Game program, game processing method, and game device

The game program addresses the discrepancy in match outcomes by dynamically switching between two methods based on user recognition, effectively narrowing the gap between expected and actual outcomes, thus enhancing the gaming experience.

JP2025062464APending Publication Date: 2025-04-14KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2023171564
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-02
Publication Date
2025-04-14

AI Technical Summary

Technical Problem

In games where users can recognize the results of a match, there is a discrepancy between the expected match outcome and the actual outcome, depending on whether the user can recognize the match process. This leads to a gap between the user's imagination and the actual game results.

Method used

A game program that dynamically switches between two methods of conducting a match based on whether the user can recognize the match process. The first method reduces a group parameter periodically, while the second method reduces an individual parameter irregularly, with adjustments made based on the recognized process to align the match outcomes.

Benefits of technology

This approach narrows the gap between the user's expected match outcome and the actual outcome, providing a more consistent and immersive gaming experience by aligning the match processes with user recognition.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To narrow a gap between a battle result expected by a user and an actual battle result, compared to a configuration in which a battle is not performed with a combination of plural methods.SOLUTION: In a game in which a user can recognize a result of a fight, a game program causes a computer to execute processing of: performing the fight in a first manner if the user cannot recognize a course of the fight; and performing the fight in a second manner and with all or part of the first manner if the user can recognize the course of the fight.SELECTED DRAWING: Figure 1
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Description

[Technical field]

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

[0002] Patent Document 1 describes a technique for preventing events during a game that should essentially be performed by multiple players from being performed by only a few players. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6827481 Summary of the Invention [Problem to be solved by the invention]

[0004] In the past, in games in which the user can recognize the result of a match, a different method was used to play the match depending on whether the user can recognize the process of the match. In this case, the method used for the match differs depending on whether the user can recognize the process of the match, and the result of the match may differ depending on the method used. Therefore, the user may feel a gap between the result of the match that he or she expected and the actual result of the match.

[0005] Therefore, the present disclosure aims to narrow the gap between the results of a match anticipated by a user and the actual results of the match, compared to a configuration in which multiple techniques are combined and no match is played. [Means for solving the problem]

[0006] A first aspect of the game program causes a computer to execute a process in which, in a game in which a user can recognize the result of a match, if the user cannot recognize the process of the match, the match is conducted using a first method, and if the user can recognize the process of the match, the match is conducted using a second method and all or part of the first method.

[0007] A game program of a second aspect is a game program of a first aspect, in which the first method is a method of decreasing a first parameter, the second method is a method of decreasing a second parameter, and when the second parameter is decreased, the amount of decrease of the second parameter is increased based on the first parameter and the second parameter, causing a computer to execute processing.

[0008] A game program of a third aspect is a game program of the first or second aspect, wherein the first method is a method of periodically decreasing a first parameter, and the second method is a method of irregularly decreasing a second parameter.

[0009] A fourth aspect of the game program is a game program of the second or third aspect, in which the first parameter is a parameter set for a specified organization which is an organization of a plurality of game objects, the second parameter is a parameter set for a specified object included in the plurality of game objects, and when the second parameter is decreased, if the second parameter is greater than a third parameter obtained by dividing the first parameter by the number of the plurality of game objects, the difference between the second parameter and the third parameter is added to the amount of decrease of the second parameter decreased by the second method, the computer is caused to execute a process.

[0010] A game program of a fifth aspect is the game program of the fourth aspect, wherein the specified objects are a general object and a special object having a second parameter larger than that of the general object, and the computer is caused to execute the following processing when the battle is performed using the first method: the first parameter and a special parameter different from the second parameter of the special object are acquired, and the amount of parameter reduction by the first method is allocated to the amount of reduction from the first parameter and the amount of reduction from the special parameter; when the second parameter of the general object is reduced, the second parameter of the general object and the first parameter are acquired, and if the second parameter of the general object is larger than the third parameter of the general object, the difference between the second parameter of the general object and the third parameter of the general object is added to the amount of reduction of the second parameter of the general object reduced by the second method; when the second parameter of the special object is reduced, the second parameter of the special object and the special parameter are acquired, and if the second parameter of the special object is larger than the special parameter, the difference between the second parameter of the special object and the special parameter is added to the amount of reduction of the second parameter of the special object reduced by the second method.

[0011] A sixth aspect of the game program is a game program of any one of the second to fifth aspects, and causes a computer to execute a process of setting a predetermined upper limit on the amount of increase by which the second parameter is increased when the amount of increase exceeds a reference value and / or when a predetermined object that decreases the second parameter is in a predetermined state.

[0012] A seventh aspect of the game program is a game program of any one of the fourth to sixth aspects, which causes a computer to execute processing to increase the likelihood that the second parameter of the specified object will decrease when the second parameter is greater than the third parameter.

[0013] A game program of an eighth aspect is a game program of any one of the fourth to seventh aspects, and causes a computer to execute a process of, when the third parameter becomes equal to or lower than a predetermined threshold, reducing the number of the plurality of game objects that serves as a divisor in a calculation formula for the third parameter, which is calculated by dividing the first parameter by the number of the plurality of game objects, so that the third parameter exceeds the predetermined threshold, setting the new third parameter calculated based on the calculation formula to a portion of the predetermined objects that correspond to the new divisor among all the predetermined objects that make up the predetermined organization, and setting the minimum value of the third parameter to the remaining predetermined objects.

[0014] A game program of a ninth aspect is a game program of any one of the first to eighth aspects, wherein in the first method, the basis for the occurrence of damage in the battle is not related to the motion of the game object, and in the second method, the basis for the occurrence of damage in the battle is related to the motion of the game object.

[0015] A game program of a tenth aspect is a game program of any one of the first to ninth aspects, and causes a computer to execute a process of adding a weighted value to the damage caused by the first method to the damage caused by the second method when the user is able to recognize the progress of the battle.

[0016] In an eleventh aspect of the game processing method, in a game in which a user can recognize the result of a match, if the user cannot recognize the process of the match, the match is conducted using a first method, and if the user can recognize the process of the match, the match is conducted using a second method and all or part of the first method, which are executed by a computer.

