Cs are set as the initial values of the parameters of the base character Cb. The initial values of the parameters of the base character Cb are then used as the basis of a parameter set that defines a target character. In this example, the initial parameter set and a plurality of initial parameter sets corresponding to the character group G1 respectively function as the basic parameter set and a plurality of basic parameter sets of the present invention. Also, the character group G1 functions as a plurality of candidate elements of the present invention.
[0019] "Development" is a concept that includes changing the values of various parameters associated with a target character 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 changes in the value of a parameter, "development" may include elements (addition of a new item) that are different from changes in existing parameters, such as the target character 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 ability values, etc. may be allowed, for example, so that a development in which development fails is realized. In other words, "development" may include changes in parameters other than growth.
[0020] The external appearance elements and parameters of the base character Cs and base character Cb may be set appropriately according to the content of the game. In a game in which the target character is set to become an idol, the appearance, looks, voice, etc. of the base character Cb 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.
[0021] 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 and base character Cb are also defined by parameter sets in the same way, 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 base character Cb 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.
[0022] On the other hand, skills may be imparted to the combination parameter set through training. In this case, the contents (items) of the parameter set differ between the base character Cs and the target character. Parameters such as "vocal" are parameters that grow with training (hereinafter, may be referred to as growth parameters), but in addition to the growth parameters, the parameter set may appropriately contain various parameters that define each character, such as attribute parameters unrelated to growth, such as gender. Note that the material (copy source) of the base character Cb may be used as data containing various information necessary for generating the base character Cb. Therefore, the material of the base character Cb does not necessarily need to be embodied as a character, like the base character Cs.
[0023] When the base character Cb is selected, an opportunity to select a costume is provided (F2). The opportunity to select a costume is an opportunity to select a costume to be worn by the base character Cb. That is, the target character selection (F1) is an opportunity to select a character body (basic element) (hereinafter, may be referred to as a character selection opportunity), and the costume selection (F2) is an opportunity to select a costume (combination element) for the character body (hereinafter, may be referred to as a costume selection opportunity). In the costume selection opportunity, an appropriate number of costumes may be selected as a wearable object, but in the example of FIG. 2, one costume is selected as a wearable object. Specifically, in the costume selection opportunity, one costume X is selected from the candidate costume group G2 according to the user's instruction. In this case, a target character Ct is set (formed) as a training object by combining the base character Cb (character body) selected in the character selection opportunity with the costume X. The setting of the target character Ct will be described further below.
[0024] In addition, in the costume selection opportunity, in addition to the selection of costumes, various items (including both items that are consumed upon use and items that are not consumed) may be selected from a group of items according to instructions from the user. Items are set as elements that provide some advantageous effect in training. Alternatively, the opportunity to select an item may be provided separately from the costume selection opportunity.
[0025] After the costume 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 predetermined conditions. The effect of the event deck De changes appropriately according to the event characters Ce included in the event deck De.
[0026] 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.
[0027] 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.
[0028] When the pre-start settings are completed, the training part starts (F5). In the training part, training proceeds in a turn-based manner. A specific example of the turn-based manner will be described later. Various settings can also be made during the training part. The various settings may be the same as those in the pre-start settings (F4) or different. When the training part ends, training of the target character Ct is completed (F6). The training part is played such that the target character Ct, which is set based on a copy of the base character Cs (initial parameter set) prepared in advance as the copy source, 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.
[0029] The live part may be configured as a part that reproduces 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, a costume, an item, etc., 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). 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. In this example, the live part functions as another part and an evaluation part of the present invention.
[0030] [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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.).
[0035] [Target character settings] Next, the setting of the target character Ct will be described with reference to Fig. 4. Fig. 4 is an explanatory diagram for explaining the outline of the setting of the target character. In the example of Fig. 4, an example of some of the parameters possessed by a duplicated parameter set etc. is shown. As shown in Fig. 4, a parameter set is set for each of the base character Cb and the costume X, and a parameter set combining these (hereinafter, sometimes referred to as a combined parameter set) is set for the target character Ct. In this example, a character selection opportunity (F1) and a costume selection opportunity (F2) function as the base selection opportunity and the combined selection opportunity of the present invention, respectively.
[0036] Specifically, in the character selection opportunity (F1), a base character Cb is selected, and a duplicated parameter set is set for the base character Cb. The contents of the duplicated parameter set differ depending on the initial parameter set of the original character Cs, but in the example of Fig. 4, the values of "5", "5", "8", "5", and "4" are set for five types of parameters, "vocals", "dance", "charm", "expressiveness", and "mentality", respectively.
[0037] Meanwhile, in the costume selection opportunity (F2), costume X is selected from costume group G2, and a parameter set is set for each costume in costume group G2. The parameter set for each costume (hereinafter, may be called costume parameter set) may differ as appropriate, but in the example of Fig. 4, the five parameters "vocal", "dance", "charm", "expressiveness", and "mentality" are included, just like the duplicated parameter set. The values of "0", "0", "5", "5", and "0" are set for these, respectively.
[0038] Furthermore, in the example of FIG. 4, the three parameters of "charm", "expressiveness", and "mentality" of costume X are set to values of "10%, "5%," and "5%", respectively. These are numerical values indicating the discount rate for discounting the amount of experience points required to increase the parameters. In other words, costume X has parameters that discount the amount of experience points required to increase "charm" by 10%, and the amount of experience points required to increase "expressiveness" and "mentality" by 5%. The costume group G2 includes costumes with various characteristics (characteristics), such as costumes with parameters advantageous for increasing "vocal" and "dance", but costume X has a costume parameter set with parameters advantageous for the growth of "charm", "expressiveness", and "mentality" (especially "charm" and "expressiveness" which directly have the parameter values). In this example, the costume group G2 and the multiple parameter sets set to each of them function as multiple candidates and multiple types of parameter sets of the present invention, respectively.
[0039] In addition, a costume parameter set may be set with an acquisition rate that allows more experience points to be acquired instead of or in addition to the discount rate. Also, for example, when an increase due to training is directly given to each parameter without the intervention of an intermediate value such as experience points, a value for applying a buff (advantageous correction) to the increase may be set. In other words, a buff rate may be set so that a "dance" parameter should increase by 10 points in a certain practice, but increases by 11 points due to the effect of a 10% buff.
[0040] The combined parameter set is set by combining the duplicated parameter set of the base character Cb and the costume parameter set of costume X. The combined parameter set may be set to the sum of the duplicated parameter set and the costume parameter set (a unified numerical value without distinguishing between them), but in the example of Fig. 4, the value of the duplicated parameter set and the value of the costume parameter set (a value added to the duplicated parameter set) are set separately.
[0041] Specifically, the combination parameter set includes five parameters, "vocals," "dance," "charm," "expressiveness," and "mental," which have the values "5," "5," "8," "5," and "4," respectively, just like the duplicate parameter set, but among them, "charm" and "expressiveness" have additional values of "5" (the value of the costume parameter set). Similarly, the three parameters of the combination parameter set, "charm," "expressiveness," and "mental," have the values "10%, "5%," and "5%" set as discount percentages.
[0042] As described above, the combined parameter set (the combination of the duplication parameter set and the costume parameter set) is set for the target character Ct as a parameter set to be developed through development. In other words, the costume X not only changes the appearance of the base character Cb (forms the appearance of the target character Ct), but also changes the combined parameter set set for the target character Ct. For this reason, even if the base character Cb (the duplication source is the same base character Cs) is the same, the parameter set of the target character Ct can be made different through the selection of the costume in the costume selection opportunity. In addition, the costume parameter set is set with features (characteristics related to development) that are different from those of the duplication parameter set, such as a discount rate. For this reason, various characteristics related to development can be given to the target character Ct through the selection of the costume.
[0043] For example, when the base character Cb is wearing a basic outfit (e.g., light clothing), the selection of the outfit X may be omitted as appropriate, and the target character Ct and the combined parameter set (duplicate parameter set) may be formed only by the base character Cb. In other words, the outfit X may be a selective element, not a necessary element, for forming the target character Ct. Alternatively, for example, when the base character Cb is not wearing a basic outfit (including wearing an outfit that is not planned to be worn in public, such as an underwear-like outfit), the outfit X may be a necessary element for forming the target character Ct. In the following, as an example, a case where the outfit X is a necessary element, that is, a case where the selection (wearing) of the outfit X is necessary, will be described.
[0044] [Character selection screen] Next, the character selection screen will be described with reference to Fig. 5. Fig. 5 is a diagram showing an example of the character selection screen. The character selection screen 50 is a game screen for selecting a base character Cb from the character group G1, that is, a game screen for providing a character selection opportunity. As shown in Fig. 5, the character selection screen 50 includes a character image 51, a parameter display section 52, a plurality of base body images 53, a selection instruction image 54, and a progress instruction section 55.
[0045] The character image 51 is an image showing the selected base character Cs. The parameter display section 52 is a section for displaying the contents of the initial parameter set set for the selected base character Cs (in other words, the duplicated parameter set set when duplicated). The parameter display section 52 may appropriately display the contents of the initial parameter set, and in the example of FIG. 5, the contents of growth parameters (part of the initial parameter set) such as "vocal" are displayed. Each base image 53 is an image showing each base character Cs of the character group G1. Each base image 53 functions as an option corresponding to each base character Cs of the character group G1. An appropriate number of base images 53 may be displayed on the character selection screen 50, and in the example of FIG. 5, nine base images 53 are displayed.
