Game computer program, game system, and game control method
The game system allows users to change and apply game options during a match, addressing the issue of unconfirmed effects and enhancing user control and satisfaction by enabling immediate confirmation of option changes.
Patent Information
- Application Number
- JP2023170112
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-29
- Publication Date
- 2025-04-10
AI Technical Summary
Users in existing games cannot confirm the effects of changed options until the next match, making it impossible to grasp the value of the options and leading to unintended changes that cannot be restored.
A computer program and game system that allow users to change game options during a match, with the option to apply the changes immediately, and provide users with the opportunity to confirm the effects of the changes within the same match.
Enables users to reflect their intentions regarding option changes, allowing for informed decisions and the ability to confirm the effects of changes during the match, thereby enhancing user control and satisfaction.
Smart Images

Figure 2025059799000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a computer program for providing a type of game in which a match is played using game elements such as cards. [Background technology]
[0002] As a type of game in which a battle is played using game elements such as cards and characters, a game in which multiple options are associated with the game elements and the results of the battle are controlled according to the content of the selection for the options. For example, a game is known in which multiple commands are associated with cards and set as options for the actions of a character associated with a card during a battle, and a lottery is performed for the commands, and the character acts based on the lottery result (see, for example, Patent Document 1). In the game of Patent Document 1, an opportunity to change the command occurs after the end of the battle, and when the user instructs the change, the changed command is included as an option for the lottery in the next battle onwards. In addition, a type of game is also known in which a character comes up with a new technique and activates it when a predetermined condition is met during a battle (see, for example, Non-Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-058140 A [Non-patent literature]
[0004] [Non-Patent Document 1] [Romancing SaGa 2 Technique Flash], GCGX [online], updated December 6, 2021, [Retrieved September 25, 2023], Internet, <URL, https: / / gcgx.games / rs2 / hirameki.html> Summary of the Invention [Problem to be solved by the invention]
[0005] As in the game described in Patent Document 1, when an opportunity to change options such as commands is generated after a match ends, the user cannot confirm what effect the option has in the game until the next match. Therefore, it is impossible for the user to grasp the value of the option and choose whether or not to change it. Once a change is made, it cannot be restored even if the changed option is not to the user's liking. On the other hand, in the game described in Non-Patent Document 1, when a certain condition is met, a new technique is activated regardless of the user's will. Therefore, the user cannot choose whether or not to use the new technique.
[0006] Therefore, the present invention aims to provide a computer program, etc. for realizing a game that generates an opportunity to change options associated with game elements at an appropriate time and allows the user's will to be reflected in whether or not to apply the changes. [Means for solving the problem]
[0007] A computer program according to one embodiment of the present invention is a computer program for a game that causes a computer to function to provide a game in which a battle is conducted using game elements and in which the battle is controlled reflecting the content of a selection from a plurality of options corresponding to the game elements, and is configured to cause the computer to function as an opportunity control means that generates opportunities during the battle to allow at least a portion of the plurality of options to be changed to another option, and a change control means that, in response to the occurrence of the opportunity, selects whether or not to apply a change to the other option based on an instruction from the user, and, if application of the change is selected, applies the change to the current battle.
[0008] A game system according to one embodiment of the present invention is a game system including a computer that functions to provide a game in which a battle is played using game elements and in which the battle is controlled reflecting the content of a selection from a plurality of options corresponding to the game elements, and is configured to function as an opportunity control means that generates opportunities during the battle to allow at least a portion of the plurality of options to be changed to another option, and a change control means that, in response to the occurrence of the opportunity, selects whether or not to apply a change to the other option based on instructions from the user, and, if application of the change is selected, applies the change to the current battle.
[0009] A game control method according to one embodiment of the present invention is a game control method that causes a computer to function to provide a game in which a battle is conducted using game elements and in which the battle is controlled reflecting the content of a selection from a plurality of options corresponding to the game elements, and causes the computer to function as an opportunity control means that generates opportunities during the battle to allow at least a portion of the plurality of options to be changed to another option, and a change control means that, in response to the occurrence of the opportunity, selects whether or not to apply a change to the other option based on instructions from the user, and, if application of the change is selected, applies the change to the current battle. [Brief description of the drawings]
[0010] [Figure 1] 1 is a diagram showing the overall configuration of a game system according to one embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram showing an overview of a card data management mechanism in the game system of FIG. 1. [Diagram 3] FIG. 2 is a diagram showing an example of the basic configuration of a game provided by the game system of FIG. 1. [Figure 4] FIG. 13 is a diagram showing an example of a deck setting screen that is displayed when a deck is selected. [Diagram 5] FIG. 5 is a diagram showing an example of a card setting screen to which a transition can be made from the deck setting screen in FIG. 4. [Figure 6]FIG. 13 is an enlarged view of a roulette section on the card setting screen. [Figure 7] FIG. 4 is a diagram showing an example of an outline of the game progression procedure when “battle” is selected in the basic configuration of FIG. 3. [Figure 8] FIG. 13 is a diagram showing an example of an area selection screen displayed for selecting a base for a battle. [Figure 9] FIG. 9 is a diagram showing an example of an area screen displayed following FIG. 8; [Figure 10] FIG. 13 is a diagram showing an example of a command change screen that is displayed when an opportunity to change a command occurs. [Figure 11] FIG. 13 is a diagram showing an example of a selection screen displayed during a command selection process. [Figure 12] FIG. 13 is a diagram showing an example of a command change reflection screen displayed in the result reflection process after the end of a match. [Figure 13] FIG. 2 is a block diagram showing an example of the configuration of a control system of a user device. [Figure 14] 11 is a flowchart showing an example of a procedure of a battle process executed by a game control unit. [Figure 15] Flowchart continuing from Figure 14. [Figure 16] 11 is a flowchart showing an example of a procedure for a command change process executed by a game control unit. [Figure 17] 11 is a flowchart showing an example of a procedure of a result process executed by a game control unit. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, a game system to which a computer program for a game according to an embodiment of the present invention is applied will be described with reference to the accompanying drawings. In the game system of this embodiment, a game is provided in which a battle is played using cards as an example of game elements, and the battle is controlled by reflecting the content of a selection from a plurality of options associated with the cards. The game elements are not limited to being expressed as cards, and may be expressed in various forms such as characters, items, and pieces. The game elements may be provided as virtual entities displayed on a game screen, or may be provided to a user as physical media. As an example, when a physical card is used as a game medium, information recorded on the card may be acquired by the user device 3, and a virtual card or character corresponding to the physical card may be made to appear during the game based on the acquired information. In the following, unless otherwise specified, the description will be continued assuming that the game elements are virtual cards, and that a character associated with the card appears during a battle during the game. The opponent may be another real user, or may be a virtual user controlled by a computer. The plurality of options associated with the cards will be described later.
[0012] [Overall configuration] The overall configuration of the game system will be described with reference to Fig. 1. As shown in Fig. 1, the game system 1 includes a plurality of user devices 3 as clients, a game server 4 connected to the user devices 3 via a network NT (the Internet as an example), a game database 5, and a card management system 6.
[0013] The user device 3 is a device used daily by a user, and is an information communication terminal device equipped with an information communication function via a network NT. As an example, the user device 3 may be a smartphone 3a or a tablet terminal 3b equipped with a communication function. The user device 3 may be a PC (short for personal computer), or may be a personal or home stationary game machine provided as a so-called consumer game machine. Furthermore, a commercial game machine or the like may be appropriately added to the game system 1. For example, the commercial game machine may be used as a client that provides a game linked with the user device 3, or provides the same game as the user device 3. Alternatively, the commercial game machine or the like may be used as the user device 3 for playing the game according to this embodiment. Note that the user means a person who plays a game using the user device 3.
[0014] 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. 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.
[0015] The database 5 is a database in which a group of data to be referenced in a game is stored. In the game system 1 of this embodiment, card data that records various information to be associated with various cards to be used in a game is stored in the database 5. The card management system 6 is configured as a so-called block chain in which multiple nodes 6a are combined so as to be able to communicate with each other. The card management system 6 manages the card data stored in the database 5.
[0016] FIG. 2 shows an overview of a card data management system using the card management system 6. The game server 4 holds user data Du in which a game ID and a user ID are associated with each other. The game ID is an example of game identification information that is uniquely set for each game in order to identify the game. The user ID is an example of game identification information that is uniquely set for each game in order to identify the user. The database 5 stores card data Dc. The card data Dc is created individually for all cards used in the game. The card data Dc may appropriately include various information to be associated with the card, such as a character ID for identifying a character that appears in association with the card, various parameter values of the character corresponding to the character ID, a plurality of commands associated with the card, and information such as the level of the card. The character parameters are variables that quantitatively indicate the character's abilities, such as the character's physical strength and attack power. By associating the card ID with the character ID, the character parameters are in a corresponding relationship with the card parameters. Therefore, the character parameters can be rephrased as card parameters. In the following description, they may also be expressed as card parameters. The character ID and information such as parameters and commands recorded in the card data Dc may change as appropriate as the game is played. For ease of explanation, the user ID is described as being common to the game server 4 and the card management system 6, but the game server 4 and the card management system 6 may use different IDs as identification information and these IDs may be configured to be associated with each other. For example, the card management system 6 may be configured to manage wallet IDs, and the association information between the wallet IDs and user IDs may be managed by a server (not shown).
[0017] In the card management system 6, the NFT data Dn and storage location data Da are distributed and recorded in an appropriate number of nodes 6a. The NFT data Dn is data that associates a user ID with an NFT ID as NFT information. In FIG. 2, the NFT IDs are shown as NFT1, NFT2, .... The storage location data Da is data that associates the NFT ID with a URL that indicates the address of the storage location of the card data Dc on the database 5.