[0017] A game device of a 12th aspect is provided with a control unit which, in a game in which a user can recognize the result of a match, conducts the match using a first method when the user cannot recognize the process of the match, and conducts the match using a second method and all or part of the first method when the user can recognize the process of the match. Effect of the Invention

[0018] The game program, game processing method, and game device disclosed herein are capable of narrowing the gap between the outcome of a match anticipated by a user and the actual outcome of the match, compared to a configuration in which multiple techniques are combined and no match is played. [Brief description of the drawings]

[0019] [Figure 1] FIG. 2 is a block diagram showing the hardware configuration of the game device. [Diagram 2] 1 is a first block diagram showing an example of a functional configuration of a game device. [Diagram 3] 13 is a flowchart showing the flow of a specification process. [Figure 4] 13 is a first display example shown on the display of the game device. [Diagram 5] 13 is a second display example shown on the display of the game device. [Figure 6] FIG. 11 is a first explanatory diagram illustrating changes in individual physical strength of ally character FC1. [Figure 7] FIG. 2 is a second block diagram showing an example of the functional configuration of the game device. [Figure 8] FIG. 21 is a second explanatory diagram illustrating the change in individual physical strength of ally character FC1. [Figure 9] 13 is an explanatory diagram illustrating changes in assumed physical strength of ally characters FC1 to FC5. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0020] The game device 10 according to this embodiment will be described below. (First embodiment) First, a first embodiment of the game device 10 according to the present embodiment will be described.

[0021] 1 is a block diagram showing a hardware configuration of a game device 10. The game device 10 is, for example, a home game machine, a portable game machine, an arcade game machine, a smartphone, a tablet terminal, a personal computer, etc. In the present embodiment, as an example, the game device 10 is a "home game machine." The game device 10 is an example of a "computer."

[0022] 1, the game device 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a storage 14, a display 15, a speaker 16, an external I / F (Interface) 17, a communication I / F 18, and an input I / F 19. Each component is connected to each other via a bus 20 so as to be able to communicate with each other.

[0023] The CPU 11 is a central processing unit that executes various programs and controls each section.

[0024] The ROM 12 stores various programs and various data. The RAM 13 serves as a working area for temporarily storing programs or data.

[0025] The storage 14 is configured with a storage device such as a hard disk drive (HDD), a solid state drive (SSD), or a flash memory, and stores various programs and various data.

[0026] The display 15 is, for example, a liquid crystal display, and displays various information. In this embodiment, the display 15 is integrated with the game device 10. However, this is not limited to the above, and the display 15 may be separate from the game device 10. In this embodiment, the display 15 does not have a touch panel. However, this is not limited to the above, and the display 15 may have a touch panel integrally.

[0027] The speaker 16 outputs various sounds. The external I / F 17 is an interface for connecting an external device to the game device 10. The external device is, for example, a recording medium 30.

[0028] The recording medium 30 may be a compact disk read only memory (CD-ROM), a digital versatile disk read only memory (DVD-ROM), a universal serial bus (USB) memory, or an SD memory card. The recording medium 30 stores a game program 30A for executing a predetermined game on the game device 10. The CPU 11 reads the game program 30A from the recording medium 30 via the external I / F 17, and executes the game program 30A using the RAM 13 as a working area. The game program 30A is not limited to being stored in the recording medium 30, and may be stored in advance in the storage 14 of the game device 10, or may be downloadable to the game device 10 via a network. The game program 30A is an example of a "game program."

[0029] The communication I / F 18 is an interface for connecting the game device 10 to a network. For example, the communication I / F 18 uses a wired communication standard such as Ethernet (registered trademark) or FDDI (Fiber Distributed Data Interface), or a wireless communication standard such as 4G, 5G, or Wi-Fi (registered trademark).

[0030] The input I / F 19 is an interface for connecting to the input device 40. The input device 40 is a controller having operation buttons and directional keys, a mouse, a keyboard, etc., and is used for various inputs. A user operates the game using the input device 40. Operation information indicating the contents of the input operation performed by the user using the input device 40 is stored in the RAM 13. In this embodiment, the input device 40 is separate from the game device 10. However, this is not limited to this, and the input device 40 may be integrated with the game device 10. In addition, the input device 40 may be detachable from the game device 10. In addition, the number of input devices 40 may be one or more.

[0031] Next, a description will be given of the functional configuration of the game device 10. FIG 2 is a first block diagram showing an example of the functional configuration of the game device 10.

[0032] 2, the CPU 11 of the game device 10 has, as functional components, a reception unit 11A, a control unit 11B, an acquisition unit 11C, and an adjustment unit 11D. Each functional component is realized by the CPU 11 reading and executing a game program 30A stored in the recording medium 30. The reception unit 11A receives an input operation performed by the user using the input device 40.

[0033] The control unit 11B controls the progress of the game based on the user's input operation received by the reception unit 11A and on information defined in the game program 30A.

[0034] The above game has a game nature in which many-to-many battles are conducted between game objects on the player's side and game objects on the enemy's side. Game objects are objects that appear in the game, such as characters, tools, and gimmicks. Characters are humans, animals, robots, machines, or imaginary creatures that appear in the game, and the type is not particularly limited. In the following, game objects that fight in the game will be described as human characters. Also, the characters on the player's side may be described as ally characters, and the characters on the enemy's side may be described as enemy characters. As an example, the ally characters and enemy characters are characters other than the player characters that can be operated by the user, so-called NPCs (Non Player Characters). Here, the above "battle" is merely one example of a "battle". A "battle" includes not only a "battle as a battle" in which life and death are at stake in the game as described above, but also a "battle as a competition" that is conducted in various sports such as baseball and soccer.

[0035] Furthermore, in the above game, the user can recognize the results of the battle between the friendly character and the enemy character, specifically, the life and death of each of the friendly character and the enemy character, based on the information displayed on the display 15. In this game, a character who dies as a result of the battle disappears from the game space. Therefore, the user can recognize that the character has died when the character that was displayed on the display 15 disappears from the display 15.

[0036] Here, when the user cannot recognize the progress of the battle, the control unit 11B performs the battle using the first method. The first method is a method in which the basis for the occurrence of damage in the battle is not related to the motion of the character. When the battle is performed using the first method, damage occurs periodically, specifically, every time a predetermined time has elapsed. Note that damage is a unit that represents the amount of reduction in a character's parameters, specifically, physical strength, due to an attack or the like.

