Program, method, system and electronic apparatus

The program and system address the lack of player choice in selecting foal game media by allowing players to select and train game media in training games, enhancing player interest through customizable and varied game media development.

JP2025061044APending Publication Date: 2025-04-10CYGAMES INC
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Patent Information

Application Number
JP2025001936
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-01-06
Publication Date
2025-04-10

AI Technical Summary

Technical Problem

In training games where players develop game media for a main game, players have no choice in selecting the game medium for the foal, as the game program automatically generates it based on the parent horses, limiting player involvement and interest.

Method used

A program and system that allow players to select a training game medium and accept trained game media as a successor, enabling players to train and customize game media through a training game, changing training parameters based on inherited game medium characteristics, and generating trained game media upon completion.

Benefits of technology

Enhances player interest by providing choices in game media development, allowing players to gradually train game media to their desired characteristics, and offering a variety of developed game media options.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025061044000001_ABST
    Figure 2025061044000001_ABST
Patent Text Reader

Abstract

To provide a program, a method, a system and an electronic apparatus capable improving taste of a game.SOLUTION: An electronic apparatus causes a computer to function as: a raising game medium reception part receiving a raising game medium selected by a player and subjected to the raising in a raising game; a succession game medium reception part receiving a raised game medium selected from a raised game medium group including a plurality of raised game media whose raising has been completed by the player in the raising game, as a succession game medium; and a raising game execution part executing the raising game, with the raising game medium as a raising object, changing a raising parameter fluctuating during the raising game on the basis of, one or more pieces of characteristic information provided in the succession game medium and, with the completion of the raising game, generating a raised game medium, while associating a character ID with the raising parameter included in the raising game medium.SELECTED DRAWING: Figure 4
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Description

[Technical field]

[0001] The present invention relates to a program and the like, and more particularly to a program and the like for a training game in which game content selected by a player is trained. [Background technology]

[0002] In recent years, electronic devices such as smartphones have rapidly become widespread, and many games that can be executed on electronic devices have been released. Among these types of games, games in which game media such as racehorses are raised are known. A simulation game in which a player selects a stallion and a mare to be parent horses, and produces and raises foals from these parent horses is known (for example, see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2002-126349 A Summary of the Invention [Problem to be solved by the invention]

[0004] In this type of game, the player can select the game media for two parent horses. However, for the game media for the foal, the game program automatically generates the game media based on the selected parent horse's game media, so there is a problem in that the player has no room to select the game media for the foal to be raised. This problem is not limited to games in which racehorses are produced and raised, but is a common problem in games including breeding games in which any game media is raised.

[0005] The present invention has been made to solve the above problems, and has an object to provide a program, a method, a system, and an electronic device that can increase the entertainment value of a game. [Means for solving the problem]

[0006] One aspect of the present invention is a program that executes a game in which a player uses a main game and a training game to train a game medium to be used in the main game, the program causing a computer to function as: a training game medium receiving means that receives a training game medium selected by the player to be trained in the training game; an inherited game medium receiving means that accepts the trained game medium selected by the player from a group of trained game media including a plurality of trained game media for which training in the training game has been completed; and a training game execution means that executes the training game with the training game medium as the training target, changes training parameters that change during the training game based on one or more characteristic information possessed by the inherited game medium, and generates the trained game medium by associating a character ID included in the training game medium with the training parameters upon completion of the training game.

[0007] One aspect of the present invention is a method in which an electronic device executes a game in which a player uses a training game to develop a game medium to be used in a main game, the method comprising: a training game medium receiving step for receiving a training game medium selected by the player to be developed in the training game; an inherited game medium receiving step for accepting, as an inherited game medium, the developed game medium selected by the player from a group of developed game media consisting of a plurality of developed game media for which development in the training game has been completed; and a training game execution step for executing the training game with the training game medium as the development target, changing training parameters that vary during the training game based on one or more characteristic information possessed by the inherited game medium, and generating the developed game medium by associating a character ID included in the training game medium with the training parameters upon completion of the training game.

[0008] One aspect of the present invention is a system that executes a game in which a player uses a training game to develop game media to be used in a main game, the system having a user terminal and a server connected to the user terminal via a network, the user terminal or the server functioning as a training game media receiving means that receives the training game media selected by the player to be developed in the training game, the user terminal or the server functioning as an inherited game media receiving means that accepts the developed game media selected by the player from a group of developed game media consisting of a plurality of developed game media that have completed development in the training game as an inherited game medium, and the user terminal or the server functioning as a training game execution means that executes the training game with the training game media as the development target, changes training parameters that change during the training game based on one or more characteristic information possessed by the inherited game medium, and generates the developed game media upon completion of the training game by associating a character ID included in the training game media with the training parameters.

[0009] An electronic device as one aspect of the present invention is an electronic device that executes a game in which a player uses a training game to develop game media to be used in a main game, and is characterized in that it comprises: a training game medium receiving means for receiving a training game medium selected by the player to be developed in the training game; an inherited game medium receiving means for accepting the developed game medium selected by the player from a group of developed game media consisting of a plurality of developed game media whose development in the training game has been completed as an inherited game medium; and a training game execution means for executing the training game with the training game medium as the development target, changing training parameters that change during the training game based on one or more characteristic information possessed by the inherited game medium, and generating the developed game medium by associating a character ID included in the training game medium with the training parameters upon completion of the training game. Effect of the Invention

[0010] According to the present invention, the entertainment value of the game can be improved. [Brief description of the drawings]

[0011] [Figure 1] 1 is a block diagram showing a hardware configuration of an electronic device according to an embodiment of the present invention; [Diagram 2] FIG. 1 is a functional block diagram of an electronic device according to an embodiment of the present invention. [Diagram 3] 4 is an example of a functional block diagram of a game control unit. [Figure 4] 13 is an example of a development game medium selection screen. [Diagram 5] 13 is an example of a screen before selection of an inherited game medium. [Figure 6] 13 is an example of an inherited game medium selection screen. [Figure 7] 13 is an example of an inherited game medium confirmation screen. [Figure 8] FIG. 2 is an example of a functional block diagram of a training game execution unit. [Figure 9] 13 is another example of an inherited game medium confirmation screen. [Figure 10] This is a training command selection screen for training the training game media in the training game. [Figure 11] This is a skill acquisition screen for a training game. [Figure 12] 4 is an example of an operation flowchart of an electronic device according to an embodiment of the present invention. [Figure 13] 1 is a diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0012] A game system according to an embodiment of the present invention will be described with reference to the drawings. In this specification, for the sake of convenience, more detailed explanation than necessary may be omitted. For example, detailed explanation of already well-known matters and duplicate explanation of substantially the same configuration may be omitted.

[0013] This game system can be realized by a system in which multiple electronic devices are connected via a network, but it can also be realized by a single electronic device. First, an embodiment realized by a single electronic device will be described, and then a system connected to a network will be described.

[0014] [Embodiments implemented by electronic devices] [composition] FIG. 1 is a block diagram showing a hardware configuration of an electronic device 10 according to an embodiment of the present invention. The electronic device 10 includes a processor 11, an input device 12, a display device 13, a storage device 14, and a communication device 15. The components 11 to 15 are connected by a bus 16. An interface may be interposed between the bus 16 and the components 11 to 15 as necessary. In this embodiment, the electronic device 10 is a smartphone. However, the electronic device 10 may be a computer such as a tablet computer, a notebook computer, or a desktop computer, as long as it includes the above configuration.

[0015] The processor 11 controls the overall operation of the electronic device 10 and is, for example, an electronic circuit such as a CPU or an MPU. The processor 11 executes various processes by reading and executing programs and data stored in the storage device 14. In one example, the processor 11 is composed of multiple processors.

[0016] The input device 12 is a user interface that accepts input from a user to the electronic device 10, and is, for example, a touch panel, a touch pad, a keyboard, or a mouse. Since the electronic device 10 of this embodiment is a smartphone, the electronic device 10 is provided with a touch panel, and this touch panel functions as both the input device 12 and the display device 13. The input device 12 and the display device 13 may be in separate forms and disposed at different positions.

[0017] The display device 13 displays application screens and the like to a user, i.e., a player, of the electronic device 10 under the control of the processor 11. As the display device 13, a liquid crystal display, an organic EL display, a plasma display, or the like can be used.