[0018] The card data Dc stored in the database 5 is linked to the user ID via the NFT data Dn. An example of a procedure in which the game server 4 acquires the card data Dc of a card owned by a user from the database 5 is as follows. First, the user logs in to the game server 4 via the user device 3, and the game server 4 acquires the user ID and the game ID (S1). The game server 4 requests the card management system 6 to provide all NFT IDs corresponding to the acquired user ID (S2), and acquires the NFT IDs corresponding to the user ID from the card management system 6 (S3). The game server 4 requests the card management system 6 to provide URLs corresponding to all the acquired NFT IDs (S4), and acquires the URLs corresponding to all the NFT IDs from the card management system 6 (S5). Furthermore, the game server 4 accesses the acquired URL to search for the card data Dc (S6), and acquires the card data Dc held in the specified URL (S6). As a result, the game server 4 can acquire all the card data Dc associated with the user ID from the database 5 as data of cards owned by the user. When the card data Dc held by the game server 4 is to be stored in the database 5, the URL for storing the card data Dc is obtained from the card management system 6 by reversing the above procedure, and the card data Dc is saved in the obtained URL. Note that the game server 4 may request the card management system 6 to send the NFT IDs corresponding to the user ID and the URLs corresponding to each NFT ID together.
[0019] [Game Contents] (1) Basic structure of the game Next, the content of the game provided by the user device 3 will be described. FIG. 3 shows an example of the basic configuration of the game. As shown in the figure, the game includes five categories of items that the user can select: "Battle", "Deck", "Merge", "Market" and "Shop". "Battle" is a category for playing battles using cards. In "Battle", the game progresses in the order of a battle between characters associated with cards, and result processing that reflects the battle results on cards, etc. Further content when "Battle" is selected will be described later. In the "Battle" category, it is also possible to select "Lucky Draw".
[0020] "Deck" is a category for organizing a deck, which is a combination of cards used in a battle, based on the user's instructions, and for setting various aspects related to the cards according to the user's instructions. In "Deck," it is possible to organize a deck and set individual cards. When organizing a deck, items can also be set to cards. In card settings, aspects such as leveling up and class changing are handled according to the user's instructions. Further content when "Deck" is selected will be described later.
[0021] In "combination," it is possible to generate a new card by combining multiple cards, for example, two cards. A new character that is to be generated by the combination is associated with the combined card. Therefore, the combination of cards is synonymous with the combination of the characters associated with the cards. Restrictions may be set for the combination. For example, a limit may be set such that a card can be combined only twice. Restrictions may also be set such that cards incorporated in a deck cannot be combined.
[0022] The "market" and "shop" are prepared as categories for users to obtain new cards or dispose of their own cards. In the "market", users can trade cards between users by putting up unwanted cards or purchasing cards put up by other users. Restrictions may be appropriately set for putting up cards on the market, such as only cards that are not included in a deck can be put up, put up cards cannot be put up in a deck, and cards generated by fusion cannot be put up for sale. Various transaction conditions may be set for putting up cards, such as specifying the range of users who can obtain the card. In the "shop", users can obtain cards by purchasing new cards, that is, cards that have never been owned by any user. Users can also sell cards.
[0023] In-game currency is used for buying and selling cards in the "Market" and "Shop". The in-game currency may include, for example, a first currency that can be acquired in exchange for legal tender, and a second currency that cannot be acquired in exchange for legal tender. The second currency is given to the user free of charge, for example, when a certain condition is satisfied in the game. However, the first currency may also include such a gift that is given free of charge. Even in this case, the second currency is distinguished from the first currency in that it cannot be acquired in exchange for legal tender.
[0024] When listing a card on the "Market", the seller may be able to set the selling price. The selling price and purchase price of a card on the "Shop" may be fixed depending on the card, or may vary appropriately depending on the game situation, etc. Note that in-game currency may not only be used for buying and selling cards on the "Market" and "Shop", but may also be consumed appropriately as payment when various processes, such as leveling up cards in the "Deck" and combining cards in "Combine", are performed based on the user's instructions.
[0025] When a user obtains a new card through "Combine", "Market" or "Shop" and sells or transfers the card to another user, NFT data Dn is generated or rewritten and a link between the user ID and the card data Dc is newly established or updated by the mechanism shown in FIG. 2. When a card is exhibited on the "Market", the link between the user ID and the card data Dc is maintained until the card is acquired by another user, and the NFT data Dn is updated at the time the other user acquires the card. All cards used in the combination may be released from the link with the user ID so that they disappear from the cards owned by the user, or the link with the user ID may be maintained so that at least one card remains as a card owned by the user.
[0026] (2) Contents of the “Deck” Next, the content of the game when the "Deck" category is selected in the basic configuration shown in FIG. 3 will be described. A: Deck composition A specific example of processing etc. when the category "deck" is selected will be described. FIG. 4 shows an example of a deck setting screen 100 displayed on the user device 3 when "deck" is selected. The deck setting screen 100 includes a menu 101, a list display section 102, a deck setting section 103, and an information section 104. The menu 101 may be displayed in common when each category shown in FIG. 3 can be selected. In the menu 101, options labeled "battle", "group", "combination", "market" and "store" are displayed side by side. The "battle", "group", "combination", "market" and "store" in the menu 101 correspond to the "battle", "deck", "combination", "market" and "shop" in FIG. 3, respectively. For example, if the user selects "battle" in the menu 101 by tapping or the like, processing corresponding to "battle" in FIG. 3 is started. The deck setting screen 100 in FIG. 4 is an example of a top screen when "group" is selected from the menu 101.
[0027] In the list display section 102, cards owned by the user, that is, cards Cd linked to the user ID, are displayed, for example, arranged in a matrix. Cards Cd that are out of the display range can be displayed by scrolling. In the deck setting section 103, three card slots 103a are arranged side by side. By sliding a card Cd displayed in the list display section 102 into one of the card slots 103a, the card Cd can be incorporated into a deck. Since there are three card slots 103a, a maximum of three cards Cd can be incorporated into one deck. However, it is not essential to place cards Cd in all the card slots 103a. It is also possible to configure one deck with one or two cards Cd. However, at least one card Cd must be set in a deck used in a match.
[0028] A plurality of decks can be set. As an example, a maximum of 10 decks can be set. Each deck is assigned a deck number to distinguish it from the others. A deck number indicator section 103b is provided at the top of the deck setting section 103. The indicator section 103b displays numbers 1, 2, 3, etc. indicating the deck number. When the user selects one of the deck numbers, the card slot 103a of that deck number is displayed, and the card Cd to be incorporated into the deck can be appropriately set. In FIG. 4, the deck numbers up to 5 are displayed, but it is possible to display the sixth and subsequent deck numbers by scrolling left and right.
[0029] An item column 103c is provided below the card slot 103a. In the item column 103c, an item to be combined with the card Cd placed in the same card slot 103a can be set. For example, by tapping the item column 103c, items owned by the user are displayed in the list display unit 102, and by selecting an item from the list, the item can be set in the item column 103c. The item exerts a unique effect when the character corresponding to the card Cd fights. For example, the item adds an effect of temporarily increasing the value of a parameter associated with the card Cd, or enhancing the effect of the character's attack on the opponent. As described above, the parameter associated with the card Cd is synonymous with the parameter of the character that appears in correspondence with the card Cd.
[0030] The concept of consumption is applied to items. For example, an item used in one battle is valid only for that battle, and the item disappears when the battle ends. In that case, the same item cannot be used again in the next battle. For example, an item is given to a user as one of the battle results, or it can be obtained in the "Lucky Draw" in the lower layer of the "Battle" shown in FIG. 2. It may be possible to purchase the item in the "Shop". When an item is given to a user as a battle result, it is necessary to satisfy a predetermined condition, that is, the opponent has an item that can be released in a form such as dropping, and the granting of the item is determined by an internal lottery process that is performed at an appropriate timing such as the start, middle, or end of the battle. When multiple items can be dropped because there are multiple characters as opponents, a lottery process may be further performed to determine which item to grant.
[0031] Various kinds of information related to the game are displayed in the information section 104. As an example, the information section 104 displays a currency indicator 104a that indicates the amount of in-game currency owned by the user, distinguishing between a first currency and a second currency.
[0032] B: Card settings From the deck setting screen 100, it is possible to move to card setting. For example, by selecting a card Cd to be set from among the cards Cd displayed in the list display section 102 and performing a tap operation, the card setting screen 110 shown in FIG. 5 is displayed, and it becomes possible to perform settings related to the card Cd on the card setting screen 110. The card setting screen 110 in FIG. 5 is provided with a card list section 111, a setting operation section 112, a card display section 113, and an information section 114. In the card list section 111, thumbnail images of cards owned by the user are displayed side by side. It may be possible to change the card to be set by sliding the card list section 111 left and right.
[0033] The card display section 113 displays a card Cd corresponding to a thumbnail image located in the selection frame 111a of the card list section 111. The information section 114 displays card information 114a such as the name of a character associated with the card Cd, history marks 114b indicating the fusion history of the card, and the like. FIG. 5 shows an example in which fusion is limited to two times for one card Cd, and two history marks 114b are displayed corresponding to the limited number of times. When the card Cd is fused, a change occurs in the display mode such that one history mark 114b disappears, and the fusion history is thereby shown to the user.
[0034] The setting operation unit 112 displays buttons for the user to perform various settings. As an example, the setting operation unit 112 displays a level-up button 112a and a level mark 112b indicating the current level. By operating the level-up button 112a, the user can increase the level of the card Cd in exchange for consuming in-game currency. Level-up is a process of increasing the parameter value of the character associated with the card Cd by a value that is predetermined according to the type and level of the card Cd. Therefore, level-up of the card Cd is synonymous with increasing the level of the character associated with the card Cd. In the following, the explanation will be continued assuming that the level of the card Cd indicates the level of the character associated with the card Cd.
