Program, method and system

By introducing generated game effects in competitive games and adjusting game rules and media attributes, the problem of unchanging game rules in the existing technology is solved, and the entertainment and strategic nature of the game is improved.

JP2025053840AActive Publication Date: 2025-04-07CYGAMES INC
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Patent Information

Application Number
JP2023162906
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-26
Publication Date
2025-04-07
Estimated Expiration
2043-09-26

AI Technical Summary

Technical Problem

The rules of existing competitive games remain unchanged in each game, resulting in insufficient entertainment and lack of innovation and change.

Method used

By introducing game effects generated in each game, adjusting game rules and media attributes can be achieved by introducing more rich and changeable gaming experiences.

Benefits of technology

It improves the entertainment and appeal of the game, increases the strategic and challenging nature of the game, making each game unique and fresh.

✦ Generated by Eureka AI based on patent content.

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Abstract

To further increase amusement of a match game.SOLUTION: Provided is a program configured to allow a computer to perform as follows: selectively determining a game effect from a plurality of game effects including a first game effect produced to adjust information on rules of a match game, which is different from information linked to a game medium, not related to an attribute associated with a deck, and a second game effect produced to adjust information linked to the game medium, related to the attribute associated with the deck; producing the selectively determined game effect when playing using the match game; performing a first match mode that provides a plurality of matches as one set, excluding a changed deck, involving selective determination of game effects; and storing a victory deck and a victory game effect, which are a deck and a game effect, when a user ends in winning all of the plurality of matches as one set in the first match mode.SELECTED DRAWING: Figure 2
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Description

[Technical field]

[0001] The present disclosure relates to a program, a method, and a system. [Background technology]

[0002] 2. Description of the Related Art Conventionally, there is known a technique for providing a user with a competitive game using a deck including a predetermined number of game media selected from a plurality of game media (for example, digital cards), each of which is associated with an attribute. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6804675 Summary of the Invention [Problem to be solved by the invention]

[0004] Generally, in such a battle game, the battle is conducted under certain rules, and these rules do not change for each battle. In this respect, there is room for improving the entertainment value of battle games.

[0005] Therefore, one of the problems that the present disclosure aims to solve is to provide a program, method, and system that can further increase the interest of competitive games. [Means for solving the problem]

[0006] A program for causing a computer to execute the program to provide a user with a competitive game using a deck including a predetermined number of game media selected from a plurality of game media, each of which is associated with an attribute, and associated with at least one attribute based on the attributes of each of the plurality of game media, the program including a plurality of game effects preset to be generated during a battle using the competitive game, the first game effect being generated to adjust information related to the rules of the competitive game, which is different from information associated with the game media and is not associated with at least one attribute associated with the deck, and a second game effect being generated to adjust information associated with the game media, which is associated with at least one attribute associated with the deck. a first battle mode that provides a set of multiple battles that do not include a deck change and involve the selective determination of at least one game effect; saving a winning deck and at least one game effect, which are a winning game effect and a winning deck, at a time when all of the multiple battles in the set in the first battle mode have ended with a victory for the user; and executing a second battle mode that provides a battle in which only the saved winning deck and winning game effect can be used.

[0007] Furthermore, another exemplary method of the present disclosure is a method executed by a computer for providing a user with a competitive game using a deck including a predetermined number of game media selected from a plurality of game media each associated with an attribute, the deck being associated with at least one attribute based on the attributes of each of the plurality of game media, the method including: a first game effect that is generated so as to adjust information relating to the rules of the competitive game, the first game effect being different from information associated with the game media and not associated with at least one attribute associated with the deck, and a second ... associated with the game media, the first game effect being related to at least one attribute associated with the deck, the second game effect being related to at least one attribute associated with the deck, the second game effect being related to at least one attribute associated with the deck, the second game effect being related to at least one attribute associated with the deck, the second game effect being related to at least one attribute associated with the deck, the second game effect being related to at least one attribute associated with the deck, and the second game effect being related to at least one attribute associated with the deck. and a second game effect that occurs to balance the deck and the first game effect; generating the selectively determined at least one game effect during a match using a match game; executing a first match mode that provides a set of multiple matches that do not include a deck change and that involve the selective determination of the at least one game effect; saving a winning deck and a winning game effect that are the deck and at least one game effect at a time when all of the multiple matches in the set in the first match mode have ended with a victory by the user; and executing a second match mode that provides a match in which only the saved winning deck and winning game effect can be used.

[0008] Furthermore, a system as yet another example of the present disclosure is a system for providing a user with a competitive game using a deck including a predetermined number of game media selected from a plurality of game media each associated with an attribute, the deck being associated with at least one attribute based on the attributes of each of the plurality of game media, the system including a plurality of game effects preset to be generated during a battle using the competitive game, the first game effect being generated to adjust information relating to the rules of the competitive game, the first game effect being different from information associated with the game media and not associated with at least one attribute associated with the deck, and the information associated with the game media being associated with at least one attribute associated with the deck. and a second game effect that occurs to adjust the deck, and generates the selectively determined at least one game effect during a match using a match game, execute a first match mode in which a set of multiple matches involving the selective determination of the at least one game effect and which do not include a deck change, save a winning deck and a winning game effect, which are the deck and at least one game effect at a time when all of the multiple matches in the set in the first match mode have ended with a victory by the user, and execute a second match mode in which only the saved winning deck and winning game effect can be used. [Brief description of the drawings]

