Game managing device, game system, method of managing game, and program
The game management device addresses the issue of repetitive events in conventional games by allowing users to set and combine characters to generate unique events, resulting in a highly engaging and varied gaming experience.
Patent Information
- Application Number
- JP2025015628
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-01-31
- Publication Date
- 2025-04-30
AI Technical Summary
Conventional games become repetitive and boring as the same predetermined events occur multiple times, leading to user dissatisfaction.
A game management device that allows users to set and combine characters to generate unique events during gameplay, with event probability and relationship management features to enhance gameplay variety.
The system provides a highly engaging and varied gaming experience, allowing users to play repeatedly without boredom, by generating a wide range of events based on character combinations and relationships.
Smart Images

Figure 2025069310000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a game management device, a game system, a game management method, and a program for managing a game. [Background technology]
[0002] Conventionally, games have been proposed in which various predetermined events occur during the progress of the game (for example, Patent Document 1). A user progresses through the game while enjoying the events that occur during the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2004-33488 A Summary of the Invention [Problem to be solved by the invention]
[0004] Typically, a variety of events are prepared in advance as events that occur during a game. However, since the events that occur during a game are fixed, the same events may occur repeatedly as the user plays the game multiple times, which may cause the user to become bored with the game.
[0005] The present invention has been made in consideration of the above circumstances, and has an object to provide a highly entertaining game that users can play repeatedly without getting bored. [Means for solving the problem]
[0006] 1) A game management device (3, 201, 203) according to one aspect of the present invention includes a setting means (71) that sets at least one character selected by a user from a plurality of characters owned by the user as a first character for generating an event, and an event management means (72) that generates an event related to the first character during a game in accordance with the first character or a combination of a plurality of the first characters.
[0007] The game management device of this configuration can be configured, for example, by a computer (a dedicated game machine, a personal computer, a smartphone, etc.) as a game device. Alternatively, the game management device can be configured by a computer such as a server that can communicate with each user's game terminal. Alternatively, the game management device can be configured by multiple computers (servers, game terminals) that communicate with each other.
[0008] In a game managed by this game management device, a user can have multiple characters. Here, various characters can be applied depending on the content of the game, such as people, animals, plants, imaginary creatures (monsters, etc.), non-living things (materials, tools, etc.). Also, characters can be applied in various display forms within the game, such as two-dimensional or three-dimensional images, card-type images, etc.
[0009] In addition, in a game managed by the game management device, a user can select at least one character from among a plurality of characters owned by the user and set it as a character for generating an event. The at least one character selected by the user is set as a "first character for generating an event" by a setting means.
[0010] Then, the event management means generates an event related to the first character during the game according to the first character or a combination of multiple first characters set for event generation. Here, in a game based on a sports theme, for example, an event related to the first character may be an event in which the first character practices or competes against a rival. In addition, the first character may act (for example, practice, eat, travel) together with a character (my character) that is an alter-ego of the user. Note that the event related to the first character is not limited to an event in which the first character appears on the screen. For example, it may be an event in which a quiz related to the first character is given. In addition, it may be an event in which other characters (friends, seniors, juniors, coaches, rivals, etc.) related to the first character talk about the first character, or an event in which the rival of the first character practices to beat the first character.
[0011] When a first character or multiple first characters are set for event occurrence, the event may be set to occur without fail, the event may be set to occur with a predetermined probability, or the event may be set to occur when predetermined conditions are met.
[0012] Furthermore, the event related to the first character may be an event related to the parameters (characteristic parameters) of the first character. For example, if the first character is a character with excellent specific abilities (the parameters of the specific abilities are higher than a predetermined standard), the event related to the first character may be an event related to the specific abilities (utilizing the specific abilities). As a specific example, if the first character is a player with excellent batting abilities (the parameters of the batting abilities are higher than a predetermined standard), the event related to the first character may be an event related to batting, such as batting training, a home run contest, etc.
[0013] Furthermore, the event related to the first character may be an event related to the relationship between the first character and a second character (such as a user's My Character) described later. For example, if the first character and the second character are rivals in the game, the event related to the first character may be an event in a confrontation scene between the two characters.
[0014] In particular, by combining multiple first characters, events occur according to the combination, resulting in a very wide variety of events. That is, when a user selects and combines r characters from n characters that the user owns, the number of combinations is expressed as n! / {(nr)!r!}. For example, when a user selects three characters from 10 characters that the user owns and sets them as first characters, there are 120 possible combinations, and the user can expect various events to occur according to the combinations by changing the combination of characters set as first characters.
[0015] In addition, when multiple first characters are combined, an event may be generated according to the relationship between the multiple first characters. Alternatively, an event may be generated according to the relationship between multiple characters including the multiple first characters and the second character. An example is shown below.
[0016] Example 1: If characters A and B are rivals in the game, by setting both characters A and B as the first characters for event occurrence, it can be expected that an event in a confrontation scene will (might) occur (or the user can imagine an event that could occur).
[0017] Example 2: If characters P, Q, and R are classmates at the same school in the game, then by setting these three characters P, Q, and R as the first characters for event generation, it is expected that an event will (might) occur in which the three go on a trip together. Furthermore, if characters P, Q, and R and a second character are classmates at the same school, then by setting these three characters P, Q, and R as the first characters for event generation, it is expected that an event will (might) occur in which the four of them, including the second character, go on a trip together.
[0018] An event may not necessarily occur, but if the user knows the parameters, characteristics, relationships with other first characters, and relationships with second characters for each first character, the user can have fun imagining or anticipating events that may occur depending on the first character or combination of multiple first characters set for event occurrence.
[0019] The effect of the occurrence of an event can also be determined arbitrarily. For example, when an event occurs, the parameters of the user's My Character may change according to the progress or result of the event, or an item or the like may be given to the user. Alternatively, the user may simply enjoy the event that has occurred without any effect such as parameter change.
[0020] As described above, in this configuration, the user collects characters for event generation, and arbitrarily selects one of the collected characters to set as the first character for event generation, so that various events corresponding to the first character or a combination of multiple first characters can occur during the game. Thus, the user can enjoy a variety of events depending on the first character or combinations of first characters set for event generation. For example, a user who is bored with a game can change the first character set for event generation, so that the events occurring during the game also change, making it possible to play the game without getting bored. That is, in this game management device, the first character or combinations of multiple first characters that the user can arbitrarily set provide a wide variety of events occurring during the game. This widens the scope of play, and realizes a highly entertaining game that the user can play repeatedly and continuously without getting bored.
[0021] 2) In the above configuration, it is preferable that the event management means (72) causes the event corresponding to the first character or a combination of a plurality of the first characters to occur with a predetermined probability during the game.
[0022] Here, the probability of an event occurring may be the same for all events, or may vary, for example, 10%, 30%, 50%, 70%, etc., depending on the content, type, effect, etc. of the event. Also, as in the configuration 4) described below, the probability of an event occurring during the game may be changed depending on the user's game operation.
[0023] In this configuration, even if a first character is set for event occurrence, it does not necessarily mean that an event related to the first character will occur 100%, and whether or not an event will occur is based on probability. Therefore, it is not known when an event will occur. Therefore, after a first character is set for event occurrence, a user will play the game with a sense of tension, hoping that an event related to the first character will occur. This configuration improves the game's playability.
[0024] 3) In the configuration of 2) above, it is preferable that the game system further includes relationship management means (73) for managing the relationship between a second character operated by a user during the game and the first character, and probability varying means (74) for varying the probability according to the relationship.
[0025] Here, the second character operated by the user during the game is a so-called player character, and may be, for example, the user's alter ego My Character. The relationship between the first character and the second character may be, for example, teammates, player and coach, player and manager, senior and junior, rivals, lovers, boss and subordinate, parent and child, siblings, etc. The degree of relationship between the first character and the second character may be, for example, the degree of intimacy between the two characters, or an evaluation value by which one character evaluates the other.
[0026] Also, the relationship degree between the first character and the second character may have a preset initial value. As an example, the first character A and the second character are set to be best friends in the game, and the relationship degree between them is set to "100". On the other hand, the first character B and the second character are set to be acquaintances in the game, and the relationship degree between them is set to "10". Also, the relationship degree may change during the game depending on the actions of the second character operated by the user, as in the configuration of 5) described below.
[0027] According to this configuration, the probability of an event occurring related to the first character (or the probability of an event occurring according to a combination in which the first character is included) varies depending on the relationship between the first character and the second character. For example, the higher the relationship level (the intimacy level, the evaluation value, etc.), the higher the probability of the event occurring.
[0028] For example, when the relationship degree between the first character and the second character is "39 or less", "40-79", "80-119", "120-159", "160-199", and "200 (maximum)", the probability of the event occurring varies as follows: "10%, "20%, "30%, "50%, "70%, "100%". When there is only one first character, the event occurrence probability in the above example can be applied as is. On the other hand, when there are multiple first characters set for event occurrence, various modes can be considered for determining the probability of the event occurring according to the combination of multiple first characters. An example is shown below.
[0029] Regarding the probability of an event occurring according to a combination of multiple first characters (A, B, ...), when the relationship between all the first characters (A, B, ...) and the second character satisfies a predetermined standard (condition), a probability according to the satisfied standard of the relationship is applied. For example, the probability of an event occurring is "10%" until all of the multiple set first characters satisfy a predetermined standard of the relationship (e.g., "40 or more"), and when the standard is satisfied, the probability of the event occurring becomes "20%". Furthermore, when all of the multiple first characters satisfy a higher standard of the relationship (e.g., "80 or more"), the probability of the event occurring becomes "30%". Similarly, the probability of the event occurring increases each time all of the multiple first characters satisfy a higher standard of the relationship.
[0030] Alternatively, the probability of occurrence of an event corresponding to a combination of a plurality of first characters may be determined by adopting the first character with the highest relationship degree among the plurality of first characters, or conversely, the first character with the lowest relationship degree may be adopted, in which case the user is motivated to raise the level of the relationship degree.
[0031] Alternatively, the probability of an event occurring according to a combination of a plurality of first characters may be determined based on an average of the relationship degrees of the plurality of first characters calculated.
[0032] Incidentally, it is preferable that the relationship degree between each first character and second character is visible to the user on the screen. This allows the user to check the relationship degree between the first character and the second character on the screen when setting a first character for event occurrence or during game progress, and enjoy playing while recognizing the relationship degree. For example, when the user checks on the screen that the relationship degree with a certain first character is high, the user has a higher expectation that an event related to that first character will occur with a high probability.
[0033] With this configuration, the likelihood of an event occurring changes depending on the relationship between the first character and the second character set for the event occurrence, or the relationship between the first character and the second character after the first character is set. Therefore, if a user wants an event to occur quickly, the user can play the game so that the relationship between the first character set by the user and the second character, which is the character the user operates, becomes large, thereby making the game more enjoyable.
[0034] 4) In the configuration of 3) above, it is preferable that the game further comprises a character appearance management means (75) for making the first character appear in the game, and that the relationship degree management means (73) varies the relationship degree between the first character and the second character each time the second character performs a predetermined action with the first character through user operation.
[0035] Here, the "predetermined action" refers to various in-game actions, such as the second character practicing, competing, eating, playing, or being in the same place with the first character together. In this configuration, the first character set by the user for an event occurrence appears in the game. Then, when the second character operated by the user performs a predetermined action such as practicing with the first character in the game, the relationship between the two (the intimacy level, the evaluation value, etc.) improves, and the probability of an event related to the first character (or an event according to the combination when the first character is included in the combination) occurs increases.