[0018] The storage device 14 includes a main memory, a buffer memory, and a storage device that is equipped in a typical smartphone or computer, such as a storage device using a volatile memory such as RAM and a non-volatile memory such as a flash memory such as eMMC, UFS, or SSD, and a magnetic storage device. The storage device 14 may include an external memory. The storage device 14 stores, for example, a game application. The game application includes a game program for executing a game and various data referenced when the game program is executed. The game program is started in response to a user's operation on the electronic device 10, and is executed on an operating system (OS) that is pre-installed in the electronic device 10.

[0019] In one example, the storage device 14 includes a main storage device and an auxiliary storage device. The main storage device is a volatile storage medium capable of reading and writing information at high speed, and is used as a storage area and a working area when the processor 11 processes information. The auxiliary storage device stores various programs and data used by the programs when each program is executed. The auxiliary storage device is, for example, an SSD or a hard disk device, but may be any non-volatile storage or non-volatile memory capable of storing information, and may be removable. The auxiliary storage device stores, for example, an operating system (OS), middleware, application programs, various data that may be referenced in conjunction with the execution of these programs, and the like.

[0020] The communication device 15 transmits and receives data to and from other computers, such as a server, via a network. For example, the communication device 15 performs wireless communication, such as mobile communication or wireless LAN, and connects to the network. In one example, the electronic device 10 downloads a program from a server using the communication device 15 and stores it in the storage device 14. However, the communication device 15 may perform wired communication using an Ethernet (registered trademark) cable or the like. If data is not transmitted or received to and from other computers, the electronic device 10 may not include the communication device 15.

[0021] FIG. 2 is an example of a functional block diagram of an electronic device 10 according to an embodiment of the present invention. The electronic device 10 includes an input unit 21, a display unit 22, and a game control unit 23. In this embodiment, these functions are realized by the processor 11 executing a program. For example, the program to be executed is a game program stored in the storage device 14 or received via the communication device 15. In this way, since various functions are realized by loading a program, a part or all of one part (function) may be possessed by another part. These functions may also be realized by hardware by configuring electronic circuits or the like for realizing a part or all of each function.

[0022] The input unit 21 is configured using the input device 12, and accepts input from a user to the electronic device 10. In this embodiment, a touch detection function that is generally provided in a smartphone equipped with a touch panel can be used.

[0023] The display unit 22 is configured using the display device 13, and displays a game screen on the display device 13 in response to the progress of the game and user operations. The game control unit 23 performs basic control in executing the game of this embodiment. The game of this embodiment is a game that includes a main game and a training game. That is, a player of the game trains game media in the training game and uses the trained game media in the main game. The game media is electronic data used in the game, such as characters, weapons, items, equipment items such as cards, etc. The game media of this embodiment is a character.

[0024] The main game of this embodiment is a game in which characters of game media run a predetermined distance on a predetermined course and compete for finishing order, like a horse racing game, and the training game of this embodiment is a game in which game media that will participate in the main game are trained. This training game is a game in which a character represented by the training game media is trained and trained in a scenario, and one or more pieces of characteristic information possessed by an inherited game medium, which will be described later, are inherited by the training game medium.

[0025] Fig. 3 is an example of a functional block diagram of the game control unit 23. As shown in Fig. 3, the game control unit 23 has a training game medium receiving unit 23a, an inherited game medium receiving unit 23b, a training game execution unit 23c, a trained game medium adding unit 23d, a different player trained game medium adding unit 23e, and a main game execution unit 23f.

[0026] The training game medium receiving unit 23a is configured to include a processor 11 and an input device 12, and receives material game media selected by a player from the material game media group as training game media to be trained in the training game.

[0027] The material game media group is a group of game media including a plurality of material game media. The material game media is electronic data that is the source of the development game media to be developed in the development game, and is associated with a unique ID, an image of the character displayed on the display device 13, a character ID that uniquely identifies the character, and characteristic information. The characteristic information is information that indicates the characteristics of the material game media, for example, parameters that indicate the abilities and skills of the material game media (character). In this embodiment, various parameters are set to all for each type of characteristic information. In other words, abilities and skills differ depending on the type (character) of the material game media, but if there is no ability or skill, a predetermined parameter value (for example, 0) can be set. In addition, various parameters are associated with multiple ranks or levels such as rarity. The material game media and the material game media group are stored in advance in the storage device 14 such as a non-volatile storage. However, some or all of the material game media may be acquired later by the player in a lottery game based on probability, and stored in the storage device 14. The characteristic information of the material game media may be increased by satisfying a predetermined condition, such as consuming an item. In one example, the player consumes an item that he or she owns, and the parameter value of the characteristic information associated with the consumed item increases. The consumption of the item associated with the player's operation is executed, for example, by the training game medium receiving unit 23a.

[0028] The training game medium is a game medium to be trained in the training game, and at the start of the training game, is electronic data obtained by duplicating a material game medium selected by a player from a group of material game media. However, the ID of the training game medium is a unique ID. That is, the ID of the training game medium is assigned a different type of ID from the ID of the material game medium. For example, if the ID of a material game medium selected by a player is S1, the ID of the training game medium is assigned I1. In this embodiment, the training game medium is associated with a unique ID, an image of a character displayed on the display device 13, a character ID that uniquely identifies the character, and training parameters that indicate the characteristics of the training game medium. The image and character ID of the character are the same as the image and character ID of the character of the material game medium.

[0029] The training parameters are provided for all the characteristics used in the training game. At the start of the training game, the training parameters are the same as the characteristic information of the material game medium, and various training parameters are added or changed as the training game progresses. That is, the training parameters are variables that change throughout the training game. At the start of the training game, various parameter values ​​of the characteristic information of the material game medium selected by the player are substituted for the training parameters as initial values, so that the training parameters are equal to the various parameter values ​​of the characteristic information of the selected material game medium. During the training game, the training parameters change based on training, one or more characteristic information of the inherited game medium described below, and the like. At the completion of the training game, the values ​​of the various training parameters become the various parameter values ​​of the characteristic information of the trained game medium described below, which has been trained in the training game. In other words, after the completion of the training game, the values ​​of the training parameters at that time are associated with the character ID included in the training game medium. The training parameters do not have to be associated with the training game medium during the training game. In this embodiment, the training parameters are defined (declared) in the training game program, incorporated into the training game, and are independent of and not associated with the character ID during the training game. For example, the training game program defines a variable for the character ID and the training parameters separately, and by duplicating the material game medium selected by the player, the character ID of the material game medium is loaded into the variable for the character ID, and the parameter value of the characteristic information of the material game medium is loaded into the training parameters. The training game medium is stored in a storage device 14, such as a volatile recording medium. In this way, since the training game medium is electronic data based on the material game medium and is independent from the material game medium, the material game medium is not lost but is stored. In other words, the player can set the same material game medium as a training target any number of times for each training game.

[0030] Fig. 4 is an example of a training game media selection screen. As shown in Fig. 4, the training game media receiving unit 23a displays a training game media selection screen G1 on the display device 13 and receives the player's selection of material game media via the input device 12. The training game media selection screen G1 includes a material game media group display area R12, a selected material game media display area R11, and an enter button R13.

[0031] In the material game media group display area R12, material game media (e.g., image S1 thereof) are displayed. In the example of Fig. 4, images S1 of multiple material game media (here, characters A to J) are displayed. In this embodiment, the display device 13 and input device 12 are configured as a touch panel of the electronic device 10, so that selection of one of the material game media displayed in the material game media group display area R12 can be accepted with a player's finger or the like.

[0032] The selected material game medium display area R11 displays the image S1 and characteristic information of the material game medium selected from a plurality of material game media. The characteristic information includes, for example, basic ability parameters indicating speed, stamina, power, tenacity, and intelligence, and aptitude parameters including track suitability, distance suitability, and running style suitability. Track suitability includes, for example, suitability for turf and suitability for dirt, distance characteristics include, for example, short distance characteristics, mile characteristics, middle distance characteristics, and long distance characteristics, and running style suitability includes, for example, breakaway characteristics, leading characteristics, overtaking characteristics, and closing in characteristics. Each parameter is, for example, a numerical value, and as one example, a rank or level can be displayed according to the stage by ABC display or the like together with the numerical value. For example, rank A is the highest suitability, and the suitability decreases as the rank deviates from rank A. In one example, when the speed parameter is displayed as rank A, it indicates a fast speed characteristic, and when it is displayed as rank G, it indicates a slow speed characteristic.