[0046] The selection indication image 54 is an image for selecting one of the multiple element images 53 (candidates for the base character Cb). The selection indication image 54 is arranged on one of the multiple element images 53 (options), and the element image 53 on which the selection indication image 54 is arranged is the selected element image 53 (element character Cs), and the element character Cs corresponding to the element image 53 is displayed as the character image 51. The selection indication image 54 may move on each element image 53 through an appropriate instruction from the user, but when a smartphone 3a is used as the user device, for example, the selection indication image 54 moves so as to change the selected element image 53 through a touch operation detected by a touch sensor (input device) provided on the smartphone 3a. Specifically, the selection indication image 54 is displayed so as to be arranged on the element image 53 designated by the touch operation.
[0047] The progress instruction unit 55 is a part for instructing to proceed to the next screen. An instruction to the progress instruction unit 55 can be appropriately executed, but for example, when the smartphone 3a is used as the user device, the progress to the next screen is instructed through a touch operation to the progress instruction unit 55, similarly to the selection instruction image 54. When the progress to the next screen is instructed through the progress instruction unit 55, the element character Cs corresponding to the selected element image 53 is determined as the duplication source (base) of the base character Cb.
[0048] [Costume selection screen] Next, the costume selection screen will be described with reference to FIG. 6. FIG. 6 is an explanatory diagram for explaining an example of the costume selection screen. FIG. 6(A) shows an example of the costume selection screen, and FIG. 6(B) shows an example of the costume detail screen. The costume selection screen 60 is a game screen for selecting a costume to be worn by the base character Cb from the costume group G2, that is, a game screen for providing a costume selection opportunity. An appropriate game screen may be interposed between the character selection screen 50 and the costume selection screen 60, and as an example, the costume selection screen 60 is displayed when a progress (transition) to the next screen is instructed via the progress instructing unit 55 on the character selection screen 50.
[0049] As shown in (A) of FIG. 6, the costume selection screen 60 includes a base character image 61, a combination parameter display section 62, a plurality of costume images 63, an additional skill display section 64, a selection instruction image 54, and a progress instruction section 55. The selection instruction image 54 and the progress instruction section 55 are images similar to those of the character selection screen 50 in the example of FIG. 5, but in the example of FIG. 6, since each costume image 63 functions as an option instead of each base image 53, the selection instruction image 54 is disposed on each costume image 63 and is displayed so as to move on each costume image 63 through a touch operation or the like. In addition, when an instruction to proceed to the next screen is given via the progress instruction section 55 on the costume selection screen 60, the costume corresponding to the selected costume image 63 is determined as the costume X of the base character Cb, and the screen transitions to, for example, a setting screen (not shown) for executing pre-start settings as the next screen.
[0050] The base character image 61 is an image showing the base character Cb selected on the character selection screen 50 (character selection window). The base character Cb may be displayed as the base character image 61 before putting on the selected outfit, but in the example of Fig. 5, the base character Cb is displayed after putting on the selected outfit.
[0051] The combination parameter display section 62 is a section for displaying the contents of the combination parameter set that will be set for the target character Ct when the selected costume is applied to the selected base character Cb. The combination parameter display section 62 can appropriately display the contents of the combination parameter set, and in the example of Fig. 6, the contents of growth parameters (part of the combination parameter set) such as "vocals" are displayed.
[0052] Each outfit image 63 is an image showing an outfit of outfit group G2. Each outfit image 63 functions as an option corresponding to an outfit of outfit group G2. An appropriate number of outfit images 63 can be displayed on outfit selection screen 60, but in the example of FIG. 6, two outfit images 63 are displayed.
[0053] The additional skill display section 64 is a section for displaying information about skills among the costume parameter set set for the selected costume (costume image 63). Various skills may be appropriately prepared in the game, and may be shared by the base character Cs (initial parameter set) and the costume (costume parameter set), but as an example, they include costume-specific skills (skills included only in the costume parameter set). Costume-specific skills may be set only for some of the costume group G2, but as an example, they are set for all. The additional skill display section 64 includes information about costume-specific skills (as an example, information about some skills).
[0054] Costume-specific skills include initial skills that are automatically set when the costume is worn, and acquireable skills that can be acquired when certain conditions are met through training after wearing the costume. Initial skills can include various skills, such as unique skills (see (B) of FIG. 6).
[0055] On the other hand, the acquireable skills are skills that can be acquired in the future when the base character Cb wears the selected costume. The conditions for acquiring the acquireable skills can be set appropriately, but as an example, they are set to the consumption of experience points, similar to the growth of growth parameters. In other words, the acquireable skills are actually acquired when the amount of experience points required for acquisition set for each skill is consumed. The acquireable skills can include various skills as appropriate, but in the example of FIG. 6, four types of skills, such as "Limitless", "Cute", "Vocal ○", and "Forest ○", are shown. All of these are skills that affect training. Since costume-specific skills differ depending on the costume, they have the effect of setting characteristics for each costume. In this example, the acquireable skills and the actually acquired skills function as parameters and skills for acquiring the skills of the present invention, respectively. In other words, they function as skill parameters of the present invention.
[0056] The additional skill display section 64 may also include information on a "costume bonus." A "costume bonus" is a type of special effect set for a costume. A "costume bonus" may be classified as a skill or managed separately, but in either case is one of the costume parameter sets, and the information is displayed in the additional skill display section 64 as an example. The special effect of a "costume bonus" may be set appropriately, but the "good at practice ○" in the example of FIG. 6 (the "○" part indicates a degree, and there may be higher or lower bonuses with similar effects) has an effect (buff) of improving the training effect in normal actions (for example, experience points obtained).
[0057] The costume details screen 70 is a game screen for displaying details of costume parameter sets set for each costume. The costume details screen 70 may be displayed as appropriate, but as an example, when a predetermined instruction requesting the costume details screen 70 is executed on the costume selection screen 60 (for example, a long press operation of touching and continuing to operate the selected costume image 63 when the smartphone 3a is used as the user device), the costume details screen 70 is transitioned from the costume selection screen 60 to be displayed.
[0058] As shown in (B) of Fig. 6, the costume detail screen 70 includes a main parameter section 71, a center skill information section 72, a unique skill information section 73, a costume bonus information section 74, an acquireable skill information section 75, and an end instruction section 76. The main parameter section 71 is a section for displaying information on the main parameters of the costume parameter set of each costume. Parameter information can be displayed appropriately in the main parameter section 71, and in the example of Fig. 6, a growth information section 77, a costume image 63, the name of the costume ("Costume (Spring)"), and level information are displayed.
[0059] The growth information section 77 is a section that displays information on growth parameters. The level information is information on the level of each costume. Each costume is provided with a change condition for strengthening (growing) only the costume parameter set of each costume, separate from the growth of the target character Ct. The main parameter section 71 displays information on the level of the costume that has changed (grown) as a result of strengthening (for example, "Skill Release Lv2 Powerful") as level information. Strengthening of costumes will be described in more detail later.
[0060] The costume bonus information section 74 and the acquireable skill information section 75 are sections for displaying information on costume bonuses and acquireable skills, respectively. Similarly, the center skill information section 72 and the unique skill information section 73 are sections for displaying information on center skills and information on unique skills, respectively. Although center skills and unique skills are not displayed on the costume selection screen 60, both are types of skills exclusive to costumes.
[0061] The center skill is a skill that exerts an effect in the target live or live part (hereinafter, when there is no distinction between the two, it may be simply called a live). The live may be provided as appropriate, but as an example, it is provided to perform a live performance (a performance of singing and dancing) in a unit of multiple characters including the target character Ct (hereinafter, it may be called an idol unit). The center skill exerts an effect when a character having the center skill is placed in the center of an idol unit in a live performance. This effect may be set as appropriate, but as an example, it is set to a positive correction (so-called buff) to the growth parameter. The center skill may include multiple types of skills with different effects. The unique skill is a type of initial skill, and is a skill that is unique to each costume (not available in other costumes). As the unique skill, appropriate skills that have various effects may be prepared. The skills related to the costumes will be further mentioned in the skill types described below.
[0062] The end instruction section 76 is a section for instructing to end the display of the costume details screen 70. When a predetermined instruction is given to the end instruction section 76 (for example, a touch operation on the end instruction section 76 when the smartphone 3a is used as the user device), the display of the costume details screen 70 ends and returns to the costume selection screen 60. In other words, the costume details screen 70 transitions to the costume selection screen 60, and the costume selection screen 60 is displayed again.
[0063] [Costume Enhancement] Next, the strengthening of costumes will be described with reference to Figs. 7 and 8. Fig. 7 is an explanatory diagram for explaining an example of strengthening items as targets for strengthening costumes and their effects. Appropriate strengthening items (elements that are targets for leveling up) may be prepared for costumes, and the example of Fig. 7 shows four strengthening items and their effects as an example. As shown in the example of Fig. 7, four types of strengthening items, "costume looks good", "skill up", "skill release", and "trick level", are prepared for each costume, and a predetermined effect occurs with the strengthening (leveling up) of each strengthening item.
[0064] For example, when "costume looks good" is strengthened, an effect occurs in which one of the growth parameters (those corresponding to the costume parameter set among the combination parameter set) is increased by a predetermined value. Also, when "costume looks good" reaches the maximum level, a bonus is given. The bonus can be set appropriately, but as an example, it is set to an increase (a predetermined value increase) for one of the growth parameters.