[0036] In addition, since the first character is set as the event occurrence, even if the second character does not perform a predetermined action with the first character, there is a possibility that an event related to the first character will occur with a predetermined probability as described above. In addition, in this configuration, the user can operate the second character to perform a predetermined action with the first character, thereby intentionally increasing the probability of the event occurrence.
[0037] Therefore, if a user wants to increase the probability of an event related to a specific first character, the user can perform a game operation (such as an operation to select an action of the second character in the game) so that the second character performs a predetermined action with the first character. With this configuration, the user can vary the probability of an event related to a specific first character by his / her own operation, thereby further improving the playability of the game.
[0038] 5) In the configuration of 1) above, it is preferable that the game further comprises a character appearance management means (75) for making the first character appear in the game, and a relationship management means (73) for varying the relationship degree between the first character and the second character each time the second character performs a predetermined action with the first character through a user's operation, and that the event management means (72) generates the event related to the first character when the relationship degree between the first character and the second character reaches a predetermined standard.
[0039] In this configuration, a first character set by the user for event occurrence appears in the game. Then, when a second character operated by the user performs a predetermined action (such as practicing together) with the first character in the game, the relationship degree between the two (the intimacy degree, the evaluation value, etc.) changes. Then, after the relationship degree with a certain first character reaches a predetermined standard, an event related to the first character occurs (100% occurrence). Here, the timing of the event occurrence may be such that the event occurs immediately after the relationship degree reaches the predetermined standard, or may occur after a certain amount of time has elapsed after the relationship degree reaches the predetermined standard (for example, after the timing of the event occurrence in the game is adjusted). As an example of the adjustment of the timing of the event occurrence in the game, the following case is considered. That is, in a game in which the game progresses divided into a plurality of turns, if the relationship degree between the first character and the second character reaches a predetermined standard during the execution of a command in a certain turn, an event related to the first character is generated by waiting until the start of the next turn.
[0040] The case where the relationship degree does not reach a predetermined standard can be determined arbitrarily. For example, if the relationship degree between the first character and the second character does not reach a predetermined standard, an event related to the first character may occur with a probability according to the relationship degree (or with a predetermined probability regardless of the relationship degree). Alternatively, if the relationship degree between the first character and the second character does not reach a predetermined standard, an event related to the first character may not occur.
[0041] Here, if there is one first character set for generating an event, naturally, when the relationship between the first character and the second character reaches a predetermined standard (as a trigger), an event occurs.
[0042] On the other hand, when there are multiple first characters set for event occurrence, various modes are possible. An event corresponding to a combination of multiple first characters (A, B, ...) can be set to occur when the relationship degree between all of the first characters (A, B, ...) and the second character reaches a predetermined standard. Alternatively, an event corresponding to a combination of multiple first characters (A, B, ...) may be set to occur when the relationship degree between any one of the first characters and the second character reaches a predetermined standard. Alternatively, an event corresponding to a combination of multiple first characters (A, B, ...) may be set to occur when the relationship degree between a predetermined percentage or more (e.g., 50% or more) of the first characters and the second characters reaches a predetermined standard.
[0043] In this configuration, if a user wants to ensure that an event related to a specific first character occurs, the user only needs to perform game operations (such as operations to select an action of a second character in the game) so that the relationship with the first character reaches a predetermined standard. With this configuration, the user can ensure that an event related to a specific first character occurs 100% through their own operations, further improving the playability of the game.
[0044] 6) In any of the above configurations 1) to 5), it is preferable that the configuration further comprises a settable number management means (76) which sets an upper limit on the settable number of the first character and varies the upper limit of the settable number by satisfying predetermined conditions.
[0045] According to this configuration, an upper limit is set on the number of first characters that can be set for generating an event. For example, at the start of the game, the upper limit of the number that can be set is "2." However, the upper limit of the number that can be set changes depending on whether a predetermined condition is satisfied. Here, examples of the predetermined condition include the following:
[0046] (a) As in the configuration of 7) described below, the predetermined condition is that a game parameter related to the progress of the game satisfies a preset condition.
[0047] (b) In order to increase the upper limit of the settable number, a predetermined condition is that the user consumes a predetermined amount of in-game points, in-game currency, paid items, etc.
[0048] (c) In a game in which a user can build a predetermined relationship with another user, for example a friendship relationship, a predetermined condition is that the number of friends reaches a predetermined number.
[0049] (d) The predetermined condition is when the game execution result does not reach a predetermined standard. For example, in a game in which a user can train a character, if the user stops training the character midway, the upper limit of the settable number is lowered.
[0050] Note that the above (a) to (d) are examples of the predetermined conditions, and the predetermined conditions are not limited to these, and various conditions can be determined depending on the content of the game.
[0051] In this configuration, an upper limit is set for the number of first characters that can be set, but the user can increase the upper limit by satisfying a predetermined condition. The higher the upper limit for the number of first characters that can be set, the more variety of events that can occur during the game. Thus, the user is motivated to play the game actively to satisfy the predetermined condition in order to increase the upper limit for the number that can be set (or to avoid the upper limit being lowered).
[0052] 7) In the above configuration 6), it is preferable that the predetermined condition be satisfied when a game parameter related to the progress of the game satisfies a preset condition.
[0053] Here, an example of a game parameter related to the progress of a game is the number of characters that have been trained in a game in which multiple characters can be trained. In this case, the predetermined condition is satisfied when the number of characters that have been trained reaches a predetermined value (e.g., 1, 5, 10, etc.). As other examples of game parameters related to the progress of a game, various game parameters according to the game content, such as stage, points, level, etc., can be applied. For example, reaching a predetermined stage, acquiring points reaching a predetermined value, the user's game level reaching a predetermined level, the user's My Character level reaching a predetermined level, etc., correspond to "a game parameter related to the progress of a game satisfying a preset condition."
[0054] In this configuration, the user is motivated to play the game actively so that the game parameters related to the game progress satisfy the preset conditions.
[0055] 8) In any of the above configurations 1) to 7), it is preferable to further include a notification means (80) that notifies a user of information indicating a relationship between the event and the first character or a combination of a plurality of the first characters that causes the event to occur. Here, examples of notification by the notification means are shown below.
[0056] (A) The user is notified (presented) in advance of information indicating the relationship between the effect of an event, such as parameter improvement, and the first character or a combination of the first characters required to cause the event. For example, if the parameters of the user's My Character change as the effect of an event, the user is notified in advance of information regarding the first character or combination of first characters required to improve the parameters. Taking a baseball game as an example, the user is notified that "to cause an event that strengthens hitting power to occur, it is sufficient to set one of the characters P, Q, R, etc. (which have high hitting power)."
[0057] (B) The user is notified in advance of information indicating the relationship between the type or content of an event and the first character or a combination of multiple first characters for generating the event. Examples of the type or content of an event include a joint practice event, a competition event, a travel event, and a meal event. These are only examples, and the type or content of an event varies depending on the game content. For example, the user is notified that "in order to generate a competition event, it is sufficient to set character X (who is a rival of the user's My Character)."
[0058] In either of the above cases (A) and (B), detailed table information showing all the relationships may be presented to the user, or only a portion of it may be presented randomly to attract the user's interest. When this information is presented, the user is motivated to try to cause a desired event (thereby causing a desired effect) and obtain the characters required for that.
[0059] In either of the above cases (A) and (B), only information related to the characters owned by the user may be extracted and presented to the user as information indicating the relationship. In this case, the user (especially a beginner user who does not know much about what events will occur if he or she sets a character he or she owns as an event occurrence character) can be motivated to actively enjoy the game.
[0060] 9) In any of the above configurations 1) to 8), it is preferable that the game further comprises a parameter variation means (79) for varying parameters of the second character depending on the progress or outcome of the event occurring during the game.
[0061] According to this configuration, the effect is achieved that the parameters of the second character vary according to the progress or results of events that occur during the game. For example, in the case of a baseball game, the second character's specific parameters, such as batting power, running power, and defensive power, improve, or acquire special ability parameters. As an example, the result of an event related to the first character A improves the second character's batting power by a predetermined amount (or a predetermined ratio). Also, the result of an event related to the first character B improves the second character's running power by a predetermined amount (or a predetermined ratio). It is also possible to vary the parameters according to the progress of an event even if the event that has occurred is not completed to the end, or if the event is not cleared.
[0062] In this configuration, the parameters of the second character (such as the user's My Character) change as a result of each event. The parameter change effect also changes depending on the event that occurs. Therefore, by devising the combination of first characters that the user sets, the user can cause various events to occur and strengthen the parameters, such as the abilities, of the second character. This configuration can further improve the game playability.
[0063] 10) In the above configuration 9), it is preferable that the content of the variation of the parameter of the second character is related to the parameter of the first character.
[0064] For example, if a first character is a player with excellent hitting ability (hitting ability parameters higher than a predetermined standard), when an event related to the first character progresses or is completed, the second character is influenced by a specific parameter (hitting ability in this case) of the first character and the second character's hitting ability improves to the same extent. With this configuration, the user can generate various events by devising combinations while taking into account the parameters of the first character set for event generation, thereby evenly improving the parameters of the second character or strengthening a specific parameter. This configuration can further improve the game playability.
[0065] 11) In the configuration of 9) or 10) above, it is preferable that a rarity is set for each of the multiple characters owned by the user, and the parameter variation means (79) varies the parameters of the second character to a greater extent in accordance with the progress or result of the event that occurs in accordance with the first character, the higher the rarity of the first character set for event occurrence.
[0066] According to this configuration, a rarity level is set in advance for each character. The rarity level can be expressed in various ways, such as "1, 2...", "A, B...", "gold, silver...", "normal, rare...", etc. For example, one of the multiple rarity levels "normal", "rare", and "S rare" is set for each character. In this example, even the same character A can have three rarity levels: normal, rare, and S rare.
[0067] The higher the rarity of the first character set for event occurrence, the higher the effect of the event that occurs according to the first character. In other words, when an event occurs according to the first character by setting the first character for event occurrence, the higher the rarity of the first character, the greater the change in the parameters of the second character according to the progress or result of the event. For example, the higher the rarity of the first character, the greater the ability parameters of the second character.
[0068] With this configuration, the higher the rarity of the first character set for event occurrence, the more advantageous the game can be played, and the more interesting the game becomes. Also, the user can be motivated to obtain a character with a higher rarity.
[0069] 12) In any of the above configurations 1) to 11), it is preferable that the event occurring in response to a combination of a plurality of the first characters is an event based on a relationship between the plurality of the first characters.
[0070] Here, the relationship between the multiple first characters may be, for example, rivals, best friends, parent and child, lovers, or any other relationship that is appropriate to the content of the game. For example, assume that character A and character B are rivals. When character A and character B are set for event occurrence, a battle event occurs based on the relationship (rivalry) between the two characters as an event that corresponds to the combination of the two characters. In this case, the second character (such as the user's My Character) may participate in the event by witnessing or cheering on the battle event.
[0071] In this manner, in this configuration, an event occurs based on the relationship between the multiple first characters set for event occurrence. Therefore, when a user wants to generate an event with a specific content, such as a battle event, the user only needs to select multiple characters for event occurrence while considering the relationship between the characters. This configuration further improves the playability of the game.
[0072] 13) In any of the configurations 1) to 12) above, it is preferable that the configuration further includes a relationship management means (77) for managing a second user associated with the user, and a permission means (78) for permitting the second user to set a specific character owned by the second user as the first character for the user's own event occurrence.