[0033] The decision button R13 is a button for deciding the selected material game medium as the training game medium to be trained in the training game. The training game medium receiving unit 23a receives a signal that the input device 12 detects that the decision button R3 has been pressed, identifies the material game medium selected in the selected material game medium display area R12 at that time, and copies the material game medium, assigns a different ID to it, and stores it in the storage device 14 as the training game medium.

[0034] The inherited game medium receiving unit 23b is configured to include a processor 11 and an input device 12, and receives the developed game medium selected by the player from the group of developed game media as inherited game media.

[0035] The group of developed game media is a group of game media including a plurality of developed game media. The developed game media is a development game medium for which development in a development game has been completed, and is associated with a unique ID, an image of the character displayed on the display device 13, a character ID that uniquely identifies the character, and characteristic information. The ID of the developed game medium is assigned a different type of ID from that of the development game medium developed in the development game. For example, if the ID of the development game medium is I1, then IZ1 is assigned as the ID of the developed game medium. The character ID may be the same among a plurality of developed game media. When a player selects a certain material game medium as a development game medium and the developed game medium is generated through a development game, the character IDs of the material game medium, development game medium, and developed game medium are common, and when the material game medium selected once is selected again and the developed game medium is generated through the development game, the character ID of the developed game medium generated in the first development game and the character ID of the developed game medium generated in the second development game are the same. The characteristic information is information indicating the characteristics of the developed game media, for example, parameters indicating the abilities and skills of the developed game media. The developed game media and the group of developed game media are stored in the storage device 14 in advance, and when new developed game media are generated, they are stored in the storage device 14.

[0036] The inherited game medium is a developed game medium selected by a player from a group of developed game media. In one example, the inherited game medium is electronic data that is a copy of the developed game medium selected by the player.

[0037] FIG. 5 is an example of an inheritance game medium pre-selection screen. FIG. 6 is an example of an inheritance game medium selection screen. FIG. 7 is an example of an inheritance game medium confirmation screen. As shown in FIG. 5 to FIG. 7, the inheritance game medium reception unit 23b displays an inheritance game medium pre-selection screen G2, an inheritance game medium selection screen G3, and an inheritance game medium confirmation screen G4 on the display device 13, respectively, and receives the selection of the inheritance game medium by the player via the input device 12. The inheritance game medium pre-selection screen G2, the inheritance game medium selection screen G3, and the inheritance game medium confirmation screen G4 are screens for selecting an inheritance game medium from a plurality of developed game media.

[0038] The pre-inheritance game medium selection screen G2 includes a development game medium display area R21, an inheritance game medium selection area R22, and a confirmation button R23. The development game medium display area R21 includes an image I1 of the development game medium and is displayed. The inheritance game medium selection area R22 is an area for adding an inheritance game medium and includes an add button R24 for adding an inheritance game medium. In this embodiment, two inheritance game medium selection areas R22 are provided so that two inheritance game media can be selected. When the player presses each add button R24, the inheritance game medium reception unit 23b causes the display device 13 to display the inheritance game medium selection screen G3.

[0039] The decision button R23 is a button for deciding on the selected developed game media as inherited game media. However, since no inherited game media has been selected in Figure 5, the decision button R23 is grayed out.

[0040] The inheritance game media selection screen G3 includes a development game media display area R31, an inheritance game media temporary selection area R32, a developed game media group display area R33, and a confirmation button R34.

[0041] The development game medium display area R31 displays an image I1 of the development game medium and various characteristic information thereof, making it easy to select the inherited game medium. The inherited game medium temporary selection area R32 displays an image Z1 and characteristic information of the developed game medium selected to be the inherited game medium, and next to it, images ZA1 and ZA2 of the developed game medium (hereinafter also referred to as the previous developed game medium from which the game medium is inherited) set as the inherited game medium in the development game in which the developed game medium selected as the inherited game medium was developed, and the characteristic information thereof is displayed, making it easy for the player to consider combinations with the development game medium. In one example, the characteristic information displayed in the inherited game medium temporary selection area R32 can display two characteristic information pieces (e.g., the highest-ranked characteristic information and the next highest-ranked characteristic information) that are relatively high in rank or level in each game medium among two or more characteristic information pieces possessed by the inherited game medium or the previous developed game medium from which the game medium is inherited. In another example, the inherited game medium temporary selection area R32 can display all characteristic information possessed by the inherited game medium or the previous developed game medium from which the game medium is inherited. Here, it is displayed that the developed game medium of character B has two or more pieces of characteristic information such as "advance" and "stamina", that the previous developed game medium from which character E inherits has the characteristic information of "advance", and that the previous developed game medium from which character A inherits has the characteristic information of "stamina". It is also displayed that the developed game medium of character B was developed using the developed game media of characters E and A as inherited game media.

[0042] In the developed game media group display area R33, images Z1 of a plurality of developed game media are displayed. In this area R33, a remove button R35 may be displayed. The remove button R35 is a button for reducing the number of inherited game media. In this embodiment, two inherited game media are set, but the inherited game media receiving unit 23b can set the number of inherited game media to one by pressing the remove button 35. When the development game medium and the developed game medium are based on the same material game medium, the developed game medium may be displayed in a grayed-out state so that it cannot be selected, or may not be displayed in a grayed-out state. The reason why the developed game medium cannot be selected as the inherited game medium when the material game medium is the same is to ensure the game nature. This graying out display can be performed, for example, by associating the ID of the material game medium selected as the development game medium with the ID of the developed game medium. Although it is not possible to select a developed game medium of the same character as the training game medium as the inheriting game medium, it is possible to select a developed game medium (here, character B) related to the previous developed game medium from which the same character (here, character A) as the training game medium is inherited as the inheriting game medium, as shown in the temporary inheriting game medium selection area R32.

[0043] The enter button R34 is a button for selecting the developed game media selected in the developed game media group display area R33 as inherited game media.

[0044] The inherited game media confirmation screen G4 includes a development game media display area R41, an inherited game media confirmation area R42, and a confirmation button R43.

[0045] The development game medium display area R41 displays the development game medium image I1, the inheritance tendency R41a, and the compatibility bonus value R41b. The inheritance tendency R41a is a display showing characteristic information that is likely to be inherited from the two selected inheritance game media. The inheritance game medium receiving unit 23b displays the inheritance tendency R41a on the display device 13. In one example, the inheritance game medium receiving unit 23b determines that the characteristic information with the highest rank or level among all characteristic information or predetermined characteristic information (e.g., basic ability parameters and / or aptitude parameters) possessed by each inheritance game medium is the characteristic information that is likely to be inherited. In another example, the inheritance game medium receiving unit 23b determines characteristic information that is likely to be inherited by the development game medium based on the compatibility between the development game medium and the inheritance game medium when the selected developed game medium is set as the inheritance game medium, and displays the result as the inheritance tendency R41a. For example, the inheritance game medium receiving unit 23b identifies, among the lottery-type information of the inheritance game medium described below, lottery-type information corresponding to the lottery-type information with a relatively high occurrence probability described below as being likely to be inherited. In another example, the inheritance game medium receiving unit 23b sums up the tendency values ​​associated with each piece of characteristic information of each inheritance game medium or its rank or level for each piece of characteristic information, and displays the type of characteristic information with the largest sum as the inheritance tendency R41a on the display device 13. Specifically, a tendency value indicating the tendency to inherit a predetermined type of characteristic information is associated with each piece of characteristic information of each inheritance game medium or its rank or level. For example, in the case where two inherited game media are associated with a characteristic information rank 1 indicating speed corresponding to a tendency value 1 indicating speed, a characteristic information rank 2 indicating speed corresponding to a tendency value 2 indicating speed, a characteristic information rank 5 indicating power corresponding to a tendency value 5 indicating power, a characteristic information rank 1 indicating turf suitability corresponding to a tendency value 1 indicating speed, and a characteristic information rank 2 indicating short distance suitability corresponding to a tendency value 2 indicating power, the tendency value for speed totals 4, the tendency value for power 7, and the other tendency values ​​0, the type of characteristic information with the maximum total value among the characteristic information is identified as power. Therefore, the inherited tendency R41a that the inherited game medium receiving unit 23b causes the display device 13 to display is a power type.