[0037] The above-mentioned motions refer to the movements of the characters, and specifically, are movements that can be executed during a battle, such as attack motions, defense motions, and evasion motions. In addition, in the above-mentioned game, when a battle is conducted without the motions of the characters being displayed on the display 15, the user cannot recognize the progress of the battle.

[0038] Moreover, the first method is a method of decreasing the group strength set for a predetermined group, which is a group of multiple characters, every time a predetermined time has passed. The predetermined group includes friendly groups, which are groups of friendly characters, and enemy groups, which are groups of enemy characters. The group strength is set as an initial value for each predetermined group to an arbitrary value such as 2000, 2500, or 3000. For example, when a battle is conducted using the first method, the group strength decreases by a predetermined amount every time a predetermined time has passed. The group strength is an example of a "first parameter."

[0039] Next, when the user can recognize the progress of the battle, the control unit 11B performs the battle using the second method and all or part of the first method. That is, when the user can recognize the progress of the battle, the control unit 11B performs the battle by combining the first method and the second method. The second method is a method in which the basis for the occurrence of damage in the battle is related to the motion of the character. Damage when the battle is performed using the second method occurs irregularly, specifically, based on a known collision judgment. Also, in the above game, when the battle is performed with the motion of the character displayed on the display 15, this is a case in which the user can recognize the progress of the battle.

[0040] The second method is a method of reducing the individual vitality set for each individual character included in a plurality of characters that make up a predetermined group, based on known collision judgment. An arbitrary value such as 150, 200, or 250 is set as the initial value for each individual character. For example, when fighting using the second method, the individual vitality is reduced by the amount of damage caused by an attack from an enemy character of the individual character. An individual character is an example of a "predetermined object," and individual vitality is an example of a "second parameter."

[0041] Furthermore, when the group vitality becomes the minimum value, i.e., "0", the control unit 11B performs the following control. As an example, the control unit 11B performs different control depending on whether the user cannot recognize the progress of the battle or can recognize it. Specifically, when the user cannot recognize the progress of the battle, the control unit 11B causes multiple characters constituting a predetermined group whose group vitality has become "0" to disappear from the game space. On the other hand, when the user can recognize the progress of the battle, the control unit 11B maintains the multiple characters in the game space, and then causes the attacked individual character to disappear from the game space based on the fact that the character was attacked by an enemy character.

[0042] Furthermore, when the individual vitality reaches the minimum value, that is, "0", control unit 11B causes the individual character whose individual vitality has reached "0" to disappear from the game space.

[0043] The acquisition unit 11C acquires various pieces of information related to the game. For example, the acquisition unit 11C periodically acquires position information, time information, and physical strength information as the various pieces of information.

[0044] The position information is information that indicates the position of a game object in a game space. Here, a world coordinate system, which is a coordinate system for defining positions in the game space, is set in the game space. The position of a game object can be specified in the world coordinate system.

[0045] For example, the acquisition unit 11C acquires position information of a character, position information of an ally group, and position information of an enemy group. The position information of a character includes position information of a player character, an ally character, and an enemy character. The position information of a character is indicated by a three-dimensional coordinate value of an intersection between the body axis of the character and the ground defined in the game space in the above-mentioned world coordinate system. Furthermore, when the position information of a plurality of ally characters is within a predetermined range, the acquisition unit 11C acquires position information of an arbitrary ally character among the plurality of ally characters as position information of the ally group. Furthermore, when the position information of a plurality of enemy characters is within a predetermined range, the acquisition unit 11C acquires position information of an arbitrary enemy character among the plurality of enemy characters as position information of the enemy group.

[0046] The time information is information indicating the passage of time during a battle between the friendly group and the enemy group. The acquisition unit 11C starts measuring the time information when the position information of the friendly group and the position information of the enemy group are within a predetermined distance, and periodically acquires the measured time information.

[0047] The stamina information is information indicating the group stamina of each of the friendly group and enemy group, the individual stamina of each of the friendly character and enemy character, and the expected stamina of each of the friendly character and enemy character. The expected stamina is a parameter that simulates the stamina of each of the friendly character and enemy character, and is calculated by dividing the group stamina by the number of characters that make up a specified group. Note that even if the expected stamina becomes the minimum value, i.e., "0", the control unit 11B maintains an individual character whose expected stamina has become "0" in the game space. The expected stamina is an example of a "third parameter".

[0048] The adjustment unit 11D adjusts the amount of decrease in the individual physical strength when the user can recognize the progress of the battle. For example, when an individual character is attacked in a battle using the second method and the individual physical strength of the individual character is decreased, the adjustment unit 11D determines whether or not to increase the amount of decrease in the individual physical strength based on the group physical strength of the predetermined group to which the individual character belongs and the individual physical strength indicated in the physical strength information acquired by the acquisition unit 11C. Specifically, when the individual physical strength is greater than the assumed physical strength obtained by dividing the group physical strength by the number of characters constituting the predetermined group, the adjustment unit 11D adds the difference between the individual physical strength and the assumed physical strength to the amount of decrease in the individual physical strength to be decreased using the second method.

[0049] Fig. 3 is a flowchart showing the flow of the specific processing executed by the game device 10. The specific processing is performed by the CPU 11 reading out the game program 30A from the recording medium 30, expanding it in the RAM 13, and executing it. The specific processing shown in Fig. 3 is automatically and repeatedly executed, for example, at regular intervals.

[0050] In step S10 shown in Fig. 3, the CPU 11 determines whether or not the friendly group and the enemy group are fighting. If the CPU 11 determines that they are fighting (step S10: YES), the CPU 11 proceeds to step S11. On the other hand, if the CPU 11 determines that they are not fighting (step S10: NO), the CPU 11 ends the specific process. As an example, the CPU 11 determines that the friendly group and the enemy group are fighting when the position information of the friendly group and the position information of the enemy group are within a predetermined distance.