[0073] The game management device includes a relationship management means for managing second users such as peers associated with the user. Here, peers is a general term for virtual relationships between users established within the game, and includes various in-game relationships such as acquaintances, friends, classmates, buddies, relatives, family, brothers, sisters, and colleagues in a company or organization. Note that other users (second users) associated with the user do not necessarily have to be in a peer relationship. However, in the following description, the second users will be referred to as peers for convenience.
[0074] In this configuration, a specific character owned by the user's friend (second user) can be set as the user's first character for event generation. That is, there is a frame for setting the friend's character as a setting frame for the character for event generation, and the user can borrow the friend's character and set it as the character for event generation. Here, examples of the "specific character owned by the friend" can be one of the characters set by the friend for event generation, or a character selected in advance by the friend as a character that can be lent. Alternatively, the character with the highest ability among the characters owned by the friend may be automatically selected by the game management device as the specific character.
[0075] For the user, the number of frames in which the characters of the companions can be set may be one or more. For example, the upper limit of the frames in which the characters of the companions can be set may be changed according to the number of companions. In other words, the more companions there are, the larger the upper limit of the frames may be.
[0076] As described above, in this configuration, even if the user does not own a character, the user can borrow a specific character owned by a friend and set it as the user's own character for generating an event. In this case, the more friends a user has, the wider the range of characters they can select, making it possible for various events to occur. This configuration gives each user an incentive to actively make many friends. And as each user's friends increase, the community between users is revitalized, and the game as a whole is revitalized.
[0077] 14) In any of the configurations 1) to 13) above, a rarity is set for each of the multiple characters owned by the user, and it is preferable that the higher the rarity of the first character set for event occurrence, the greater the number of events that may occur during the game.
[0078] According to this configuration, a rarity level is set in advance for each character. For example, one of the rarity levels "normal", "rare", and "S rare (highest)" is set for each character. Then, the number of events that may occur during the game varies depending on the rarity level of the first character set for event occurrence.
[0079] Here, an example will be described in which there is one first character set for event occurrence. When the rarity of the first character is "normal (lowest)", the number of events that may occur is, for example, "1". When the rarity of the first character is "rare", the number of events that may occur is, for example, "2". When the rarity of the first character is "S rare (highest)", the number of events that may occur is, for example, "3". As in this example, the higher the rarity of the first character, the greater the number of events that may occur during the game.
[0080] Similarly, when there are multiple first characters set for event occurrence, the higher the rarity of some or all of the multiple first characters, the greater the number of events that may occur in accordance with their combination.
[0081] With this configuration, the higher the rarity of the first character set for event occurrence, the greater the variety of events that occur during the game, and the more interesting the game becomes. This can motivate the user to try to obtain a character with a higher rarity.
[0082] 15) In any of the configurations 1) to 14) above, it is preferable that the game is based on a predetermined scenario with a second character operated by a user, and the event occurs additionally within the scenario.
[0083] Here, a "predetermined scenario" in a game refers to a game story that unfolds as the game progresses, and can include various elements related to the game story, such as the roles of characters appearing in the game, production effects during the game, and choices within the game. Taking a baseball game as an example, the predetermined scenario can be a story from the summer of the second year of high school to becoming a professional baseball player, with the second character operated by the user as the protagonist. In such a scenario, an event occurs additionally according to a first character set for event occurrence or a combination of multiple first characters. In other words, the predetermined scenario is the main scenario of the game, and the events do not change the main scenario itself, but are game elements that occur additionally in the main scenario.
[0084] 16) A game system according to another aspect of the present invention includes a game server (201) and a terminal device (203) that communicates with the game server (201), and either the game server (201) or the terminal device (203) is provided with: a setting means (71) that sets at least one character selected by a user from a plurality of characters owned by the user as a first character for event generation; and an event management means (72) that generates an event related to the first character during a game depending on the first character or a combination of a plurality of the first characters.
[0085] 17) A game management method according to another aspect of the present invention is a game management method in a computer that manages a game, including a setting step in which the computer sets at least one character selected by a user from a plurality of characters owned by the user as a first character for event occurrence, and an event management step in which the computer varies an event that occurs during the game depending on the first character or a combination of a plurality of the first characters.
[0086] 18) A program according to another aspect of the present invention is a program for operating a computer as a game management device (3, 201, 203) described in any one of 1) to 15) above, and for causing the computer to function as each of the means provided in the game management device (3, 201, 203). Effect of the Invention
[0087] According to the present invention, the first character or combination of multiple first characters that can be set by the user can be used to increase the variety of events that occur during the game. This increases the range of play, and realizes a highly entertaining game that users can play repeatedly and continuously without getting bored. [Brief description of the drawings]
[0088] [Figure 1] 1 is an explanatory diagram showing an example of the configuration of a game system according to an embodiment of the present invention; [Diagram 2] FIG. 2 is a block diagram showing an example of a hardware configuration of the game device. [Diagram 3] FIG. 1 is a block diagram showing an example of the software configuration of a game server. [Figure 4] 1 is a conceptual diagram showing the occurrence of various events from the start to the end of a scenario. [Diagram 5] FIG. 13 is an explanatory diagram showing an example of an event deck setting screen. [Figure 6] FIG. 13 is an explanatory diagram showing an example of a character selection screen for event occurrence. [Figure 7] A conceptual diagram showing an example of the relationship between the characters incorporated in the event deck and the events that can occur. [Figure 8] FIG. 2 is a functional block diagram showing an example of a basic functional configuration of the game device. [Figure 9] FIG. 4 is an explanatory diagram showing an example of user information. [Figure 10] FIG. 2 is a functional block diagram showing an example of a main configuration of the game management device. [Figure 11] FIG. 13 is a functional block diagram showing another example of the main configuration of the game management device. [Figure 12] An explanatory diagram showing an example of event deck setting information. [Figure 13] 13 is an explanatory diagram showing an example of relationship information indicating a relationship between a combination of first characters and an event. FIG. [Figure 14] FIG. 13 is a functional block diagram showing another example of the main configuration of the game management device. [Figure 15] 11 is an explanatory diagram showing an example of the relationship between the relationship degree between characters and the probability of an event occurring. FIG. [Figure 16] FIG. 13 is a functional block diagram showing another example of the main configuration of the game management device. [Figure 17] FIG. 13 is a functional block diagram showing another example of the main configuration of the game management device. [Figure 18]FIG. 13 is an explanatory diagram showing another example of the event deck setting screen. [Figure 19] FIG. 13 is a functional block diagram showing another example of the main configuration of the game management device. [Figure 20] FIG. 13 is a functional block diagram showing another example of the main configuration of the game management device. [Figure 21] FIG. 2 is an explanatory diagram showing an example of a correspondence relationship between a first character and an event. [Figure 22] 13 is a flowchart showing an example of the operation of the game device. [Diagram 23] FIG. 13 is a block diagram showing another example of the configuration of the game system. [Figure 24] FIG. 2 is a functional block diagram showing an example of the main configuration of a game server. [Diagram 25] FIG. 13 is a block diagram showing another example of the configuration of the game system. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0089] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A game system, a game management device, a game management method, and a program according to an embodiment of the present invention will be described below with reference to the drawings. [Game System Overview]
[0090] An example of the configuration of a game system according to an embodiment of the present invention is shown in Fig. 1. As shown in the figure, this game system is composed of a game server 1 installed on a network 4 such as the Internet, and each user's game device 3 that can be connected to the game server 1 via the network 4 so as to be able to communicate with the game server 1.
[0091] The network 4 in this embodiment is not limited to the Internet, but may be, for example, a dedicated line, a public line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, etc., as long as it can connect the game server 1 and each user's game device 3 to each other so that they can communicate with each other, or it may be a combination of these with the Internet.
[0092] In this example of a game system, a game management device according to an embodiment of the present invention can be configured as a game device 3. Alternatively, the game management device according to an embodiment of the present invention can be configured as a game server 1, or as a game server 1 and a game device 3 that communicate with each other. Below, an example in which the game management device is configured as a game device 3 will first be described, and other configurations will be described later.
[0093] Various information processing devices capable of executing a game program can be used as the game device 3. For example, the game device 3 can be a stationary or portable game console, a personal computer (hereinafter referred to as a "PC"), a tablet computer, a smartphone, a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a portable information terminal (PDA: Personal Digital Assistant), a multi-function television receiver equipped with an information processing function (a so-called smart TV), etc.
[0094] The game server 1 accepts access via the network 4 from the game device 3 of each user who receives the game service, accumulates and manages the game information of each user in a storage device such as a database, and provides each user with the game service via the network 4. For example, the game server 1 provides a service of additionally delivering game scenario information to each user's game device 3. The game server 1 also provides users with a service of in-game interaction between users (e.g., sending messages, etc.). The game server 1 also provides services such as matching between users when each user plays a game in online mode (e.g., a network battle game, etc.).
[0095] The game device 3 is capable of executing a game in either an online mode or an offline mode.
[0096] The game device 3 as a game management device according to an embodiment of the present invention has a function of increasing the variety of events that occur during a game. A user can collect characters for generating events and construct an event deck by selecting any of the collected characters. Then, depending on a single character or a combination of multiple characters incorporated in the event deck, an event related to the character can occur during the game. By changing the characters incorporated in the event deck, different events can occur, so that the variety of events is increased and the user can play the game repeatedly without getting bored. The following describes in detail the configuration of the game device 3 as a game management device according to this embodiment that realizes this. [Game Device Configuration]
[0097] As described above, the game device 3 operated by the user can be a variety of devices, such as a dedicated game console, a PC, a smartphone, or a mobile phone terminal, but the basic configuration required to play the game, such as displaying the game screen and performing input operations to execute the game, is the same for all of them.
[0098] 2 shows an example of the configuration of the game device 3. As shown in the figure, the game device 3 mainly includes a CPU (Central Processing Unit) 31, a ROM (Read Only Memory) 32 and a RAM (Random Access Memory) 33 as main storage devices, an image processing unit 34, a display unit 35, a sound processing unit 36, an audio input unit 37, an audio output unit 38, an auxiliary storage device 39, an operation input unit 40, a communication control unit 41, a decoder 42, and a recording medium drive 43, and the components 31 to 34, 36, and 39 to 42 are connected to each other via a bus line 44. Note that an interface circuit is interposed between the bus line 44 and each component as necessary, but the interface circuit is not shown here.
[0099] The CPU 31 interprets and executes commands of various programs such as a game program and a web browser, and controls the entire game device 3. The ROM 32 stores programs and the like necessary for basic operational control of the game device 3. The RAM 33 stores various programs and data loaded from the ROM 32, the auxiliary storage device 39, or the recording medium drive 43, and secures a working area for the CPU 31. Various programs such as the game program and the web browser are stored in the ROM 32 or the auxiliary storage device 39, and are loaded into the RAM 33 and executed by the CPU 31. When a screen is displayed using a web browser, various plug-in software for expanding the browser function of the web browser may be stored in the ROM 32 or the auxiliary storage device 39 together with the web browser.
[0100] The image processing unit 34 drives the display unit 35 based on an image display command from the CPU 31, and causes an image to be displayed on the screen of the display unit 35. Various known display devices such as a liquid crystal display or an organic EL (Electro-Luminescence) display can be used for the display unit 35. Note that the display unit 35 does not need to be integrated with the game device 3, and may be, for example, a television monitor externally connected to the game device 3.