[0035] An upper limit is set for the level of the card Cd. For example, 10 levels from level 1 to level 10 are set, with level 10 being the highest level. The higher the value of a parameter such as the experience value of the character corresponding to the card Cd, the higher the level, and accordingly, various abilities such as the HP, physical strength, and attack power of the character are appropriately increased. In leveling up, it may be possible to increase the level over multiple stages with one operation. The type of parameter that increases by leveling up and the amount of change may be set individually according to the character and level associated with the card Cd. In addition, the consumption amount of in-game currency required for leveling up may be appropriately changed according to the type and level of the card Cd and the character corresponding thereto. The consumption amount of in-game currency may be set so that the higher the level, the more compensation is required for leveling up. The consumption amount may be differentiated for each card Cd or the character associated therewith.
[0036] When the card Cd reaches the highest level, a class change button 112c is displayed on the setting operation unit 112, as shown by an imaginary line in FIG. 5. By operating the class change button 112c, the user can change the class in exchange for consuming in-game currency. A class change is a process for promoting the class of the character associated with the card Cd to a higher class. The higher the class, the greater the ability of the character associated with the card Cd, and the greater the value of the card Cd.
[0037] The IDs of characters before and after a class change are different. Therefore, when a class change is performed, the character ID associated with the card ID of the card Cd also changes. However, the card Cd before the class change may also be left as a card Cd owned by the user. In that case, a new card ID is set for the card Cd after the class change, and the character ID after the class change is associated with that card ID. The amount of in-game currency consumed as compensation for a class change may also be differentiated according to the type of card Cd or the character corresponding thereto, as in the case of leveling up described above.
[0038] The card Cd displayed on the card display section 113 includes a character image section 116 that represents a character associated with the card Cd, and a roulette section 117. The image in the character image section 116 may be changed according to the level of the character. For example, the image of the character itself may be the same regardless of the level, while when the level reaches a certain level or above, for example the highest level, a change may be applied to the character image section 116, such as changing the image of the background and other areas to more luxurious content. When a class change is made, the image of the character in the character image section 116 itself is changed to show the appearance of the character after the class change.
[0039] C: Card commands etc. As shown enlarged in FIG. 6, the roulette section 117 has a plurality of rows (four in the illustrated example) of reels 118 arranged in the left-right direction. A predetermined number (six in the illustrated example) of command columns 118a are arranged vertically on each row of reels 118. The command column 118a is a column to which one type of command selected from a plurality of types of commands is assigned. The command includes, for example, various techniques such as attack techniques and defense techniques as actions that the character corresponding to the card Cd can take in a battle. A command for failing to act may include, for example, a command such as "miss." In a battle, a command is drawn for the row of reels 118, and the command is activated according to the winning result. The battle between the characters and the result are controlled by reflecting the content of the command selection. Therefore, the plurality of commands arranged on the reels 118 are options associated with the card Cd as an example of a game element, and correspond to an example of a plurality of options in the sense that the content of the selection is reflected in the control of the battle. Note that the character associated with the card Cd may be regarded as an example of a game element, and in that case, the various commands arranged on the reel 118 of the card Cd can be regarded as a plurality of options associated with the character.
[0040] In the command column 118a to which a command is assigned, the name of the command is displayed. Commands are not necessarily assigned to all command columns 118a of a row of reels 118. In the initial state of a card Cd, commands are assigned only to some of the command columns 118a, and the remaining command columns 118a are left blank in which no command is placed. However, an appropriate character string indicating that no command exists may also be displayed in the blank columns. Commands assigned in the initial state may be set for each card Cd. In the blank command columns 118a, commands are appropriately added as the parameters or level of the card Cd increase. The added command may be a new command that does not exist in the reel 118 up to that point, or may be the same as a command that has already been assigned. Therefore, the same type of command may be assigned to multiple command columns 118a in the same reel 118.
[0041] A class and a capacity are set for each reel 118. The class of the reel 118 corresponds to the class of the character associated with the card Cd. The reels 118 are arranged according to the class, such that the leftmost reel 118 is the lowest class, and the reel 118 to the right is the next higher class. The rightmost reel 118 is the highest class. In the illustrated example, four rows of reels 118 are set, so the classes are divided into four stages, 1 to 4. Also, in the example of FIG. 6, the class of the reel 118 is indicated by the number of "☆", such as "☆" indicating the lowest class and "☆☆" indicating the next higher class.
[0042] The capacity of the reels 118 is set to be differentiated between the reels 118 such that the reel 118 of the lowest class has the smallest capacity and the capacity increases as the class increases. In the initial state of a card Cd, at least one command is arranged on each of the reels 118 of the same class as the character class corresponding to that card Cd and the reels 118 of a lower class. The number of commands within the same reel 118 is appropriately added as described above. However, the addition of commands is limited to the reels 118 of the same class as the character class corresponding to the card Cd and the lower reels 118. No commands are arranged on the reels 118 of a class higher than the character class, and those reels 118 are not used in a battle.
[0043] On the other hand, a cost is set for each command. The cost of a command is differentiated according to the value of the command in the game, for example, the influence the command has on the battle, and the level of effect, and the higher the value, the higher the cost is set. The combination of commands assigned to a row of reels 118 is limited so that the total value of the costs of those commands does not exceed the capacity set for the reels 118. In other words, the capacity functions as an upper limit for the total value of the costs of the commands assigned to the reels 118. The higher the class of the reels 118, the higher the capacity is set, and therefore the higher the class of the reels 118, the more commands with high value can be assigned.
[0044] The commands arranged on the reels 118 may include a command to change the reel 118 to be selected to a reel 118 of a class one level higher. In the example of FIG. 6, a command to be displayed as "☆→☆☆" on the reel 118 of the lowest class is included. If the command is selected by the lottery, the reel 118 to be selected is changed to a reel 118 of a class one level higher, and a command is selected for the changed reel 118. Furthermore, the commands may further include a command to change the reel row to be selected to a reel 118 of a class one level lower. Such a command may be displayed using a character string, a figure, or the like, indicating a lowering of the class, such as "☆☆→☆". The reel 118 to be selected for the command lottery will not change to a reel 118 of a class higher than the class corresponding to the card Cd. When a class change occurs, the reel 118 of the class one level higher is also opened, and a command can be added to the reel 118.
[0045] Returning to FIG. 5, the top row of the roulette section 117 further includes an EX technique display section 120 and a meme display section 121. The EX technique display section 120 displays an EX technique that is a special technique that the character associated with the card Cd can use in a battle. The EX technique can be used by the EX summon in FIG. 7. A specific example will be described later. The meme display section 121 is an element that generates a special effect for the character associated with the card Cd. For example, an effect such as increasing the attack power parameter of the character by a predetermined amount is set in the meme. Both the item that can be set in the card Cd in the deck organization and the meme that is set in association with the card Cd have in common the fact that they generate a unique effect in a battle. However, the concept of consumption is set for the item, and the item disappears if a predetermined condition is met. On the other hand, the meme is an element that is continuously applied to the character corresponding to the card Cd, and is different from the item in that its effect continues unless the meme is changed or released. The meme can be obtained as a kind of reward or the like given according to the battle result.
[0046] The level, commands, EX techniques, memes, etc. corresponding to the card Cd are recorded in the card data Dc as part of the information associated with the card Cd, as are the character ID, parameter values, etc. of the character corresponding to the card Cd.
[0047] (3) Content of the "Battle" Next, the content of the game when the "battle" category is selected in the basic configuration shown in FIG. 3 will be described. A: Overview of match progression procedures First, an outline of the procedure for proceeding with the battle will be described. FIG. 7 shows an outline of the procedure for proceeding with the game when "battle" is selected. When "battle" is selected, a base is selected first (S11), and the battle begins at the selected base (S12). The deck used in the battle may be set in, for example, "deck", or may be selectable at an appropriate time before the start of the battle. When the battle begins, an action order is determined between the character corresponding to the deck used by the user in the battle and the opponent's character (S13), and each character acts according to the action order. The action order is determined based on the value of a parameter such as agility set for each character. The character's action is determined based on a command lottery for the reels 118 (S14). The character acts according to the result of the command lottery, and the result of the action is calculated (S15). As the result of the action, for example, the damage inflicted on the character to be attacked, the consumption of the physical strength of the attacking character, etc. are calculated. Thereafter, the process is repeated until a predetermined end condition is met, and the battle ends when the end condition is met (S16). The end condition is set so as to be satisfied, for example, when all characters of either the user or the opponent are defeated, or when the number of actions of each character reaches a predetermined upper limit, etc. After the battle ends, a result process is performed to reflect the battle result in the parameters, levels, etc. of the characters (S17).
[0048] During a match, before the command is drawn, a command change process may occur in which the command arranged on the reel 118 is changed to another command (S18). Also, during the command drawing, a summon may occur that causes a special change, such as activating a special technique or changing a character (S19). Examples of summons include EX summon, class change summon, combined summon, and get summon. In the result process, processes such as leveling up the card Cd and the corresponding character, class change, reflecting a command change on the card, acquiring a meme and reflecting the same, acquiring a monster, which is a type of the opponent's character, and reflecting the same may occur.
[0049] Next, specific examples of the procedure for progressing through a match will be described in sequence with reference to the game screen. B: Choosing a base FIG. 8 shows an example of an area selection screen 130 displayed as a game screen related to base selection. The area selection screen 130 includes the menu 101 and information section 104 similar to those in FIG. 4, and a main map 131. The main map 131 is configured as an image expressing the world view of the game. A plurality of areas 132 are set in the main map 131. At an appropriate timing of the game, for example, at the start of the game, the user is requested to select one of the areas 132. When the user selects one of the areas 132 and then selects "battle" from the menu 101, as illustrated in FIG. 9, an area screen 140 showing details of the selected area 132 is displayed. However, when "battle" is selected from the menu 101, the area selection screen 130 may be displayed and the selection of the area 132 may be requested. After one of the areas 132 is selected on the area selection screen 130, the selection of the base may be limited to within the area screen 140 corresponding to the same area 132 until the area 132 is cleared. The area screen 140 includes the menu 101 and information section 104 similar to those in FIG.