[0051] In step S11, the CPU 11 determines whether or not a predetermined time has elapsed. If the CPU 11 determines that the predetermined time has elapsed (step S11: YES), the process proceeds to step S12. On the other hand, if the CPU 11 determines that the predetermined time has not elapsed (step S11: NO), the process proceeds to step S13.

[0052] In step S12, the CPU 11 subtracts the team strength of each of the friendly team and the enemy team. As one example, the CPU 11 subtracts a value obtained by multiplying the number of characters constituting a given team by a fixed value (e.g., 10) from the team strength. For example, if the number of friendly characters constituting the friendly team is 8, the CPU 11 subtracts 80 from the team strength of the enemy team. Also, if the number of enemy characters constituting the enemy team is 10, the CPU 11 subtracts 100 from the team strength of the friendly team. Then, the CPU 11 proceeds to step S13.

[0053] In step S13, the CPU 11 determines whether or not a predetermined condition is satisfied. If the CPU 11 determines that the predetermined condition is satisfied (step S13: YES), the process proceeds to step S16. On the other hand, if the CPU 11 determines that the predetermined condition is not satisfied (step S13: NO), the process proceeds to step S14. As an example, the CPU 11 determines that the predetermined condition is satisfied when the position information of the player character and the position information of the friendly group and enemy group are within a predetermined distance and the user can recognize the progress of the battle.

[0054] In step S14, the CPU 11 acquires expected physical strength. Specifically, the CPU 11 acquires expected physical strength of the ally characters, calculated by dividing the team strength of the ally team by the number of ally characters that compose the ally team. The CPU 11 also acquires expected physical strength of the enemy characters, calculated by dividing the team strength of the enemy team by the number of enemy characters that compose the enemy team. The CPU 11 then proceeds to step S15.

[0055] In step S15, the CPU 11 assigns the expected physical strength to the individual physical strength. Specifically, the CPU 11 assigns the expected physical strength of the ally character acquired in step S14 to the individual physical strength of the ally character. The CPU 11 also assigns the expected physical strength of the enemy character acquired in step S14 to the individual physical strength of the enemy character. Then, the CPU 11 ends the specification process.

[0056] In step S16, the CPU 11 determines whether or not the individual character has been attacked. If the CPU 11 determines that the individual character has been attacked (step S16: YES), the process proceeds to step S17. On the other hand, if the CPU 11 determines that the individual character has not been attacked (step S16: NO), the CPU 11 ends the identification process. As described above, the CPU 11 determines whether or not the individual character has been attacked based on a known collision determination.

[0057] In step S17, the CPU 11 subtracts the individual vitality of the individual character determined to have been attacked in step S16. In this case, the CPU 11 subtracts the amount of damage caused to the individual character by the attack, for example, 50, from the individual vitality. Then, the CPU 11 proceeds to step S18.

[0058] In step S18, the CPU 11 obtains the expected physical strength of the individual character by subtracting the individual physical strength in step S17. Specifically, the CPU 11 obtains the expected physical strength calculated by dividing the group physical strength of the predetermined group to which the individual character belongs by the number of characters that make up the predetermined group. The CPU 11 then proceeds to step S19.

[0059] In step S19, the CPU 11 determines whether the individual physical strength after the subtraction in step S17 is greater than the expected physical strength acquired in step S18. If the CPU 11 determines that the individual physical strength is greater than the expected physical strength (step S19: YES), the CPU 11 proceeds to step S20. On the other hand, if the CPU 11 determines that the individual physical strength is less than the expected physical strength (step S19: NO), the CPU 11 ends the identification process.

[0060] In step S20, the CPU 11 performs additional damage processing. Specifically, the CPU 11 additionally subtracts from the individual vitality the difference between the individual vitality after subtraction in step S17 and the assumed vitality acquired in step S18. Then, the CPU 11 ends the specific processing.

[0061] Next, a specific example of the specific process shown in FIG. 3 will be described with reference to FIG. 4, FIG. 5, and FIG. FIG. 4 shows a first display example displayed on the display 15 of the game device 10. As shown in FIG.

[0062] The display 15 shown in FIG. 4 has two display areas, a main display section 50 and a sub-display section 60. The main display section 50 and the sub-display section 60 are common in that they display a battle between an ally group and an enemy group, but are different in whether the user can recognize the process of the battle. Specifically, the user can recognize the process of the battle in the main display section 50, but cannot recognize the process of the battle in the sub-display section 60. Therefore, the CPU 11 performs the battle in the main display section 50 by combining the first method and the second method. In other words, the CPU 11 uses the group vitality and the individual vitality in the battle in the main display section 50 to determine the result of the battle between the ally group and the enemy group. On the other hand, the CPU 11 performs the battle in the sub-display section 60 by the first method. In other words, the CPU 11 uses only the group vitality in the battle in the sub-display section 60 to determine the result of the battle between the ally group and the enemy group.

[0063] In the main display section 50 shown in FIG. 4, nine ally characters FC and twelve enemy characters EC are displayed. As an example, in the main display section 50, a humanoid character with a white head represents an ally character FC, and a humanoid character with a black head represents an enemy character EC. In the main display section 50, an ally group FG1 is formed by nine ally characters FC, and an enemy group EG1 is formed by twelve enemy characters EC. Although not shown in the figure, the ally characters FC and the enemy characters EC displayed in the main display section 50 each perform an attack motion, a defense motion, an evasion motion, and the like to fight. In the battle performed in the main display section 50, a character whose individual vitality has become "0" dies as a result of the battle and disappears from the main display section 50. At this time, the user can recognize the progress of the battle between the ally group FG1 and the enemy group EG1 by watching the motion of each character displayed in the main display section 50. Furthermore, the user can recognize the outcome of the battle between the friendly group FG1 and the enemy group EG1 by the character displayed on the main display unit 50 disappearing from the main display unit 50.