[0101] The sound processing unit 36 converts an analog audio signal into a digital audio signal when audio is input from the audio input unit 37, and generates an analog audio signal based on a sound generation instruction from the CPU 31 and outputs it to the audio output unit 38. The audio input unit 37 is made up of a microphone built into or externally attached to the game device 3. The audio output unit 38 outputs sound effects and the like during game execution, and is made up of a speaker built into or externally attached to the game device 3.
[0102] The auxiliary storage device 39 is a storage device that stores the above-mentioned various programs, data, etc. As the auxiliary storage device 39, for example, a hard disk drive, a flash memory drive, a memory card reader / writer, etc. can be used.
[0103] The operation input unit 40 receives an operation input from the user and outputs an input signal corresponding to the operation input to the CPU 31 via the bus line 44. Examples of the operation input unit 40 include physical buttons such as direction buttons, a decision button, and an alphanumeric character input button provided on the main body of the game device 3. Alternatively, the operation input unit 40 may be a controller externally connected to the main body of the game device 3. In addition, in the case of a game device 3 in which the display unit 35 is configured as a so-called touch screen by mounting a touch panel (a contact input type interface) on the screen of the display unit 35, the touch panel also serves as the operation input unit 40.
[0104] Further, a configuration may be adopted in which the CPU 31 analyzes the voice input from the voice input unit 37 using a general voice recognition technique, and various inputs can be made by voice.
[0105] The communication control unit 41 includes a communication interface 41a and has a communication control function for data communication during game operation, etc. Here, the communication control function for data communication includes, for example, a wireless LAN connection function, an Internet connection function via a wireless LAN or a mobile phone network, and a short-distance wireless communication function using a predetermined frequency band (for example, a 2.4 GHz frequency band). The communication control unit 41 transmits a connection signal for connecting the game device 3 to a wireless LAN or the Internet, etc., based on a command from the CPU 31, and also receives information transmitted from a communication partner and supplies the information to the CPU 31.
[0106] The recording medium drive 43 may be, for example, a DVD-ROM drive, a CD-ROM drive, a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, a cassette medium reader, etc. In this case, the recording medium 45 may be, for example, a DVD-ROM, a CD-ROM, a hard disk, an optical disk, a flexible disk, a semiconductor memory, etc.
[0107] The recording medium drive 43 reads image data, audio data, and program data from the recording medium 45, and supplies the read data to the decoder 42. The decoder 42 performs error correction processing using ECC (Error Correction Code) on the data reproduced from the recording medium drive 43, and supplies the error-corrected data to the RAM 33, etc.
[0108] Game device 3 may also be provided with a GPS (Global Positioning System) signal receiving circuit, an imaging device (camera) such as a CCD (Charge Coupled Device) image sensor, a three-axis acceleration sensor, and so on. [Game server configuration]
[0109] Fig. 3 shows an example of the hardware configuration of the game server 1. As shown in the figure, the game server 1 mainly comprises a CPU 11, a ROM 12 and a RAM 13 as main storage devices, an auxiliary storage device 14, a communication control unit 15, and an input / output control unit 16, which are connected to each other via a bus line 17 including an address bus, a data bus, a control bus, etc. Note that, although an interface circuit is interposed between the bus line 17 and each component as necessary, the interface circuit is not shown here.
[0110] The CPU 11 interprets and executes commands from system software and application software such as game programs, and controls the entire game server 1. The ROM 12 stores programs and the like required for basic operational control of the game server 1. The RAM 13 stores various programs and data, and ensures a working area for the CPU 11.
[0111] The auxiliary storage device 14 is a storage device that stores game programs, various data, and the like. For example, a hard disk drive or the like can be used as the auxiliary storage device 14. As described later, the game server 1 can also be used as a game management device. In this case, a program for operating the game server 1 (computer) as a game management device is stored in, for example, the auxiliary storage device 14, and the program is loaded from the auxiliary storage device 14 to the RAM 13 via the bus line 17 when the game server 1 is started, and is executed by the CPU 11.
[0112] The communication control unit 15 includes a communication interface 15a connected to the network 4, and controls communication with the game devices 3 of each user via the network 4.
[0113] The input / output control unit 16 is communicably connected to, for example, the database server 2, and performs input / output control when the CPU 11 executes reading and writing of data (records) from and to the database server 2.
[0114] The database server 2 is equipped with, for example, a large-capacity hard disk device with a RAID (Redundant Arrays of Inexpensive Disks) configuration as a storage device having an area for storing game information of each user managed by the game server 1. This database server 2 can be constructed as, for example, a relational database, an object database, an object-relational database, or the like that stores various game information of each user (user name, level, in-game points, possessed items, etc.) in association with identification information (user ID) that uniquely identifies each user.
[0115] The game server 1 may have the function of the database server 2, and the database may be configured inside the game server 1. The functions of the game server 1 may be distributed among multiple servers, and the game server 1 may be configured as multiple servers. For example, an authentication server having an authentication function for determining whether a user who operates a game device 3 to access the game server 1 is a legitimate user may be provided separately from the main server of the game server 1, and the game server 1 may be configured by the main server and the authentication server. As another configuration example, a charge management server that performs charge management when a user purchases a chargeable item in the game may be provided separately from the main server of the game server 1, and the game server 1 may be configured by the main server, the authentication server, and the charge management server.
[0116] Furthermore, when the number of users using the game service reaches hundreds of thousands, millions, or even more, it becomes necessary to build a server system that can withstand a huge amount of access from the game devices 3 of many users, so a load-distribution type system configuration may be achieved by providing multiple game servers 1 on the network 4 for redundancy (multiplexing). In this case, it is desirable to provide a load balancer for adjusting the load among the multiple game servers 1. [Game Overview]
[0117] Examples of games executed by the game device 3 of this embodiment as an example of a game management device include sports games based on baseball, soccer, tennis, American football, basketball, volleyball, etc., adventure games, simulation games, training games, role-playing games, and other games regardless of game format or genre. As an example, in this embodiment, a case where the game device 3 mainly executes a baseball game will be described below.
[0118] The baseball game of this embodiment has a game mode in which the player has the main character practice while progressing through a predetermined scenario, and develops the main character (the user's own character) to complete his or her own original character. The "predetermined scenario" in the game refers to the game story that unfolds as the game progresses, and can include various elements related to the game story, such as the roles of the characters appearing in the game, the production effects during the game, and the options available within the game.
[0119] An example of a scenario in this baseball game can be the following general game story, in which a main character operated by a user becomes a professional baseball player from the summer of his second year of high school. For example, the main character belongs to the baseball team of a prestigious high school, but is overwhelmed by the high level of his teammates and is unable to become a regular player at first. The main character practices with his teammates at this high school, wins a regular spot, and participates in baseball games (national tournaments, etc.). If the evaluation of the main character by a scout from a professional baseball team who observes his practice and games is above a certain level, he is scouted as a professional baseball player. The main character operated by a user is an example of a second character.
[0120] In this game, the development of the main character is completed when one scenario is completed. The main character whose development is completed can be used as an original character in another game mode. After the scenario is completed, the main character can be developed repeatedly by starting the scenario again from the beginning.
[0121] Alternatively, multiple scenarios may be prepared in advance, and the user may be allowed to select any scenario. To increase the variety of scenarios, the game device 3 may be allowed to download additional scenarios from the game server 1. For example, new scenarios may be provided from the game server 1 on a regular basis (such as once a month).
[0122] An example of the progression of the scenario as described above is shown below. The period in the game from the start to the end of the scenario is, for example, 50 weeks (a virtual period in the game). In the game, a plurality of commands are prepared for selecting the actions of the main character in the game. Examples of commands include "practice", "rest", and "go out". By executing the practice command, the ability parameters of the main character can be improved. On the other hand, by executing the practice command, the physical strength parameters decrease. By executing the rest command, for example, the physical strength parameters of the main character can be improved. By executing the go out command, for example, the motivation parameters of the main character can be improved. Each time the user executes any command, for example, one week of virtual time in the game passes. That is, in this example of the game, there are a total of 50 turns from the start to the end of the scenario, and one week of virtual time in the game passes for each turn, and the scenario progresses.
[0123] As shown in FIG. 4, various events occur between the start and end of a scenario. The timing at which an event may occur can be determined arbitrarily. For example, in each turn from the start to the end of a scenario, an opportunity for an event to occur is provided at the timing when the user selects a command, at any timing during execution of the command, at the timing when the command ends, etc. For example, at each of the above-mentioned timings, a lottery may be performed with a predetermined probability to determine whether or not an event will occur. Alternatively, an event may be set that always occurs when the game progress reaches a standard, regardless of the lottery. For example, if the scenario progresses to 10 turns, 20 turns, or 30 turns, a predetermined event (such as a match event) scheduled at those timings may occur 100%.
[0124] However, in this game, the events that occur are not fixed, and various additional events can occur depending on the single character or combination of multiple characters that the user incorporates into the event deck.
[0125] FIG. 5 shows an example of an event deck setting screen. This screen has an event deck setting area 101. In the screen of FIG. 5, the event deck setting area 101 has three character setting frames (so-called slots) 102, and an example is shown in which the character of player A and the character of player B are set in two of the setting frames 102. In this example, the event deck is organized by the character of player A and the character of player B. The character of player A and the character of player B set in the event deck setting area 101 are an example of a first character for event generation. Hereinafter, the character incorporated in the event deck will be referred to as the "first character" as necessary.
[0126] Characters that can be set in the event deck setting area 101 are basically characters owned by the user. The user can arbitrarily select from among a plurality of characters that the user owns. Here, the characters owned by the user can be displayed in various forms within the game, such as two-dimensional or three-dimensional images, or card-type images. In this embodiment, as an example, the characters owned by the user are in card format. That is, the characters owned by the user are managed as digital cards by the game device 3 and are displayed on the game screen.
[0127] When a character is set in the event deck setting area 101 by the user, the character will then appear in the game. The characters that appear in the game may be depicted by two-dimensional or three-dimensional computer graphics in practice, games, various events, etc. in the game. In this example game, the characters that the user can own are teammate players, baseball club managers, general people (e.g., town residents), etc. In this way, the characters may be managed by dividing them into a plurality of categories such as "players," "managers," and "general people." In addition, if the character owned by the user is a person, the character becomes a character in the game if the character is incorporated into the event deck, so the character owned (or can be owned) by the user may be called a "character character," "character unit," "character card," etc.
[0128] Note that the characters that appear in the scenario (for example, one coach, one scout, one manager, and four to eight teammates) will appear in the game even if you do not set the characters in the event deck setting area 101. If you set a character in the event deck setting area 101, that character will be added as a character.
[0129] An example of an operation for setting a character in a setting frame 102 on the event deck setting screen is shown below. By selecting the setting button 103 corresponding to a setting frame 102 in which no character has been set (a so-called empty slot) (or by directly selecting the setting frame 102), a character selection screen for event occurrence, as shown in FIG. 6, is displayed. This character selection screen displays a list of multiple characters currently owned by the user. The user selects a character they wish to include in the event deck from the list of characters.
[0130] To change a character included in the event deck, select the change button 104 (or directly select the setting frame 102 in which the character is set). This will display the character selection screen for event generation as shown in FIG. 6, allowing the user to reselect the character. To remove a character from the event deck, select the setting frame of the character to be removed and perform the specified setting release operation.
[0131] Each character that can be set in the setting frame of the event deck has its own unique event. Depending on the single character or combination of characters that the user has included in the event deck, a unique event may occur during the game. The event that may occur here is an event related to the first character included in the event deck.