[0050] A plurality of bases 142a, 142b, and 142c are set in the area map 141. The base 142a is a start base, which is the starting position of the battle in the area 132, and the base 142b is a goal base, which is the ending position of the battle. The base 142c is an intermediate base that is a waypoint between the start base 142a and the goal base 142b. In the following, when there is no need to distinguish between the bases 142a, 142b, and 142c, they will be written as bases 142. Routes 143 indicating bases 142 that can be moved from one base 142 are set between the bases 142. A plurality of bases 142 may be connected to one base 142 by the routes 143.
[0051] When any base 142 is selected from the area map 141, a battle at that base 142 begins. In the battle, a character corresponding to a card included in the deck battles an enemy character associated with the base 142. Therefore, each base 142 corresponds to a unit of the battle. A deck to be used in the battle can be selected for each base 142. The battle can be repeated from the start base 142a along the route 143 via an appropriate intermediate base 142c to the goal base 142b. When the user wins the battle at the base 142, the next base 142 connected by the route 143 can be selected. When the battle at the goal base 142b ends, the area 132 is cleared. The strongest boss character in the area is placed at the goal base 142b as an opponent. In addition, a mid-boss character that is weaker than the boss character but stronger than a normal character may be placed at the intermediate base 142c.
[0052] An appropriate mission may be set for a battle at a base 142. In the example of FIG. 9, an appropriate number of mission marks 144 (four in the illustrated example) are displayed in association with the base 142 to indicate the presence of a mission. The display manner of the mission marks 144 changes depending on whether or not the mission has been accomplished. In the example of FIG. 9, the mission marks 144 shown in white indicate that the mission has been accomplished. If the mission is accomplished, an appropriate reward is given to the user. On the other hand, even if the mission cannot be accomplished, it is possible to proceed to the next base 142 in the game by winning the battle.
[0053] The area map 141 may include a special base (not shown) called a "Fukubikiya" as one of the bases 142. The special base is also connected to other bases 142 by a route 143. When the user proceeds to the special base, a lottery process called "Fukubiki" shown in FIG. 3 is carried out, and items and the like are given to the user according to the lottery results.
[0054] C: Command changes FIG. 10 shows an example of a command change screen 150 that is displayed when an opportunity to change a command occurs after the action order in FIG. 7 is determined and before the command lottery is started in a case where a battle is started according to the selection of the base 142. The command change is executed in a first stage in which it is determined whether or not an opportunity to change is generated, and a second stage in which the command to be changed and another command (hereinafter, sometimes referred to as a changed command) to be arranged on the reel 118 in place of the changed command are determined. In the first stage, it is determined whether or not an opportunity to change is generated by a lottery process, for example. The second stage is executed only when it is determined that an opportunity to change is generated. In the second stage, the command to be changed and the other command after the change may be determined by a lottery process, for example. If it is determined that an opportunity to change is not generated in the first stage, the second stage is not executed, and the command is not changed. The command change screen 150 in FIG. 10 is an example of a game screen that is displayed when the game proceeds to the second stage.
[0055] The command change screen 150 includes a player's character display section 151, an enemy character display section 152, a battle display section 153, a reel display section 154, a change content presentation section 155, and a setting operation section 156. The player's character display section 151 displays an image of a character corresponding to a card included in a deck used in a battle. A character whose turn to act has arrived or that has been selected as an attack target from an enemy is highlighted, and other characters are displayed in a state of reduced brightness using a method such as graying out. When the user's character is in the turn to act, the character highlighted in the player's character display section 151 becomes the character whose command is to be changed. The enemy character display section 152 displays an image of the opponent's enemy character. The highlighted character is the character whose turn to act or the character that is the target of attack, as in the case of the player's character display section 151. The battle display section 153 displays an image showing the state of the battle between characters together with a background image showing the state of the base 142, etc. For example, the battle display section 153 appropriately displays the state of the character whose turn to act or the character that is the target of attack. This creates the illusion of a battle.
[0056] The reel display section 154 displays each reel 118 of the roulette section 117 of the card associated with the character to be changed. The change content presentation section 155 presents, as details of the change content, for example, the command to be changed and the changed command by character strings. The setting operation section 156 displays an appropriate image for receiving a user's operation regarding the command change.
[0057] In the second stage, when the command to be changed and the different command after the change are respectively determined, the command to be changed is presented to the user with, for example, a performance mark 157, and the command before and after the change is presented in the change content presentation section 155. For example, the command before and after the change is presented in the change content presentation section 155 by a character string such as "Command X1 is about to change to command Y1!". In the setting operation section 156, a message 156a asking whether or not to apply the command change is displayed by, for example, a character string "Change the technique?", and setting buttons 156b and 156c for allowing the user to select whether or not to apply the change are displayed. The setting button 156b is an operation section operated when applying the change, and for example, a character string "Yes" is displayed in response to the question by the message 156a. The setting button 156c is an operation section operated when not applying the change, and for example, a character string "No" is displayed in response to the question by the message 156a.
[0058] If the user operates the setting button 156b, the command change is applied, and the command to be changed is replaced with another changed command. The changed command becomes an option in the command lottery until the end of the current match, in other words, the match in which the opportunity to change the command occurred. Therefore, during a match at the same base 142, the changed command may be selected in the command lottery and its effect may be activated. This allows the user to check the effect of the changed command during the match to which the change is applied, and to determine the value of the changed command. On the other hand, if the user operates the setting button 156c, the command is not changed, and the command to be changed remains in the reel 118 after that. The change of the command via the command change screen 150 is a temporary change that is applied until the match at the same base ends, as described above. After the match ends, in order to hold the changed command in the reel 118 in other matches, the user needs to perform a predetermined operation in the command change reflection process in the result process of FIG. 7.
[0059] In the second stage, the changed command is drawn according to the capacity limit set for the reel 118 to be drawn. That is, the changed command is drawn within a range in which the total cost of the commands on the same reel 118 when the command is changed does not exceed the capacity of the reel 118. For example, if the capacity of the reel 118 is Nc, the total cost of the commands before the change is Nt (≦Nc), the cost of the command to be changed is Nx, and the remaining cost Nr (=Nt-Nc) is the value obtained by subtracting the cost Nx from the total value Nt, the changed command is selected from a group of commands having a cost that does not exceed the difference ΔN (=Nc-Nr) between the capacity Nc and the remaining Nr. It is not essential that the cost of the changed command matches the difference ΔN, and a command with a cost smaller than the difference ΔN may be selected.
[0060] When drawing the changed command, a new command that is not placed on the reel 118 that is the subject of the drawing may be drawn, but it is not excluded that a command that is the same as a command that is already placed on the reel 118 may be drawn.
[0061] Although the lottery process is used in the first stage of the command change, the first stage may be processed by combining the lottery process and the condition setting. For example, the lottery for whether or not to generate a chance for change may be executed only when a predetermined condition is satisfied for the first stage. As an example, a condition may be set such that an upper limit is set for the number of times that a chance for command change occurs during a battle at the same base, and for a card or character for which the chance for change has reached the upper limit, a chance for command change is not generated during a battle at the same base. In that case, a card or character for which the number of chances for change has occurred has reached the upper limit is excluded from the lottery process of the first stage. The upper limit may be set appropriately as long as it is 1 or more. For the second stage, appropriate conditions may be set in addition to the lottery process. The relationship between the capacity and the changed command described above is an example of a condition set for the second stage. A restriction may be set for the type of command that can be a choice of the lottery in association with the card or character to be changed.
[0062] D: About command lottery Fig. 11 shows an example of a lottery screen 160 as a game screen displayed during a command lottery. The lottery screen 160 includes an image of the reel 118 that is the object of the lottery. In the example of Fig. 11, the reel 118 of the lowest class (one star) is displayed. When the command lottery starts, a marker 161 of a size corresponding to one command is displayed on the reel 118, and the marker 161 starts moving vertically at a predetermined speed. For example, the marker 161 moves downward, and when the marker 161 reaches the command at the bottom, it jumps to the command at the top and moves downward again.
[0063] The marker 161 automatically stops when a predetermined time has elapsed since the movement started. The marker 161 can be forcibly stopped by a predetermined stopping operation by the user, for example, by tapping the reel 118 or the marker 161. When the command is changed, it is possible to stop the marker 161 at the right timing so that the changed command is selected, depending on the user's skill. When the marker 161 stops, the command at the stopped position is selected, and an effect according to the selected command is activated as the action of the character in the action order. However, if a command set as a failure of action is selected, the character does not act. Also, if a command indicating a movement to the next class is selected, the reel 118 is switched to the reel 118 of the next class, and a command lottery for the switched reel 118 is started.
[0064] A speed switching button 162 is displayed at the bottom left of the lottery screen 160. The speed switching button 162 is an operation unit for switching the progress speed of the battle according to the user's instruction. When the speed switching button 162 is operated, the progress speed of the battle is changed, for example, to standard speed, double speed, triple speed, etc. The progress speed corresponds to the time required from the start to the end of the battle, and when double speed or triple speed is selected, the time required is shortened compared to the standard speed. For example, the required time is shortened by applying a process such as shortening the display time of various game screens displayed during the battle. The time required for the command lottery is also dynamically changed to reflect the setting of the progress speed. Therefore, the higher the progress speed is set, the faster the movement speed of the marker 161 increases, and the shorter the time length until the marker 161 automatically stops. The higher the progress speed, the more difficult it is to stop the marker 161 at the intended position.
[0065] E. Summoning Next, we will explain the various summons that can occur during command selection. Each summon has a common feature in that the conditions for the summon are set, and the user can select whether or not to perform the summon when the conditions are met. Each summon will be explained in order below.