[0009] [Figure 1] FIG. 1 is an exemplary schematic diagram showing a configuration of a system according to an embodiment. [Diagram 2] FIG. 2 is an exemplary schematic block diagram illustrating a functional configuration of a terminal device according to an embodiment. [Diagram 3] FIG. 3 is an exemplary schematic sequence diagram showing a flow of processes executed by the terminal device and the server device according to the embodiment. [Figure 4] FIG. 4 is an exemplary schematic diagram showing an example of a quest selection screen according to the embodiment. [Diagram 5] FIG. 5 is an illustrative schematic diagram showing an example of a game effect selection screen according to the embodiment. [Figure 6] FIG. 6 is an illustrative schematic diagram showing an example of a consecutive battle preparation screen according to the embodiment. [Figure 7] FIG. 7 is an illustrative schematic diagram showing an example of a game effect confirmation screen according to the embodiment. [Figure 8] FIG. 8 is an illustrative schematic diagram showing an example of a battle screen according to the embodiment. [Figure 9] FIG. 9 is an illustrative schematic diagram showing an example of the battle screen different from that shown in FIG. 8 according to the embodiment. [Figure 10] FIG. 10 is an illustrative schematic diagram showing an example of the consecutive battle preparation screen different from that shown in FIG. 6 according to the embodiment. [Figure 11] FIG. 11 is an illustrative schematic diagram showing an example of a battle result screen according to the embodiment. [Figure 12] FIG. 12 is an illustrative schematic diagram showing an example of the consecutive battle preparation screen according to the embodiment that is different from those shown in FIG. 6 and FIG. [Figure 13] FIG. 13 is an illustrative schematic diagram showing an example of the quest selection screen different from that shown in FIG. 4 according to the embodiment. [Figure 14] FIG. 14 is an illustrative schematic diagram showing an example of a winning deck selection screen according to an embodiment. [Figure 15] FIG. 15 is an illustrative schematic diagram showing an example of a random battle confirmation screen according to the embodiment. [Figure 16] FIG. 16 is an illustrative schematic diagram showing an example of a winning deck confirmation screen according to an embodiment. [Figure 17] FIG. 17 is an illustrative schematic diagram showing an example of a winning game effect confirmation screen according to the embodiment. [Figure 18] FIG. 18 is an illustrative schematic block diagram illustrating an example of a hardware configuration of an information processing device constituting a terminal device and a server device according to an embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] Hereinafter, embodiments of a program, method, and system according to the present disclosure will be described with reference to the drawings. The configurations of the embodiments described below, and the actions and effects brought about by the configurations, are merely examples, and are not limited to the contents described below.

[0011] In addition, in the following, ordinal numbers such as "first" and "second" are used as necessary, but these ordinal numbers are used for convenience of identification and do not indicate a particular priority order.

[0012] FIG. 1 is an exemplary schematic diagram showing a configuration of a system according to an embodiment.

[0013] 1, the system according to the embodiment includes a plurality of terminal devices 110 including a display 110A having a touch panel, and a server device 120. The terminal devices 110 and the server device 120 are connected to each other so as to be able to communicate with each other via a network 150 such as the Internet.

[0014] Note that the configuration shown in Fig. 1 is merely an example and does not limit the technical idea of ​​the present disclosure. For example, Fig. 1 illustrates terminal devices 111 and 112 configured as tablet computers including displays 111A and 112A as an example of terminal device 110 including display 110A. However, the number of terminal devices 110 may be three or more, and terminal device 110 may be configured as an electronic device other than a tablet computer as long as it has a configuration equivalent to that of a general computer (a specific example will be described later with reference to Fig. 12).

[0015] With the above-described configuration, in the embodiment, a competitive game is realized between users of the terminal devices 110 via the network 150. For example, in the embodiment, the competitive game is a competitive game using a deck including a predetermined number of cards selected from a plurality of game media, such as digital cards (hereinafter simply referred to as cards), each of which is associated with an attribute (hereinafter referred to as a class).

[0016] For example, in an embodiment, a user of each terminal device 110 owns cards provided by the operator of the competitive game by digitally acquiring them through a lottery or the like, organizes a deck by selecting a predetermined number of cards from the cards owned while taking into consideration their class, and plays the competitive game with other users via the server device 120 using the organized deck.

[0017] In the embodiment, the server device 120 records, for example, player information on users (players) who play a competitive game for each user participating in the competitive game. The player information is, for example, information on cards owned by the player and information on decks organized by the player in the past. The server device 120 updates the recorded player information and controls the progress of the competitive game based on information output from the terminal device 110 in response to user operations.

[0018] However, in such conventional fighting games, the battle is generally conducted under certain rules, and these rules do not change for each battle. In this respect, there is room for improving the entertainment value of fighting games.

[0019] Therefore, the embodiment uses technology described in detail below to appropriately generate game effects that make it possible, for example when multiple matches are played, to change the rules of the match for each match, thereby further increasing the interest of the match game.

[0020] FIG. 2 is an exemplary schematic block diagram showing a functional configuration of the terminal device 110 according to the embodiment.

[0021] As shown in FIG. 2, the terminal device 110 includes a reception processing unit 201, a management processing unit 202, a game control processing unit 203, and a display processing unit 204.

[0022] The reception processing unit 201 receives input of various operations by the user using the terminal device 110. For example, the reception processing unit 201 receives a selection of a format (battle format) of a competitive game before the start of the competitive game, receives a selection of a class of cards to be included in a deck used in the competitive game, and receives a selection of cards to be included in the deck after the class selection.

[0023] The management processing unit 202 manages the decks organized in response to user operations. For example, the management processing unit 202 manages group identifiers of game media that can be included in a deck based on a format selected by the user.

[0024] The game control processing unit 203 controls the progress of the competitive game while communicating with the server device 120. Furthermore, the display processing unit 204 controls the output of images relating to the competitive game to the display 110A.

[0025] Based on the functional configuration as described above, when providing a fighting game to a user, the terminal device 110 according to the embodiment executes various processes in cooperation with the server device 120 in the flow shown in the following FIG. 3.

[0026] FIG. 3 is an exemplary schematic sequence diagram showing the flow of processing executed by the terminal device 110 and the server device 120 according to the embodiment.

[0027] 3, in an embodiment, the terminal device 110 (for example, the game control processing unit 203) first executes a login request process in S311 for obtaining player information of the user of the terminal device 110 from the server device 120, and transmits login information including identification information of the user to the server device 120. This process of S311 is executed, for example, at the start of an application installed in the terminal device 110 for providing a fighting game.