[0132] Events related to the first character incorporated in the event deck include, for example, events in which the character acts alone (e.g., practicing, eating, drawing a fortune, etc.). Other examples of events related to the first character include events in which the first character acts together with other characters (e.g., practicing, eating, traveling, etc.). In particular, events in which the first character acts together with the main character are preferred.
[0133] The event related to the first character is not limited to an event in which the first character appears on the screen. For example, it may be an event in which a quiz related to the first character is asked. In addition, it may be an event in which other characters related to the first character (friends, seniors, juniors, coaches, rivals, etc.) talk about the first character, or an event in which the rival of the first character practices to beat the first character.
[0134] An example of the relationship between the first character incorporated in the event deck and the events that can occur is shown in the conceptual diagram of Figure 7. In Figure 7, the left side of the "=" (equal) sign is the first character incorporated in the event deck, and the right side is the events that can occur.
[0135] For example, when a user incorporates a "Player A" character into an event deck, an "Event A" related to the "Player A" character may occur. One example of Event A may be an event in which the character of Player A does special training. Another example of Event A may be an event in which, in a character setting in which the main character and Player A are friendly teammates, the main character and the character of Player A do special training together or eat together.
[0136] Also, if a user includes a character of "Player B" in the event deck, an "Event B" corresponding to "Player B" may occur. As an example of Event B, in the case where the character setting is that the main character and Player B are rivals, an event may occur in which the main character and the character of Player B face off against each other.
[0137] Also, for example, when a user incorporates both characters "Player A" and "Player B" into an event deck, "Event C" corresponding to the combination of "Player A" and "Player B" may occur. An example of Event C is an event in which the character of Player A and the character of Player B face off against each other in a character setting in which Player A and Player B are rivals. For example, in this confrontation event, the main character as the second character may participate in the event by watching or cheering on the confrontation event. In this case, not only "Event C" but also the above-mentioned "Event A" and "Event B" may occur. In other words, when both characters "Player A" and "Player B" are incorporated into an event deck, all three patterns of "Player A", "Player B", and "Player A" + "Player B" are valid, and all of "Event A", "Event B", and "Event C" may occur.
[0138] Also, for example, if a user incorporates three characters, "Player C," "Player D," and "General E," into an event deck, an "Event D" corresponding to the combination of these three characters may occur. An example of Event C may be an event in which the characters "Player C" and "Player D" confess their love to the character "General E" in a character setting in which "General E" is a potential lover for "Player C" and "Player D." For example, in this event, the main character may also participate in the event by confessing their love to the character "General E."
[0139] Also, for example, if a user incorporates three characters, "Player A", "Player B" and "Player D", into an event deck, an "Event E" corresponding to the combination of these three characters may occur. An example of Event D may be an event in which the characters "Player A", "Player B" and "Player D" hold a training camp. For example, in this training camp event, the main character may also participate in the training camp.
[0140] The events described above are merely examples, and various events can occur depending on the character or combination of multiple characters incorporated into the event deck.
[0141] When a character is added to an event deck by a user, the event may be set to always occur, or the event may be set to occur with a specified probability, or the event may be set to occur only when specified conditions are met.
[0142] Preferably, an event corresponding to the first character or a combination of the first characters incorporated in the event deck occurs with a predetermined probability during the game. In this case, whether or not an event occurs is based on probability, and the timing at which the event will occur is not known. Therefore, after the first character is incorporated in the event deck, the user plays the game with a sense of tension, hoping for the occurrence of an event related to the first character.
[0143] In addition, it is preferable to vary the probability of the event occurring according to the relationship between the main character as the second character operated by the user and the first character incorporated in the event deck. The relationship between the main character and the first character may be, for example, the intimacy between them, or an evaluation value by which one character evaluates the other. This relationship may be predetermined, or may vary during the game depending on the action of the main character operated by the user. Preferably, the relationship between the two is varied every time the main character performs a predetermined action with the first character by the user's operation. For example, the relationship between the two improves when the main character practices or plays together with the first character. This allows the user to increase the probability of an event occurring related to a specific first character by his or her own operation.
[0144] Also, when the relationship between the main character and a certain first character incorporated in the event deck reaches a predetermined standard, an event related to the first character may occur 100%. Here, the timing of the event occurrence may be such that the event occurs immediately after the relationship reaches the predetermined standard, or the event may occur after a certain amount of time has elapsed after the relationship reaches the predetermined standard (for example, after the timing of the event occurrence in the game is adjusted). As an example, when the relationship between the main character and the character of player A reaches a predetermined standard during the execution of a command in a certain turn of the scenario, an event related to the character of player A occurs at the end of the turn or at the start of the next turn.
[0145] Incidentally, the case where the relationship degree does not reach a predetermined standard can be determined arbitrarily. For example, if the relationship degree between the main character and the first character does not reach a predetermined standard, an event related to the first character may occur with a probability according to the relationship degree (or with a predetermined probability regardless of the relationship degree). Alternatively, if the relationship degree between the main character and the first character does not reach a predetermined standard, an event related to the first character may not occur 100% of the time.
[0146] Incidentally, it is possible to set no upper limit on the number of first characters that can be set to organize an event deck, but it is preferable to set an upper limit. It is also preferable to vary the upper limit of the settable number by satisfying a predetermined condition. One example of satisfying a predetermined condition is when a game parameter related to the progress of the game satisfies a pre-set condition. In this game, the development of the main character is completed by the end of one scenario, so the number of characters that have completed development can be one example of the game parameter. In other words, the predetermined condition is satisfied when the number of characters that have completed development reaches a predetermined value (for example, 1, 5, 10, etc.), and the upper limit of the settable number is improved.
[0147] Also, the setting frames 102 on the event deck setting screen may be increased by a predetermined number (for example, by one) by charging (for example, by consuming a charged item). Alternatively, the number of setting frames 102 may be increased by the predetermined condition that the user consumes a predetermined amount of in-game points, in-game currency, or the like.
[0148] Alternatively, if the user stops developing a character midway, the upper limit of the number of settings that can be made for the first character may be lowered (the number of setting frames 102 may be reduced). Also, if the user completes developing a character but the parameters of that character do not reach a predetermined value, the upper limit of the number that can be made may be lowered.
[0149] In addition, the upper limit of the settable number of first characters may be changed by satisfying various other conditions.
[0150] In addition, in this game, users can build peer relationships with other users. Here, peers is a general term for virtual relationships built between users within the game, and includes various in-game relationships such as acquaintances, friends, classmates, buddies, relatives, family, brothers, sisters, and colleagues in a company or organization. Note that other users (second users) who are associated with the user do not have to be in a peer relationship.
[0151] If the user has friends, a setting frame (which may be called a friend frame, helper frame, etc.) in which the characters of the friends can be set may be added to the event deck setting screen. Details of this will be described later.
[0152] Furthermore, when an event occurs during a game, various effects can be generated according to the progress or outcome of the event. As an example of such effects, the parameters of the main character may be changed, or an item may be given to the user. Alternatively, the user may simply enjoy the generated event without any effect such as a change in parameters.
[0153] In order for a user to incorporate a character into an event deck, the user needs to obtain the character. There are several ways to obtain a character. For example, the user can obtain a character by lottery by executing a lottery mode. In this lottery mode, a character to be given to the user is selected from all characters in the game. In order for the user to execute the lottery mode, for example, a predetermined amount of in-game points, paid items, etc. may be required. In addition, the user can receive a character as a gift from another user (friend, etc.). In addition, the user can obtain a character as a reward for playing in the game. For example, the user can play against other users using multiple characters that he / she has trained, and compete for rankings in the game. Here, the users who rank high in the ranking are given a character as a reward. In addition, a predetermined number of characters (for example, five) may be given to the user at the start of the game.
[0154] In addition, a rarity is set in advance for each character that the user can own. In this game, one of the rarity levels of "normal", "rare" and "S rare" is set for each character. Here, "normal" is the lowest rarity level, and "S rare" is the highest rarity level. Therefore, for example, for the character of player A, there are three types of rarity levels: "normal", "rare" and "S rare". For example, the user may obtain a "normal" character in the lottery mode, or may obtain a "rare" or "S rare" character. As illustrated in FIG. 6, in this embodiment, the rarity of the character is indicated by the number of stars, with "normal" being one star, "rare" being two stars and "S rare" being three stars.
[0155] When a user acquires a character that is the same as a character that the user already owns (with the same character name and rarity), the game device 3 automatically executes a merging process to merge the two characters. When this merging process is executed, a merging performance is displayed on the screen. This merging process increases the level of the merging character from "Lv1" to "Lv2". When merging of the same character is repeated and the level of the character reaches a predetermined level (for example, Lv100), the rarity of the character increases by one and the level is reset to "Lv1". For example, if a user who owns a character of Player A (normal, Lv99) acquires a character of Player A (normal, Lv1), the merging process results in the user owning a character of Player A (rare, Lv1).
[0156] In this game, even if the character names are the same, if the rarity is different, the merging process will not be performed. The above-mentioned merging process is an example, and is not limited to this. For example, the merging process may be performed based on an operation by a user, rather than being performed automatically. Also, it may be possible to allow characters of different rarities to be merging. Also, it may be possible to allow different characters to be merging.
[0157] The user can incorporate characters of any rarity, "normal", "rare", or "S rare", into the event deck. The higher the rarity of the first character incorporated into the event deck, the higher the effect of the event related to the first character is preferably. For example, the higher the rarity of the first character, the greater the change in the parameters of the main character depending on the progress or result of the event. Details will be described later.
[0158] In addition, it is preferable that the number of events (events related to the first character) that may occur during the game increases as the rarity of the first character incorporated in the event deck increases. The details will be described later.
[0159] The timing at which the user can set or change the event deck can be determined arbitrarily. For example, the setting of the event deck may be permitted only before the start of the scenario. Alternatively, the setting of the event deck may be permitted before the start of the scenario, and the change of the event deck may be permitted even after the start of the scenario.
[0160] When the event deck is permitted to be changed after the start of the scenario, the user may be allowed to change it any number of times at any timing, or the timing or number of changes may be limited. For example, the event deck is permitted to be changed only three times during the progress of the scenario (for example, the 10th turn, the 20th turn, and the 30th turn). In this case, it is preferable that the CPU 31 of the game device 3 displays a message such as "Do you want to change the event deck here?" on the screen at the timing when the event deck change is permitted, to inform the user that the event deck can be changed. In addition, when the event deck is permitted to be changed after the start of the scenario, a predetermined condition (for example, the user executes the lottery mode to obtain a new character) may be required to be satisfied. [Functional configuration and operation of the game device]
[0161] Next, an example of the functional configuration of the game device 3 serving as a game management device for realizing the above-mentioned game will be described.
[0162] FIG. 8 is a functional block diagram showing an example of a basic configuration of the game device 3. As shown in FIG.
[0163] The game device 3 according to this embodiment includes an input management means 51, an execution means 52, an output management means 53, a character management means 54, a user information management means 55, a communication management means 56, an exchange management means 57, etc. Each of these means is realized by the CPU 31 of the game device 3 executing a program according to this embodiment.
[0164] The input management means 51 understands an input signal from the operation input unit 40 operated by the user, and outputs it to the execution means 52. The execution means 52 executes calculations and data processing based on the user's operation input, etc. In this game, processing such as progression of a scenario, execution of commands, and execution of events is performed. Information on the results of processing executed by the execution means 52 is stored in a predetermined area of the storage device (RAM 33, auxiliary storage device 39, etc.). The output management means 53 outputs image information (still image or video) of the execution result by the execution means 52 to the display unit 35 via the image processing unit 34, and outputs audio information of the execution result to the audio output unit 38 via the sound processing unit 36.