[0066] (EX summon) As shown in FIG. 11, the EX gauge 163 is displayed at the bottom and top of the lottery screen 160. The EX gauge 163 is a gauge that indicates the magnitude of the EX value accumulated by the battle. The lower EX gauge 163 corresponds to the user's EX value, and the upper EX gauge 163 corresponds to the opponent's EX value. The increase in the EX value may be controlled according to appropriate conditions. The EX gauge 163 indicates the magnitude of the EX value divided into appropriate stages. In the example of FIG. 11, the EX value is displayed in 12 stages. When the user's EX gauge 163 reaches its maximum, an EX summon during the command lottery is possible. When the summon is possible, an EX summon icon 165 is displayed at an appropriate position on the lottery screen 160, to the right of the reel 118 in the illustrated example, while the marker 161 is moving on the reel 118 in the command lottery. This indicates to the user that an EX summon is possible.
[0067] An EX Summon occurs when the user performs a predetermined summoning operation on the EX Summon icon 165, such as sliding or flicking the EX Summon icon 165, before the marker 161 on the reel 118 stops. If a summoning operation is not performed on the EX Summon icon 165 (including cases where the operation is not performed correctly), an EX Summon will not occur at the time of that command selection. In other words, the user can choose whether or not to perform an EX Summon. If an EX Summon does not occur, an opportunity for an EX Summon will occur at the next or subsequent command selection as long as the EX gauge 163 has reached its maximum. If an EX Summon occurs, the EX value of the EX gauge 163 is reset or decreased by a predetermined amount.
[0068] When an EX summon occurs, the EX technique displayed on the EX technique display section 120 included in the card setting screen 110 of FIG. 5 is activated. The EX technique may be activated unconditionally when the EX summon icon 165 is correctly operated and an EX summon occurs, or a further condition may be added to the activation of the EX technique in addition to the operation of the EX summon icon 165. For example, in response to the operation of the EX summon icon 165, a screen instructing the additional operation required for the activation of the EX technique may be displayed, and the skill of the user in the additional operation in response to the instruction on the screen may be evaluated, and the effect of the EX technique may be controlled so that the higher the evaluation result, the higher the effect. In that case, the range of the change in effect may include a case where the EX technique fails to be activated. For example, the EX technique may fail to be activated when the evaluation result of the additional operation does not meet a predetermined level. Incidentally, an EX summon may also be performed for enemy characters according to the EX value of the opponent's EX gauge 163.
[0069] (Class Change Summon) Class change summoning may also occur during command selection, similar to EX summoning. In class change summoning, a character of a higher class than the character whose turn has come is summoned to a battle to battle an enemy character. The conditions for the occurrence of class change summoning may be set appropriately. As an example, the conditions are set that the user has experienced at least one class change, and that the reel 118 that is the object of command selection is the reel 118 associated with the highest class of the character. As an example, if the ranks that can be associated with the character are "☆, ☆☆", the condition is not met unless the reel 118 of the "☆☆" class is the object of selection. Even if the highest class of the character is "☆☆☆", if the reel 118 corresponding to this class is an empty reel 118 without a command, the reel 118 that is the object of selection is limited to the "☆" reel 118 or the "☆☆" reel 118, and therefore the conditions for the occurrence of class change summoning are not met. The class change experience may be either a class change that can be performed in exchange for consuming in-game currency in the "deck" shown in Fig. 3, or a class change that occurs as a result of the result process in Fig. 7. Alternatively, it may be limited to the former class change experience. When relating the condition for the occurrence of a class change summon to the state of the reel 118, instead of or in addition to the reel 118 of the highest class being the object of the lottery as described above, an appropriate condition may be set, such as the total cost of the commands on the reel 118 that is the object of the lottery reaching the maximum capacity of that reel 118.
[0070] When the conditions for the class change summoning are met, the class change summoning icon is displayed at an appropriate position on the game screen. The class change summoning icon may be displayed near the reel 118, similar to the EX summoning icon 165, and its appearance may be similar to that of the EX summoning icon. If the user performs a predetermined summoning operation on the class change summoning icon before the marker 161 on the reel 118 stops, a class change summoning occurs. If a summoning operation is not performed on the class change summoning icon (including cases where the operation is not performed correctly), a class change summoning does not occur at the time of the command lottery. In other words, the user can select whether or not to perform a class change summoning. The summoning operation for the class change summoning may be the same as the summoning operation for the EX summoning, or may be different. If the conditions for the class change summoning are met and the user succeeds in the predetermined summoning operation, a class change summoning occurs and the above-mentioned character change is performed.
[0071] The character summoned by class change does not necessarily have to be a character associated with a card owned by the user. When a character is changed by class change summoning, the command lottery is executed for the reel 118 set in association with the character. When a character not associated with a card owned by the user is summoned, the command of the reel 118 is set to the command in the initial state of the character. When a character corresponding to a card owned by the user is summoned, the reel 118 used in the command lottery is the reel 118 associated with the card of the user, and if a command has been added from the initial state reel 118, the content reflects the addition. Note that when multiple class changes are possible for a character that is the subject of class change summoning, multiple class change summons may occur for the same character.
[0072] (combined summon) A combined summon may also occur during a command lottery, similar to an EX summon and a class change summon. A combined summon is a process in which a character whose turn has come and a character corresponding to a card in the same deck that can be combined with the character whose turn has come are combined, and the combined character is made to fight an enemy character. The conditions for the occurrence of a combined summon may be set appropriately. As an example, the conditions for the occurrence are set as follows: the user has experienced at least one combination, and the class of the reel 118 corresponding to each character to be combined has reached a state in which the highest class is eligible for the lottery, as in the case of the class change summon described above. The experience of a combination means that the user has experienced a combination that can be performed in exchange for the consumption of in-game currency in the "combination" shown in FIG. 3.
[0073] When the conditions for the occurrence of the combined summon are met, the combined summon icon is displayed at an appropriate position on the game screen. The combined summon icon may be displayed near the reels 118, similar to the EX summon icon 165, and its appearance may be similar to the EX summon icon or the class change summon icon. A combined summon occurs when the user performs a predetermined summon operation on the combined summon icon before the marker 161 on the reels 118 stops. If a summon operation is not performed on the combined summon icon (including a case where the operation is not performed correctly), a combined summon does not occur at the time of the command lottery. In other words, the user can select whether or not to perform a combined summon. The summon operation for the combined summon may be the same as or different from the summon operation during an EX summon or class change summon. When the conditions for the occurrence are met and the user succeeds in the predetermined summon operation, a combined summon occurs and the above-mentioned characters are combined. When a fusion occurs, the character before the fusion leaves the battle, and the character after the fusion appears on the game screen.
[0074] The combined character summoned by the combined summon does not necessarily have to be a character associated with a card owned by the user. When a combined character is summoned by the combined summon, the command lottery is executed for the reel 118 set in association with the character. When a character not associated with a card of the user is summoned, the command of the reel 118 is set to the command in the initial state of the character. When a character corresponding to a card owned by the user is summoned, the reel 118 used in the command lottery is the reel 118 associated with the card of the user, and if a command has been added to the reel 118 in the initial state, the addition is reflected in the command lottery.
[0075] (Get Summon) A Get Summon may occur during a command lottery, similar to an EX Summon. A Get Summon is a process of taking an opponent's character as the user's character. The conditions for a Get Summon to occur may be set as appropriate. As an example, the conditions for the occurrence are set such that the user has won at least once against the above-mentioned boss character or mid-boss character in a battle, the value of a specific parameter (e.g., an HP parameter) of the opponent's character has fallen below a predetermined level, and there is at least one empty card slot 103a (FIG. 4) in the deck used by the user.
[0076] When the conditions for the occurrence of the Get Summon are met, the Get Summon icon is displayed at an appropriate position on the game screen. The Combined Summon icon may be displayed near the reel 118, similar to the EX Summon icon 165, and its appearance may be similar to the EX Summon icon. If the user performs a predetermined summoning operation on the Get Summon icon before the marker 161 on the reel 118 stops, the Get Summon occurs. If the summoning operation is not performed on the Get Summon icon (including the case where the operation is not performed correctly), the Get Summon does not occur at the time of the command lottery. In other words, the user can select whether or not to perform the Get Summon. The summoning operation for the Get Summon may be the same as the summoning operation during the EX Summon, or may be different. When the conditions for the occurrence are met and the user succeeds in the predetermined summoning operation, the Get Summon occurs, the opponent's character disappears, and is summoned as the user's character.
[0077] When a get summon occurs and the number of characters on the opponent's side becomes 0, the battle ends with the user winning. When a get summon occurs, the value of the user's EX gauge 163 decreases. For example, the EX value of the EX gauge 163 decreases by a number corresponding to the class of the get summoned enemy character. If a character obtained by get summon has not yet acted in the battle, that character will fight against the enemy character as a character on the user's side when it is his / her turn to act. In that case, the command lottery is performed using the reel 118 corresponding to the get summoned character. Note that there may be cases where multiple enemy characters can be get summoned. In that case, the enemy character to be the target of get summon is selected according to, for example, the user's instruction. The enemy character to be the target of get summon may be selected by lottery.
[0078] Note that there may be cases where multiple types of summons can occur during one command selection opportunity. On the other hand, if multiple types of summons other than a get summon can occur during one command selection opportunity, the type of summon to occur during that opportunity may be selected by a lottery process or the like.
[0079] F. Result Processing Next, the result processing after the end of the battle will be described. As described above, in the result processing, EX values are acquired according to the results of the battle at one base 142, the parameters of the character change, and a level up or class change may occur. The second currency as an in-game currency is acquired, and further, the user may acquire a monster, which is a type of the opponent's character, or the enemy character may release an item or meme, which the user may acquire. In the result processing, various presentation screens that present the results to the user are appropriately displayed. In addition, if a command change occurs during the battle or if a meme is acquired, a result reflection process is performed in which the changed command is held as a command corresponding to the card, or the acquired meme is set on the card as a meme that can be associated with the character, according to the user's instructions. Also, when a monster is acquired, a process is performed in which the user is prompted to select whether or not to newly generate a card to be associated with the monster as a card owned by the user. FIG. 12 shows an example of a command change reflection screen 170 displayed in the result reflection process.