[0028] Then, in S321, the server device 120 executes a login process based on the login information received from the terminal device 110, extracts corresponding player information from the player information recorded by the server device 120, and transmits the extracted player information to the terminal device 110.

[0029] Then, in S313, the terminal device 110 (for example, the reception processing unit 201, the management processing unit 202, and the display processing unit 204) executes a deck organization process for organizing a deck to be used in a competitive game in response to a user's operation, and transmits deck information regarding the organized deck to the server device 120. Although details will be described later, the deck organization process is a process in which the reception processing unit 201 accepts a user's operation, and the management processing unit 202 manages the deck while the display processing unit 204 displays various images (screens) on the display 110A as necessary.

[0030] Then, in S322, the server device 120 executes a deck information saving process for saving the deck information received from the terminal device 110 and updating the player information recorded by the server device 120 itself.

[0031] Then, in S313 and S323, the terminal device 110 (for example, the reception processing unit 201, the game control processing unit 203, and the display processing unit 204) and the server device 120 each execute a game execution process for executing a competitive game while cooperating with each other through communication. The game execution process is a process in which the reception processing unit 201 accepts user operations and the display processing unit 204 displays various images (screens) on the display 110A while the game control processing unit 203 controls the progress of the game.

[0032] Here, in an embodiment, in the game execution process of S313 described above, first, a process is executed in which the user selects a battle mode (hereinafter referred to as a quest) prepared in advance by the administrator of the battle game via a quest selection screen such as that shown in the following FIG. 4.

[0033] FIG. 4 is an exemplary schematic diagram showing an example of a quest selection screen according to the embodiment.

[0034] 4 is an example of a quest selection screen. This image 400 includes multiple buttons 410, 420, and 430. Button 410 is a first button that accepts the selection of a battle mode called "consecutive battles," button 420 is a second button that accepts the selection of a battle mode called "puzzle," and button 430 is a third button that accepts the selection of another battle mode (for example, a battle mode set in stages according to the difficulty level; not shown).

[0035] The battle mode "Continuous Battle" selectable by the first button 410 is a mode in which multiple battles that do not involve deck changes are executed as one set. The battle mode "Puzzle" selectable by the second button 402 is a mode in which the procedure for achieving the conditions specified by the administrator in the battle is provided as a puzzle.

[0036] In the above-mentioned "consecutive battles," interest is further increased if the rules change for each battle. In the "consecutive battles," at least one game effect is selectively determined from a plurality of game effects that are preset so as to be generated during a battle using a battle game, for example, before the start of each battle, and the at least one game effect is generated during a battle using a battle game. Note that the plurality of game effects are not limited to a first game effect that is generated to adjust information related to the rules of the battle game, which is different from information linked to the game medium, but may also include a second game effect that is generated to adjust information linked to the game medium.

[0037] More specifically, in an embodiment, a user's arbitrary selection is accepted via a game effect selection screen (see image 500 shown in the following FIG. 5) serving as a user interface that selectively displays a predetermined number of game effects determined by lottery from the above-mentioned plurality of game effects, and selective determination of the game effects is performed based on the user's arbitrary selection accepted via the game effect selection screen.

[0038] FIG. 5 is an illustrative schematic diagram showing an example of a game effect selection screen according to the embodiment.

[0039] Image 500 shown in FIG. 5 is an example of a game effect selection screen that is displayed on display 110A after a "consecutive battle" is selected via image 400 (see FIG. 4) above and before the start of each of multiple battles provided as one set in the "consecutive battle."

[0040] Image 500 includes areas 510, 520, and 530 in which user-selectable game effects are displayed. Game effects occur during a match as if the player or a character tied to the player (more specifically, the player character operated by the player) were exerting special abilities, and therefore hereinafter the game effects may also be referred to as "abilities."

[0041] Area 510 includes area 511 displaying the name of the ability, image 512 showing the ability, area 513 displaying an explanation of the ability, and button 514 for receiving a user selection operation. Note that "class ability" displayed in area 511 is a term meaning the above-mentioned second game effect. Image 512 includes image 512A showing a character or the like corresponding to the ability, frame 512B surrounding image 512A, and icon 512C displayed below frame 512B in a manner that allows the ability displayed in image 512 to be identified as a "class ability."

[0042] Examples of "class abilities" include: When a player uses a game medium during a match, if it is the fourth time during this turn, the ability to randomly increase the status of one of their game mediums; The ability to increase the status of a particular game medium each time the player uses that game medium; The ability for the player to increase damage dealt to enemy characters by consuming game content; The abilities that may be presented as "class abilities" are predetermined according to the class that the player selected when organizing the deck, so the abilities that may be presented as "class abilities" on the game effect selection screen will differ depending on the class that the player selected.

[0043] The basic display contents of areas 520 and 530 are the same as those of area 510. More specifically, area 520 (530) includes area 521 (531) displaying the name of the ability, image 522 (532) showing the ability, area 523 (533) displaying an explanation of the ability, and button 524 (534) for receiving a user selection operation. Note that "neutral ability" displayed in area 521 (531) is a term meaning the above-mentioned first game effect. Moreover, image 522 (532) includes image 522A (532A) showing a character or the like corresponding to the ability, frame 522B (532B) surrounding image 522A (532A), and icon 522C (532C) displayed below frame 522B (532B) in a manner that enables the ability displayed in image 522 (532) to be identified as a "neutral ability", i.e., in a display manner different from that of icon 512C described above.

[0044] Examples of "neutral abilities" include: -The ability to increase the player character's maximum stamina by +5 and recover 5 stamina of the player character, Ability to add a special game medium to your hand at the start of your first turn The ability to draw one card from your deck in addition to the usual one at the start of your turn (i.e. two cards in total), Unlike the above-mentioned "class abilities," abilities that may be presented as "neutral abilities" are predetermined regardless of the class selected by the player, so the abilities that may be presented as "neutral abilities" on the game effect selection screen are determined by lottery from among the predetermined abilities.