[0165] The character management means 54 has a function of managing all characters in the game. Each character is provided with a character ID that uniquely identifies it, and each character is managed by the character ID. Each character has a predetermined ability parameter and rarity. Examples of the ability parameters of a batter character include hitting, power, trajectory, running ability, arm strength, and defensive ability. Examples of the ability parameters of a pitcher character include ball speed, control, stamina, curveball, and defensive ability. Information on each character (character database) is read from the auxiliary storage device 39 or the recording medium 45 and stored in the RAM 33.
[0166] The user information management means 55 stores and manages information related to the user's game in a storage device (RAM 33, auxiliary storage device 39, etc.). An example of information related to the user's game managed by the user information management means 55 (information for one user with user ID=000001 in this example) is shown in Fig. 9. The user information management means 55 stores basic information, character information, item information, point information, companion information, interaction history, etc. of the user in the storage device.
[0167] The basic information of a user includes a user ID, a password, a user name, etc. The user ID and password are used when accessing the game server 1 in the online mode.
[0168] The character information includes information on characters currently owned by the user (characters that can be incorporated into the event deck), information on main character characters being trained, information on original characters whose training has been completed, etc. As information on characters currently owned by the user, a character ID is stored. Character information corresponding to this character ID is managed by the character management means 54. As information on main character characters being trained, for example, information on parameters such as hitting, power, trajectory, running ability, shoulder strength, defensive ability, stamina, and motivation is stored. If some or all of the parameters of the main character are changed as a result of a command or event being executed during the game, the information on the parameters is updated to the changed information. As information on original characters whose training has been completed, a character ID and information on parameters at the time of training completion are stored.
[0169] The item information and point information are information on items and points currently owned by the user.
[0170] The companion information is information about companions associated with a user, and the companion's user ID is stored in correspondence with the user ID. The interaction history is information about the history of interactions the user has had with other users (companions, etc.) in the game. This interaction history includes information about the type of interaction, the person involved, and the time. Types of interaction include greetings, sending messages, presents, chat, etc. The user ID of the person involved is stored as information about the person involved in the interaction.
[0171] The communication management means 56 has the function of managing information communication between the user's game device 3 and the game server 1, or between the user's game device 3 and other users' game devices 3, via the communication control unit 41 in online mode or online battle mode.
[0172] The exchange management means 57 realizes exchanges and communication between users in the game. The exchange management means 57 of the user's game device 3 transmits and receives exchange information to and from the game devices 3 of other users via the game server 1 (or directly without going through the game server 1). The exchange information includes messages that the user creates for the other users, information on characters or items to be given to the other users as presents, and the like.
[0173] Next, the main functional configuration of the game device 3 will be described with reference to the functional block diagram in Fig. 10 etc. As shown in Fig. 10, the game device 3 as a game management device mainly includes a setting means 71 and an event management means 72. These means are realized by the CPU 31 of the game device 3 executing a program according to this embodiment.
[0174] The setting means 71 has a function of setting at least one character selected by the user from among a plurality of characters owned by the user as the first character for event generation. In this embodiment, as described above, on the event deck setting screen exemplified in FIG. 5, the user performs an operation of selecting an arbitrary character from among a plurality of characters owned by the user and setting the character in the setting frame 102. When character selection information is input by this operation, the setting means 71 stores the character ID of the selected character in the storage device (RAM 33 or auxiliary storage device 39, etc.) as setting information for the first character for event generation. Hereinafter, this setting information is referred to as "event deck setting information".
[0175] FIG. 12 shows an example of event deck setting information. FIG. 12 shows an example in which three setting frames 102 of the event deck are valid, and two first characters, Player A (S rare) with character ID=2001 and Player B (rare) with character ID=1002, are set in two of the setting frames 102. Note that, although FIG. 12 provides information fields for the name and rarity of the character corresponding to the character ID, these information fields can be omitted. This is because the name and rarity of the character are specified by the character ID. Also, FIG. 12 provides an information field for the relationship degree, which will be described later.
[0176] The event management means 72 has a function of generating an event related to the first character during the game according to the first character or a combination of a plurality of the first characters incorporated in the event deck. For example, as shown in FIG. 13, relationship information indicating the relationship between the combination of first characters and the event is stored in advance in a storage device (such as RAM 33). This relationship information is saved in, for example, the recording medium 45 or the auxiliary storage device 39, and is loaded during the game and stored in RAM 33. Then, the event management means 72 manages the events to be generated during the game based on the relationship information.
[0177] Each event is assigned an event ID that uniquely identifies it. When an event with a certain event ID is to occur during a game, the CPU 31 executes an event execution program corresponding to that event ID.
[0178] In the relationship information of FIG. 13, when the first character incorporated in the event deck has a character ID of 0001, the corresponding event is an event called "batting training" with an event ID of 0001. When the first character has a character ID of 0002, the corresponding event is an event called "defensive training" with an event ID of 0002. When the first character has a character ID of 0003, the corresponding event is an event called "base running training" with an event ID of 0003.
[0179] In addition, if the first characters incorporated into the event deck have character IDs of 0001 and 0002, the event corresponding to this combination is a "Confrontation" event with event ID 0101. In addition, if the first characters have character IDs of 0001 and 0003, the event corresponding to this combination is a "Quiz" event with event ID 0102.
[0180] Moreover, when the first characters have character IDs of 0001, 0002, and 0003, the event corresponding to this combination is an event called "Batting Center" with event ID = 0501. Moreover, when the first characters have character IDs of 0001, 0002, and 0004, the event corresponding to this combination is an event called "Play with Everyone" with event ID = 0502. In addition, various events are prepared according to a single first character or a combination of multiple first characters that make up the event deck.
[0181] As mentioned above, if the first characters set as an event deck have character IDs of 0001 and 0002, the three effective combinations of the first characters are "0001," "0002," and "0001+0002." In this case, the events that may occur are "batting training" with event ID=0001, "defensive training" with event ID=0002, and "showdown" with event ID=0101.
[0182] Similarly, if the first characters set as an event deck have character IDs of, for example, 0001, 0002, and 0003, seven valid combinations of first characters can be "0001," "0002," "0003," "0001+0002," "0001+0003," "0002+0003," and "0001+0002+0003."
[0183] The events that the event management means 72 generates during the game are events related to the first character, as described above. For example, "strike training" with event ID=0001 is an event in which the character with character ID=0001 incorporated in the event deck performs strike training alone or together with the main character. Note that, as described above, events related to the first character are not limited to events in which the first character appears on the screen.
[0184] Furthermore, when a first character or multiple first characters are set for event occurrence, the event management means 72 may ensure that an event occurs, or may ensure that an event occurs with a predetermined probability, or may ensure that an event occurs when predetermined conditions are satisfied.
[0185] Furthermore, the event related to the first character may be an event related to the parameters (characteristic parameters) of the first character. For example, if the first character is a character with excellent specific abilities (the parameters of the specific abilities are higher than a predetermined standard), the event related to the first character may be an event related to the specific abilities (utilizing the specific abilities). As a specific example, if the first character is a player with excellent batting abilities (the parameters of the batting abilities are higher than a predetermined standard), the event related to the first character may be an event related to batting, such as batting training, a home run contest, etc.
[0186] Furthermore, the event related to the first character may be an event related to the relationship between the first character and the main character. For example, if the first character and the main character are rivals in the game, the event related to the first character may be an event in a confrontation scene between the two characters.
[0187] In particular, by combining multiple first characters, events occur according to the combination, resulting in a very wide variety of events. In other words, when a user selects and combines r characters from n characters owned by the user, the number of combinations is expressed as n! / {(nr)!r!}. For example, when a user selects three characters from 10 characters owned by the user and sets them as first characters, there are 120 possible combinations, and the user can expect various events to occur according to the combinations by changing the combination of first characters incorporated into the event deck.
[0188] In addition, when multiple first characters are combined, an event may occur according to the relationship between the multiple first characters. Alternatively, an event may occur according to the relationship between multiple characters including the main character among the multiple first characters. An example is shown below.
[0189] Example 1: If characters A and B are rivals in the game, by including both characters A and B in the event deck, it can be expected that a confrontation scene event will (might) occur (or the user can imagine an event that could occur).
[0190] Example 2: If characters P, Q, and R are classmates at the same school in the game, then by including these three characters P, Q, and R in the event deck, it is expected that an event will (might) occur in which the three go on a trip together. Furthermore, if characters P, Q, and R are classmates at the same school with a second character, then by setting these three characters P, Q, and R as the first characters for event occurrence, it is expected that an event will (might) occur in which the four of them, including the second character, go on a trip together.
[0191] Although an event may not necessarily occur, if the user knows the parameters, characteristics, relationships with other first characters, and relationships with the main character of each first character, the user can have fun imagining or anticipating events that may occur based on the first character or combinations of multiple first characters incorporated into the event deck.
[0192] The effect of the occurrence of an event can also be determined arbitrarily. For example, when an event occurs, the parameters of the user's My Character may change according to the progress or result of the event, or an item or the like may be given to the user. Alternatively, the user may simply enjoy the event that has occurred without any effect such as parameter change.
[0193] As described above, in the configuration of this embodiment, the user collects characters for event generation, and arbitrarily selects one of the collected characters to set as the first character for event generation, so that various events corresponding to the first character or a combination of multiple first characters can occur during the game. Thus, the user can enjoy the variation of events according to the first character set for event generation or a combination of first characters while trial and error building an event deck. For example, a user who is tired of a game can change the first character set for event generation, which changes the events that occur during the game, making it possible to play the game without getting bored.
[0194] The game of this embodiment is a game based on a predetermined scenario with a main character as a second character operated by a user. Therefore, as shown in FIG. 11, the game device 3 is provided with a scenario progression means 70. This scenario progression means 70 has a function of progressing a predetermined scenario with the main character based on a game progression operation by the user (a command selection operation in this game). The events that the event management means 72 generates according to the event deck additionally occur within the scenario. In other words, the predetermined scenario is the main scenario of the game, and the events according to the event deck do not change the main scenario itself, but are game elements that additionally occur within the main scenario (see FIG. 4).
[0195] In the main scenario of the game, a basic event (such as a match event) may occur periodically or randomly, regardless of the event deck. In this case, even if a character is not set as the event deck, the basic event may occur during the progress of the scenario. In this case, if the user sets at least one first character as the event deck, there is a possibility that an event corresponding to the event deck may additionally occur as a special event not included in the basic events.
[0196] However, the games to which the present invention is applicable are not limited to games that proceed according to a scenario. For example, in the case of a baseball game in which a user operates a player character to perform batting and defense, there is no predefined scenario. In such a game, if a user sets at least one coach character in an event deck, an additional event may occur during the game in which the coach teaches the player tips on batting as an event according to the event deck.
[0197] Next, a preferred example of generating an event according to an event deck with a predetermined probability will be described. The event management means 72 of this embodiment has a function of generating the event according to the first character or a combination of a plurality of the first characters incorporated in the event deck with a predetermined probability during the game. Here, the probability of generating an event may be the same for all events (e.g., 20%). Alternatively, the occurrence probability may be different, for example, 10%, 30%, 50%, 70%, etc., depending on the content, type, effect, etc. of the event. Alternatively, the relationship between the main character and the first character may change depending on the user's game operation, and the occurrence probability of the event may vary during the game (details will be described later).