[0065] When "Skill Up" is strengthened, the effect of the unique skill (the one in the combination parameter set that corresponds to the costume parameter set) increases. In other words, when a unique skill is activated, its effect increases as the level increases.
[0066] When "skill release" is strengthened, obtainable skills are released. For example, when "skill release" is at level 1, there are three obtainable skills, but at level 2, there are four. In this way, the number of obtainable skills increases with leveling up, and as a result, the possibility of growth of the target character Ct is expanded. Also, a center skill may be set as an initial skill in a costume from the beginning, but may be added as an obtainable skill with an increase in the level of skill release. When a center skill is released, it may actually be acquired with the consumption of experience points like other obtainable skills, but as an example, a center skill is actually acquired with the release and exerts its effect. In this example, a center skill that is released as an obtainable skill with strengthening (fulfillment of the change condition) functions as a special skill parameter of the present invention.
[0067] As the "knack level" is strengthened, the discount rate for the experience points required to acquire each obtainable skill increases. For example, at level 1, there is no discount and the required amount of experience points set for each skill is required to be consumed as is, but at level 2, there is a 10% discount, and so on. The discount rate increases as the level increases.
[0068] FIG. 8 is a diagram showing an example of a costume enhancement screen. The costume enhancement screen 80 is a game screen for executing enhancement of costume X. The costume enhancement screen 80 may be displayed as appropriate, for example, when an instruction to display it is given on a home screen (a game screen, not shown, for selecting various menus). The example of FIG. 8 shows a case where "costume looks good" is enhanced among the four types of enhancement items. As shown in FIG. 8, the costume enhancement screen 80 includes an item selection section 81, a target parameter display section 82, a bonus display section 83, and an enhancement information section 84.
[0069] The item selection section 81 is a section for selecting an enhancement item. Four types of enhancement items are displayed in the item selection section 81, and when a predetermined instruction is executed for each enhancement item (for example, a touch operation for each enhancement item when the smartphone 3a is used as the user device), the enhancement item changes to a selected state (for example, a state shown by a gray color scheme in the example of FIG. 8).
[0070] The target parameter display section 82 is a section for displaying parameters related to the strengthening. For example, when "costume looks good" is strengthened, a predetermined value increases in the growth parameter. For this reason, the target parameter display section 82 displays the growth parameter (the one corresponding to the costume parameter set among the combination parameter set). The target parameter display section 82 also displays information on the growth parameter that increases with this strengthening. For example, in the example of FIG. 8, the target parameter display section 82 shows that the mental parameter value increases from "0" to "5", and the rank of the mental parameter also increases from "G" to "G+". This change corresponds to the increase (effect) of the growth parameter associated with the strengthening.
[0071] The bonus display section 83 is a section for displaying information on the bonus given when the level is raised to the MAX level. The bonus information may be displayed at all times, but in the example of Fig. 8, it is kept secret until a predetermined time (for example, when the level is reached to the MAX level, or when the previous level is reached).
[0072] The strengthening information section 84 is a section for displaying various information related to strengthening. Various information may be displayed appropriately in the strengthening information section 84, but in the example of FIG. 8, level information indicating the current level and the strengthened level, and information on exchange materials are displayed. The exchange materials are information indicating materials necessary for strengthening. In other words, they are information indicating the change conditions for strengthening the costume parameter set. The change conditions may be set appropriately, but in the example of FIG. 8, they are set to conditions that are met when a specified exchange material (item) is consumed. Therefore, when a specified exchange material is consumed, the "costume looks good" is strengthened.
[0073] Similar strengthening is performed when other strengthening items such as unique skills, skill release, or tips level (tips level) are selected in the item selection section 81. Furthermore, strengthening of all four strengthening items may be performed on a costume basis (in other words, the effect of strengthening may be applied to the entire costume, and for example, for tips level, the discount rate of all acquireable skills may be increased), but as an example, only tips level is performed on a skill basis. In other words, strengthening of tips level is performed on an acquireable skill basis. For this reason, a skill selection section for selecting an acquireable skill to be strengthened from acquireable skills that can be strengthened may be displayed on the costume strengthening screen 80 when tips level is strengthened.
[0074] [Skill Type] Next, the types of skills will be described with reference to FIG. 9. FIG. 9 is an explanatory diagram for explaining an example of the types of skills. Various skills (skill groups) may be appropriately prepared in the game, and they may be classified into appropriate types, but the example of FIG. 9 shows some of the types when the skill groups are classified based on the association with the costume parameter set. As shown in FIG. 9, the types of skills include normal skills, gold skills, unique skills, and center skills, which have different effects from each other. Note that, although the example of FIG. 9 shows skills mainly related to live performances, the present invention is not limited to these, and skills that affect other progresses besides live performances may be appropriately prepared in the game.
[0075] For example, normal skills are skills that become effective when certain conditions are met in a live performance. Normal skills may include skills of the same type that are in a hierarchical relationship, such as chorus ○ or chorus ◎ (both of which are skills applied in the chorus part of a song used in a live performance), and differences may be set between them in the degree of effect or the certain conditions for exerting the effect (for example, in the example type of skill, the latter is more effective and exerts a more advantageous effect than the former). Gold skills are skills that are positioned as higher-level versions of normal skills. Like normal skills, gold skills also become effective when certain conditions are met in a live performance, but gold skills are set with more advantageous effects than the hierarchical relationship within normal skills. Acquirable skills often belong to normal skills or gold skills. In addition, various other initial skills may be appropriately set from normal skills or gold skills.
[0076] The unique skills and center skills are as described above. For example, a unique skill is a type of initial skill, which is linked to a costume and can be possessed by selecting (wearing) the costume. Like normal skills and gold skills, a unique skill also exerts an effect when a certain condition is met during a live performance. A unique skill has a concept of a level, and the degree of effect increases as the level increases. The level of a unique skill increases by strengthening as described above, but there may also be other opportunities to level up (whether or not the skill actually levels up may be determined through various conditions such as a lottery, and the number of level ups may be appropriately set, such as multiple levels up at once) through events that occur during training. In other words, there may be other ways to level up besides strengthening.
[0077] A center skill is a skill that exerts its effect when a character who possesses the skill (skill holder) is placed in the center of an idol unit in a live performance. While normal skills and the like exert their effect when a certain condition is met in a live performance, a center skill exerts its effect at all times as long as the skill holder is placed in the center. A center skill may be set as an initial skill in a costume from the beginning, or may be given as one of the acquireable skills as described above. In a target live performance during training, the placement in the center of an idol unit cannot be specified, and may be performed according to a certain rule, for example, in which case the effect may be applied only while the skill holder is placed in the center. On the other hand, in a live performance part after training is completed, the placement (organization) in the idol unit may be performed by the user's designation, in which case the effect of the center skill is applied when the skill holder is designated to be placed in the center.
[0078] [Type of costume] Next, the types of costumes will be described with reference to FIG. 10. FIG. 10 is an explanatory diagram for explaining an example of the types of costumes. Any suitable type of costume can be provided, but the example of FIG. 10 shows three types of costumes based on the presence or absence of costume parameters. As shown in FIG. 10, the costumes include three types of costumes: cultivated costumes, clothed costumes, and exclusive costumes. Each type may have any suitable number of costumes. All of the costume group G2 in the costume selection opportunity described above are cultivated costumes, and costume X is also a cultivated costume.
[0079] Specifically, the development costume is a costume for which a costume parameter set is set, and is a costume that constitutes the costume group G2. As described above, the development costume changes the appearance of the target character Ct (or base character Cb) when worn. However, it may be acceptable for the development costume not to affect the appearance of the target character Ct, for example, when an idol unit wears a common uniform (e.g., the clothing costume described below) at a target live performance. However, even in this case, the combination parameter set of the target character Ct is similarly set by the combination of the costume parameter set of costume X (development costume) selected in the costume selection opportunity.
[0080] The development costume may be prepared appropriately, for example, may be prepared in advance as a fixed costume, may be purchased at a predetermined shop (including purchase with in-game currency or purchase by exchanging with items, etc.), or may be given appropriately according to various play situations including lottery and events. The development costume may include a costume specific to the base character Cb. In other words, a dedicated costume that can be selected only when a specific base character Cs is selected as the base character Cb may be prepared for each base character Cs (base character Cb). Furthermore, a rarity (acquisition probability) may be set for the development costume, and a development costume with a higher rarity (lower acquisition probability) may have a costume parameter set that is more advantageous for development (for example, a higher value of a growth parameter, etc.). The same applies to the clothing costume and the dedicated costume (excluding the setting related to the costume parameter). In this example, the costume group G2 (development costume) including the costume X functions as a plurality of special costumes of the present invention. Furthermore, when a dedicated development costume is included, the dedicated development costume and the corresponding base character Cs function as a dedicated candidate and a specific candidate element of the present invention, respectively.
[0081] In the training part, parallel training of multiple target characters Ct (training of multiple target characters Ct executed at the same time) may be permitted, but training may be limited to one target character Ct at a time. When parallel training of multiple target characters Ct is permitted, overlapping use of the same training costume (existence of multiple target characters Ct wearing the same training costume) may be permitted, but is limited as an example. Changes during training may be permitted, but is also limited as an example. For this reason, the training costume selected as costume X for another target character Ct is not included in the costume group G2 (selection candidates) of the costume selection opportunity. Also, changes during training cannot be made. In other words, the training costume being worn functions as a training costume dedicated to that target character Ct. However, after the training of the target character Ct is completed, the training costume worn by that target character Ct becomes selectable and reappears as a candidate for selection in the costume group G2.