[0045] In the embodiment, there is a certain probability that the "class abilities" and "neutral abilities" presented to the user as options may be premium abilities that are enhanced versions of the basic abilities normally presented (e.g., versions with a larger increase in status). Premium abilities are presented with a lower probability than the basic abilities normally presented, and images showing premium abilities are displayed in a visually more luxurious (ornamental) manner than images showing basic class abilities.

[0046] In addition, an area 551 is provided on the upper right side of the image 500, which displays stamina, one of the parameters related to the player character operated by the player (in a battle, if the player character's stamina becomes zero, the player loses). In the "consecutive battle", stamina is set to be carried over in multiple battles provided as one set (however, a certain amount of stamina is restored after each battle). The stamina is displayed in the form of, for example, "a number indicating a current value / a number indicating a maximum value", but if the maximum value of stamina is increased by a game effect, the increased maximum value (for example, 21) may be displayed in a display mode different from the normal maximum value (20) (for example, a display mode in which the text color is changed). Such a change in display mode may be performed not only for stamina, but also for various statuses or parameters that may change due to game effects. In addition, a button 552 for accepting an operation to confirm the deck to be used in the "consecutive battle", and a button 553 for accepting an operation to confirm the ability selected by the user in this "consecutive battle" are provided on the upper right side of the image 500.

[0047] 5, three abilities are displayed as selectable, but in the embodiment, two abilities may be displayed as selectable, or four or more abilities may be displayed as selectable. Also, the format is not limited to a format in which only one ability can be selected from a plurality of abilities, but a format in which two or more abilities can be selected at one time from a plurality of abilities may be adopted.

[0048] Here, a brief description will be given of the selection of abilities presented on the game effect selection screen. The first selection is made after the user selects a deck, and among the "class abilities" predetermined according to the deck's class and the "neutral abilities" predetermined regardless of the class. The second to fourth selections are made after the first to third battles are completed, respectively, and immediately before the consecutive battle preparation screen (see FIG. 6 and FIG. 10), which will be described later, is displayed. In this case, the consecutive battle preparation screen is displayed after the user has completed selecting the abilities.

[0049] The process of selecting abilities is executed before the start of each of the first through fourth battles, using a prepared selection table, for example, in the following manner. 1.By referring to a first lottery table prepared in advance for the first lottery before the start of the Xth (1st to 4th) match, it is determined which "class abilities" and / or "neutral abilities" will be presented as options on the game effect selection screen, and whether the presented abilities will be normal abilities or premium abilities. 2. Then, the content of the "class ability" and / or "neutral ability" is determined by referring to a second lottery table prepared in advance for the second lottery before the start of the Xth (1-4) match. For example, in 1 above, if it is decided to present the "class ability" that has become a premium ability as an option before the start of the Xth match, the content of the ability to be presented is determined by referring to a second lottery table in which all "class abilities" that may be presented in the Xth match are determined together with their presentation probability. 3. The above steps 1 and 2 are repeated until the three abilities to be presented as options are determined.

[0050] In addition, in the process of selecting abilities as described above, adjustments are made so that the same abilities are not presented three times as options, and so that an ability that the user has already selected is not presented again as an option.

[0051] When an ability is selected via the game effect selection screen as described above before the start of the first battle in the "consecutive battle", a consecutive battle preparation screen as shown in FIG. 6 is displayed on display 110A.

[0052] FIG. 6 is an illustrative schematic diagram showing an example of a consecutive battle preparation screen according to the embodiment.

[0053] 6 is an example of a consecutive battle preparation screen that is displayed on the display 110A after the selection of abilities before the start of the first battle is completed. This image 600 includes an area 601 that displays various information related to the "consecutive battle" and a button 602 that accepts an operation to start the first battle.

[0054] The area 601 includes an area 610 in which the progress of the "consecutive battle" is displayed. The area 610 is provided with areas 611 to 614 in a number corresponding to the total number of battles in the "consecutive battle". The example shown in FIG. 6 shows the situation before the start of the first battle, so an image 671 showing the enemy character to be fought in the first battle and an image 671A showing the stamina of the enemy character are displayed in the area 611, and the remaining areas 612 to 614 are blank. In the example shown in FIG. 6, an arrow-shaped object 690 is displayed above the area 611, which clarifies that the current progress of the "consecutive battle" is before the start of the first battle. Note that, although the total number of battles in the "consecutive battle" is four in the example shown in FIG. 6, the total number of battles may be two or three, or may be five or more.

[0055] Moreover, area 601 includes area 620 in which the play status of the "consecutive battles" by the player is displayed. Area 620 includes area 621 in which the current vitality of the player character is displayed, area 622 in which the current number of victories in the "consecutive battles" is displayed, and area 623 in which an object indicating a reward that can be acquired as a result of the "consecutive battles" is displayed. The display manner of the vitality in area 621 is the same as the display manner of the vitality in area 551 of image 500 described above (see FIG. 5).

[0056] In addition, area 601 includes a button 630 that accepts an operation to confirm the deck selected by the user to be used in the "consecutive battle", a button 640 that accepts an operation to confirm the abilities selected by the user for the current "consecutive battle", and a button 650 that accepts an operation to end (retire) the current "consecutive battle".

[0057] Here, when the user selects button 553 of image 500 (see FIG. 5) above or button 640 of image 600 (see FIG. 6) above, a game effect confirmation screen as shown in the following FIG. 7 may be displayed on display 110A.

[0058] FIG. 7 is an illustrative schematic diagram showing an example of a game effect confirmation screen according to the embodiment.