[0080] The command change reflection screen 170 is a screen displayed to hold the changed command as a command associated with the card Cd in response to a command change that occurred during a match, and is one of the game screens displayed in the result reflection process. When a command is changed during a match at one base 142, the command change reflection screen 170 is displayed at the result processing stage. The command change reflection screen 170 has a configuration that is roughly the same as the card setting screen 110 shown in FIG. 5, and includes a card list section 171, a setting operation section 172, a card display section 173, and an information section 114. In the card list section 171, a thumbnail image corresponding to the card Cd displayed in the card display section 173 is highlighted, and the other cards Cd are displayed in a mode in which the brightness is reduced by a method such as graying out. The card Cd displayed in the card display section 173 is a card corresponding to a character whose command has been changed during a match. The information section 114 is the same as the information section 114 in FIG. 5.
[0081] The card Cd displayed on the card display section 173 includes a character image section 116 expressing a character associated with the card Cd, and a roulette section 117, similar to the card display section 113 of FIG. 5. The roulette section 117 displays a plurality of reels 118, similar to the example of FIG. 6, but on the command change reflection screen 170, only the reel 118 in which the command change has occurred is highlighted, and the other reels 118 are displayed in a state in which the brightness is reduced by a technique such as graying out. Furthermore, the highlighted reel 118 includes the command before the change, and the command is emphasized by a performance mark 174 indicating that the command is to be changed. The command after the command change is displayed next to the command to be changed.
[0082] The setting operation section 172 displays a message 172a inquiring whether or not to keep the reels 118 in the state after the command change, for example, by a character string such as "Change the command and rewrite the card?". The setting operation section 172 also displays setting buttons 172b and 172c for allowing the user to select whether or not to keep the change. The setting button 172b is an operation section operated when keeping the command in the changed state, and for example, a character string "Change!" is displayed in response to the question by the message 172a. The setting button 172c is an operation section operated when discarding the command change and leaving the original command on the reels 118, and for example, a character string "Do not change" is displayed in response to the question by the message 172a.
[0083] If the user operates the setting button 172b, the card data corresponding to the card Cd is rewritten so that the changed command is retained. On the other hand, if the user operates the setting button 172c, the changed command is discarded, and the card data Cd corresponding to the card Cd is maintained in a state in which the command before the change remains in the reel 118. According to the above process, the command changed during the match can be activated within the same match, so that the user can check the effect during the match. If the changed command is preferable to the user, the card data of the card Cd is updated so that the same command can be used in subsequent matches, and if the original command is preferable to the user, the command change can be discarded and the original command can be left. In other words, the command change in FIG. 7 is a temporary command change, and can give the user an opportunity to try the changed command. On the other hand, the reflection of the command change in the result process determines whether or not the command change can be applied to the next and subsequent matches according to the user's instructions.
[0084] Similarly, when a meme is acquired in a match, the user is prompted to select whether or not to change the meme to that of the character associated with the card Cd, and if the user instructs the change, the acquired meme is changed from the meme that was associated with the card Cd. When a monster is acquired, the user is prompted to select whether or not to generate a new card corresponding to the acquired monster as a card owned by the user, and if the user instructs the generation, a new card corresponding to the acquired item is generated, and the card data of the card is recorded in association with the user ID as a card owned by the user. Note that the conditions for storing the changed command, changing the meme, and generating a card corresponding to the monster may be set to require the consumption of a predetermined amount of in-game currency as compensation for these processes.
[0085] [User device control system and processing] Next, an example of the configuration of a control system of the user device 3 for implementing the above-mentioned game and its processing procedure will be described. (1) Control system configuration FIG. 13 shows an example of a control system of the user device 3. The user device 3 is provided with a control unit 10 and a storage unit 11. The control unit 10 is configured as a computer including a CPU and internal storage devices required for its operation, such as a cache memory, a RAM, and a frame memory. The storage unit 11 is a storage device using a non-volatile storage medium such as a magnetic storage medium or a flash memory that functions as an external storage device for the control unit 10. An input device 12 that detects a user's operation and outputs an operation signal according to the detection result, and a display device 13 that displays a game screen, etc. are connected to the control unit 10. In addition, a speaker unit for outputting sound, a communication control unit for controlling communication with the game server 4, etc. are also connected to the control unit 10, but these are not shown in the figure.
[0086] 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 calculation processing and operation control required for the game in cooperation with an operating system that controls the basic operation of the control unit 10. Interactions with the user and various automatic processes in the training part are controlled according to the contents of the game program Pg. The game data Dg is data that should be appropriately referenced in controlling the game. For example, data such as data defining the configuration of the main map 131 and the area map 141, data specifying the initial values of the parameters, classes, etc. of each character, images for displaying each map 131, 141, images of characters, and images for directing a battle may be included in the game data Dg.
[0087] 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. The play data Dp may include card data Dc corresponding to the user's card. For example, the user's card data Dc acquired by the game server 4 in the procedure shown in FIG. 2 may be appropriately provided to the user device 3, and the card data Dc may be held on the user device 3 side as part of the play data Dp.
[0088] 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.
[0089] The control unit 10 executes the game program Pg, and the control unit 10 is provided with a game control unit 21 and an image drawing unit 22. Each unit 21, 22 is a logical device realized by the cooperation of the computer hardware of the control unit 10 and the game program Pg as software. The game control unit 21 controls the progress in each category shown in FIG. 3, calculates the battle results, etc., or processes various settings such as deck composition. The game control unit 21 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 may include various information necessary to determine the progress of the game, such as information on the base 142 selected by the user, information on the deck selected in the battle, and the progress and results of the battle. The above-mentioned command changes and acquisition of memes and monsters are also recorded in the status data Ds, and when their application is confirmed through the procedure of FIG. 12, etc., they are definitively recorded in the card data Dc, etc.
[0090] The image drawing unit 22 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 22 repeatedly draws the game screen, so that the various screens exemplified in FIG. 4 and the like are displayed on the display device 13 in accordance with the progress of the game.
[0091] (2) Control system processing Next, an example of the procedure of various processes executed by the control system of the user device 3 will be described with reference to Fig. 14 to Fig. 17. In the following description, the procedure will be described according to the flowcharts in Fig. 14 and subsequent figures, and Fig. 2 to Fig. 12 will be referred to as appropriate.
[0092] (Match processing) FIG. 14 shows an example of a procedure of a battle process executed by the game control unit 21 when a battle base 142 is selected using the area selection screen 130 in FIG. 8 and the area screen 140 in FIG. 9. When the battle process is started, the game control unit 21 determines the characters whose turn is to be acted in this process from the characters of the user and the opponent (step S101). The turn is determined, for example, by referring to an agility parameter or the like associated with the character. When the turn is determined, the game control unit 21 selects a character to be attacked (step S102). If the user's character is in the turn to act, at least one character of the opponent is selected as the attack target, and if the opponent's character is in the turn to act, at least one character of the user is selected as the attack target. The selection of the attack target may be determined by a lottery or other appropriate method. However, if the result of a command lottery or summoning, which will be described later, is reflected in the selection of the attack target, the attack target may be selected at a stage immediately before step S123 in FIG. 14.
[0093] Next, the game control unit 21 displays on the user device 3 the reels 118 of the class currently being selected from among the reels 118 corresponding to the characters in the action order (step S103). After that, the game control unit 21 executes a command change process (step S104). The command change process is a process for changing the command on the reels 118 corresponding to the characters in the action order. An example of the procedure of the command change process will be described later. After completing the command change process, the game control unit 21 determines whether or not a condition for enabling the occurrence of any summon is satisfied (step S105). If the condition is satisfied, the game control unit 21 displays a summon icon corresponding to the type of summon that satisfies the condition on the game screen (step S106), and then proceeds to the process of step S107. If the determination in step S105 is negative, the process of step S106 is skipped and the process proceeds to step S107. If the conditions for occurrence are satisfied for multiple types of summons, which summon is enabled may be determined using a lottery process or the like.
[0094] In step S107, the game control unit 21 starts drawing one command from the reel 118. In this case, first, an image showing the marker 161 moving on the reel 118 starts to be displayed, and the time elapsed since the start of the drawing starts to be measured. Next, the game control unit 21 determines whether or not the user has performed a predetermined summoning operation on the summoning icon (step S108). If a negative determination is made in step S105, the summoning icon itself is not displayed, and therefore a negative determination is always made in step S108.
[0095] If a negative determination is made in step S108, the game control unit 21 determines whether or not the user has performed an operation to stop the marker 161 (step S109). If a stop operation has not been performed, the game control unit 21 determines whether or not the command lottery has timed out, that is, whether or not the elapsed time from the start of the lottery in step S107 has reached a predetermined set time (step S110). In this case, the set time changes according to the progress speed set by the speed switching button 162.
[0096] If it is determined in step S109 that a stop operation has been performed, or if it is determined in step S110 that the time is up, the game control unit 21 determines one of the commands on the reels 118 that are the subject of the lottery as the winning command in the current turn order (step S111). In this case, the game control unit 21 displays the state in which the marker 161 stops on the user device 3 to present the lottery result to the user. If a stop operation has been performed in step S109, the command is determined in step S111 taking into consideration the timing of the operation. After that, the game control unit 21 proceeds to the process of step S121 in FIG. 15.
[0097] If it is determined in step S108 that a summoning operation has been performed, the game control unit 21 determines whether or not an EX summon has occurred (step S151), and if it has, executes processing to activate an EX technique (step S152). If further conditions are set in addition to the operation of the EX summoning icon 165, for example, if a specific additional operation is requested of the user and the effect of the EX technique changes depending on the evaluation of that operation, such additional operation and evaluation may be processed as part of the processing of step S152. After the processing of step S152, the game control unit 21 proceeds to the processing of step S123 in FIG. 15.