[0064] In the sub-display unit 60 shown in FIG. 4, four white circles WC and eight black circles BC are displayed. In the sub-display unit 60, characters are not represented in human form as in the main display unit 50, but are represented in figures. As an example, in the sub-display unit 60, one ally character FC is represented by one white circle WC, and one enemy character EC is represented by one black circle BC. In the sub-display unit 60, an ally group FG2 is formed by four white circles WC, and an enemy group EG2 is formed by eight black circles BC. Unlike the battle in the main display unit 50, the battle in the sub-display unit 60 proceeds without character motion. In the battle in the sub-display unit 60, a character constituting a predetermined group whose group strength has become "0" dies as a result of the battle, and the white circle WC or black circle BC figure representing the character disappears from the sub-display unit 60. Therefore, even if the user looks at the sub-display unit 60, he or she cannot recognize the progress of the battle between the ally group FG2 and the enemy group EG2. On the other hand, the user can recognize the result of the battle between the friendly group FG2 and the enemy group EG2 by the figure displayed on the sub-display unit 60 disappearing from the sub-display unit 60.

[0065] Fig. 5 is a second display example displayed on the display 15 of the game device 10. Fig. 5 shows a state after a predetermined time has elapsed since the display example shown in Fig. 4 was displayed on the display 15.

[0066] Eight ally characters FC and ten enemy characters EC are displayed in the main display unit 50 shown in Fig. 5. Thus, one ally character FC who died as a result of the battle and two enemy characters EC have disappeared in the main display unit 50 shown in Fig. 5. Also, in the sub-display unit 60 shown in Fig. 5, an ally character FC who is a member of the ally group FG2 whose group strength has become "0" has died as a result of the battle, and the four white circles WC representing that ally character FC have disappeared.

[0067] In the main display unit 50 shown in Fig. 5, an enemy character EC1 approaches an ally character FC1, and these two characters perform a battling motion. In the example display shown in Fig. 5, assuming that the ally character FC1 has been attacked by the enemy character EC1, the change in the individual vitality of the ally character FC1 will be described with reference to Fig. 6.

[0068] FIG. 6 is a first explanatory diagram illustrating a change in individual vitality of the ally character FC1.

[0069] As shown in FIG. 6, the group strength of the ally group FG1 when the ally character FC1 is attacked is reduced from the initial value of 2000 to 1600, for example, based on the passage of a predetermined time during the battle. In addition, since the number of ally characters FC constituting the ally group FG1 when the ally character FC1 is attacked is 8, the expected strength of the ally character FC1 is 200. The individual strength of the ally character FC1 after the attack is 250. Therefore, the difference between the individual strength "250" and the expected strength "200", that is, 50, is the additional damage to be subtracted from the individual strength. Therefore, the individual strength of the ally character FC1 after the additional damage process is 200. The additional damage is an example of an "increase amount that increases the decrease amount of the second parameter".

[0070] Here, in a game in which a user can recognize the result of a battle, conventionally, depending on whether the user can recognize the process of the battle, a different method, for example, either the first method or the second method, may be used to conduct the battle. In this case, the method used for the battle differs depending on whether the user can recognize the process of the battle, and the result of the battle may differ depending on the method used. Therefore, the user may feel a gap between the result of the battle that he or she expected and the actual result of the battle.

[0071] In response to this, in a game in which the user can recognize the result of a battle, the CPU 11 performs the battle using the first method when the user cannot recognize the process of the battle, and performs the battle using the second method and all or a part of the first method when the user can recognize the process of the battle. For example, the user may assume the result of the battle performed on the main display unit 50, which recognizes the process of the battle, based on the result of the battle performed on the sub-display unit 60 using the first method. In this case, in the game device 10 according to the first embodiment, the first method that produced the result of the battle performed on the sub-display unit 60, which was the basis for assuming the result of the battle performed on the main display unit 50, is combined with the second method, thereby making it possible to reduce the difference between the results of the two battles. As a result, according to the game device 10, it is possible to reduce the gap between the result of the battle assumed by the user and the actual result of the battle, compared to a configuration in which a battle is not performed by combining multiple methods.

[0072] In addition, in the first method, the basis for damage generation in a battle is not related to the motion of the character, and in the second method, the basis for damage generation in a battle is related to the motion of the character. Specifically, when a battle is conducted using the first method, damage occurs every time a predetermined time elapses, and when a battle is conducted using the second method, damage occurs based on a known collision determination. As a result, according to the game device 10 of the first embodiment, in a battle in which the motion of the character is not displayed on the display 15, it is difficult for the user to recognize the progress of the battle, and in a battle in which the motion of the character is displayed on the display 15, the user can recognize the progress of the battle.

[0073] Here, the above-described "case where the user cannot recognize the progress of the battle" may be rephrased as, for example, "case where the basis for damage occurring in the battle is not related to the motion of the character." Similarly, the above-described "case where the user can recognize the progress of the battle" may be rephrased as, for example, "case where the basis for damage occurring in the battle is related to the motion of the character."

[0074] The first method is a method of periodically reducing the group strength set for a predetermined group that is a group of multiple characters, and the second method is a method of irregularly reducing the individual strength set for an individual character included in the multiple characters. When an individual character is attacked in a battle using the second method and the individual strength of the individual character is reduced, the CPU 11 determines whether to increase the amount of reduction in the individual strength based on the group strength of the predetermined group to which the individual character belongs and the individual strength. Specifically, when the individual strength of the individual character is reduced, if the individual strength is greater than the assumed strength obtained by dividing the group strength by the number of multiple characters that make up the predetermined group, the CPU 11 adds the difference between the individual strength and the assumed strength to the amount of reduction in the individual strength reduced by the second method. As a result, the game device 10 according to the first embodiment can determine the amount of reduction in the individual strength by a method that combines multiple methods. Furthermore, according to the game device 10, by increasing the amount of reduction in individual stamina, which is reduced irregularly by the second method, based on the group stamina, which is reduced periodically by the first method, it is possible to reduce the randomness in the reduction of individual stamina, compared to a configuration in which individual stamina is reduced using only the second method.

[0075] Second Embodiment Next, a second embodiment of the game device 10 according to the present invention will be described while omitting or simplifying parts that overlap with the above embodiment.

[0076] The second embodiment differs from the first embodiment in that, as individual characters, there are provided general characters and special characters with more individual strength than the general characters. The general characters are an example of "general objects", and the special characters are an example of "special objects". Note that, since the individual characters described in the first embodiment correspond to general characters, the second embodiment will be described mainly in the case where the individual characters are special characters.