[0046] As described below, the compatibility bonus value R41b indicates a value obtained by quantifying and adding up the compatibility between the development game medium and each inheritance game medium, and the compatibility between the development game medium and each of the previous developed game media from which each inheritance game medium is inherited. The compatibility bonus value R41b indicates the degree of influence on the inheritance of the characteristic information of the inheritance game medium to the development game medium. The inheritance game medium receiving unit 23b displays the compatibility bonus value R41b on the display device 13. That is, the inheritance game medium receiving unit 23b calculates and displays the compatibility bonus value based on a value associated with the relationship between the development game medium and the inheritance game medium and / or a value associated with the relationship between the development game medium and the previous development game medium from which each inheritance game medium is inherited when the selected developed game medium is set as the inheritance game medium. For example, the inheritance game medium receiving unit 23b adds up bonus values ​​corresponding to one or more relationships between the training game medium and the developed game medium that is to be the inheritance game medium, and bonus values ​​corresponding to the relationships between the training game medium and the previous developed game medium that is the source of inheritance, and displays the obtained value as a compatibility bonus value.

[0047] The inherited game medium confirmation area R42 displays an image Z1 of the developed game medium selected as the inherited game medium and its characteristic information, as well as images ZA1 and ZA2 of the predecessor developed game media from which the inherited game medium is inherited and their respective characteristic information. In the example of Fig. 7, two inherited game media have been selected, so two inherited game medium confirmation areas R42 are displayed on the display device 13.

[0048] The decision button R43 is a button for setting the selected developed game media as inheritance game media. When the player presses the decision button R43, the inheritance game media receiving unit 23b sets the selected two developed game media as inheritance game media.

[0049] The training game execution unit 23c is configured to include a processor 11, executes the training game, changes the training parameters based on one or more pieces of characteristic information possessed by the inherited game medium, and upon completion of the training game, generates a trained game medium by associating the character ID contained in the training game medium with the training parameters.

[0050] The training game is a game in which the training game medium is trained, and training parameters indicating abilities, skills, etc. associated with the training game medium are changed by training the training game medium or inheritance based on the characteristic information of the inherited game medium. The training game is associated with training parameters associated with the training game medium, more specifically, the character ID included in the training game medium. In the training game, a consumable parameter associated with the training game medium, more specifically, the character ID included in the training game medium, may be provided. The consumable parameter is a value that is used and consumed by the player during the training game and is valid only during the training game. In one example, when there is an ability or skill that can be acquired with a predetermined number of points through training or the like during the training game, the consumption of the consumable parameter discounts or reduces the predetermined number of points required to acquire the ability or skill. In another example, the consumable parameter is the physical strength in the training game of the character identified by the character ID included in the training game medium, more specifically, the training game medium. The consumable parameter indicating physical strength decreases due to training during the training game. The consumable parameters are variables that change during the training game, and therefore can be considered as a type of training parameter. That is, the consumable parameters may be associated as a predetermined value with characteristic information of at least any of the material game media, the trained game media, and the inherited game media.

[0051] 10 is a training command selection screen for training the training game medium in the training game. The training command selection screen G5 is a screen for training the training game medium that the training game execution unit 23c displays on the display device 13. The training command selection screen G5 is displayed by transitioning from the home screen to the training command selection screen G5 when the training game execution unit 23c receives a signal that the player presses a training button from a home screen (not shown). The training command selection screen G5 displays an image I1 of the training game medium, training parameters, a training command button R51, and a back button R52. As the training parameters, basic ability parameters indicating speed, stamina, power, tenacity, and intelligence, skill points (skill pt) used to acquire skills, and consumption parameters indicating the physical strength of the training game medium are displayed.

[0052] The training command button R51 is a button for increasing a training parameter corresponding to a basic ability parameter here. In one example, pressing a training command button R51 by a player increases a training parameter of the same type as the button R51. For example, pressing a training command button R51 for speed increases a training parameter indicating speed by a predetermined amount. In addition, the number of training parameters to be increased for one training command button R51 may be two or more. For example, in the example shown in FIG. 10, the training command button R51 for speed increases the training parameters indicating speed and power by a predetermined amount of +14 and +8. Pressing a training command button R51 may change the consumption type parameters, such as decreasing a consumption type parameter indicating physical strength or increasing a consumption type parameter indicating skill. The failure rate of training shown in FIG. 10 is determined by the training game executing unit 23c depending on the consumption type parameter indicating physical strength. In one example, the larger the value of the consumable parameter indicating stamina, the lower the failure rate and the easier it is to obtain the specified variation amount, and the smaller the parameter, the higher the failure rate and the harder it is to obtain the specified variation amount. The consumable parameter indicating stamina can be recovered by resting the training game medium. Training during the training game can be a predetermined number of times (e.g., once) during a predetermined period (e.g., one turn) in the scenario of the training game. The back button R52 is a button for returning to the home screen, and causes the training game executing unit 23c to transition from the training command selection screen G5 to the home screen.

[0053] In this embodiment, the character ID and training parameters of the training game media are managed independently, but the training game execution unit 23c can make the character ID and training parameters appear to be associated by displaying the image I1 associated with the character ID and the training parameters on the training command selection screen G5, respectively.

[0054] FIG. 11 is a skill acquisition screen of the training game. The skill acquisition screen G6 is a screen for varying (increasing) the training parameters indicating the skills associated with the training game medium, and is a screen that the training game executing unit 23c transitions from the home screen to display on the display device 13 upon receiving a signal that the player has pressed a skill acquisition button included in the home screen. The skill acquisition screen G6 displays an image I1 of the training game medium, owned skill points R61, acquisition targets and acquired skills R62, skill points R63 to be used for acquisition or level-up, an increase / decrease button R64 for the skill points to be used for the target skill, a decision button R65, and a back button R66. The increase / decrease button R64 is used to select the skill points to be consumed, and upon receiving a signal that the decision button R65 is pressed, the training game executing unit 23c varies the training parameters indicating the corresponding skills. The result of this variation can be carried over as one of the characteristic information of the trained game medium after the training game is completed. The back button 66 is a button that the player can press to return to the home screen after completing skill acquisition.

[0055] The one or more pieces of characteristic information possessed by the inherited game medium include expression-determined information whose effect is determined by the start of the training game, and lottery-type information whose effect is determined by a lottery based on a probability executed at a predetermined timing during the training game. Expression means varying a training parameter based on the characteristic information. Expression-determined information is characteristic information to which a predetermined variation amount that varies a corresponding training parameter is linked, for example, a basic ability parameter or an aptitude parameter. Lottery-type information is, for example, a race factor indicating that a player has experience of winning a predetermined race, a skill factor indicating that a player has a predetermined skill, and the like. The lottery-type information may include characteristic information included in expression-determined information such as a basic ability parameter or an aptitude parameter. In other words, the predetermined parameter may be expression-determined information or lottery-type information.

[0056] A consumable parameter that is valid only during the training game may be associated with one or more pieces of characteristic information possessed by the inherited game medium. The consumable parameter associated with the training game medium may be varied based on the consumable parameter of the inherited game medium. In one example, a consumable parameter indicating the stamina of the training game medium (more specifically, of the character identified by the character ID included in the training game medium) may be restored (increased) based on a consumable parameter indicating the stamina of the inherited game medium. The consumable parameter may be a piece of lottery-type information. In this case, the consumable parameter can be regarded as a type of training parameter.

[0057] 8 is an example of a functional block diagram of the training game executing unit 23c. As shown in FIG. 8, the training game executing unit 23c has a fixed information parameter changing unit 231 and a lottery information parameter changing unit 232.

[0058] The fixed information parameter change unit 231 changes the development parameter corresponding to the manifestation fixed information of the inherited game medium. When the characteristic information indicating the speed of the inherited game medium is manifestation fixed information, in one example, the fixed information parameter change unit 231 adds an effect amount (speed addition amount) determined based on the parameter indicating the speed of the inherited game medium to the development parameter indicating the speed. More specifically, a table in which ranks such as rarity and predetermined values ​​are associated with each type of fixed information (for example, a table in which a value of 3 is assigned to rank 1, a value of 5 is assigned to rank 2, and a value of 10 is assigned to rank 3) is stored in advance in the storage device 14, and the fixed information parameter change unit 231 adds a predetermined value corresponding to the rank of each fixed information of the inherited game medium to the development parameter corresponding to the fixed information.