[0082] Both the dressed costumes and the dedicated costumes are costumes that are prepared mainly to change the appearance of the target character Ct. However, the uses of the dressed costumes and the dedicated costumes are limited to parts other than the development part. In other words, both the dressed costumes and the dedicated costumes are costumes that are used other than the development part. Furthermore, no costume parameter set is set, and they are not included in the costume group G2 in the costume selection opportunity. The difference between the dressed costumes and the dedicated costumes is mainly the parts (range) in which they can be used.
[0083] Specifically, the clothing costume and the dedicated costume have in common that they cannot be used in the training part, but the clothing costume can be used in the live part. In other words, the clothing costume is mainly used as a costume for changing the appearance in the live part. For example, the clothing costume is used when there is a need to have an idol unit formed by a predetermined number of trained characters Cx wear a common uniform in the live part. However, even if the appearance is changed with the clothing costume, the combination parameter set of the target character Ct still includes the costume parameter set at the time of training. In other words, although the appearance changes with the clothing costume, the change does not affect the parameter set that defines the target character Ct.
[0084] The clothing costumes may be prepared in advance as fixed costumes, or may be purchased at a shop or the like and given according to the play situation or the like. Furthermore, the clothing costumes may be created by each user, and the clothing costumes created by each user may be given to other users as appropriate via a shop or the like. Furthermore, the currently used training costume (one whose selection as a training costume is limited in the training part) may appear as belonging to the clothing costumes in the live part. In other words, the setting of the costume parameter set for the training costume is released (omitted) in the live part, and the costume may be used as a clothing costume (a costume with a different function from that in the training part) that does not affect the combination parameter set. In this example, the clothing costume functions as a general costume of the present invention.
[0085] On the other hand, the exclusive costume is a costume that cannot be used in either the training part or the live part, and is used in other game screens. The other game screens include game screens other than training (auxiliary unrelated to progress), such as the home screen or a profile screen (not shown) for introducing the profile of each character. The exclusive costume may be prepared in advance as a fixed costume like the clothing costume, or may be purchased at a shop or given depending on the play situation. The shop may include exclusive costumes created by other users. In addition, the training costume may appear as an exclusive costume with a function different from that in the training part. In the following, for convenience of explanation, the training costume may be simply called a costume as above when there is no particular distinction between the types of costumes.
[0086] [The impact of costumes on live performances] Next, referring to FIG. 11, the effect of the costume X on the live performance will be described. The costume X may have various effects other than the effect on the appearance of the target character Ct and the combined parameter set as appropriate, but as an example, it has an effect on the live performance. FIG. 11 is an explanatory diagram for explaining an example of the effect (effect) of the costume on the live performance. The effect on the live performance can be realized as appropriate, but as an example, it includes an effect on at least one of the tasks in the live performance and the evaluation result in the live performance. In other words, the costume X of the target character Ct has the effect of adjusting (changing) at least one of the tasks in the live performance and the evaluation result. In the example of FIG. 11, (A) adjustment of the music, (B) adjustment of the clear standard, and (C) adjustment of the evaluation are shown as examples of the effects of the costume X when the target character Ct wears the “training costume: A” that has the characteristic that the dance parameter is easy to increase (dance dominance) as the costume X.
[0087] As shown in FIG. 11(A), the music used in a live performance may be adjusted (determined) depending on costume X ("training costume: A"). Since a live performance is performed depending on the music, the music corresponds to a type of challenge in the live performance. A live performance may be provided as appropriate, but music adjustments are applied to a live performance with no restrictions on the music (such as fixed songs as challenge performances).
[0088] Specifically, the songs used in the live performance are selected from a group of songs, and each song is set with appropriate characteristics. For example, the group of songs includes "song A" and "song B", which have characteristics such as "dance-dominant" and "vocal-dominant", respectively. Dance-dominant and vocal-dominant songs are songs that are easier to score (easier to clear) as the dance parameters and vocal parameters are higher, respectively. In this case, in a live performance, "song A" that is easier for the target character Ct to score (easier to get a high score) based on costume X ("training costume: A") may be determined (selected). The group of songs may also include songs with characteristics related to various parameters such as various growth parameters or skills. In addition, in a live performance, songs may be selected so that advantageous results can be obtained according to the costumes worn.
[0089] Also, as shown in FIG. 11B, the clear criteria for a live performance may be adjusted depending on costume X. Whether or not a live performance is cleared is determined depending on whether or not a specific result is achieved, so the clear criteria are equivalent to a type of challenge in the live performance. In other words, the specific result (clear criteria) for determining whether or not a live performance is cleared may be adjusted (changed) for each costume. For example, a live performance may be provided to use a fixed song (challenge), in which case adjustment of the clear criteria is applied. Adjustment of the clear criteria may also be applied to live performances that do not have a fixed song. For this reason, it is considered to be an effect (influence) with relatively high versatility.
[0090] In the example of FIG. 11, a case where "B music" is fixed as a task is shown. In this case, a clear standard is set for each of the training costumes such as "A" and "B", but the clear standard differs depending on the costume X of the target character Ct. For example, if the training costume "B" has a vocal-dominant characteristic, the target character Ct who wears it can relatively easily obtain a score in a live performance in which "B music" (vocal-dominant) is used. For this reason, when the target character Ct wears the training costume "A" ("training costume: A"), a clear standard (e.g., "900") lower than the clear standard (e.g., "1000") when wearing the training costume "B" is applied to the clear standard (goal) of the live performance. The training costume may have appropriate characteristics related to various parameters such as various growth parameters or skills other than vocal dominance, and appropriate clear standards may be set according to these characteristics and the characteristics of the task song.
[0091] Similarly, as shown in (C) of Fig. 11, the evaluation result (e.g., score) in a live performance may be adjusted according to costume X. Specifically, in a live performance, a score (hereinafter, may be referred to as a normal score) is given as an evaluation based on a predetermined logic (hereinafter, may be referred to as a normal evaluation), and the normal score may be corrected according to the costume X of the target character Ct. Adjustment of the evaluation result, like adjustment of the clearing criteria, can be applied to both live performances in which the challenge song is fixed and those in which it is not fixed, and is also considered to be an effect (influence) with relatively high versatility.
[0092] For example, the predetermined logic used in the normal evaluation may use growth parameters such as dance parameters. In this case, a correction (buff) according to the costume X of the target character Ct is applied to the normal score to make it easier to obtain a score. Specifically, if the target character Ct wears a "development costume: A", a buff (correction based on the costume X) is applied to the normal score obtained by the dance parameters (parameters that are considered to grow faster than other growth parameters) to calculate an obtained score (adjusted evaluation), and a higher evaluation (obtained score) than the normal evaluation can be given. For this reason, adjustment of the normal score (evaluation result) may be performed by applying an evaluation method that is advantageous for each of these costumes. Note that in the example of FIG. 11, adjustments are performed in a direction that is favorable to clearing the live show, but adjustments that are disadvantageous to clearing the live show may also be performed according to the characteristics of the costume, for example.
[0093] [Organization screen] FIG. 12 is a diagram showing an example of a formation screen. The formation screen 90 is a game screen for executing the formation of an idol unit in a live part. The arrangement of each character (not limited to the trained character Cx, for example, non-player characters, etc. may be appropriately included) in an idol unit is also executed on the formation screen 90 as an example. The formation screen 90 may be displayed at an appropriate time, but as an example, it is displayed when the display of the formation screen 90 is instructed on the home screen. The example of FIG. 12 shows a formation in which a character having a center skill is placed in the center of an idol unit. In this case, as shown in FIG. 11, the formation screen 90 includes a simple character image 91, a costume selection button 92, a formation detailed information section 93, a formation release button 94, a recommended formation button 95, and a save button 96.
[0094] The simplified character images 91 are images that simply show each character to be organized. An idol unit may be organized with any number of characters, but the example of FIG. 12 shows an example in which an idol unit is organized with three characters. Therefore, three simplified character images 91 corresponding to the three characters to be organized are displayed. Furthermore, each simplified character image 91 is displayed in an arrangement that corresponds to the arrangement in the idol unit.
[0095] The formation detailed information section 93 is a section for displaying detailed information regarding the formation of the idol unit. The formation detailed information section 93 may appropriately display various information regarding the formation, but in the example of FIG. 12, it includes an evaluation information section 97 and a center skill effect section 98. The evaluation information section 97 includes an evaluation result of evaluating the current formation based on a predetermined logic ("unit evaluation 17985"), and a radar chart. Appropriate information may be plotted in the radar chart, but in the example of FIG. 12, information on growth parameters is plotted and shown in the radar chart. The center skill effect section 98 is a section for displaying the effect of the center skill. The center skill effect section 98 may be displayed regardless of whether the conditions are met or not, but as an example, it is displayed when the conditions are met (when the skill owner is placed in the center).
[0096] The costume selection button 92, the formation release button 94, the recommended formation button 95, and the save button 96 are all virtual buttons that indicate the position where the user's instruction should be executed. When a predetermined instruction (for example, a touch operation when the smartphone 3a is used as the user device) is executed on each of the buttons 92, 94 to 96, a progress corresponding to each of the buttons 92, 94 to 96 occurs.