[0077] FIG. 7 is a second block diagram showing an example of the functional configuration of the game device 10. As shown in FIG. 7, the CPU 11 of the game device 10 has, as functional components, a reception unit 11A, a control unit 11B, an acquisition unit 11C, an adjustment unit 11D, and an allocation unit 11E. Each functional component is realized by the CPU 11 reading and executing a game program 30A stored in the recording medium 30.

[0078] In the second embodiment, when a battle is conducted using the first method, the acquisition unit 11C acquires a group vitality and a special vitality different from the individual vitality of the special character. The special vitality is a parameter that is maintained in the game space without the special character disappearing even if it becomes the lowest value, i.e., "0", like the expected vitality. The special vitality is set to an arbitrary value such as 350, 400, or 450 as an initial value. In addition, when a special character is attacked in a battle using the second method and the individual vitality of the special character is reduced, the acquisition unit 11C acquires the individual vitality and special vitality of the special character. The special vitality is an example of a "special parameter".

[0079] The allocation unit 11E allocates the amount of reduction in the parameter by the first method to the reduction from the group strength and the reduction from the special strength. As an example, when the amount of reduction in the parameter by the first method is 100, the allocation unit 11E allocates 50 as the reduction from the group strength and 50 as the reduction from the special strength.

[0080] In the second embodiment, when a special character is attacked in a battle using the second method and the individual physical strength of the special character is reduced, if the special character's individual physical strength is greater than the special physical strength, the adjustment unit 11D adds the difference between the special character's individual physical strength and the special physical strength to the amount of reduction in the special character's individual physical strength reduced by the second method.

[0081] Next, in the display example shown in FIG. 5, a change in the individual vitality of the ally character FC1 when the ally character FC1 is a special character that has been attacked by the enemy character EC1 will be described with reference to FIG.

[0082] FIG. 8 is a second explanatory diagram illustrating a change in individual physical strength of the ally character FC1.

[0083] As shown in FIG. 8, after being attacked, the special strength of ally character FC1 is 280, and the individual strength is 300. Therefore, the difference between the individual strength of "300" and the special strength of "280", that is, 20, becomes the additional damage to be subtracted from the individual strength. Therefore, the individual strength of ally character FC1 after the additional damage processing is performed becomes 280.

[0084] As described above, when fighting using the first method, the CPU 11 acquires the group vitality and the special vitality, and allocates the amount of reduction of the parameters by the first method to the amount of reduction from the group vitality and the amount of reduction from the special vitality. When the CPU 11 receives an attack in a battle using the second method and reduces the individual vitality of the general character, it acquires the individual vitality and the group vitality of the general character as in the first embodiment, and if the individual vitality of the general character is greater than the assumed vitality of the general character, it adds the difference between the individual vitality of the general character and the assumed vitality of the general character to the amount of reduction of the individual vitality of the general character reduced by the second method. On the other hand, when the CPU 11 receives an attack in a battle using the second method and reduces the individual vitality of the special character, it acquires the individual vitality and the special vitality of the special character, and if the individual vitality of the special character is greater than the special vitality, it adds the difference between the individual vitality and the special vitality of the special character to the amount of reduction of the individual vitality of the special character reduced by the second method.

[0085] With the above configuration, the game device 10 according to the second embodiment can determine additional damage to individual physical strengths using different parameters for normal characters and special characters. This allows the game device 10 to provide gameplay such as making it easier for special characters to die before normal characters, or making it easier for normal characters to die before special characters.

[0086] (Third embodiment) Next, a third embodiment of the game device 10 according to the present invention will be described while omitting or simplifying parts that overlap with the above-described embodiment.

[0087] The functional configuration of the game device 10 according to the third embodiment is, for example, the same as that of the second embodiment, as shown in FIG.

[0088] In the third embodiment, the adjustment unit 11D sets a predetermined upper limit to the additional damage when the additional damage exceeds a reference value or when the individual character that reduces the individual physical strength is in a predetermined state. The additional damage is the difference between the individual physical strength of the general character and the assumed physical strength of the general character, or the difference between the individual physical strength of the special character and the special physical strength. The reference value is an arbitrary value such as 50, 70, or 100. Hereinafter, the reference value is set to 50. The case where the individual character is in a predetermined state includes, for example, a case where an effect of increasing a defense parameter is given to the individual character, or a case where the type of attack received by the individual character is a specific type (so-called weak attack). Hereinafter, the case where the individual character is in a predetermined state is a case where the type of attack received by the individual character is a weak attack. The predetermined upper limit is an arbitrary value equal to or less than the reference value such as 20, 30, or 40. Hereinafter, the predetermined upper limit is set to 30.

[0089] For example, when the additional damage exceeds a reference value of 50, the adjustment unit 11D sets the additional damage to be reduced from the individual vitality to a predetermined upper limit of 30. In addition, when the type of attack received by an individual character that reduces the individual vitality is a weak attack, the adjustment unit 11D sets the upper limit of the additional damage to a predetermined upper limit of 30.

[0090] With the above configuration, the game device 10 according to the third embodiment can reduce the sense of discomfort felt by the user compared to a configuration in which a predetermined upper limit is not set for the additional damage. For example, the game device 10 can reduce the occurrence of an individual character dying from additional damage when the individual character receives a weak attack.

[0091] (Fourth embodiment) Next, a fourth embodiment of the game device 10 according to the present invention will be described while omitting or simplifying parts that overlap with the above-described embodiments.

[0092] The functional configuration of the game device 10 according to the fourth embodiment is, for example, the functional configuration shown in FIG. 7, similar to that of the second embodiment.

[0093] In the fourth embodiment, when the individual physical strength is greater than the expected physical strength, the control unit 11B performs control to increase the possibility that the individual physical strength of the general character as an individual character will decrease. For example, the control unit 11B performs control to move the general character closer to the enemy character, control to lower the defense success rate or evasion success rate of the general character, control to move the enemy character closer to the general character, or control to increase the attack success rate of the enemy character. The control unit 11B may perform any one of the above controls, or may perform a combination of multiple controls.

[0094] With the above-mentioned configuration, in the game device 10 of the fourth embodiment, the difference between the individual physical strength of a general character and the expected physical strength can be reduced compared to a configuration that does not perform control that increases the possibility of a decrease in the individual physical strength of a general character.