[0059] An image 700 shown in FIG. 7 is an example of a game effect confirmation screen. On the left side of this image 700, an area 710 is provided, which includes a plurality of areas 711-712 capable of displaying an image showing an ability selected by a user. The example shown in FIG. 7 shows a situation in which only one ability has been selected before the start of the first battle, so an image 715 showing the ability is displayed only in the area 711, and the remaining areas 712-714 are blank. The display mode of the image 715 is similar to the display mode of the images 512, 522, and 533 shown in FIG. 5, so further description is omitted here. Note that, after the end of the first battle, when a second ability is selected before the start of the second battle, an image showing the selected ability is displayed in the area 712. Similarly, the areas 713 and 714 also change from the plank state to a state in which an image showing the ability is displayed each time the third ability and the fourth ability are selected, respectively.

[0060] Also, on the right side of image 700, there is provided area 720 capable of displaying details of an ability selected by the user from among the abilities displayed in area 710. The example shown in Fig. 7 shows a case where an ability in area 711 is selected, in which area 720 are displayed image 721 which is an enlarged version of image 715 displayed in area 711, and area 722 which displays an explanation of the ability indicated by image 721.

[0061] The player character's abilities can also be checked during a match, as shown in FIG.

[0062] FIG. 8 is an illustrative schematic diagram showing an example of a battle screen according to the embodiment.

[0063] Image 800 shown in FIG. 8 is an example of a battle screen that can be displayed on display 110A while a battle is in progress. On the left side of this image 800, multiple areas 810, 821-823 are displayed. Area 810 displays an ability selected by the user as an ability specific to the "consecutive battle" via image 500 (see FIG. 5). Meanwhile, areas 821-823 display abilities that are different from the abilities specific to the "consecutive battle" and that are given to the player character by the user operating the game medium during the battle. These areas 810, 821-823 are displayed on the battle screen by performing a predetermined operation while a battle is in progress.

[0064] In this embodiment, as shown in the following FIG. 9, it is possible to check not only the abilities of the player character but also the abilities of the enemy character during a battle.

[0065] FIG. 9 is an illustrative schematic diagram showing an example of the battle screen different from that shown in FIG. 8 according to the embodiment.

[0066] An image 900 shown in FIG. 9 is an example of a battle screen that can be displayed on the display 110A during the progress of a battle. On the left side of this image 900, a plurality of areas 910, 921 to 923 are displayed. In the area 910, abilities given to the enemy character as abilities specific to the "consecutive battle" are displayed. On the other hand, in the areas 921 to 923, abilities given to the enemy character by the opponent operating the game medium, which are different from the abilities specific to the "consecutive battle", are displayed. These areas 910, 921 to 923 are displayed on the battle screen by performing a predetermined operation during the progress of the battle. Here, since the enemy character in the "consecutive battle" is usually a non-player character that performs a battle against the player according to a predetermined program without being operated by a person, the abilities displayed in the area 910 are abilities that are predetermined according to the enemy character and are not based on the selection of the player. Note that, although an example is described here in which abilities specific to "consecutive battles" are imparted not only to player characters but also to enemy characters, in the embodiment, it is not necessary that abilities are imparted to enemy characters, and a configuration in which abilities are imparted only to player characters is also conceivable.

[0067] Below is a brief explanation of the second and subsequent battles in the "consecutive battles."

[0068] For example, in an embodiment, if the selection of the second ability is completed before the start of the second battle in the "consecutive battle", the consecutive battle preparation screen is displayed in the manner shown in FIG. 10.

[0069] Fig. 10 is an illustrative and schematic diagram showing an example of the consecutive battle preparation screen according to the embodiment, which is different from Fig. 6. In the example shown in Fig. 10, the same elements as those in the example shown in Fig. 6 are given the same reference numerals, so the following mainly describes elements that are different from those in the example shown in Fig. 6.

[0070] As described above, the image 1000 shown in FIG. 10 shows a situation before the start of the second battle of the "consecutive battles". For this reason, in the area 1101 of the image 1000, an image 672 showing an enemy character to be fought in the second battle and an image 672A showing the vitality of the enemy character are displayed in the area 612, and an arrow-shaped object 690 is displayed above the area 612. Also, the image 1000 displays a button 1102 for accepting an operation to start the next battle (i.e., the second battle). Note that, in the example shown in FIG. 10, the image 671 showing the enemy character to be fought in the first battle and the image 671A showing the vitality of the enemy character are grayed out, making it clear that the first battle has ended. Also, in the example shown in FIG. 10, the vitality shown by the image 672A is different from the vitality of the enemy character to be fought in the first battle (see image 671A), but the vitality of the enemy character may be the same in each battle.

[0071] Immediately after each battle in the "consecutive battles" is completed, a battle result screen such as that shown in FIG. 11 is displayed on the display 110A.

[0072] FIG. 11 is an illustrative schematic diagram showing an example of a battle result screen according to the embodiment.

[0073] An image 1100 shown in FIG. 11 is an example of a battle result screen displayed on the display 110A immediately after the fourth battle is completed. This image 1100 includes an area 1101 in which an area 1110 in which the current number of wins in the "consecutive battles" is displayed, an area 1120 in which the current stamina of the player character is displayed, and an area 1130 in which an ability selected by the user before each battle as an ability specific to the "consecutive battles" is displayed. Since the example shown in FIG. 11 shows a situation immediately after the fourth battle is completed, four images 1131 to 1134 indicating four abilities are displayed in the area 1130. The display manner of these images 1131 to 1134 is similar to the display manner of the images 512, 522, and 533 shown in FIG. 5, further explanation will be omitted here.

[0074] Additionally, image 1100 is provided with button 1102 for accepting an operation to move to a consecutive battle preparation screen where the progress of the "consecutive battle" can be confirmed, and button 1103 for accepting an operation to end the "consecutive battle" and move to a quest selection screen as shown in Fig. 4. As described above, the example shown in Fig. 11 shows the situation immediately after the fourth battle has ended, so when button 1120 in Fig. 11 is operated, a consecutive battle preparation screen as shown in the following Fig. 12 is displayed on display 110A.