[0097] For example, when a predetermined instruction is executed on the costume selection button 92, a selection opportunity is provided for selecting a costume to be worn by each character of the idol unit. In this selection opportunity, a costume may be selected for each character, or may be selected on an idol unit basis. In addition, in this selection opportunity, clothing costumes (which may appropriately include development costumes as clothing costumes) are provided as selection candidates (options).
[0098] Similarly, when a specified instruction is executed on the cancel formation button 94, the recommended formation button 95, and the save button 96, the following steps occur: canceling the current formation, proposing a recommended formation based on a specified logic (for example, logic that maximizes unit evaluation from owned trained characters Cx), and saving the current formation.
[0099] [List of characters already trained] FIG. 13 is an explanatory diagram for explaining an example of a trained character list screen. The trained character list screen 40 is a game screen for displaying a list of trained characters Cx. The trained character list screen 40 may be displayed at an appropriate time, and as an example, it is displayed when an instruction to display the trained character list screen 40 is given on the home screen. In addition, the trained character list screen 40 may be used for various purposes, such as not only management of trained characters Cx but also selection of trained characters Cx to be organized into an idol unit. The examples of (A) and (B) of FIG. 13 each show a schematic representation of a part of the trained character list screen 40, and as shown in these figures, the trained character list screen 40 includes a trained character image 41 showing the trained character Cx. In addition, the trained character image 41 shows the appearance of each trained character Cx.
[0100] On the other hand, although the duplicate use of the same training costume at the same time is restricted, the trained character list screen 40 may include trained characters Cx with the same combination of base character Cb and costume X. In that case, since it may be difficult to distinguish between the trained characters Cx, the trained character list screen 40 allows the display of an appearance different from that at the time of training. In the example of Fig. 13, (A) shows the appearance before the change, and (B) shows the appearance after the change.
[0101] Specifically, as shown in FIG. 13A, the trained character list screen 40 includes a plurality of trained character images 41, which are arranged in a plurality of rows such that four trained character images 41 form one row. In the example of FIG. 13, two sets (four in total) of trained character images 41 corresponding to two types of base characters Cb, each wearing two types of costumes, are arranged in the top row. For example, the trained character image 41 on the left end and the trained character image 41 on the right end are target characters Ct corresponding to the same base character Cb, and correspond to a pair of trained character images 41, but both wear the same costume and take the same posture (pose). The two trained character images 41 near the center, excluding both ends, are another pair of trained character images 41, but also wear the same costume and take the same posture (pose). As a result, although there are four developed character images 41, there are only two different types in appearance, and it is difficult to distinguish between the developed character images 41 at either end and between the two developed character images 41 near the center based on appearance alone.
[0102] In each of the trained character images 41, a combination of the base character Cb and the trained costume at the time of training is displayed as the trained character Cx by default, but the default display can be changed through the user's selection on the trained character list screen 40. In addition, the changed image may be prepared as appropriate, and may be prepared in advance in combination with various costumes for each base character Cb, or may be prepared by the user (or appropriately by a computer) as a screenshot of any game screen during play, or an image assigned according to the play situation including various events.
[0103] The example of Fig. 13(B) shows a case where the images of the two raised character images 41 on the right side of the four raised character images 41 on the top row have been changed. As shown in Fig. 13(B), compared to Fig. 13(A), the clothes and postures (poses) of the raised characters Cx in the two raised character images 41 on the right side in (B) have been changed. As a result, it is possible to distinguish between the raised characters Cx of each pair (raised characters Cx that were raised with the same base character Cb and the same raised clothes before the change). As an example, such an image change function is provided on the raised character list screen.
[0104] [User device control system] Next, referring to FIG. 14, the main part of the control system of the user device 3 will be described. FIG. 14 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.
[0105] The storage unit 11 records a game program Pg, game data Dg, and play data Dp. The game program Pg is an application program for causing the control unit 10 to execute arithmetic processing and operation control required for the game in cooperation with an operating system that controls the basic operation of the control unit 10. Interactions with the user in the training part, various automatic processes, and various processes such as evaluation in the live part are controlled according to the contents of the game program Pg. The game data Dg is data to be appropriately referenced in the control of the game. For example, the game data Dg records data defining the progression procedure in the training part, parameters (parameter sets) to be associated with various objects such as base characters and event characters, data describing skills, and image data serving as material for displaying various objects and background images.
[0106] 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 training is also recorded in the play data Dp. For example, information such as the parameter values of the characters being trained and characters that have been trained, acquired skills, and the current value of experience points acquired in training is recorded in the play data Dp. In other words, information on the initial combination parameter set and the parameters that have grown from there (which may be managed separately or integrally) is recorded. In addition, items owned by each user are also managed in the play data Dp. Details of the play data Dp will be described later.
[0107] The game program Pg and game data Dg are appropriately distributed from the game server 4 to the user device 3 and stored in the storage unit 11. The play data Dp is appropriately updated in response to the play of the game on the user device 3, and is stored in the game server 4 at appropriate times in association with the user's identification information. When a user is authenticated by the game server 4 to play a game, the play data Dp corresponding to that user is provided from the game server 4 to the user device 3 and stored in the storage unit 11.
[0108] 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.
[0109] The game control unit 22 executes various calculation processes necessary 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 calculation processes for realizing the presence or absence of an event occurrence 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. For example, the game control unit 22 executes processes for providing character selection opportunities and costume selection opportunities. In addition, 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 necessary 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 processes executed by the game control unit 22 include, for example, character setting processing, live preparation processing, and costume setting processing. The character setting process, the live performance preparation process, and the costume setting process will be described in detail later.
[0110] 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.
[0111] [Play Data] Next, the play data Dp will be described in detail with reference to Fig. 15. Fig. 15 is a diagram showing an example of the configuration of the play data Dp. As shown in Fig. 15, the play data Dp includes a play record DR for managing various information related to the game results for each user. In order to realize such management, the play record DR includes information such as "user ID", "play date and time", "achievements", and "development data". In the play record DR, these pieces of information are recorded so as to be mutually associated with each other.
[0112] "User ID" is information indicating an ID that is uniquely assigned to each user to identify each user. "Play date and time" is information indicating the date and time when the game was played. "Achievements" is information indicating various achievements of the game. "Development data" is data for managing the target character Ct to be developed. The "development data" may be managed as part of the achievements, but in the example of Figure 15, for ease of explanation, it is shown as information separate from the achievements. The "development data" may appropriately include various information regarding the development of the target character Ct (or the developed character Cx), but in the example of Figure 15, it includes information on "character ID", "development costume", "development status", "parameter set", "experience points", and "event deck".
[0113] "Character ID" is information indicating a unique ID for each character to identify each character. Character ID information indicating the target character Ct to be developed is described in "character ID". Also, if there are multiple target characters Ct (multiple characters to be developed), character ID information corresponding to each of them is described.
[0114] "Development costume" is information indicating the development costume worn by each target character Ct. "Development costume" may describe any appropriate information that can identify each development costume, but as an example, information on a unique costume ID is described for each costume in order to identify each costume (which may include costumes other than development costumes). "Development status" is information indicating the development status of each target character Ct, such as "in development" or "completed development."
[0115] The "parameter set" is information indicating a parameter set that defines each target character Ct. Each target character Ct is defined by a combination parameter set at the beginning, and when the character has grown through training, the character is defined by a parameter set that includes the parameters of the character that has grown. The parameter set includes, for example, parameters such as vocals, dance, or charm, as well as information on skills (including costume-specific skills) acquired by each target character Ct. The parameter set may include appropriate information as long as the parameter set after training can be reproduced, and may include, for example, only information on the growth (changes from the initial combination parameter set) (in this case, the combination parameter set may be appropriately set by the duplicated parameter set and the costume parameter set), but as an example, the parameter set includes all of the parameter sets that combine the initial combination parameter set and the parameter set for the growth.
[0116] "Experience points" and "event deck" are information indicating the experience points acquired through training in the training part and the configuration of the event deck De, respectively. In the "event deck", various information regarding the configuration of the event deck De may be described, such as information on the character ID of each character and the order (position) in the event deck De. Note that the play data Dp is not limited to these, and may include appropriate information regarding the game results. Alternatively, each of the above-mentioned information may be omitted as appropriate. For example, the target character Ct that has been trained may be managed separately from the play data Dp, such as dedicated data, in which case the "training status" information may be omitted.
[0117] [User device processing] Next, as an example of processing of the user device 3, procedures of a character setting process, a live performance preparation process, and a costume setting process will be described with reference to Figs. 16 to 18. The character setting process is a process for setting a target character Ct by combining a base character Cb with a costume X. When a predetermined operation for instructing the setting of the target character Ct is performed by the user, the game control unit 22 starts the character setting process of Fig. 16, and first provides a character selection opportunity (step S101). As an example, the character selection opportunity is provided via a character selection screen 50. For this reason, the game control unit 22 realizes this provision by displaying the character selection screen 50 on the display device 13.
[0118] Next, the game control unit 22 determines whether or not the base character Cs (base character Cb) was selected in the character selection opportunity (character selection screen 50) (step S102). If the base character Cs was not selected in the character selection opportunity (for example, the character selection screen 50 was ended midway due to a user instruction or the passage of a predetermined time for automatic end) (step S102: No), the game control unit 22 skips the subsequent processes and ends the current character setting process.