[0095] The control unit 11B may perform the above control not only on normal characters but also on special characters. In other words, the control unit 11B may perform control to increase the possibility that the individual physical strength of the special character will decrease when the individual physical strength is greater than the special physical strength.

[0096] Fifth embodiment Next, a fifth embodiment of the game device 10 according to the present invention will be described while omitting or simplifying parts that overlap with the above-described embodiments.

[0097] The functional configuration of the game device 10 according to the fifth embodiment is, for example, the functional configuration shown in FIG. 7, similar to that of the second embodiment.

[0098] In the fifth embodiment, when the expected physical strength becomes equal to or less than a predetermined threshold, the adjustment unit 11D reduces the number of characters that are the divisor in the calculation formula of the expected physical strength, which is calculated by dividing the group physical strength of the predetermined group by the number of characters that constitute the predetermined group, so that the expected physical strength exceeds the predetermined threshold. Then, the adjustment unit 11D sets the new expected physical strength calculated based on the calculation formula to some of the individual characters that correspond to the new divisor among all the individual characters that constitute the predetermined group, and sets the expected physical strength of the remaining individual characters to "0". The predetermined threshold is an arbitrary value such as 45, 75, or 95. In the following, the predetermined threshold is set to 45.

[0099] Next, with reference to FIG. 9, changes in assumed physical strengths of five ally characters FC1 to FC5 that make up the ally group FG1 will be described.

[0100] Fig. 9 is an explanatory diagram for explaining changes in the assumed physical strengths of ally characters FC1 to 5. Fig. 9 shows a table T1 showing the state of the assumed physical strengths before adjustment by the CPU 11, and a table T2 showing the state of the assumed physical strengths after adjustment by the CPU 11.

[0101] In table T1, the team strength of friendly team FG1 is 200, and the number of friendly characters FC constituting friendly team FG1 is 5. Also, in table T1, the divisor in the calculation formula for the expected strength is 5, the same as the number of friendly characters FC. As a result, in table T1, the expected strengths of friendly characters FC1 to 5 are 40. In this case, since the expected strengths shown in table T1 are equal to or less than 45, which is the predetermined threshold, the CPU 11 adjusts the expected strengths.

[0102] Here, as shown in table T2, CPU 11 reduces the divisor in the calculation formula for the expected vitality from 5 to 4 so that the expected vitality exceeds a predetermined threshold. Then, CPU 11 sets the new expected vitality of 50 calculated based on the calculation formula to four ally characters FC1 to 4 among ally characters FC1 to 5 that correspond to the new divisor of 4. CPU 11 also sets the expected vitality of the remaining ally character FC5 to "0".

[0103] At this time, the CPU 11 maintains the ally character FC5 whose assumed vitality has become "0" in the game space, specifically, keeps it displayed on the main display unit 50. Then, when the ally character FC5 is attacked in the battle using the second method and the individual vitality of the ally character FC5 is reduced, the CPU 11 performs additional damage processing to reduce the individual vitality to "0" and cause the ally character FC5 to disappear from the game space.

[0104] With the above configuration, the game device 10 according to the fifth embodiment can adjust the expected physical strengths of the multiple characters that make up a predetermined group individually. This allows the game device 10 to provide a gaming experience in which any individual character can be killed more easily than other individual characters.

[0105] Sixth embodiment Next, a sixth embodiment of the game device 10 according to the present invention will be described while omitting or simplifying parts that overlap with the above embodiments.

[0106] The functional configuration of the game device 10 according to the sixth embodiment is, for example, the functional configuration shown in FIG. 7, similar to that of the second embodiment.

[0107] In the sixth embodiment, the adjustment unit 11D, when the user can recognize the process of the battle, determines the additional damage without using the group strength, unlike the above embodiment. As an example, when the user can recognize the process of the battle, the adjustment unit 11D adds a value obtained by weighting the damage caused by the first method to the damage caused by the second method. The weighting may be to increase or decrease the damage caused by the first method. Here, the weighting is set to 0.5 times the damage caused by the first method. For example, when damage occurs by the second method, that is, when an individual character is attacked in the battle by the second method, it is assumed that 50 damage has occurred in the battle by the first method. In this case, the adjustment unit 11D adds 25, which is 0.5 times 50, to the damage caused by the second method.

[0108] With the above configuration, the game device 10 according to the sixth embodiment can directly use the damage caused by the first method to determine additional damage to individual physical strengths.

[0109] (others) In the above embodiment, the group strength may be decreased by a predetermined amount every time a predetermined time passes, or may be decreased by a determined amount every time a predetermined time passes. The amount of decrease in group strength may be determined based on the state of the predetermined group and the difference in numbers between the predetermined groups during the battle. Furthermore, the predetermined time may be fixed or may vary depending on the timing.

[0110] In the above embodiment, the group strength may be different for each friendly group or enemy group, or may be the same. Also, the individual strength may be different for each general character or special character, or may be the same.

[0111] In the above embodiment, when the group vitality becomes "0", the CPU 11 performs different control when the user cannot recognize the progress of the battle and when the user can recognize it, but this is not limited to the above. When the group vitality becomes "0", the CPU 11 may perform the same control when the user cannot recognize the progress of the battle and when the user can recognize it. For example, when the group vitality becomes "0", the CPU 11 may eliminate multiple characters constituting a predetermined group whose group vitality becomes "0" from the game space, or may maintain the multiple characters in the game space, regardless of whether the user can recognize the progress of the battle.

[0112] In the above embodiment, even if the expected vitality becomes "0", the CPU 11 maintains the individual character whose expected vitality becomes "0", specifically, the general character, in the game space, but this is not limited to the above. When the expected vitality becomes "0", the CPU 11 may cause the general character whose expected vitality becomes "0" to disappear from the game space.

[0113] In the above embodiment, even if the special physical strength becomes "0", the CPU 11 maintains the special character whose special physical strength is now "0" in the game space, but this is not limited to the above. When the special physical strength becomes "0", the CPU 11 may cause the special character whose special physical strength is now "0" to disappear from the game space.