[0059] Similarly, the fixed information parameter change unit 231 changes the development parameters corresponding to the manifestation fixed information of each predecessor developed game medium from which the inheriting game medium is inherited. In this embodiment, the amount added to the development parameters corresponding to each fixed information is the sum of each predetermined value associated with the rank of the fixed information of the inheriting game medium and each predetermined value associated with the rank of the fixed information of the predecessor developed game medium. In this embodiment, two inheriting game media and four predecessor developed game media are linked to the development game medium, so the amount added is the sum of six predetermined values.

[0060] The parameters of the determined information parameter change unit 231 may be changed at the start of the training game, at a predetermined timing while the training game is progressing, or between the time when the inherited game medium is determined and the time when the training game is completed.

[0061] The lottery information parameter change unit 232 changes the development parameters corresponding to each lottery information based on the result of a lottery based on probability. Specifically, the lottery information parameter change unit 232 has an inheritance determination unit 232a, an effect amount calculation unit 232b, and a correction processing unit 232c.

[0062] The inheritance determination unit 232a determines whether or not to change the training parameters corresponding to the lottery-type information for each piece of lottery-type information based on the expression probability corresponding to the lottery-type information. In one example, the inheritance determination unit 232a determines whether or not the lottery-type information is inherited to the training game medium based on the expression probability associated with the lottery-type information of the inherited game medium. The inheritance here refers to the change of the training parameters corresponding to the lottery-type information of the inherited game medium. That is, if it is expressed based on the expression probability, it is determined that the training parameters corresponding to the lottery-type information are changed, and if it is not expressed based on the expression probability, it is determined that the training parameters corresponding to the lottery-type information are not changed. The expression probability can be set in advance for each rank of each lottery-type information (for example, the expression probability of a certain type of basic ability parameter can be 30% for rank 1, 40% for rank 2, and 50% for rank 3), and this setting can be stored in advance in the storage device 14 as a table. The expression probability can also be set for each type of lottery-type information.

[0063] The effect amount calculation unit 232b calculates the effect amount associated with the lottery type information for which the inheritance determination unit 232a has determined that the training parameters are changed by lottery. In this embodiment, this effect amount is determined based on the weight of the effect amount. The weight of the effect amount is information represented by the horizontal axis representing the effect amount (for example, 1, 2, 3, etc.) and the vertical axis representing the probability, and in one example, is a probability distribution in which a probability is assigned to each effect amount. The weight of the effect amount may be a weight according to the rank of each lottery type information, as shown in Table 1. Table 1 shows the weight of the effect amount for basic ability as the lottery type information. The weight values ​​shown in Table 1 are relative values. For example, in the case of rank 1, the weight is most likely to be 1, and least likely to be 10. The weight of the effect amount is stored in the storage device 14 in advance, and the effect amount calculation unit 232b specifies the lottery type information linked to the inheritance game medium and its rank, and reads out the weight of the rank of the specified lottery type information from the storage device 14 to calculate the effect amount. Moreover, the effect amount calculation unit 232b adds the effect amount calculated for each piece of lottery-type information to the corresponding development parameter.

[0064] [Table 1]

[0065] The correction processing unit 232c corrects the occurrence probability corresponding to the lottery-type information based on the compatibility between the development game medium and the inheritance game medium. This compatibility is the relationship between the development game medium and the inheritance game medium, and includes one or more relationships. A predetermined compatibility bonus value is set for each relationship, and the correction processing unit 232c multiplies, for each piece of lottery-type information, the predetermined occurrence probability of the lottery-type information by a weighting coefficient reflecting the compatibility bonus value, that is, (1 + the sum of the compatibility bonus values ​​of each relationship of the lottery-type information / 100). The value obtained in this way is used by the lottery-type information parameter change unit 232 (inheritance determination unit 232a) as the occurrence probability of the lottery-type information.

[0066] The relationship between the development game medium and the inheritance game medium depends on the scenario and worldview of the development game, but may be, for example, between friends, between rivals, between people who have won the same race, etc. The compatibility bonus value for each relationship may be set appropriately and may be a positive or negative value. The relationship between the development game medium and the inheritance game medium, and the compatibility bonus value for each relationship are stored in advance in the storage device 14 by linking the ID of each game medium forming the relationship with the compatibility bonus value, and the correction processing unit 232c can read out various information from the storage device 14 as necessary.

[0067] The training game executing unit 23c may correct the occurrence probability corresponding to the lottery information of the trained game medium based on the compatibility between the training game medium and each of the predecessor trained game media from which each inherited game medium is inherited. The compatibility between the training game medium and the predecessor trained game medium includes one or more relationships. A predetermined compatibility bonus value is set for each relationship, and the training game executing unit 23c multiplies the predetermined occurrence probability of the lottery information of each of the predecessor trained game media by a weighting coefficient reflecting the compatibility bonus value, that is, (1 + the sum of the compatibility bonus values ​​of each relationship of the lottery information / 100). The value obtained in this way is used by the lottery information parameter changing unit 232 (inheritance determining unit 232a) as the occurrence probability of the lottery information, and not only the inherited game medium but also the characteristic information of the predecessor training game medium can be taken into account in the variation of the training parameters.

[0068] In one example, when the characteristic indicating speed is one of the lottery-type information, the training game executing unit 23c changes the training parameter indicating speed based on the lottery-type information indicating the speed of each inherited game medium, and also changes the training parameter indicating speed based on the lottery-type information indicating the speed of the previous trained game medium, by the lottery-type information parameter changing unit 232.

[0069] The trained game medium adding unit 23d includes the processor 11 and adds the trained game medium for which training has been completed in the training game by the training game executing unit 23c to the trained game medium group as a trained game medium. That is, the trained game medium adding unit 23d adds the trained game medium generated upon completion of the training game by the training game executing unit 23c to the trained game medium group. The trained game medium here is associated with a unique ID different in type from the material game medium and the training game medium, a character ID that is the same as the material game medium selected by the player, and characteristic information that is the training parameter value at the time of completion of the training game by the training game executing unit 23c, and is stored in the storage device 14.

[0070] In one example, the developed game medium adding unit 23d adds a developed game medium generated upon completion of the nth development game to the developed game medium group so that the developed game medium can be set as an inherited game medium in the (n+1)th development game or later. This allows the developed game medium developed in a certain development game to be an option for an inherited game medium in the next development game or later, and also to be an option for a game medium to be used in the main game.

[0071] Fig. 9 is another example of an inheritance game medium confirmation screen. In Fig. 9, a trained game medium (character A) in which training has been completed based on the training game medium shown in Fig. 7 is set as an inheritance game medium. That is, the upper inheritance game medium confirmation area R42 of the two displayed at the top and bottom of Fig. 9 indicates that the training game medium (i.e., trained game medium (character A)) trained in the training game of Fig. 7 is set as an inheritance game medium in the training game of Fig. 9.

[0072] The other player's trained game media adding unit 23e is configured to include the processor 11, and adds the trained game media of the other player to the trained game media group. The trained game media of the other player are game media for which training has been completed by the other player in the training game, for example, game media for which training has been completed on the electronic device 10 owned by the other player. The other player's trained game media adding unit 23e acquires the trained game media trained by the other player via the communication device 15, and adds the acquired trained game media to its own trained game media group by storing the acquired trained game media as one of its own trained game media group.

[0073] The main game executing unit 23f includes the processor 11 and executes the main game. The main game is, for example, a race. In one example, the main game executing unit 23f executes the main game using developed game media selected by a player from a group of developed game media via the input device 12. During execution of the main game, the main game executing unit 23f causes the display device 13 to display the progress of the main game.

[0074] [Operation] 12 is an example of an operation flowchart of an electronic device according to an embodiment of the present invention. It is assumed in the following description that at least two or more developed game media constituting a group of developed game media are stored in advance in the storage device 14. The developed game media may be provided in advance by the system, may be acquired from another player, or may be developed by the player himself through training on the developed game media during a development game.