[0075] Fig. 12 is an illustrative and schematic diagram showing an example of the consecutive battle preparation screen according to the embodiment, which is different from Fig. 6 and Fig. 10. In the example shown in Fig. 12, elements common to the examples shown in Fig. 6 and Fig. 10 are given the same reference numerals, and therefore, hereinafter, elements different from the examples shown in Fig. 6 and Fig. 10 will be mainly described.

[0076] 12 shows the situation after the fourth battle of the "consecutive battles" has ended. Therefore, in an area 1201 of the image 1200, the images 671-674 showing the enemy characters that have already been fought and the images 671A-674A showing the stamina of the enemy characters, which are displayed in the areas 611-614 respectively, are grayed out, making it clear that all four battles have ended. Also displayed in the image 1200 is a button 1202 that accepts an operation to acquire a reward upon completion of all battles.

[0077] Incidentally, when a player wins a series of battles in the "consecutive battle" described above, the deck and game effect used cannot usually be used in another battle. However, in the embodiment, in order to further increase the interest of the game, a battle mode other than the "consecutive battle" is provided in which the deck and game effect obtained by winning a series of battles in the "consecutive battle" (hereinafter, sometimes referred to as the winning deck and winning game effect, respectively) can be used.

[0078] More specifically, in the embodiment, when the "consecutive battle" is cleared while certain conditions are met (for example, when all battles from the first to fourth battles in the "consecutive battle" are cleared in a predetermined number of turns or less, for example, 30 turns or less), the victory deck and victory game effect used or selected by the user in the "consecutive battle" are saved, and a new battle mode called "interruption battle" that provides a battle in which only the victory deck and victory game effect can be used is released. The user is notified that the "interruption battle" has been released by a message screen, for example, a hidden boss has been released, when the "consecutive battle" is cleared while certain conditions are met. The released "interruption battle" can be confirmed on the quest selection screen as shown in FIG. 4 described above, as shown in FIG. 13 below.

[0079] FIG. 13 is an illustrative schematic diagram showing an example of the quest selection screen different from that shown in FIG. 4 according to the embodiment.

[0080] An image 1300 shown in FIG. 13 is an example of a quest selection screen that is displayed when the "Vanilla Battle" is unlocked. This image 1300 includes a number of buttons 1310, 1320, and 1330. The button 1310 is a button that accepts the selection of a battle mode called the "Vanilla Battle." The opponent (hidden boss) in this "Vanilla Battle" can be notified to the user by a character image that is displayed in the area to the right of the image 1300. Note that the buttons 1320 and 1330 are the same as the buttons 420 and 430 shown in FIG. 4, respectively.

[0081] The user can start a "challenge battle" by pressing button 1310. Then, when the "challenge battle" starts, the user can select a victory deck to be used in the "challenge battle" via a victory deck selection screen as shown in the following FIG. 14.

[0082] FIG. 14 is an illustrative schematic diagram showing an example of a winning deck selection screen according to an embodiment.

[0083] As an example, image 1400 shown in FIG. 14 displays three winning decks that can be used in the "Disruption Battle". The user can select a deck to be used in the "Disruption Battle" by pressing one of three buttons 1411 to 1413. All three decks are winning decks that are saved when the "Continuous Battle" is cleared. The condition for saving the winning deck is, for example, that the "Disruption Battle" is released before the "Disruption Battle" is released, and that the "Continuous Battle" is cleared after the "Disruption Battle" is released. When one deck is selected via image 1400, a Disruption Battle confirmation screen as shown in the following FIG. 15 is displayed.

[0084] FIG. 15 is an illustrative schematic diagram showing an example of a random battle confirmation screen according to the embodiment.

[0085] 15 shows four images 1511-1514 indicating the winning game effects corresponding to the winning deck selected on the winning deck selection screen (see FIG. 14), i.e., the four game effects selected by the user in the "consecutive battles" using the winning deck selected on the winning deck selection screen. Image 1500 also includes a "Deck Confirmation" button 1520 for moving to a winning deck confirmation screen as shown in the following FIG. 16, and an "OK" button 1530 for starting a "challenge battle."

[0086] FIG. 16 is an illustrative schematic diagram showing an example of a winning deck confirmation screen according to an embodiment.

[0087] Image 1600 shown in FIG. 16 displays a list of game media contained in the victory deck (= the victory deck selected on the victory deck selection screen (see FIG. 14)) corresponding to the victory effects displayed on the random battle confirmation screen (see FIG. 15) as candidates for use in the "random battle." Image 1600 also includes a "check abilities" button 1610 for transitioning to a victory game effect confirmation screen as shown in the next FIG. 17. When the "x" button in the upper right of image 1600 is pressed, the screen display returns from the state in which image 1600 was displayed to the state in which the random battle confirmation screen (see FIG. 15) was displayed.

[0088] FIG. 17 is an illustrative schematic diagram showing an example of a winning game effect confirmation screen according to the embodiment.

[0089] An image 1700 shown in Fig. 17 displays details of the victory effect corresponding to the winning deck displayed on the winning deck confirmation screen (see Fig. 16), i.e., the victory effect displayed on the above-mentioned random battle confirmation screen (see Fig. 15) as a candidate for use in the "random battle". The display mode of the game effects in this image 1700 is the same as the display mode of the game effects on the above-mentioned game effect confirmation screen (see Fig. 7). In the example shown in Fig. 17, images 1715-1718 showing four winning game effects are displayed in four areas 1711-1714 provided in the left area 1711.

[0090] Also, on the right side of image 1700, there is provided an area 1720 capable of displaying details of a victory game effect selected by the user from among those displayed in area 1710. The example shown in Fig. 17 shows a case where image 1715 displayed in area 1711 is selected, and in this case, image 1721 which is an enlarged version of image 1715 displayed in area 1711, and area 1722 displaying an explanation of the victory game effect represented by image 1721 are displayed in area 1720. When the "x" button in the upper right of image 1700 is pressed, the screen display returns from the state where image 7600 was displayed to the state where the above-mentioned victory deck confirmation screen (see Fig. 16) is displayed.