[0098] If step S151 in FIG. 14 is judged as negative, the game control unit 21 judges whether or not a get summon has occurred (step S161), and if it is a get summon, updates the status data Ds as if an enemy character has been acquired, and causes the user device 3 to display an image depicting this state (step S162). In this case, if the user's character is in the action order, the user will acquire the opponent's character. Thereafter, the game control unit 21 proceeds to the process of step S127 in FIG. 15. If step S161 in FIG. 14 is judged as negative, the game control unit 21 changes the character in the action order to another character (step S171). In this case, either a class change summon or a combined summon has occurred, and the changed character is another character that appears in a class change summon or combined summon. After the process of step S171, the process returns to step S103, and the process of step S103 and subsequent steps is executed for the changed character. In addition, when it is determined in step S105 of FIG. 14 that the summoning conditions are satisfied, summoning type information, such as "1" for EX summoning and "2" for class change summoning, may be temporarily stored in the internal storage device of the control unit 10 as information for determining which type of summoning can occur, and when it is determined in step S108 that a summoning operation has been performed, a process corresponding to the type of summoning determined from the summoning type information, such as the process of steps S152, S162, or S171, may be executed. Such a process does not necessarily need to be incorporated into the battle process of FIG. 14 from the beginning. For example, a program module or the like for implementing the process corresponding to steps S152, S162, and S171 may be prepared separately from the program for the battle process, and when the summoning conditions are satisfied, a program module corresponding to the type that has occurred may be called and incorporated as part of the battle process, or the battle process may be temporarily suspended and the process for summoning may be executed. In addition, when such a process is performed, the determination process of steps S151 and S161 of FIG. 14 is not required.
[0099] When the process proceeds to step S121 in FIG. 15, the game control unit 21 determines whether or not a command for changing the class of the reel to a class one level higher or one level lower has been won in the command lottery. When the command for changing the class has been won, the game control unit 21 changes the class of the reel 118 to be selected (step S122), and then returns to the process of step S103 in FIG. 14. In this case, the process of step S103 and thereafter is started for the reel 118 of the changed class. When the process proceeds to step S121, the game control unit 21 determines whether or not a command for "miss", which means an action failure, has been won (step S123). When the command for "miss" has not been won, the game control unit 21 calculates, for example, the amount of change in the parameters of the character to be attacked, as the result of the character in the action order taking the action corresponding to the won command (step S124). However, when the process proceeds from step S152 in FIG. 14 to step S124, the action result is calculated assuming that an EX technique has been activated.
[0100] After calculating the action result, the game control unit 21 displays an image on the user device 3 that depicts the battle, thereby presenting the calculation result of step S124 to the user (step S125). If the result of step S123 is affirmative, the process of step S124 is skipped and the process proceeds to step S125. In this case, the state in which the character in the action order fails to perform an action such as an attack is displayed on the user device 3.
[0101] After the performance of the battle, the game control unit 21 judges whether or not the end condition of the battle at one base 142 has been satisfied (step S126). If the end condition has not been satisfied, the game control unit 21 returns to the process of step S101 in FIG. 14. In this case, the next character to act is determined, and the process of step S102 and thereafter is repeated for that character. If the process proceeds from step S162 in FIG. 14 to step S126, it is judged whether or not the battle has ended with the annihilation of all enemy characters by get summon. If it is judged in step S126 that the end condition has been satisfied, the game control unit 21 proceeds to result process and ends the battle process (step S127).
[0102] (Command change processing) FIG. 16 shows an example of the procedure of the command change process executed as a subroutine process of step S104 in FIG. 14. In the command change process, the game control unit 21 determines whether or not the number of command change opportunities has reached an upper limit for the characters in the action order (step S201). If the upper limit has been reached, the game control unit 21 skips the subsequent processes and ends the command change process. In this case, the command change opportunity does not occur. On the other hand, if the upper limit has not been reached, the game control unit 21 draws a lottery to determine whether or not to generate a change opportunity (step S202). Next, the game control unit 21 determines whether or not a lottery result that generates a command change opportunity has been obtained (step S203). If the lottery result is that no opportunity will be generated, the game control unit 21 ends the current command change process. In this case, the command change opportunity does not occur either.
[0103] On the other hand, if it is determined in step S203 that the opportunity for change is to be generated, the game control unit 21 draws a command to be changed (step S204), and further draws a changed command to be replaced with the command (step S205). As described above, the changed command is drawn within a range not exceeding the capacity set for the reel 118 to be drawn. The changed command may be a new command different from the command already arranged on the reel 118 to be drawn, or the same command as the command already arranged may be drawn. After the process of step S205, the game control unit 21 presents the command drawn in steps S204 and S205 to the user as the command before and after the change by displaying, for example, the command change screen 150 of FIG. 10 on the user device 3, and asks the user to confirm whether or not to change the command (step S206). Next, the game control unit 21 determines whether or not the user has instructed to change the command via the setting operation unit 156 (step S207).
[0104] If it is determined in step S207 that the user has instructed to change the command, the game control unit 21 provisionally stores the command change in the status data Ds (step S208), and further changes the image of the reel 118 displayed in step S103 of FIG. 14 to a state in which the command to be changed has been replaced with the changed command (step S209). After that, the game control unit 21 ends the command change process. As a result, the reel 118 corresponding to the character in the action order changes to the command after the command change, and the changed command becomes an option in the lottery in step S107 of FIG. 14. If it is determined in step S207 that the user has not instructed to change the command, the game control unit 21 skips the processes of steps S208 and S209 and ends the command change process. In this case, the command before the change is maintained.
[0105] (Result processing) Fig. 17 shows an example of the procedure of the result process executed by the game control unit 21 in response to step S127 in Fig. 15. In the result process, the game control unit 21 first determines the result of the current battle (step S301). For example, the EX value acquired by the user in the battle, the amount of in-game currency, the amount of change in the character's parameters, and the occurrence of level-up, class change, etc. are determined. The occurrence of items, memes, monsters, etc. is also determined. After this determination, the game control unit 21 displays the determination result on the user device 3 with appropriate effects (step S302).
[0106] Next, the game control unit 21 determines whether or not the character has been leveled up in this battle (step S303). If the character has been leveled up, the game control unit 21 reflects the character's level up in the card data Dc and displays an image representing the level up on the user device 3 (step S304). After that, the game control unit 21 proceeds to the process of step S305. If the character has not been leveled up, the process of step S304 is skipped and the process proceeds to step S305.
[0107] In step S305, the game control unit 21 determines whether or not a class change has occurred in the current battle, and if a class change has occurred, the game control unit 21 reflects the class change of the character in the card data Dc and displays an image representing the class change on the user device 3 (step S306). After that, the game control unit 21 proceeds to the process of step S307. If a class change has not occurred, the process of step S306 is skipped and the process proceeds to step S307.
[0108] In step S307, the game control unit 21 determines whether a command change has occurred on the reels 118 for any of the user's characters in this match. If a command change has occurred, the game control unit 21 executes a process for retaining the command change based on a user's instruction (step S308). This process is a process for displaying the command change reflection screen 170 shown in FIG. 12 on the user device 3, forcing the user to select whether or not to retain the command on the reels 118 in the changed state, and rewriting the card data corresponding to the card Cd so that the changed command is retained on the reels 118 of that card when the user instructs to retain the change. If the user does not instruct to retain the change, the changed command is returned to the command before the change, and the card data Dc is not rewritten.
[0109] When the process of step S308 is completed or when step S307 is judged as negative, the game control unit 21 judges whether or not a meme has been acquired in this battle (step S309). When a meme has been acquired, the game control unit 21 executes a meme change process (step S310). In this process, whether or not to change the meme already associated with the character to the newly acquired meme is selected according to a user's instruction, and when a change is instructed, the card data Dc is updated so that the new meme is associated with the character. When a change is not instructed, the acquired meme is discarded. Note that the user may repeatedly select whether or not to acquire a meme for each character, or may select a character from which the user wants to acquire a meme and then select to acquire the meme. In other words, it is not necessary that one meme acquired in one battle and a character that can be associated with it have a one-to-one relationship. It may be possible to acquire one meme for all characters participating in the battle at most.
[0110] When the process of step S310 is completed or when step S309 is judged as negative, the game control unit 21 judges whether or not an opponent's monster has been acquired in the current match (step S311). When a monster has been acquired, the game control unit 21 executes a process of generating a card related to the monster (step S312). In this process, whether or not to generate a new card corresponding to the acquired monster is selected according to an instruction from the user, and when the generation is instructed, new card data Dc is generated so that the card corresponding to the monster is added as a card owned by the user, and is stored in association with the user ID. When the process of step S312 is completed or when step S311 is judged as negative, the game control unit 21 ends the current result process.
[0111] In the above processing, the game control unit 21 functions as an example of a chance control means by executing the processing of S201 to S205 in Fig. 16, and functions as an example of a change control means by executing the processing of S206 to S208 in Fig. 16. Furthermore, the game control unit 21 functions as an example of an occurrence possibility determining means by executing the processing of steps S201 and S202 in Fig. 16, and functions as an example of a change content determining means by executing the processing of steps S204 and S205 in Fig. 16. Furthermore, the game control unit 21 functions as an example of a change holding means by executing the processing of steps S307 and S308 in Fig. 17.
[0112] The present invention is not limited to the above-mentioned embodiment, and may be embodied in an appropriate modified or altered form. For example, even if an opportunity for a change occurs and the user does not instruct the application of the change, the command may be provisionally added as an option on the reel 118, and the user may instruct again at another appropriate timing during the same match whether or not to apply the provisional change.
[0113] In the above embodiment, the commands before and after the change are determined in sequence in steps S204 and S205 in Fig. 16, but it is also possible to determine only the changed command first and have the user select which command to replace it with. In this case, the changed command may be presented to the user, and the user may specify the command to be changed. In either case, the computer still determines the command to be changed based on the user's instructions.