[0075] The electronic device 10 receives the selection of the training game medium by the training game medium receiving unit 23a (S01). That is, the training game medium receiving unit 23a receives the material game medium selected by the player from the material game medium group as the training game medium. Specifically, the training game medium receiving unit 23a displays the training game medium selection screen G1 shown in FIG. 4 on the display device 13, and receives the selection of one material game medium displayed in the material game medium group display area R12 in the training game medium selection screen G1 by the player via the input device 12. The training game medium receiving unit 23a displays an image S1 of the selected material game medium and characteristic information such as basic ability parameters and aptitude parameters of the material game medium in the selected material game medium display area R11. This makes it easy for the player to select the material game medium to be trained. Then, the training game medium receiving unit 23a receives a signal indicating the player pressing the decision button R13 via the input device 12, and receives the selected one material game medium as the training game medium.

[0076] Next, the inheritance game medium receiving unit 23b receives a selection of an inheritance game medium by the player (S02). Specifically, the inheritance game medium receiving unit 23b first receives a signal indicating that the training game medium has been received by the training game medium receiving unit 23a, and causes the display device 13 to display the pre-inheritance game medium selection screen G2 shown in Fig. 5, and receives a press of the add button 24 in the inheritance game medium selection area R22 via the input device 12. Thereafter, the inheritance game medium receiving unit 23b causes the display device 13 to display the inheritance game medium selection screen G3 shown in Fig. 6, and receives the selection of one of the developed game media displayed in the developed game medium group display area R33 in the inheritance game medium selection screen G3. The inheritance game medium receiving unit 23b displays an image A1 of the selected inheritance game medium and its property information, and images ZA1 and ZA2 of the previous developed game media from which the inheritance game medium is inherited and their respective property information in the inheritance game medium temporary selection area R32, and also displays an image I1 of the development game medium and its property information in the development game medium display area R31. This allows the player to compare the property information of the development game medium and the inheritance game medium, making it easier for the player to select the inheritance game medium relative to the development game medium. The inheritance game medium receiving unit 23b then receives the developed game medium selected by the player as the inheritance game medium by pressing the enter button R34 via the input device 12.

[0077] In the training game of this embodiment, since two inheritance game media are set, after accepting the selection of the first inheritance game media, the inheritance game media acceptance unit 23b causes the display device 13 to display the inheritance game media pre-selection screen G2 again. However, at this time, an image and property information of the selected inheritance game media are displayed in one of the inheritance game media selection areas R22 of the inheritance game media pre-selection screen G2 in the same manner as the display of the inheritance game media temporary selection area R32. In the same manner as the selected inheritance game media, the inheritance game media acceptance unit 23b accepts the selection of the other inheritance game media. As a result, both of the inheritance game media selection areas R22 of the inheritance game media pre-selection screen G2 of FIG. 5 are in a state in which the image and property information of the selected inheritance game media are displayed. When the decision button R23 is pressed, the inheritance game media acceptance unit 23b causes the display device 13 to display the inheritance game media confirmation screen G4 shown in FIG. 7.

[0078] The inherited game media receiving unit 23b can accept a change to the selection of the inherited game media. When changing either of the inherited game media, the change button in the inherited game media confirmation area R42 can be pressed, and when changing both of the inherited game media, the change or reset can be performed by pressing the reset button displayed on the inherited game media confirmation screen G4. In these cases, the selection of the inherited game media is redone from the pre-inherited game media selection screen G2 or the inherited game media selection screen G3.

[0079] If there is no change to any of the inherited game media, the inherited game media acceptance unit 23b receives a signal indicating that the player has pressed the decision button 43 on the inherited game media confirmation screen G4 via the input device 12, and accepts the selected developed game media as the inherited game media.

[0080] After the development game media and the inherited game media are selected, the development game execution unit 23c starts the development game (S03). The development game execution unit 23c develops the development game media according to a predetermined scenario. When the development game starts, the fixed information parameter change unit 231 changes the development parameters corresponding to the manifestation fixed information of the inherited game media and the predecessor developed game media (S04). In this embodiment, the fixed information parameter change unit 231 sums up a predetermined value corresponding to the rank of the manifestation fixed information of each inherited game media and each predecessor developed game media for each manifestation fixed information. Then, the fixed information parameter change unit 231 adds the sum amount to the development parameter corresponding to the fixed information for each piece of fixed information.

[0081] The training game executing unit 23c executes the inheritance event a predetermined number of times (for example, three times) at a predetermined timing during the progress of the training game. In the inheritance event, the lottery information parameter changing unit 232 changes the training parameters corresponding to each lottery information based on the result of a lottery based on probability (S04).

[0082] Specifically, when an inheritance event occurs, the inheritance determination unit 232a determines whether or not to change the training parameters for each of the lottery-type information of the inheriting game medium and the previous developed game medium based on the occurrence probability corresponding to the lottery-type information. In one example, the correction processing unit 232c first corrects the occurrence probability corresponding to the lottery-type information of the inheriting game medium and the previous developed game medium based on the compatibility between the training game medium and the inheriting game medium and the previous developed game medium. Based on the corrected occurrence probability, the inheritance determination unit 232a determines whether or not to inherit each of the lottery-type information of the inheriting game medium and the previous developed game medium to the training game medium, that is, whether or not to change the corresponding training parameters.

[0083] Next, for the lottery-type information that has been determined to be inherited, the effect amount is determined. That is, the effect amount calculation unit 232b calculates the effect amount associated with the lottery-type information that has been determined to be inherited by the inheritance determination unit 232a. In one example, the effect amount calculation unit 232b calculates the effect amount to be added to the training parameter corresponding to the lottery-type information by a probability distribution according to the rank associated with the lottery-type information of the inherited game medium and the previous developed game medium. In addition, the effect amount calculation unit 232b adds the effect amount calculated for each lottery-type information to the training parameter corresponding to the lottery-type information.

[0084] As described above, the sum amount for each piece of fixed information obtained by the fixed information parameter change unit 231 and the addition amount for each piece of lottery information obtained by the lottery information parameter change unit 232 are the fluctuation amounts of the training parameters based on one or more pieces of characteristic information possessed by the inherited game medium and the predecessor trained game medium. In one example, the initial value of each parameter of the training parameters, i.e., the training parameters at the start of the training game, are the same as the parameters of the characteristic information of the material game medium selected by the player. Each parameter of the training parameters fluctuates (increases) by adding the sum amount and addition amount indicated by the fluctuation amount to this initial value. Note that the fluctuation amount of the training parameters may include the amount of effect obtained by training the training game medium during the training game.

[0085] When the scenario of the training game ends, the training game executing unit 23c ends the training game (S06). With the end of the training game, the trained game medium adding unit 23d adds the training game media for which training has been completed in the training game in steps S03 to S06 to the trained game media group as trained game media (S07). Specifically, the training game executing unit 23c generates trained game media in which training game result information obtained by adding a variation amount including a total amount and an added amount to the initial value of each parameter of the training parameters is linked to the character ID of the training game media. Then, the trained game medium adding unit 23d stores the generated trained game media in the storage device 14 in association with the trained game media group.

[0086] The electronic device 10 can set the developed game media obtained through S01 to S07 as inherited game media, and repeat steps S01 to S07 until the developed game media having the characteristic information desired by the player is obtained.

[0087] The electronic device 10, via the main game execution unit 23f, displays on the display device 13 a group of developed game media, including the developed game media obtained in S01 to S07, accepts the selection of one or more developed game media via the input device 12, and executes the main game.

[0088] [Actions and Effects] (1) The electronic device 10 of the present embodiment is a program for executing a game in which a player develops a game medium to be used in a main game in a development game, in a game including a main game and a development game, and causes a computer to function as a development game medium receiving unit 23a that receives a development game medium selected by the player as a development target in the development game, an inherited game medium receiving unit 23b that receives a developed game medium selected by the player from a developed game medium group including a plurality of developed game media whose development in the development game has been completed, as an inherited game medium, and a development game executing unit 23c that executes the development game with the development game medium as a development target, changes development parameters that vary in the development game based on one or more characteristic information possessed by the inherited game medium, and generates a developed game medium by associating a character ID included in the development game medium with the development parameters upon completion of the development game. Particularly in the present embodiment, the development game medium receiving unit 23a is configured to receive a material game medium selected by the player from a material game medium group as a development game medium.

[0089] This can improve the entertainment value of the game. For example, in a conventional horse racing game, in a so-called breeding in which two parent horses are crossed to create a baby horse, the player selects two parent horses (a male and a female), but the baby horse is automatically generated by the game program, so the player has no choice and it is difficult to create a desired horse. In contrast, in this embodiment, the player can select not only the inherited game medium but also the training game medium to be trained, which can improve the entertainment value of the game.