[0119] On the other hand, if a base character Cs is selected in the character selection opportunity (step S102: Yes), the game control unit 22 generates (duplicates) a base character Cb corresponding to the base character Cs, and provides a costume selection opportunity (step S103). The costume selection opportunity is provided, for example, via a costume selection screen 60. For this reason, the game control unit 22 realizes this provision by displaying the costume selection screen 60 on the display device 13.
[0120] Next, the game control unit 22 determines whether or not a costume has been selected in the costume selection opportunity (costume selection screen 60) (step S104). If a costume has not been selected in the costume selection opportunity (for example, the costume selection screen 60 has ended midway due to a user instruction or the passage of a predetermined time for automatic end) (step S104: No), the game control unit 22 skips the subsequent processes and ends the current character setting process.
[0121] On the other hand, if the costume X is selected in the costume selection opportunity (step S104: Yes), the game control unit 22 sets the target character Ct. Specifically, the game control unit 22 generates a target character Ct having an appearance that combines the base character Cb generated (copied) in step S102 and the costume X selected in step S103. Also, a combination parameter set is generated by combining the copy parameter set and the costume parameter set that are respectively set for the similar base character Cb and the costume X. Then, the game control unit 22 sets the target character Ct by setting the generated combination parameter set for the generated target character Ct. After this setting, the game control unit 22 ends the current character setting process. As a result, a character selection opportunity and a costume selection opportunity are provided separately, and the target character Ct is set based on the base character Cb and the costume X selected in those opportunities. More specifically, the steps F1 and F2 in the example of FIG. 2 are realized.
[0122] The live preparation process is a process for preparing a live when a live is played. The preparation for a live may include various settings and the like as appropriate, but the example of FIG. 17 shows a case including adjustment (effect) according to the training costume worn by the target character Ct, and the application of the effect when a center skill is applied. In addition, the adjustment of a live according to the training costume includes adjustment of tasks (two types) and adjustment of evaluation results, but the example of FIG. 17 shows a case where adjustment of the clear standard (target score) (one type of task adjustment) is performed. When the start of a live is instructed, the game control unit 22 starts the live preparation process of FIG. 17, and first determines the costume X worn by the target character Ct (step S201).
[0123] Next, the game control unit 22 adjusts the clearing standard of the live (the target score required to clear) according to the costume X determined in step S201 (step S202). That is, the game control unit 22 sets the clearing standard (target) according to the costume X.
[0124] Next, the game control unit 22 determines whether or not the character placed in the center of the idol unit has a center skill (in other words, whether or not the center skill is applied) (step S203). If the character placed in the center of the idol unit does not have a center skill (no center skill is applied) (step S203: No), the game control unit 22 skips the subsequent processing and ends the current live preparation processing.
[0125] On the other hand, if the character placed at the center of the idol unit has a center skill (a center skill is applicable) (step S203: Yes), the game control unit 22 grants the effect of the center skill (step S204). Specifically, the game control unit 22 achieves this granting by, for example, increasing a predetermined parameter by a fixed value. Then, after this granting, the game control unit 22 ends the current live preparation process. This sets a clear standard (task) according to the costume X worn by the target character Ct in the live. Also, if the character at the center of the idol unit in the live has a center skill, an increasing effect is granted to the predetermined parameter.
[0126] Note that the adjustment of the music (task) according to the costume or the adjustment of the evaluation result can be realized appropriately. For example, the adjustment of the music may be realized by selecting a music according to the costume instead of the normal music selection in step S202 of the procedure of FIG. 17. Alternatively, the adjustment may be realized by adding step S201 of the example of FIG. 17 to the normal procedure executed separately from FIG. 17 to select a music, and executing step S202 (however, selecting a music according to the costume instead of the clear criterion) instead of the normal music selection. Similarly, the adjustment of the evaluation result, for example, may be realized by adding step S201 and step S202 of the example of FIG. 17 to the normal evaluation procedure (however, applying a correction according to the costume instead of the clear criterion to the normal evaluation). Also, multiple adjustments such as the adjustment of the music and the evaluation result may be executed in an overlapping manner, in which case the procedure of FIG. 17 may be executed in an overlapping manner.
[0127] The costume setting process is a process for changing the costume worn by the trained character Cx in the live part. The example in Fig. 18 shows a case where a trained costume is used as a clothing costume in the live part. In this case, when an operation to instruct a costume change is performed at the start of the live part, the game control unit 22 starts the costume setting process in Fig. 18, and first determines candidates for selection, in other words, a group of selectable clothing costumes (step S301).
[0128] Next, the game control unit 22 provides a costume setting opportunity including the clothing costume group determined in step S301 as an option (step S302). In this case, the game control unit 22 provides a costume setting opportunity including an option to add a development costume to the clothing costume group. Then, the game control unit 22 determines whether or not adding a development costume is selected in the costume setting opportunity (step S303).
[0129] If adding a development costume is selected (step S303: Yes), the game control unit 22 provides an opportunity to add a costume (step S304). The opportunity to add a costume is an opportunity to select a development costume to be added as a worn costume. The opportunity to add a costume is provided so as to include a development costume (whose selection as a development costume is limited) currently being worn by the target character Ct. Then, it is determined whether or not the development costume to be added has been selected in the opportunity to add costume, i.e., whether or not an instruction to add a development costume has actually been given (step S305).
[0130] If the development costume to be added is selected (step S305: Yes), the game control unit 22 updates the candidates for the costume setting opportunity (step S306). Specifically, the candidates are updated so that the development costume added in step S305 is included in the clothing candidate group (options) with the costume parameter set omitted, that is, so that it is included as a clothing costume. The development costume may be added as a development costume with a limited effect (costume parameter set). In other words, the development costume may be added by determining the effect to be applied (for example, only a change in appearance) from the multiple effects of the development costume according to the live part of the play target, and applying the determined effect. Alternatively, the development costume may be added by duplicating the development costume as another clothing costume from which some of the multiple effects (for example, the costume parameter set) of the development costume are omitted, and adding the copy.
[0131] If the addition of a development costume is not selected in the costume setting opportunity (for example, a cancellation instruction is given by the user, or cancellation occurs due to the passage of a predetermined time) (step S303: No), If the development costume to be added is not selected in the costume addition opportunity (for example, a cancel command from the user or a cancel due to the passage of a predetermined time has occurred) (step S305: No), or after updating the candidates in step S306, the game control unit 22 determines whether or not a costume to be changed has been selected from the costume group in the costume setting opportunity (step S307). If a costume to be changed has not been selected (for example, a cancel command from the user or a cancel due to the passage of a predetermined time has occurred) (step S307: No), the game control unit 22 skips the subsequent processing and ends the current costume setting process.
[0132] On the other hand, if the clothing outfit to be changed is selected (step S307: Yes), the game control unit 22 sets the outfit worn by the target character Ct in the live part to the clothing outfit selected as the outfit to be changed (step S308). After this setting, the game control unit 22 ends the current outfit setting process. As a result, the development outfit for the development part is used as a clothing outfit with different effects in the live part. In other words, the development outfit is used as an outfit with different effects depending on the part.
[0133] Note that the procedure in FIG. 18 is merely an example, and for example, the costume setting process may be realized by a procedure that omits the processes of steps S303 to 306. Specifically, for example, the game control unit 22 may determine a clothing costume group including a growing costume as a selectable option in step S301. That is, the growing costume may be included in the clothing costume group by default. In this case, when setting the clothing costume group in step S301, the game control unit 22 may omit the costume parameter set from among the effects of the growing costume. That is, the applicable effect of the growing costume (for example, appearance change) may be determined, and a growing costume having only that effect may be added as an option. Alternatively, the growing costume may be duplicated, and the duplicate (without a costume parameter set) may be included in the growing costume group as an option. Then, in step S302, the user may be given an opportunity to select a costume from the clothing costume group including those growing costumes. In this case, the user can select the costume without going through a process of adding the growing costume to the selectable clothing costume group again, improving the convenience for the user. At this time, it may be possible to identify that it is a growing costume.
[0134] As described above, according to this embodiment, a costume selection opportunity is given to select a costume X to be worn from the costume group G2 separately from the base character Cb, and a target character Ct as a single development target is formed by combining the selected costume X with the base character Cb. A costume parameter set is set for each of the costume group G2, and a combined parameter set combining the costume parameter set of the selected costume X with the duplicated parameter set of the base character Cb is set for the target character Ct as a development target. In other words, a single development target is divided into two types of elements each having a parameter set set, and a target character Ct is set by combining these two. As a result, even if the base character Cb is the same, a target character Ct having a different parameter set can be set as a development target through the selection of the costume X. If the parameter set is different, the development process and results can be made different. This can provide motivation for development of the target character Ct.
[0135] In addition, a change condition for strengthening only the costume parameter set is set for each costume. In this case, the costume X being worn can be developed independently of the base character Cb through strengthening. Therefore, compared to the case where only the development of the combined parameter set is allowed, the variation in the development of the target character Ct can be increased. In addition, an effect that affects the live performance is set for each costume. Specifically, the costume X worn by the target character Ct affects the tasks and evaluation results of the live performance according to its characteristics. Therefore, it is possible to cause a change in the live performance result through the change of the costume worn. This makes it possible to increase the variation in the development of the target character Ct. As a result, it is possible to provide further motivation for the development of the target character Ct.