[0114] In the above embodiment, the CPU 11 allocates the amount of reduction in the parameters by the first method equally between the reduction from the group strength and the reduction from the special strength, but this is not limited to this. For example, the CPU 11 may allocate the amount of reduction from the group strength so that it is greater or less than the reduction from the special strength, or may allocate the amount of reduction from the special strength so that it is greater or less than the reduction from the group strength.

[0115] In the above embodiment, the CPU 11 sets a predetermined upper limit to the additional damage when the additional damage exceeds a reference value or when an individual character that reduces the individual vitality is in a predetermined state, but is not limited to this. The CPU 11 may set a predetermined upper limit to the additional damage when at least one of the following occurs: when the additional damage exceeds a reference value or when an individual character that reduces the individual vitality is in a predetermined state.

[0116] In the above embodiment, the predetermined upper limit set for the additional damage is a fixed value, but is not limited to this. For example, the predetermined upper limit may be a predetermined percentage of the damage caused by an attack on an individual character, or a predetermined percentage of the individual physical strength of an individual character, and is not particularly limited.

[0117] In the above embodiment, the character that is the target of the additional damage process is an NPC, but is not limited to this. For example, the character that is the target of the additional damage process may be only an NPC, only a player character, or both an NPC and a player character.

[0118] In the above embodiment, the battle in which additional damage processing is performed is a many-on-many battle between an ally group and an enemy group, but is not limited to this. The battle in which additional damage processing is performed may be a one-on-one battle between an ally character and an enemy character, or a many-on-one battle between an ally group or enemy group and an ally character or enemy character.

[0119] In the above embodiment, the specific process executed by the CPU 11 by reading the software (program) may be executed by various processors other than the CPU. In this case, examples of the processor include a PLD (Programmable Logic Device) such as an FPGA (Field-Programmable Gate Array) whose circuit configuration can be changed after manufacture, and a dedicated electric circuit such as an ASIC (Application Specific Integrated Circuit) which is a processor having a circuit configuration designed exclusively for executing the specific process. The specific process may be executed by one of these various processors, or may be executed by a combination of two or more processors of the same or different types (for example, a plurality of FPGAs, a combination of a CPU and an FPGA, etc.). The hardware structure of these various processors is, more specifically, an electric circuit that combines circuit elements such as semiconductor elements. [Explanation of symbols]

[0120] 10 Game device (computer) 11B Control section 30A Game Program

Claims

1. In games where the results of a match can be recognized by the user, If the user cannot recognize the progress of the battle, the battle is conducted using a first method; When the user can recognize the progress of the battle, the battle is conducted using a second technique and all or a part of the first technique. A game program for causing a computer to execute a process.

2. the first technique is a technique for decreasing a first parameter, the second technique is a technique for decreasing a second parameter, When the second parameter is decreased, an amount of decrease of the second parameter is increased based on the first parameter and the second parameter.

2. The game program according to claim 1, for causing a computer to execute a process.

3. the first technique is a technique of periodically decreasing a first parameter; The second technique is a technique of irregularly decreasing the second parameter. The game program according to claim 1 .

4. the first parameter is a parameter set for a predetermined group that is a group of a plurality of game objects, and the second parameter is a parameter set for a predetermined object included in the plurality of game objects, when decreasing the second parameter, if the second parameter is greater than a third parameter obtained by dividing the first parameter by the number of the plurality of game objects, a difference between the second parameter and the third parameter is added to an amount of decrease of the second parameter to be decreased by the second method; 3. The game program according to claim 2, for causing a computer to execute a process.

5. As the predetermined object, a general object and a special object having the second parameter larger than that of the general object are provided, when the battle is conducted by the first method, the first parameter and a special parameter of the special object that is different from the second parameter are acquired, and a reduction amount of the parameter by the first method is allocated between a reduction amount from the first parameter and a reduction amount from the special parameter; When decreasing the second parameter of the general object, the second parameter and the first parameter of the general object are acquired, and when the second parameter of the general object is greater than the third parameter of the general object, a difference between the second parameter of the general object and the third parameter of the general object is added to an amount of decrease of the second parameter of the general object to be decreased by the second method; when decreasing the second parameter of the special object, the second parameter of the special object and the special parameter are acquired, and when the second parameter of the special object is greater than the special parameter, a difference between the second parameter of the special object and the special parameter is added to an amount of decrease of the second parameter of the special object to be decreased by the second technique; 5. The game program according to claim 4, for causing a computer to execute a process.

6. a predetermined upper limit is set for the increase amount when at least one of the increase amount of the second parameter exceeds a reference value and a predetermined object for decreasing the second parameter is in a predetermined state; 3. The game program according to claim 2, for causing a computer to execute a process.

7. increasing the possibility that the second parameter of the predetermined object will decrease when the second parameter is greater than the third parameter; 5. The game program according to claim 4, for causing a computer to execute a process.

8. when the third parameter becomes equal to or smaller than a predetermined threshold, reducing the number of the plurality of game objects, which is a divisor in a calculation formula for the third parameter, the third parameter being calculated by dividing the first parameter by the number of the plurality of game objects, so that the third parameter exceeds the predetermined threshold; setting the new third parameter calculated based on the calculation formula to a portion of the predetermined objects corresponding to the new divisor among all the predetermined objects constituting the predetermined organization, and setting a minimum value of the third parameter to the remaining predetermined objects; 5. The game program according to claim 4, for causing a computer to execute a process.

9. The first method is a method in which the basis for the occurrence of damage in the battle is not related to the motion of a game object, The second method is a method in which a cause of damage in the battle is related to a motion of a game object. The game program according to claim 1 .

10. When the user can recognize the progress of the battle, a weighted value of the damage caused by the first method is added to the damage caused by the second method.

2. The game program according to claim 1, for causing a computer to execute a process.

11. In games where the results of a match can be recognized by the user, If the user cannot recognize the progress of the battle, the battle is conducted using a first method; When the user can recognize the progress of the battle, the battle is conducted using a second technique and all or a part of the first technique. A game processing method in which processing is executed by a computer.

12. a control unit for performing the game using a first method in a game in which a user can recognize a result of the game and performing the game using a second method and all or a part of the first method in a game in which the user cannot recognize a process of the game, and Gaming device.

Citation Information

Patent Citations

  • Network game system, game device, and program

    JP6827481B2