[0090] (2) The computer is caused to function as a developed game medium adding unit 23d that adds, as developed game medium, a development game medium for which development in the development game has been completed by the development game executing unit 23c, to a group of developed game media.

[0091] As a result, the player can select the trained game medium trained through the training game execution unit 23c as the inherited game medium in the next training game, so that the training game medium can be trained to gradually approach the player's ideal game medium. For example, if a player wants to create a trained game medium that is good at short distances, after creating a trained game medium with short distance characteristic information in the nth training game (n is a natural number), in the n+1th training game, the trained game medium with short distance characteristic information can be selected and the trained game medium with short distance characteristic information can be selected as the inherited game medium, so that a trained game medium that is good at short distances or specialized in short distances can be created. In addition, after creating a trained game medium with predetermined characteristic information such as short distance in the nth training game (n is a natural number), in the n+1th or later training game, along with the trained game medium with the predetermined characteristic such as short distance, a trained game medium with characteristic information other than the predetermined characteristic information such as short distance can be selected as the inherited game medium, so that a trained game medium specialized in multiple characteristics can be created. Therefore, a wide variety of trained game media can be obtained.

[0092] (3) The one or more pieces of characteristic information include expression-definite information whose effect is determined by the start of the training game, and the training game execution unit 23c has a fixed information parameter change unit 231 that changes training parameters corresponding to the expression-definite information of the inherited game medium. This makes it possible to obtain trained game media whose characteristics have been enhanced by the start of the training game.

[0093] (4) The one or more pieces of characteristic information include lottery-type information that is revealed by a probability-based lottery that is executed at a predetermined timing during the training game, and the training game execution unit 23c has a lottery-type information parameter change unit 232 that changes the training parameters corresponding to each piece of lottery-type information based on the result of the lottery.

[0094] This allows the parameters to be processed based on a lottery, making it possible to obtain a trained game medium that exceeds the player's expectations. Also, since the parameters are processed based on a lottery in a state in which a predetermined amount of effect is added to the training game medium by the manifestation-determined information, and a certain degree of ability improvement is ensured in the training game medium, even if the lottery is not successful in regard to the characteristic information desired by the player, a certain degree of training can be ensured, or a trained game medium that exceeds the player's expectations can be obtained.

[0095] (5) The lottery information parameter change unit 232b has an inheritance determination unit 232a that determines whether or not to change the training parameters corresponding to the lottery information for each piece of lottery information based on the occurrence probability corresponding to the lottery information. This makes it possible to increase the interest of the game because the player does not know in advance which characteristic information will be inherited.

[0096] (6) The lottery information parameter change unit 232b has an effect amount calculation unit 232b that calculates an effect amount based on the weight of the effect amount for changing the training parameter, which is associated with the determined lottery information. As a result, even if the inherited characteristic information is determined, the degree of effect amount to be imparted is determined by the weight (e.g., probability distribution) and is not deterministic, so that the interest of the game can be improved.

[0097] (7) The lottery information parameter change unit 232b includes a correction processing unit 232c that corrects the occurrence probability corresponding to the lottery information based on the compatibility between the training game medium and the inherited game medium. This provides the player with the fun of considering combinations of the training game medium and the inherited game medium.

[0098] (8) The developed game medium is associated with a second developed game medium that is set as an inherited game medium in the development game in which the developed game medium is developed, and the development game execution unit 23c executes the development game so as to change the development parameters based on one or more characteristic information possessed by the second developed game medium, and corrects the expression probability corresponding to the lottery-type information of the second developed game medium based on the compatibility between the development game medium and the second developed game medium.

[0099] This allows the development of a game medium to be carried out not only based on the relationship between the development game medium and the inheritance game medium, but also on the compatibility of the inheritance game medium with the predecessor developed game medium (second developed game medium), thereby enabling a variety of developments to be achieved and increasing the entertainment value of the game.

[0100] (9) The computer is caused to function as a developed game medium adding unit 23d that adds developed game medium of other players to a group of developed game media. This allows developed game medium that a player does not own to be acquired from other players and used as inherited game medium, making it possible to create a variety of developed game media or to create developed game media that a player desires.

[0101] [Embodiments realized by the system] FIG. 11 is a diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. As shown in FIG. 11, the game system 1 includes a plurality of electronic devices 10 and a server 30. The electronic devices 10 are user terminals used by each player. The electronic devices 10 and the server 30 are connected to a network 40 such as the Internet so as to be able to communicate with each other. Note that the game system 1 of this embodiment will be described assuming a server-client system, but it may also be configured as a system that does not include a server 30, such as PtoP.

[0102] The electronic device 10 has a hardware configuration similar to that shown in Fig. 1, and is also a smartphone in this embodiment. The server 30 is a server device that provides games that can be executed on the electronic device 10, and is composed of one or more computers.

[0103] The server 30 stores various programs, such as a control program for controlling the progress of the online game, and various data used in the game.

[0104] In one example, the server 30 is configured to provide the electronic device 10 with a game application executable in the electronic device 10. When the electronic device 10 executes the downloaded game application, the electronic device 10 transmits and receives data to and from the server 30 periodically or as needed to progress the game. For example, the server 30 stores various setting information and history information required for the game executed in the electronic device 10. In this case, the electronic device 10 has the functions of the input unit 21, the display unit 22, the game control unit 23, and each functional unit in the game control unit 23.

[0105] In one example, the server 30 is a web server and provides a game service to the electronic device 10. The electronic device 10 acquires HTML data for displaying a web page from the server 30, analyzes the acquired HTML data, and displays the web page. In this case, the server 30 that communicates with the electronic device 10 has some of the functions of the game control unit 23. For example, the electronic device 10 accepts a selection of a training game medium and an inherited game medium by a player via the input unit 21 (input device 12), executes a training game by the training game executing unit 23c of the server 30, and executes a main game by the main game executing unit 23f of the server 30.

[0106] [Other embodiments] In another embodiment of the present invention, the present invention may be a program for realizing the functions of the embodiments of the present invention described above and the information processing shown in the flowcharts, or a computer-readable storage medium storing the program. In another embodiment, the present invention may be a method for realizing the functions of the embodiments of the present invention described above and the information processing shown in the flowcharts. In another embodiment, the present invention may be a server that can supply a program for realizing the functions of the embodiments of the present invention described above and the information processing shown in the flowcharts to a computer. In another embodiment, the present invention may be a virtual machine for realizing the functions of the embodiments of the present invention described above and the information processing shown in the flowcharts.

[0107] In the above-described processes or operations, the processes or operations can be freely changed as long as no inconsistencies in the processes or operations occur, such as the use of data that should not yet be available in a certain step. Furthermore, the above-described embodiments are merely examples for explaining the present invention, and the present invention is not limited to these embodiments. The present invention can be embodied in various forms without departing from the gist of the present invention.

[0108] For example, in the above embodiment, the other player's trained game media adding unit 23e is included, but this is not limited thereto, and the present invention also includes an aspect that does not include the other player's trained game media adding unit 23e.

[0109] In the above embodiment, the lottery-type information parameter change unit 232 has the inheritance determination unit 232a and the effect amount calculation unit 232b, but it may not have either the inheritance determination unit 232a or the effect amount calculation unit 232b. When the inheritance determination unit 232a is not included, the appearance of the lottery-type information is confirmed, while the effect amount is determined by a lottery based on a probability in the effect amount calculation unit 232b. When the effect amount calculation unit 232b is not included, the inheritance determination unit 232a determines whether or not to change the training parameters corresponding to the lottery-type information, and when the change is made, the effect amount is set to a fixed value corresponding to the lottery-type information by the effect amount calculation unit 232b.

[0110] In the above embodiment, the parameter values ​​are set to 0 not only when the various parameters of the characteristic information related to the material game medium, the development game medium, the developed game medium, and the inherited game medium have various abilities and skills, but also when there are no abilities or skills. However, only parameters with various abilities and skills may be defined. In this case, when the characteristic information inherited from the inherited game medium or its predecessor developed game medium to the development game medium is not included in the development parameters, the parameter of the inherited characteristic information may be newly defined as a variable. In other words, the development game medium inherits one or more characteristic information of the inherited game medium or its predecessor developed game medium, which includes adding a variation based on the characteristic information of the inherited game medium or its predecessor developed game medium to the development parameters, and changing the corresponding development parameters when the type of characteristic information corresponding to the variation is already present in the development parameters, and adding a type of characteristic information corresponding to the variation to the development parameters when the type of characteristic information corresponding to the variation is not present in the development parameters.