[0136] In the above embodiment, the game control unit 22 of the user device 3 functions as the opportunity providing means and the parameter setting means of the present invention by executing the procedure of Fig. 16. Specifically, the game control unit 22 functions as the opportunity providing means by executing step S103 in Fig. 16, and functions as the parameter setting means by executing step S105. In addition, the game control unit 22 of the user device 3 functions as the evaluation changing means of the present invention by executing step S202 in Fig. 17.
[0137] The present invention is not limited to the above-mentioned embodiment, and may be embodied in an appropriate modified or altered form. The present invention may also be embodied in an appropriate combination of various technical means included in the above-mentioned embodiment and the following modified embodiment. In the above-mentioned embodiment, the costume parameter set includes a growth parameter and a costume-specific skill. However, the present invention is not limited to such an embodiment. The costume parameter set and the copy parameter set may include various parameters as described above. For example, the costume parameter set may not have a growth parameter and may only have a costume-specific skill. In other words, as long as the various parameters (including skills) of the target character Ct are determined by the combination of the costume parameter set and the copy parameter set (in other words, the combination of the costume X and the base character Cb), the costume parameter set may include appropriate parameters, and the target character Ct may be decomposed into appropriate parts (elements).
[0138] In the above embodiment, the combination parameter set is set based on a duplicated parameter set obtained by duplicating the initial parameter set of the base character Cs. However, the present invention is not limited to such an embodiment. For example, the combination parameter set may be set by a combination of an initial parameter set and a costume parameter set, instead of a duplicated parameter set. Specifically, a plurality of identical base characters Cs may be prepared, and each base character Cs itself may be used as a base character Cb for training as is. In other words, training may be performed so as to consume the original base character Cs, rather than duplicating the base character Cs. Also, as described above, the initial parameter set may be simply data (for example, it may be distinguished by identification information such as a name or ability). Furthermore, the initial parameter set and the appearance may be selected separately. In this case, the options for selecting the initial parameter set may function as a basic element of the present invention. The same applies to the combination elements and the parameter sets set therein.
[0139] In the above-described embodiment, a costume that affects the appearance of the target character Ct is used as a combination element. However, the present invention is not limited to such an embodiment. For example, an element such as the voice of the target character Ct or a simple skill (data) may be used as a combination element. In other words, as long as the parameter set of the target character Ct is set by combining a plurality of parameter sets as described above, the combination element may be an element unrelated to the appearance, and may be an appropriate element including an option for simply selecting data.
[0140] In the above embodiment, strengthening items are prepared for the costume X, and the unlocking of acquireable skills is realized through strengthening. However, the present invention is not limited to such an embodiment. For example, strengthening of the costume X (including all or a suitable part of the strengthening items) may be omitted. In this case, for example, only skills initially prepared as acquireable skills may be acquireable.
[0141] In the above-mentioned embodiment, there is a one-to-one relationship between the development costume (costume X) and the target character Ct, and even if the target character Ct can be developed in parallel, the costume X worn by the target character Ct cannot be worn by other target characters Ct. However, the present invention is not limited to this embodiment. For example, when element characters Cs are divided into groups, base characters Cb corresponding to element characters Cs in the same group may be able to wear (select) the same development costume redundantly. The group may be an idol unit unit. In other words, multiple base characters Cb belonging to the same idol unit may be allowed to wear the same development costume for a long period of time.
[0142] In the above-mentioned embodiment, if the target live cannot be cleared, or if all the target live is cleared and the training part is played to the end (all turns), the target character Ct is saved as a trained character Cx. However, the present invention is not limited to such an embodiment. For example, even if the user gives up training the target character Ct midway (if none of the above-mentioned end conditions are met), the target character Ct may be saved as a trained character Cx. In other words, even if the user gives up training, the end conditions for the training period (training opportunity) may be met. And, like other trained characters Cx, changing clothes, etc. may be allowed in the live part, etc.
[0143] 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.
[0144] 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.
[0145] 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 user object (Ct) is developed, using an input device (12) for inputting user instructions and a display device (13) for displaying a game screen (50) including a user object (Ct) as an object for which the instructions are to be executed, to function as an opportunity providing means (22) that provides a combination selection opportunity (F2) for selecting a combination element (Cb) from a plurality of candidates (G2) each having a plurality of types of parameter sets set thereto, separately from the basic element, so that the user object is formed as a single development target by combining the basic element (Cb) having a basic parameter set set thereto as a basic element of the user object and a combination element (X) as an element to be combined with the basic element, and a parameter setting means (22) that sets, to the user object, a combination parameter set that is a parameter set that combines the parameter set of the combination element and the basic parameter set.
[0146] According to the present invention, a combination selection opportunity is given to select a combination element from a plurality of candidates separately from a basic element, and a user object as a development target is formed by a combination of the combination element selected there and the basic element. A parameter set is set for each of the plurality of candidates, and a parameter set combining the parameter set of the selected combination element and the parameter set of the basic element is set for the user object to be developed. In other words, a development target is divided into a plurality of elements each having a parameter set set, and a user object is set by combining the plurality of elements. In this way, even if the basic element serving as the base is the same, user objects having different parameter sets can be set as development targets through the selection of combination elements. Different parameter sets can make the development process and results different. This can provide motivation for developing a user object.
[0147] The number of basic elements prepared in the game may be one or more. When a plurality of basic elements are prepared, a basic element to be a base of the user object may be appropriately selected from them. For example, in one aspect of the computer program of the present invention, the game may include a basic selection opportunity (F1) for selecting the basic element from a plurality of candidate elements (G1) to which a plurality of basic parameter sets are respectively set, separately from the combination selection opportunity.
[0148] The combination elements may be prepared appropriately. For example, when a base element is selected from a plurality of candidate elements, the candidates of the combination elements may be formed only by elements selectable for any of the base elements, or may include a dedicated candidate that is selectable only when a specific candidate element is selected as the base element. For example, in one aspect of the computer program of the present invention, the plurality of candidates may include a candidate dedicated to the specific candidate element as a candidate that is selectable only when a specific candidate element of the plurality of candidate elements is selected as the base element.
[0149] In addition, when a basic element is selected from a plurality of candidate elements, the combination with the combination element may be the candidate element itself (in other words, the candidate element itself may be used as the basic element), or may be a copy of the candidate element (in other words, a copy of the candidate element selected in the basic selection opportunity may be used as the basic element). For example, in a mode in which a basic element is selected from a plurality of candidate elements, a copy of the candidate element selected in the basic selection opportunity and a copy of the basic parameter set set for the candidate element may be used as the basic element and the basic parameter set, respectively.
[0150] The basic parameter set and the parameter set of the combination element may be configured as a set of the same type of parameters (the values may be different), or may include different types of parameters. In addition, parameters included only in the basic parameter set (in other words, parameters dedicated to the basic element) or parameters included only in the parameter set of the combination element (in other words, parameters dedicated to the combination element) may be prepared. Each dedicated parameter may be a parameter generated by training. For example, the basic parameter set and the parameter set of the combination element may both include parameters that change by training (the same type of growth parameters). Similarly, the basic parameter set and the parameter set of the combination element may include parameters that do not change by training, such as attributes of the user object and various management information. Furthermore, dedicated skills such as skills included only in the basic parameter set (abilities that impart a predetermined progress) and skills included only in the parameter set of the combination element may be prepared. Alternatively, skills common to the basic parameter set and the parameter set of the combination element may be prepared. The growth elements (change conditions) of the basic parameter set and the parameter set of the combination element may match or differ (including partial match and partial difference).
[0151] Specifically, in one aspect of the computer program of the present invention, at least a part of the multiple types of parameter sets may include a skill parameter as one of the parameters, which is either a skill that imparts a predetermined progress or a parameter for acquiring the skill. In this aspect, the skill parameter may be included only in the multiple types of initial parameter sets and in the part of the multiple types of parameter sets. In addition, in this aspect, a change condition for changing only the parameter set of the combination element among the combination parameter sets may be set for the combination element. Furthermore, in this aspect, the skill parameter may include a special skill parameter as either a skill that is imparted to the parameter set of the combination element when the change condition is satisfied or a parameter for acquiring the skill. When a change condition for changing only the parameter set of the combination element is set, the combination element can be developed independently of the basic element, so that the variation of the development results of the user object (combination of the combination element and the basic element) can be increased.
[0152] The combination elements may not be essential for forming the user object. In other words, the combination elements may be optional elements. Of course, the combination elements may be essential for forming the user object. For example, in one aspect of the computer program of the present invention, essential elements for forming the user object may be set as the combination elements.
[0153] Furthermore, the basic elements and combination elements may be appropriate elements that form a user object. For example, when a character is used as a user object, the basic elements and combination elements may be appropriate elements that form a character, such as the torso, head, arms, or legs, or facial parts. Alternatively, appropriate elements may be decomposed from the original appearance of a character, such as the character body and the clothes worn by the body, and used as basic elements, etc. In other words, a character to be trained may be decomposed into appropriate parts, and each part may function as a basic element and combination element appropriately. The same applies when an object other than a character is used as a user object.
[0154] Specifically, for example, in one aspect of the computer program of the present invention, the combined elements may be elements forming the appearance of the user object. Also, in this aspect, the main body (Cb) of the user object and the costume (X) worn by the main body may be used as the basic elements and the combined elements, respectively.