[0091] As described above, the system according to the embodiment is a system for providing a user with a battle game using a deck including a predetermined number of game media selected from a plurality of game media each associated with an attribute, and associated with at least one attribute based on each of the attributes of the plurality of game media. The system is configured to selectively determine at least one game effect from a plurality of game effects preset to be generated during a battle using the battle game, the plurality of game effects including a first game effect generated to adjust information related to the rules of the battle game that is different from information associated with the game media and is not associated with at least one attribute associated with the deck, and a second game effect generated to adjust information associated with the game media that is associated with at least one attribute associated with the deck, and to generate the selectively determined at least one game effect during a battle using the battle game. The system is also configured to execute a first battle mode ("consecutive battle") that provides a set of multiple battles that involve the selective determination of at least one game effect and do not include deck changes, and to execute a second battle mode ("random battle") that saves the deck and at least one game effect, which are a winning deck and a winning game effect, at the time when all of the multiple battles in the set of multiple battles in the first battle mode have ended with a victory for the user, and to provide a battle in which only the saved winning deck and winning game effect can be used.

[0092] The above process is executed on the terminal device 110 side, for example, under the initiative of the server device 120. More specifically, the server device 120 stores up to nine sets of victory decks and victory game effects for each player ID. The server device 120 adds a set of victory decks and victory game effects each time a "consecutive battle" is cleared, and when the number of sets exceeds nine, the server device 120 deletes the oldest set and adds a new set. Meanwhile, when the terminal device 110 accepts an operation to start a "challenge battle," it acquires data related to the set of victory decks and victory game effects stored in the server device 120 from the server device 120, and displays the various screens shown in the above-mentioned Figs. 14 to 17 based on the acquired data.

[0093] According to the above configuration, the two battle modes, "Continuous Battle" and "Invasion Battle", can further increase the interest of the battle game. In other words, according to the above configuration, when playing the "Continuous Battle", not only do players build a deck and select abilities that can clear the "Continuous Battle", but they also build a deck and select abilities taking into account the battle in the "Invasion Battle", so a more strategic battle game can be provided.

[0094] In addition, in the embodiment, the second battle mode ("Vanilla Battle") is unlocked when all of a set of multiple battles in the first battle mode ("Continuous Battle") ends with the user's victory under certain conditions (for example, when the "Continuous Battle" is cleared within 30 turns). By limiting the "Continuous Battle" to those cleared under certain conditions, the interest of the "Continuous Battle" and "Vanilla Battle" can be further improved.

[0095] In addition, in the embodiment, before the execution of the second battle mode ("challenge battle") is released, the saving of the victory deck and the victory game effect is executed when all of the multiple battles in one set in the first battle mode ("consecutive battle") end with the user's victory under the above-mentioned certain conditions, and after the execution of the "challenge battle" is released, the saving of the victory deck and the victory game effect is executed when all of the multiple battles in one set in the "consecutive battle" end with the user's victory regardless of the above-mentioned certain conditions. With such a configuration, it is possible to appropriately increase the candidates for the victory deck and the victory game effect that can be used in the "challenge battle".

[0096] In the embodiment, before the start of a battle in the second battle mode ("Vanilla Battle"), a confirmation screen (see FIGS. 15 to 17) is displayed to allow the user to confirm the winning deck and winning game effect that can be used in the battle. This can improve user convenience.

[0097] In addition, in the embodiment, during the execution of the first battle mode ("consecutive battles"), the selective determination of at least one of the game effects is executed multiple times. With this configuration, the game effects occur multiple times each time a battle is played, which can further increase the interest of the battle game.

[0098] In the embodiment, the selective determination of the at least one game effect is performed based on an arbitrary selection of the user received via a user interface. With this configuration, the user can arbitrarily select the game effect that occurs during a match, which can further increase the interest of the match game.

[0099] In an embodiment, an arbitrary selection by a user is accepted via a game effect selection screen serving as a user interface that displays a predetermined number of game effects selected by lottery from among a plurality of game effects. With this configuration, the user can visually and easily select a game effect via the game effect selection screen.

[0100] In the embodiment, the first game effect and the second game effect are displayed on the game effect selection screen in a visually distinguishable manner, allowing the user to easily visually distinguish between the first game effect and the second game effect.

[0101] Finally, the hardware configuration of the terminal device 110 and the server device 120 according to the above-mentioned embodiment will be described. The authentication module according to the embodiment is configured as an information processing device 1800 having a hardware configuration equivalent to that of a general computer, for example, as shown in the following FIG.

[0102] FIG. 18 is an exemplary schematic block diagram showing a hardware configuration of an information processing device 1800 constituting the terminal device 110 and the server device 120 according to the embodiment.

[0103] 18, an information processing device 1800 includes a processor 1810, a memory 1820, a storage 1830, an input / output interface (I / F) 1840, and a communication interface (I / F) 1850. These pieces of hardware are connected to a bus 1860.

[0104] The processor 1810 is configured as, for example, a CPU (Central Processing Unit), and controls the overall operation of each part of the information processing device 1800 .

[0105] Memory 1820 includes, for example, Read Only Memory (ROM) and Random Access Memory (RAM), and provides volatile or non-volatile storage of various data such as programs executed by processor 1810, and provides a working area for processor 1810 to execute programs.

[0106] The storage 1830 includes, for example, a hard disk drive (HDD) or a solid state drive (SSD), and stores various types of data in a non-volatile manner.

[0107] The input / output interface 1840 controls the input of data to the information processing device 1800 from input devices (input sections) such as a touch panel and a pointing device such as a mouse, a game controller, a keyboard, a microphone, a GPS, and various sensors (acceleration sensors, optical sensors, pressure sensors, air pressure sensors, etc.), and the output of data from the information processing device 1300 to output devices (output sections) such as a display (display device), a speaker (acoustic device), and an actuator (a driving device for feeding back vibrations or tactile sensations, etc. to a user).

[0108] The communication interface 1850 enables the information processing device 1800 to communicate with other devices.