[0198] Alternatively, the probability of an event occurring may vary depending on the progress of the scenario. For example, the probability of an event occurring may be different between before the progress of the scenario reaches a predetermined value (50%) and thereafter. As one example, the probability of an event occurring may be 10% until the progress of the scenario reaches 50%, and 20% thereafter. This is an example in which an event that did not occur in the first half of the scenario is made more likely to occur in the second half of the scenario. Conversely, an event may be made more likely to occur in the first half of the scenario and more difficult to occur in the second half of the scenario.
[0199] In this configuration, even if a first character is set for event occurrence, it does not necessarily mean that an event related to the first character will occur 100%, and whether or not an event will occur is based on probability. Therefore, it is not known when an event will occur. Therefore, after a first character is set for event occurrence, a user will play the game with a sense of tension, hoping that an event related to the first character will occur. This configuration improves the game's playability.
[0200] Next, a preferred configuration for varying the probability of an event occurring according to the relationship between the main character and the first character will be described. As shown in Fig. 14, the game device 3 preferably further includes relationship management means 73 and probability varying means 74 in addition to setting means 71 and event management means 72.
[0201] The relationship management means 73 has a function of managing the relationship between the main character, which is an example of a second character operated by a user during a game, and the first character incorporated in the event deck. The relationship between the main character and the first character can be, for example, teammates, player and coach, player and manager, senior and junior, rivals, lovers, boss and subordinate, parent and child, siblings, etc. The relationship between the main character and the first character may be, for example, the intimacy between the two, or an evaluation value by which one character evaluates the other.
[0202] In this embodiment, the relationship level will be described as being any value from 0 to 200. Note that the relationship level may be expressed as a level such as "A, B..." instead of a numerical value.
[0203] The relationship degree between the main character and the first character may have an initial value determined in advance. As an example, the main character and player A (an example of a first character) are set as best friends in the game, and the relationship degree between them is set to "100." On the other hand, the main character and player B (an example of a first character) are set as acquaintances in the game, and the relationship degree between them is set to "10." Moreover, the relationship degree between the main character and manager C (an example of a first character) is set to "50."
[0204] Moreover, it is preferable that the relationship degree varies during the game depending on the action of the main character operated by the user. That is, the game device 3 further includes a character management means 75 that causes the first character incorporated in the event deck to appear in the game. Then, the relationship degree management means 73 varies the relationship degree between the first character and the main character every time the main character performs a predetermined action with the first character by the user's operation. Here, the "predetermined action" refers to various actions in the game, such as the main character practicing, competing, eating, playing, or being together in the same place with the first character. In this way, if the main character performs an action that has a predetermined relationship with the first character in the game, the relationship degree between the two characters varies.
[0205] For example, if the main character practices together with a first character such as a teammate, the relationship level increases by "10". Also, for example, if the main character eats with the first character, the relationship level increases by "5". Also, for example, if the main character competes against the first character and wins, the relationship level (evaluation value) increases by "10", whereas if the main character loses, the relationship level decreases by "5". These are just a few examples, and the correspondence between the main character's actions and the relationship levels can be determined arbitrarily.
[0206] An example of relationship management by the relationship management means 73 is shown below. As shown in Fig. 12, an information field for relationship is provided in the event deck setting information. Then, the relationship management means 73 updates the value of the information field for relationship every time the relationship between the first character and the main character set as the event deck changes, and manages the current relationship.
[0207] The probability varying means 74 has a function of varying the probability of an event related to the first character occurring (or the probability of an event occurring according to a combination in which the first character is included) according to the relationship between the main character and the first character. FIG. 15 shows an example of the relationship between the relationship and the event occurrence probability. In this example, when the relationship is "39 or less", "40 to 79", "80 to 119", "120 to 159", "160 to 199", and "200 (maximum)", the event occurrence probability varies to "10%", "20%", "30%", "50%", "70%", and "100%", respectively. In this example, the larger the relationship value (or the higher the level), the more the event occurrence probability is gradually improved.
[0208] When there is one first character set as an event deck, the event occurrence probability in FIG. 15 can be applied as is. On the other hand, when there are multiple first characters set as an event deck, the occurrence probability of an event corresponding to a combination of multiple first characters can be calculated, for example, as follows. Here, an example is shown in which each character, player A, and player B, are incorporated into the event deck. For example, assume that the relationship degree between the main character and player A is "100," and the relationship degree between the main character and player B is "50." In this case, based on the relationship in FIG. 15, an event occurrence probability of 30% can be obtained from the relationship degree of player A, and 20% can be obtained from the relationship degree of player B. Therefore, the event occurrence probability corresponding to the combination of player A+player B can be averaged to be (30%+20%) / 2=25%.
[0209] There are various other possible ways of determining the probability of an event occurring depending on a combination of a plurality of first characters, one example of which is shown below.
[0210] Regarding the probability of an event occurring according to a combination of multiple first characters (A, B, ...), when the relationship between all the first characters (A, B, ...) and the second character satisfies a predetermined standard (condition), a probability according to the satisfied standard of the relationship is applied. For example, the probability of an event occurring is "10%" until all of the multiple set first characters satisfy a predetermined standard of the relationship (e.g., "40 or more"), and when the standard is satisfied, the probability of the event occurring becomes "20%". Furthermore, when all of the multiple first characters satisfy a higher standard of the relationship (e.g., "80 or more"), the probability of the event occurring becomes "30%". Similarly, the probability of the event occurring increases each time all of the multiple first characters satisfy a higher standard of the relationship.
[0211] Alternatively, the probability of an event occurring according to a combination of a plurality of first characters may be determined by adopting the first character with the highest relationship degree among the plurality of first characters, and based on the relationship degree and event occurrence probability illustrated in Fig. 15. Alternatively, the first character with the lowest relationship degree may be adopted, in which case the user is motivated to raise the level of the relationship degree.
[0212] Alternatively, the probability of an event occurring according to a combination of multiple first characters may be determined by applying the average value of the relationship degrees of the multiple first characters and based on the relationship between the relationship degree and the event occurrence probability illustrated in FIG. 15.
[0213] Incidentally, it is preferable that the relationship between each character and the main character is visible to the user on the screen. This allows the user to check the relationship between the first character and the main character on the screen when setting a first character for event occurrence or during game progress, and enjoy playing the game while recognizing the relationship. For example, when the user checks on the screen that the relationship with a certain first character is high, the user's expectation that an event related to that first character will occur with a high probability increases.
[0214] An example of screen display control in the game device 3 that allows the user to visually recognize the relationship degree is shown below. In the game, a screen is provided that displays the current game situation (progress of the scenario, etc.) and parameters of the main character. A list of characters owned by the user (all owned characters including characters set as an event deck) is displayed on this screen, or on another screen transitioned from this screen. The relationship degree between each character included in this list and the main character is displayed so that it can be visually recognized. For example, the relationship degree is divided into six levels (see FIG. 15), and the level of the relationship degree is indicated by the number of stars (1 to a maximum of 6). Alternatively, the value of the relationship degree itself (a value ranging from 0 to 200 in the example of FIG. 15) may be indicated. Among the characters included in the list, characters set as an event deck are provided with information (marks, characters, colors, shading, etc.) that can confirm this fact. Therefore, by looking at the screen, the user can confirm which characters are set as event decks and what the relationship degree of each character is with the main character.
[0215] Alternatively, on the event deck setting screen exemplified in FIG. 5 or FIG. 18, the relationship between each currently set character and the main character may be visibly displayed.
[0216] With this configuration, the likelihood of an event occurring changes depending on the relationship between the first character set for event occurrence and the main character, or the relationship between the first character and the main character after it is set. Therefore, if a user wants an event to occur quickly, the user can play the game so that the relationship between the first character set by the user and the second character, which is the user's control character, is large, thereby making the game more enjoyable.
[0217] In addition, since the first character is set as the event occurrence event, even if the main character does not perform a predetermined action with the first character, there is a possibility that an event related to the first character will occur with a predetermined probability as described above. In addition, in this configuration, the main character can be made to perform a predetermined action with the first character by the user's operation, thereby intentionally increasing the probability of the event occurrence.
[0218] Therefore, if a user wishes to increase the probability of an event occurring related to a specific first character, the user need only perform game operations (such as operations to select an action of the main character in the game) so that the main character will perform a predetermined action with the first character. With this configuration, the user can vary the probability of an event occurring related to a specific first character through their own operations, further improving the playability of the game.
[0219] In addition, it is preferable that the event management means 72 generates an event related to the first character 100% when the relationship between the first character and the main character set as an event deck reaches a predetermined standard. For example, as shown in FIG. 15, when the relationship reaches "200", the event generation probability is set to 100%.
[0220] Here, with regard to the timing of the event occurrence, the event may occur immediately after the relationship level reaches a predetermined standard (e.g., 200), or the event may occur a certain amount of time after the relationship level reaches the predetermined standard (e.g., after the timing of the event occurrence in the game is adjusted).
[0221] In addition, the case where the relationship degree does not reach a predetermined standard can be determined arbitrarily. For example, when the relationship degree between the main character and the first character does not reach the predetermined standard of "200", an event related to the first character may occur with a probability according to the relationship degree, as exemplified in FIG. 15. Alternatively, when the relationship degree does not reach a predetermined standard, an event may occur with a predetermined probability regardless of the relationship degree. Alternatively, when the relationship degree between the main character and the first character does not reach a predetermined standard, an event related to the first character may not occur.
[0222] Here, if there is one first character set for generating an event, naturally, when the relationship between that first character and the main character reaches a predetermined standard (as a trigger), the event will occur 100%.
[0223] On the other hand, when a plurality of first characters are set for generating an event, various aspects are possible, as described below.
[0224] An event corresponding to a combination of multiple first characters (A, B...) can be set to occur 100% when the relationship between all first characters included in that combination and the main character reaches a predetermined standard.
[0225] Alternatively, an event corresponding to a combination of multiple first characters (A, B, ...) may be set to occur 100% when the relationship between any one of the first characters and the second character reaches a predetermined standard.
[0226] Alternatively, an event corresponding to a combination of multiple first characters (A, B, ...) may be set to occur 100% when the relationship between a predetermined percentage or more (e.g., 50% or more) of the first characters and second characters reaches a predetermined standard.
[0227] In this configuration, if a user wants to ensure that an event related to a specific first character occurs, the user only needs to perform game operations (such as operations to select an action of the main character in the game) so that the relationship level with the first character reaches a predetermined standard. With this configuration, the user can ensure that an event related to a specific first character occurs 100% through their own operations, further improving the playability of the game.
[0228] Next, a configuration for varying the upper limit of the number of first characters that can be set as an event deck according to various conditions will be described. As shown in Fig. 16, the game device 3 of this embodiment includes a settable number management means 76 in addition to a setting means 71 and an event management means 72. This settable number management means 76 has a function of setting an upper limit on the settable number of first characters and varying the upper limit of the settable number by satisfying a predetermined condition.
[0229] For example, at the start of the game, the upper limit of the number of characters that can be set for the first character is "2." However, the upper limit of the number that can be set varies depending on whether or not a certain condition is satisfied. Here, examples of the certain conditions include the following:
[0230] (a) The predetermined condition is that a game parameter related to the progress of the game satisfies a preset condition, the details of which will be described later.
[0231] (b) In order to increase the upper limit of the settable number, a predetermined condition is that the user consumes a predetermined amount of in-game points, in-game currency, paid items, etc.