[0155] Furthermore, in cases where costumes are used as combination elements, various costumes may be prepared in the game. Furthermore, various parts may be appropriately prepared in the game, and may include parts other than the part for developing the user object. In this case, each costume may have a common role (function) in all parts, or may have different roles between parts. In other words, costumes (elements) that fulfill different functions between parts may be prepared.
[0156] Specifically, for example, in an aspect in which costumes are used as combination elements, the game may include a development part in which the user object is developed and another part, the development part may be provided with a plurality of special costumes each functioning as one of the plurality of candidates, and the other part may be provided with a general costume for changing the appearance of the user object only in the other part without affecting the combination parameter set. In this aspect, the setting of the plurality of types of parameter sets in the other part may be omitted, and the plurality of special costumes may be used as belonging to the general costume.
[0157] The combination elements may have appropriate effects set in addition to the parameter set for setting the combination parameter set. For example, when a costume is used as the combination element, the costume (combination element) may have an effect of changing the appearance of the user object. Alternatively, when various characteristics are provided for each candidate parameter set, an effect that appropriately affects the progress of the game according to the characteristics may be set separately. For example, as one aspect of the computer program of the present invention, when the game includes an evaluation part that evaluates the behavior of the user object with respect to a task, an aspect may be adopted in which an evaluation change means (22) is provided that changes at least one of the task and the evaluation criterion for the task according to the combination elements that form the user object in the evaluation part. In this case, the selection of the combination element also affects the evaluation part, so that the variation of the development results of the user object (combination of the combination element and the basic element) can be further increased. As a result, it is possible to provide further motivation for the development of the user object.
[0158] On the other hand, the game system of the present invention is a game system (3) that provides a game in which a user object (Ct) is developed, using an input device (12) for inputting user instructions and a display device (13) for displaying a game screen (50) including a user object (Ct) as an object for which the instructions are to be executed, and is equipped with an opportunity providing means (22) that provides a combination selection opportunity (F2) for selecting a combination element (Cb) from a plurality of candidates (G2) each having a plurality of types of parameter sets set thereto, separately from the basic element, so that the user object is formed as a single development target by combining the basic element (Cb) having a basic parameter set set therein as a basic element of the user object and a combination element (X) as an element to be combined with the basic element, and a parameter setting means (22) that sets a combination parameter set for the user object as a parameter set combining the parameter set of the combination element and the basic parameter set.
[0159] Furthermore, the control method of the present invention utilizes an input device (12) for inputting user instructions and a display device (13) for displaying a game screen (50) including a user object (Ct) as an object for which the instructions are to be executed, to cause a computer (10) incorporated in a game system (3) for providing a game in which the user object is developed to execute the following steps: an opportunity providing step of providing a combination selection opportunity (F2) for selecting a combination element (Cb) from a plurality of candidates (G2) each having a plurality of types of parameter sets set thereto, separately from the basic element, so that the user object is formed as a single development target by combining the basic element (Cb) having a basic parameter set set thereto as a basic element of the user object and a combination element (X) as an element to be combined with the basic element; and a parameter setting step of setting a combination parameter set for the user object as a parameter set combining the parameter set of the combination element and the basic parameter set.
[0160] In addition to the above-mentioned aspects, the following aspects may be derived. For example, in the above-mentioned form, the costume X is set as an element forming the target character Ct, and has a costume parameter set in the training part, and is used as one of the clothing costumes in the live part, and has different effects depending on the part. The costume X functions as a part forming the training costume (in other words, one element when one training target is divided into multiple elements). However, the costume X may function not as a part of the training target, but as a simple item (an item prepared as an element separate from the training target and used in addition to the training target. Its use on the training target is selective, and even if it is an item of the type to be equipped, it is often freely changed after use.) In other words, items with different functions may be prepared depending on the part.
[0161] For example, the computer program of the present invention may be configured to cause a computer (10) incorporated in a game system (3) that provides a game including a plurality of parts to function as a means (22) for determining an effect to be applied from a plurality of effects provided for an item (X) in accordance with the part to be played when the part to be played is selected, and a means (22) for imparting the determined effect to the part to be played when the item is used.
[0162] Alternatively, for example, the computer program of the present invention may be configured to cause a computer (10) incorporated in a game system (3) that provides a game including one part in which an item having multiple effects is prepared and another part different from the first part to function as a means (22) for duplicating the item so that it can be used in the other part as a different item from which some of the multiple effects are omitted. In these cases, an item for one part can be used as an item with different effects in another part. In other words, one item can be used as an item with different effects depending on the part. [Explanation of symbols]
[0163] 3 User device (game system) 10 Control unit (computer) 12 Input Devices 13 Display device 22 Game control unit (opportunity providing means, parameter setting means, evaluation change means) X Costumes (Combination elements, special costumes) F1 Character Selection Opportunity (Basic Selection Opportunity) F2 Costume selection opportunity (combination selection opportunity) G1 Characters (multiple candidate elements) G2 Costume group (multiple candidates, multiple special costumes) Cb Base character (basic element) Ct Target character (target for development, user object) Pg Game program (computer program)
Claims
1. A computer incorporated in a game system that provides a game in which a user object is raised, using an input device that inputs user instructions and a display device that displays a game screen including a user object as an object on which the instructions are to be executed, a chance providing means for providing a combination selection chance for selecting a combination element from a plurality of candidates each having a plurality of types of parameter sets set thereto, separately from the basic element, so that the user object is formed as a single development target by combining a basic element having a basic parameter set set thereto as a basic element of the user object and a combination element as an element to be combined with the basic element; A computer program configured to function as a parameter setting means for setting a combination parameter set, which is a parameter set combining the parameter set of the combination element and the basic parameter set, to the user object.
2. The computer program according to claim 1 , wherein the game includes a basic selection opportunity for selecting the basic element from a plurality of candidate elements, each of which has a plurality of basic parameter sets, in addition to the combination selection opportunity.
3. The computer program product according to claim 2 , wherein the plurality of candidates includes a candidate dedicated to a specific candidate element as a candidate that is selectable only when the specific candidate element of the plurality of candidate elements is selected as the basic element.
4. The computer program according to claim 2 , wherein a copy of a candidate element selected in the basis selection opportunity and a copy of the basis parameter set set for the candidate element are used as the basis element and the basis parameter set, respectively.
5. The computer program product according to claim 4 , wherein at least a portion of the multiple types of parameter sets include, as one of the parameters, a skill parameter that is either a skill that imparts a predetermined progress or a parameter for acquiring the skill.
6. The computer program product according to claim 5 , wherein the skill parameter is included only in the plurality of basic parameter sets and the part of the plurality of types of parameter sets.
7. The computer program according to claim 6 , wherein a change condition is set for the combination element for changing only the parameter set of the combination element among the combination parameter sets.
8. The computer program according to claim 7 , wherein the skill parameters include a special skill parameter as either a skill that is imparted to the parameter set of the combination element when the change condition is satisfied, or a parameter for acquiring the skill.
9. The computer program according to any one of claims 1 to 8, wherein essential elements forming the user object are set as the combination elements.
10. The computer program according to claim 9 , wherein the combination elements are elements that form the appearance of the user object.
11. The computer program according to claim 10 , wherein the base element and the combination element are a body of the user object and a costume worn by the body, respectively.
12. the game includes a development part in which the user object is developed, and a part other than the development part; In the training part, a plurality of special costumes are prepared, each of which functions as one of the plurality of candidates; The computer program according to claim 11 , wherein a general costume is prepared for the other part to change the appearance of the user object limited to the other part without affecting the combination parameter set.
13. The computer program according to claim 12 , wherein the plurality of special costumes are used in the other part so as to belong to the general costume, with the setting of the plurality of types of parameter sets being omitted.
14. A computer program according to any one of claims 1 to 8, further comprising an evaluation change means for changing at least one of the task and the evaluation criteria for the task depending on the combination elements that form the user object in the evaluation part when the game includes an evaluation part that evaluates the user object's behavior in response to a task.
15. 1. A game system that provides a game in which a user object is raised, using an input device that inputs user instructions and a display device that displays a game screen including a user object as an object on which the instructions are to be executed, comprising: a chance providing means for providing a combination selection chance for selecting a combination element from a plurality of candidates each having a plurality of types of parameter sets set thereto, separately from the basic element, so that the user object is formed as a single development target by combining a basic element having a basic parameter set set thereto as a basic element of the user object and a combination element as an element to be combined with the basic element; a parameter setting means for setting a combination parameter set, which is a parameter set obtained by combining a parameter set of the combination element and the basic parameter set, to the user object; A game system comprising:
16. A computer is provided in a game system that provides a game in which a user object is raised, using an input device that inputs a user's instruction and a display device that displays a game screen including a user object as an object on which the instruction is to be executed, the computer comprising: a step of providing an opportunity to select a combination element from a plurality of candidates each having a plurality of types of parameter sets set thereto, separately from the basic element, so that the user object is formed as a single development target by combining a basic element having a basic parameter set set thereto as a basic element of the user object and a combination element as an element to be combined with the basic element; a parameter setting step of setting a combination parameter set, which is a parameter set obtained by combining the parameter set of the combination element and the basic parameter set, to the user object; A control method for executing the above.
Citation Information
Patent Citations
Program, method, system, and electronic device
JP7035123B2