[0114] In the above embodiment, a lottery process is used to determine whether or not a command change opportunity is generated, but the use of a lottery process is not essential. For example, a generating condition for a command change opportunity may be set in association with a game situation or the like, and the command change opportunity may be generated when the generating condition is satisfied. Whether or not a command change opportunity is generated may be determined by appropriately combining condition determination and lottery process, such as executing a lottery process when the generating condition is satisfied to determine whether or not a command change opportunity is generated.
[0115] In the above embodiment, a lottery process is used to determine both the command to be changed and the command after the change, but it is not necessarily required to use a lottery process for these determinations. For example, the command to be changed may be selected based on the cost, such as by giving priority to a command with a low cost. The command after the change may also be selected based on the cost, such as by selecting the command with the highest cost within a range in which the capacity does not exceed the upper limit. A capacity restriction is not required. However, if a capacity restriction is set, it is possible to reduce or eliminate the risk of a situation in which the cost, i.e., the value, of a command before and after the change differs excessively.
[0116] It is not essential to set an upper limit on the number of command change opportunities for the same card. However, if an upper limit is set, it is possible to reduce or eliminate the risk of the tempo and interest of the game being impaired by excessive command change opportunities for the same character during a match, and to generate command change opportunities within an appropriate range.
[0117] In the above embodiment, an example has been shown in which the card data Dc is managed via the card management system 6, but the manner in which the card data Dc is stored and managed may be changed as appropriate. For example, the game server 4 may manage the card data Dc. The games to which the present invention is applied are not limited to games in which characters corresponding to cards battle each other, and the present invention may be applied to games of any appropriate genre as long as the requirements are met that game elements are used in the battle and that the contents of selections regarding multiple options associated with the game elements are reflected in the control of the battle.
[0118] 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.
[0119] A computer program (Pg) according to one embodiment of the present invention is a computer program for a game that causes a computer (10) to function to provide a game in which a battle is conducted using game elements (Cd) and in which the battle is controlled to reflect the content of a selection from a plurality of options corresponding to the game elements, and is configured to cause the computer to function as opportunity control means (21, S201-S205) that generates opportunities during the battle for which at least a portion of the plurality of options can be changed to another option, and change control means (21, S206-S208) that selects, in response to the occurrence of the opportunity, whether or not to apply the change to the other option based on an instruction from the user, and, if application of the change is selected, applies the change to the current battle.
[0120] A game system (1) according to one embodiment of the present invention is a game system including a computer (10) that functions to provide a game in which a battle is played using game elements (Cd) and in which the battle is controlled to reflect the content of a selection from a plurality of options corresponding to the game elements, and is configured to cause the computer to function as opportunity control means (21, S201-S205) that generates opportunities during the battle for which at least a portion of the plurality of options can be changed to another option, and change control means (21, S206-S208) that selects, in response to the occurrence of the opportunity, whether or not to apply the change to the other option based on an instruction from the user, and, if application of the change is selected, applies the change to the current battle.
[0121] A game control method according to one embodiment of the present invention is a game control method that causes a computer (10) to function to provide a game in which a battle is conducted using game elements and in which the battle is controlled reflecting the content of a selection from a plurality of options corresponding to the game elements, and causes the computer to function as opportunity control means (21, S201-S205) that generates opportunities during the battle to allow at least a portion of the plurality of options to be changed to another option, and change control means (21, S206-S208) that, in response to the occurrence of the opportunity, selects whether or not to apply a change to the other option based on an instruction from the user, and, if application of the change is selected, applies the change to the current battle.
[0122] According to the above aspect, an opportunity to change an option is generated during a match, and if the option is changed at that opportunity, the option may be selected during the match, and the user can understand how the option may affect the match. Also, by selecting whether or not to apply the change based on the user's instruction, the user's intention can be reflected in whether or not to apply the change.
[0123] The computer program according to one aspect of the present invention may be provided in a state stored in a storage medium. By using this storage medium, for example, the computer program according to the present invention can be installed in a computer and executed, thereby realizing the system of the present invention using the computer. The storage medium storing the computer program may be a non-transitory storage medium such as a CD-ROM.
[0124] In the above-mentioned embodiment, the following items can be further added. Note that the following items may be applied in appropriate combinations as long as they are not mutually contradictory.
[0125] In the above aspect, the opportunity control means may further include an opportunity generation determining means (21, S201, S202) for determining whether or not to generate the opportunity, and a change content determining means (21, S204, S205) for determining the option to be changed and the other option after the change. In this way, by separating the stage of determining whether or not to generate an opportunity for the change from the stage of determining the options before and after the change, it is possible to apply conditions and processes suitable for each stage.
[0126] The change control means may present the alternative option to the user in response to the occurrence of the opportunity. This allows the user to instruct whether or not to apply the change after checking what alternative the option to be changed to can be changed to. Therefore, the user's intention regarding whether or not to apply the change can be more appropriately reflected.
[0127] The occurrence possibility determining means may determine whether or not to generate the opportunity by using a lottery process. Alternatively, the change content determining means may determine the option to be changed and each of the other options by using a lottery process. According to these aspects, by using a lottery process, it is possible to increase the interest of the game by introducing an element of chance into the occurrence of the opportunity for change and the determination of the options before and after the change.
[0128] A cost may be set for each of the plurality of options, a limit may be set for a combination of the plurality of options that can be associated with the game element such that the total value of the costs of each option does not exceed a predetermined upper limit, and the change content determination means may determine the other option within a range in which the total value of the costs when the change to the other option is applied does not exceed the upper limit. In this way, by reflecting the value of the option in the game or the like in the cost, it is possible to reduce or eliminate the risk that the value of the option will change excessively before and after the change to the option.
[0129] The computer may further function as a change retaining means (21, S307, S308) for selecting whether or not to retain the changed alternative option as an option associated with the game element based on the user's instruction when the change control means applies the change to the option, and for retaining the alternative option as an option associated with the game element when the retention of the alternative option is selected, so that the alternative option is included in the multiple options at a later match opportunity. According to this, it is possible to select whether or not the change to the option applied during a match should be applied to the next or subsequent match based on the user's instruction. Therefore, after the change to the option is applied, if the option is selected during the same match and the user is able to understand its effect, etc., the application of the change can be retained in the next or subsequent match if the change is favorable, while on the other hand, if the change is unfavorable, the change can be discarded and the original option can be restored.
[0130] The occurrence possibility determining means may generate the opportunity to change the same game element within a range not exceeding a predetermined number of times during the same match. This reduces or eliminates the risk of excessive opportunities to change options, and allows the opportunities to change options to be generated within an appropriate range. [Explanation of symbols]
[0131] 1. Game System 3 User Device 4 Game Server 5. Database 6. Card Management System 10. Control Unit 21 Game control unit 100 Deck setting screen 110 Card setting screen 117 Roulette Club 118 Reels 130 Area selection screen 140 Area Screen 150 Command Change Screen 160 Lottery Screen 170 Command change reflection screen
Claims
1. A computer program for a game that causes a computer to function to provide a game in which a battle is played using game elements, and the battle is controlled in accordance with a selection made from a plurality of options associated with the game elements, the computer program comprising: The computer, an opportunity control means for generating an opportunity during the match in which at least a part of the plurality of options can be changed to another option; and a change control means for selecting whether or not to apply the change to the other option in response to the occurrence of the opportunity based on an instruction from a user, and applying the change in the current match if application of the change is selected; A computer program for a game configured to function as a
2. 2. The computer program according to claim 1, wherein the opportunity control means further includes an opportunity generation determination means for determining whether or not to generate the opportunity, and a change content determination means for determining each of the options to be changed and the other options after the change.
3. 3. The computer program product according to claim 2, wherein the change control means presents the alternative options to the user in response to the occurrence of the opportunity.
4. The computer program product according to claim 2 , wherein the occurrence possibility determining means determines whether or not to generate the opportunity by using a lottery process.
5. The computer program product according to claim 2 , wherein the change content determination means determines the option to be changed and the other option by using a lottery process.
6. A cost is set for each of the plurality of options; a restriction is set for the combination of the plurality of options that can be associated with the game element so that the total value of the cost of each option does not exceed a predetermined upper limit value; 3. The computer program according to claim 2, wherein the change content determination means determines the other option within a range in which the total value of the costs when the change to the other option is applied does not exceed the upper limit value.
7. The computer, The computer program of any one of claims 1 to 6, further functioning as a change retention means for, when a change to the option is applied by the change control means, selecting whether or not to retain the changed different option as an option associated with the game element based on an instruction from the user, and, if retention of the different option is selected, retaining the different option as an option associated with the game element so that the different option will be included in the multiple options at a later battle opportunity.
8. The computer program according to any one of claims 2 to 6, wherein the occurrence possibility determination means generates the opportunity to change the same game element within a range in which the number of opportunities to change the same game element does not exceed a predetermined number during the same match.
9. A game system including a computer that functions to provide a game in which a match is played using game elements, and the match is controlled in accordance with a selection made from a plurality of options associated with the game elements, The computer, an opportunity control means for generating an opportunity during the match in which at least a part of the plurality of options can be changed to another option; and a change control means for selecting whether or not to apply the change to the other option in response to the occurrence of the opportunity based on an instruction from a user, and applying the change in the current match if application of the change is selected; A game system configured to function as a
10. A method for controlling a game, which causes a computer to function to provide a game in which a match is played using game elements, and in which the match is controlled in accordance with a selection made from a plurality of options associated with the game elements, comprising the steps of: The computer, an opportunity control means for generating an opportunity during the match in which at least a part of the plurality of options can be changed to another option; and a change control means for selecting whether or not to apply the change to the other option in response to the occurrence of the opportunity based on an instruction from a user, and applying the change in the current match if application of the change is selected; A method of controlling the game that functions as a
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Patent Citations
Game system, and control method and computer program used for the same
JP2015058140A