[0109] The functional configuration (see FIG. 2) of the terminal device 110 according to the embodiment is realized as a group of functional modules by cooperation between hardware and software as a result of the processor 1810 executing a program previously stored in the memory 1820 or the storage 1830. However, in the embodiment, some or all of the group of functional modules shown in FIG. 2 may be realized only by hardware such as a dedicated circuit. Furthermore, in the embodiment, at least some of the group of functional modules shown in FIG. 2 may be realized on the server device 120 side.

[0110] It should be noted that the above-mentioned programs do not necessarily need to be stored in advance in the memory 1820 or the storage 1830. For example, the above-mentioned programs may be provided as a computer program product recorded in an installable or executable format on a computer-readable medium, such as various magnetic disks such as a flexible disk (FD) or various optical disks such as a digital versatile disk (DVD).

[0111] The above-mentioned program may be provided or distributed via a network such as the Internet. In other words, the above-mentioned program may be provided in a state where it is stored on a computer connected to a network such as the Internet and is available for download via the network.

[0112] Although the embodiments of the present disclosure have been described above, these embodiments are presented as examples and are not intended to limit the scope of the invention. These novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the gist of the invention. These embodiments and their modifications are included in the scope or gist of the invention, and are included in the invention and its equivalents described in the claims. [Explanation of symbols]

[0113] 110 Terminal Equipment 120 Server device 201 Reception department 202 Management Department 203 Game control processing unit 204 Display processing unit

Claims

1. A program for causing a computer to execute the following: providing a user with a battle game using a deck including a predetermined number of game media selected from a plurality of game media, each of which is associated with an attribute, and the deck being associated with at least one attribute based on the attribute of each of the plurality of game media; Selectively determining at least one game effect from a plurality of game effects preset to be generated during a battle using the battle game, the plurality of game effects including a first game effect that is different from information linked to the game medium, is not associated with the at least one attribute associated with the deck, and is generated to adjust information related to the rules of the battle game, and a second game effect that is associated with the at least one attribute associated with the deck and is generated to adjust information linked to the game medium; generating at least one selectively determined game effect during a match using the match game; executing a first battle mode providing a set of multiple battles involving selective determination of the at least one game effect and without changing the deck; saving the deck and the at least one game effect, which are a winning deck and a winning game effect, at a time when all of the plurality of matches in one set in the first battle mode have ended with a victory for the user; executing a second battle mode that provides a battle in which only the saved winning deck and winning game effects can be used; A program for causing the computer to execute the above.

2. Releasing the execution of the second battle mode when all of the plurality of battles in one set in the first battle mode end with a victory for the user under a certain condition being satisfied. The program according to claim 1 , for causing the computer to execute the steps of:

3. The saving of the victory deck and the winning game effect is executed when all of the multiple matches in one set in the first battle mode end with a victory for the user while the certain condition is satisfied before the execution of the second battle mode is released, and is executed when all of the multiple matches in one set in the first battle mode end with a victory for the user regardless of the certain condition after the execution of the second battle mode is released. The program according to claim 2, for causing the computer to execute the steps of:

4. displaying a confirmation screen for allowing a user to confirm the winning deck and the winning game effect that can be used in the match before the start of the match in the second match mode; The program according to claim 1 , for causing the computer to execute the steps of:

5. performing a selective determination of the at least one game effect a plurality of times during execution of the first competitive mode. The program according to claim 1 , for causing the computer to execute the steps of:

6. selectively determining the at least one game effect based on an optional selection of the user received via a user interface; The program according to claim 1 , for causing the computer to execute the steps of:

7. accepting an arbitrary selection by the user via a game effect selection screen as the user interface, the game effect selection screen displaying a selectable number of game effects determined by lottery from the plurality of game effects; The program according to claim 6, for causing the computer to execute the steps of:

8. The first game effect and the second game effect are displayed on the game effect selection screen in a visually distinguishable manner. The program according to claim 7, for causing the computer to execute the steps of:

9. 1. A method executed by a computer for providing a user with a battle game using a deck including a predetermined number of game media selected from a plurality of game media, each of which is associated with an attribute, the deck being associated with at least one attribute based on the attribute of each of the plurality of game media, the method comprising: Selectively determining at least one game effect from a plurality of game effects preset to be generated during a battle using the battle game, the plurality of game effects including a first game effect that is different from information linked to the game medium, is not associated with the at least one attribute associated with the deck, and is generated to adjust information related to the rules of the battle game, and a second game effect that is associated with the at least one attribute associated with the deck and is generated to adjust information linked to the game medium; generating at least one selectively determined game effect during a match using the match game; executing a first battle mode providing a set of multiple battles involving selective determination of the at least one game effect and without changing the deck; saving the deck and the at least one game effect, which are a winning deck and a winning game effect, at a time when all of the plurality of matches in one set in the first battle mode have ended with a victory for the user; executing a second battle mode that provides a battle in which only the saved winning deck and winning game effects can be used; A method comprising:

10. A system for providing a user with a battle game using a deck including a predetermined number of game media selected from a plurality of game media each associated with an attribute, the deck being associated with at least one attribute based on the attribute of each of the plurality of game media, Selectively determining at least one game effect from a plurality of game effects preset to be generated during a battle using the battle game, the plurality of game effects including a first game effect that is different from information linked to the game medium, is not associated with the at least one attribute associated with the deck, and is generated to adjust information related to the rules of the battle game, and a second game effect that is associated with the at least one attribute associated with the deck and is generated to adjust information linked to the game medium; generating at least one selectively determined game effect during a match using the match game; executing a first battle mode that provides a set of multiple battles involving selective determination of the at least one game effect and that do not involve deck changes; save the deck and the at least one game effect, which are a winning deck and a winning game effect, at a time when all of the plurality of matches in one set in the first match mode have ended with a victory for the user; executing a second battle mode that provides a battle in which only the saved winning deck and the winning game effect can be used; The system is configured as follows:

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