[0111] In the above embodiment, in order to save the material game medium, the material game medium selected at the stage of selecting the training target is copied onto, for example, a volatile recording medium to generate the training game medium, and the material game medium and the training game medium are separate data differing only in their IDs, but the material game medium may be used as the training game medium as is without being copied. In other words, at least after the training game is completed, the training results may be overwritten onto the material game medium and stored as a trained game medium in storage device 14.

[0112] In the above embodiment, the compatibility between the development game medium and the inherited game medium and the compatibility between the development game medium and the previous developed game medium from which the inherited game medium is inherited are reflected in the occurrence probability in the inheritance determination unit 232a by the correction processing unit 232c, but may be reflected in the probability distribution in the effect amount calculation unit 232b. That is, the correction processing unit 232c may correct the probability distribution of the effect amount based on the compatibility between the development game medium and the inherited game medium and / or the compatibility between the development game medium and the previous developed game medium from which the inherited game medium is inherited. For example, the correction processing unit 232c may correct the probability distribution of a predetermined effect amount to be higher than the probability of other effect amounts when a predetermined compatibility bonus value is reached or exceeded in each relationship between the development game medium and the inherited game medium or each relationship between the development game medium and the previous developed game medium. That is, the peak of the probability distribution is shifted. In one example, the peak of the probability distribution may be shifted toward higher effect sizes by relatively increasing the probability of an effect size equal to or greater than a predetermined effect size (e.g., in the case of a probability distribution of rank 1 in Table 1, an effect size of 6 or greater) and relatively decreasing the probability of an effect size less than the predetermined effect size (an effect size of 5 or less).

[0113] The training game executing unit 23c may also have a parameter correction unit that increases or decreases the training parameter based on the compatibility between the training game medium and the inherited game medium. This allows the player to enjoy a variety of combinations of selected training game media and inherited game media, improving the interest of the game. The parameter correction unit increases or decreases the training parameter by adding a compatibility bonus value (e.g., a positive or negative value) associated with one or more relationships that are compatibility to a unique value of the material game medium selected for the training game medium.

[0114] In the above embodiment, during the training game, the character ID of the training game media and the training parameters are handled independently, but the two may always be associated with each other.

[0115] The main game may be a ball game such as baseball, soccer, or tennis, a competitive game such as track and field, a role-playing game (RPG), a shooting game, or a puzzle game. In this case, the game medium is, for example, a character representing a player of the ball game or sport, or a protagonist or a character related to the protagonist. [Explanation of symbols]

[0116] 1. Game System 10 Electronic equipment 11 Processors 12 Input Devices 13 Display device 14 Storage device 15. Communications Equipment 16 Bus 21 Input section 22 Display section 23 Game control unit 23a Reception desk for trained game media 23b Inheritance Game Media Reception Department 23c Development Game Execution Department 231 Definite information parameter change unit 232 Lottery-type information parameter change unit 232a Succession Decision Section 232b Effect size calculation section 232c Correction processing unit 23d. Added Game Media 23e Other Players Trained Game Media Addition Department 23F Main Game Execution Department 30 Servers 40 Network

Claims

1. A program for executing a game including a main game and a training game in which a player trains a game medium to be used in the main game in the training game, the program comprising: Computer, a training game medium receiving means for receiving a training game medium to be trained in the training game selected by the player; an inherited game medium receiving means for receiving, as an inherited game medium, the developed game medium selected from a developed game medium group including a plurality of developed game media that have been developed by the player in the development game; a training game execution means for executing the training game with the training game medium as a training target, changing training parameters that vary during the training game based on one or more pieces of characteristic information possessed by the inherited game medium, and generating the trained game medium by associating a character ID included in the training game medium with the training parameters upon completion of the training game; program.

2. The computer includes: a training game medium that has been completed in the training game by the training game execution means, the training game medium being functioning as a trained game medium adding means for adding the training game medium to the group of trained game media as the trained game medium; The program according to claim 1.

3. the training game medium receiving means receives a material game medium selected by the player from a group of material game media as the training game medium; 3. The program according to claim 1 or 2.

4. The one or more pieces of characteristic information include expression-determined information in which the expression of an effect is determined by the start of the training game, The program according to any one of claims 1 to 3.

5. The training game execution means has a fixed information parameter changing means for changing the training parameters corresponding to the expression fixed information of the inherited game medium. The program according to claim 4.

6. The one or more pieces of characteristic information include lottery-type information that is revealed by a lottery based on a probability executed at a predetermined timing during the training game. The program according to any one of claims 1 to 5.

7. The training game execution means has a lottery information parameter changing means for changing the training parameters corresponding to each of the lottery information based on a result of the lottery. The program according to claim 6.

8. The lottery-type information parameter change means has an inheritance determination means for determining whether or not to change the training parameter corresponding to the lottery-type information for each of the lottery-type information based on an expression probability corresponding to the lottery-type information. The program according to claim 7.

9. The lottery-type information parameter change means includes an effect amount calculation means for calculating the effect amount based on a weight of the effect amount for changing the training parameter, the weight being associated with the determined lottery-type information. The program according to claim 8.

10. The lottery information parameter change means has a correction processing means for correcting an occurrence probability corresponding to the lottery information based on a compatibility between the training game medium and the inherited game medium.

10. The program according to claim 8 or 9.

11. The developed game medium is associated with a second developed game medium that is set as the inherited game medium in a development game in which the developed game medium is developed; The training game execution means includes: Executing the training game so as to change the training parameters based on one or more pieces of characteristic information possessed by the second trained game medium; correcting an occurrence probability corresponding to the lottery-type information of the second developed game medium based on the compatibility between the development game medium and the second developed game medium; The program according to any one of claims 8 to 10.

12. The training game execution means has a parameter correction means for increasing or decreasing the training parameter based on the compatibility between the training game medium and the inherited game medium. The program according to any one of claims 1 to 11.

13. The computer includes: functioning as a developed game medium adding means for adding the developed game medium of another player to the developed game medium group; The program according to any one of claims 1 to 12.

14. A method for executing a game in which a player develops game media to be used in a main game by an electronic device, comprising: a training game medium receiving step of receiving a training game medium to be trained in the training game selected by the player; an inherited game medium receiving step of receiving, as an inherited game medium, a developed game medium selected from a developed game medium group consisting of a plurality of developed game media that have been developed by the player in the development game; a training game execution step of executing the training game with the training game medium as a training target, changing training parameters that vary during the training game based on one or more pieces of characteristic information possessed by the inherited game medium, and generating the trained game medium by associating a character ID contained in the training game medium with the training parameters upon completion of the training game; having method.

15. A system for executing a game in which a player develops game media to be used in a main game through a development game, comprising: The system includes a user terminal and a server connected to the user terminal via a network, The user terminal or the server functions as a training game medium receiving means for receiving a training game medium selected by the player to be trained in the training game; the user terminal or the server functions as an inherited game medium receiving means for receiving, as an inherited game medium, the developed game medium selected from a developed game medium group consisting of a plurality of developed game media that have been developed by the player in the development game; The user terminal or the server functions as a training game execution means for executing the training game with the training game medium as a training target, changing training parameters that vary during the training game based on one or more pieces of characteristic information possessed by the inherited game medium, and generating the trained game medium by associating a character ID contained in the training game medium with the training parameters upon completion of the training game. system.

16. An electronic device for executing a game in which a player develops game media to be used in a main game through a development game, a training game medium receiving means for receiving a training game medium to be trained in the training game selected by the player; an inherited game medium receiving means for receiving, as an inherited game medium, a developed game medium selected from a developed game medium group consisting of a plurality of developed game media that have been developed by the player in the development game; a training game execution means for executing the training game with the training game medium as a training target, changing training parameters that vary during the training game based on one or more pieces of characteristic information possessed by the inherited game medium, and generating the trained game medium by associating a character ID contained in the training game medium with the training parameters upon completion of the training game; Equipped with electronic equipment.

Citation Information

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