[0232] (c) In games in which users can build friendships with other users, such as the game of this embodiment, the predetermined condition is that the number of friends reaches a certain number. For example, when the number of friends reaches 30, the upper limit of the settable number increases by one, then increases by another at 40, and increases by another at 50 or more.
[0233] (d) The predetermined condition is when the game execution result does not reach a predetermined standard. For example, in a game in which a user can train a character, if the user stops training the character midway, the upper limit of the settable number is lowered. Also, if the character's parameters do not reach a predetermined value even after the character training is completed, the upper limit of the settable number is lowered.
[0234] Note that the above (a) to (d) are examples of the predetermined conditions, and the predetermined conditions are not limited to these, and various conditions can be determined depending on the content of the game.
[0235] The settable number management means 76 manages the increase and decrease in the settable number of the first character by, for example, switching between enabled and disabled a flag provided in the event deck setting information shown in FIG.
[0236] In this configuration, an upper limit is set for the number of first characters that can be set, but the user can increase the upper limit by satisfying a predetermined condition. The higher the upper limit for the number of first characters that can be set, the more variety of events that can occur during the game. Thus, the user is motivated to play the game actively to satisfy the predetermined condition in order to increase the upper limit for the number that can be set (or to avoid the upper limit being lowered).
[0237] Next, a preferred embodiment will be described in which the "predetermined condition" for varying the upper limit of the settable number of first characters is that a game parameter related to the game progress satisfies a preset condition. Here, an example of a game parameter related to the game progress is the number of characters that have been raised in a game in which multiple characters can be raised, such as the game of this embodiment. In this case, the predetermined condition is satisfied when the number of characters that have been raised reaches a predetermined value (e.g., 1, 5, 10, etc.).
[0238] For example, at the start of a game before a scenario has been started even once, the upper limit of the number of configurable characters for the first character is "2". In this case, the number of setting frames 102 on the event deck setting screen in FIG. 5 is only two. After that, when the number of characters whose development has been completed becomes "1" due to the end of the scenario, the upper limit of the number of configurable characters for the first character is changed to "3". As a result, the number of setting frames 102 on the event deck setting screen in FIG. 5 becomes three. Further, when the number of characters whose development has been completed becomes "2" due to the end of the scenario, the upper limit of the number of configurable characters for the first character is changed to "4", and the number of setting frames 102 becomes four. Thereafter, the upper limit of the number of configurable characters for the first character may be increased each time the number of characters whose development has been completed increases, or, when the upper limit of the number of configurable characters reaches a predetermined value (for example, 5), the upper limit may not be increased any more (the number of setting frames 102 may not be increased).
[0239] Other examples of game parameters related to the game progress include various game parameters that correspond to the game content, such as stage, points, level, etc. For example, reaching a predetermined stage, acquiring points reaching a predetermined value, the user's game level reaching a predetermined level, the user's My Character level reaching a predetermined level, etc., correspond to "a game parameter related to the game progress satisfying a preset condition."
[0240] With the configuration of this embodiment, the user is motivated to play the game actively so that the game parameters related to the game progress satisfy the preset conditions.
[0241] Next, a preferred configuration will be described that allows a user to incorporate a character of a friend into the user's event deck if the user has a friend. As shown in FIG. 17, the game device 3 with this configuration includes a setting means 71 and an event management means 72, as well as a friend management means 77 and a permission means 78 as an example of a relationship management means.
[0242] The companion management means 77 has a function of managing companions as an example of a second user associated with a user. One form for a user to build a companion relationship with another user is a companion application and its approval operation between two users, in which one of the two users makes a companion application to the other user via the game server 1, and the user who receives the companion application approves the companionship via the game server 1. The companion management means 77 stores the user IDs of other users who have a companion relationship with the user as companion information and performs companion management, as exemplified in FIG. 9.
[0243] The permission means 78 has a function of permitting a specific character owned by a friend to be set as the first character for the user's own event occurrence. Here, an example of the "specific character owned by a friend" can be one of the characters set by the friend as an event deck. For example, in the event deck setting screen of FIG. 5, the character set by the friend in the setting frame 102 at the left end (the character corresponding to the setting frame ID=1 in FIG. 12) can be set as the "specific character owned by the friend."
[0244] Alternatively, a character that is preselected by a friend as a character that can be lent may be set as the "particular character owned by the friend." Alternatively, the game device 3 may automatically extract the character with the highest ability among the characters owned by the friend, and set the selected character as the "particular character owned by the friend."
[0245] For example, when a user has made a predetermined number of companions (for example, one person) or more, the permission means 78 permits the companion's character to be set as an event deck. As a result, a helper frame 105 in which a companion's character can be set is provided on the event deck setting screen.
[0246] FIG. 18 shows an example of an event deck setting screen in which a helper slot 105 is provided. FIG. 18 shows an example in which a total of six slots are provided, including five normal setting slots 102 and one helper slot 105. When setting a companion character in the helper slot 105, for example, if the user selects the helper slot 105, a transition to a helper selection screen (not shown) is made. A list of companion characters is displayed on this helper selection screen, and by selecting any character from the list, the selected character can be set in the helper slot 105.
[0247] For a user, the number of helper slots 105 in which a companion character can be set as an event deck may be one or more. For example, the number of helper slots 105 may be changed according to the number of companions associated with the user. In other words, the number of helper slots 105 in which companion characters can be set may be increased as the number of companions increases.
[0248] In the configuration of this embodiment, a user can borrow a specific character owned by a friend and set it as the user's own character for generating an event, even if the user does not own the character. In this case, the more friends a user has, the wider the range of characters they can select, making it possible for various events to occur. With this configuration, each user is motivated to actively make many friends. And as each user's friends increase, the community between users is revitalized, and the game as a whole is revitalized.
[0249] Next, effects and the like when an event occurs according to the event deck will be described. When an event occurs, the user may simply enjoy the event that has occurred, but it is preferable to have a configuration in which the parameters of the main character are changed according to the progress or result of the event that has occurred. The game device 3 that realizes this configuration includes a parameter changing means 79 in addition to a setting means 71 and an event management means 72, as shown in FIG. 19.
[0250] The event corresponding to the event deck is preferably an event related to the main character as an example of the second character operated by the user. Here, the event related to the main character is, for example, the main character practicing, competing, eating, traveling, etc. with the first character. Note that the event related to the main character is not limited to an event in which the main character appears on the screen. For example, it may be an event in which the first character talks about, thinks about, or imagines the main character, or an event in which the first character, who is a rival of the main character, practices to beat the main character.
[0251] The parameter varying means 79 has a function of varying the parameters of the main character according to the progress or outcome of an event that occurs during the game and corresponds to the event deck.
[0252] For example, in the case of a baseball game, certain parameters of the main character, such as batting ability, running ability, and defensive ability, improve, or special ability parameters are acquired, depending on the progress or result of the event. As an example, as illustrated in FIG. 13, when the character of player A with character ID=0001 is set as an event deck, a batting training event occurs. In this event, for example, the main character and player A conduct batting training together. As a result of this event, the main character's batting ability (meet, power) parameters improve by a predetermined amount (or a predetermined ratio).
[0253] Also, as shown in FIG. 13, when the character of player B with character ID=0002 is set as an event deck, a running ability training event occurs. In this event, for example, the main character and player B conduct running ability training together. As a result of this event, the main character's running ability parameter increases by a predetermined amount (or a predetermined ratio).
[0254] The condition for an event that changes the main character's parameters does not necessarily have to be an event related to the main character. For example, if the first character is a player with excellent batting ability, when an event related to the first character progresses or is completed, the main character's batting ability parameters may be improved even if the main character himself does not appear in the event.
[0255] However, only when an event related to the main character as the second character occurs, the main character's parameters (abilities, etc.) may vary according to the progress or result of the event.
[0256] In addition, it is preferable to set a first character with a high predetermined ability (hitting power, running power, defensive power, etc.) as an event deck to generate an event that improves the ability of the main character. For example, by setting any of the first characters P, Q, R, etc. whose hitting power parameters are higher than a predetermined standard as an event deck, an event that can strengthen the hitting power of the main character occurs. In addition, by setting more first characters P, Q, R, etc. whose hitting power parameters are higher than a predetermined standard as an event deck, such as two rather than one, or three rather than two, an event that has a higher effect of strengthening hitting power occurs (the contents of the events are different for each). Similarly, by setting a character whose running power parameter is higher than a predetermined standard as an event deck, an event that can strengthen the running power of the main character occurs.
[0257] In this way, it is preferable that the content of the change in the parameter of the main character is related to the parameter of the first character. For example, if the first character is a player with excellent hitting ability (hitting ability parameters higher than a predetermined standard), when an event related to the first character progresses or is completed, the main character is influenced by a specific parameter (hitting ability in this case) of the first character, and the same hitting ability is improved.
[0258] It should be noted that even if the user does not complete an event that has occurred or does not clear the event, it is possible to vary the parameters according to the progress of the event.
[0259] In the configuration of this embodiment, the parameters of the main character are changed as an effect of an event according to the event deck. The effect of changing the parameters also changes depending on the event that occurs. Therefore, the user can generate various events by devising combinations while taking into account the parameters of the first character set as the event deck, thereby improving the parameters of the main character evenly or strengthening specific parameters. This configuration can further improve the game playability.
[0260] Next, a preferred configuration for varying the effect of an event according to the rarity of the first character set as an event deck will be described. As described above, in the game of this embodiment, one of the rarity levels "normal", "rare", and "S rare" is preset for each character. The rarity level is not limited to three levels. For example, the rarity level may be five levels: "normal", "normal+", "rare", "rare+", and "S rare". The rarity level can be expressed in various ways, such as "1, 2...", "A, B...", "gold, silver...", etc.
[0261] The parameter variation means 79 has a function of varying the parameters of the main character to a greater extent according to the progress or result of the event that occurs according to the first character, the higher the rarity of the first character set as the event deck. For example, as a result of an event that occurs according to the first character of player A (normal), the hitting power of the main character becomes "+10". Also, as a result of an event that occurs according to the first character of player A (rare), even if the characters have the same name, the hitting power of the main character becomes "+20". Also, as a result of an event that occurs according to the first character of player A (S rare), the hitting power of the main character becomes "+30". In this way, even if the characters of player A have the same name, if the rarity is different, events with different contents will occur (or events with the same contents may occur), and the effects of the events will differ as described above.
[0262] With the configuration of this embodiment, the higher the rarity of the first character set as the event deck, the more advantageous the game becomes to progress, and the more interesting the game becomes. In addition, the user can be motivated to obtain a character with a higher rarity.
[0263] Next, a preferred configuration will be described in which the higher the rarity of a first character set as an event deck, the greater the number of events that can occur during the game (events related to that first character).
[0264] Here, an example will be described in which there is one first character set as an event deck. FIG. 21 shows an example of the correspondence between the first character set as an event deck and events that may occur. In the example of FIG. 21, when a character of player A (normal) is set as an event deck, there is one event that may occur, "Strike Training 01". When a character of player A (rare) is set as an event deck, there are two events that may occur, "Strike Training 02" and "Strike Training 03". When a character of player A (S rare) is set as an event deck, there are three events that may occur, "Strike Training 04", "Strike Training 05", and "Strike Training 06". This is just an example, and the number of events can be determined arbitrarily as long as the relationship that the higher the rarity of the first character, the greater the number of events that may occur during the game is established.
[0265] In the example of Figure 21, if the three characters Player A (Normal), Player A (Rare), and Player A (S Rare) are included in the event deck, any of the events "Striking Training 01" to "Striking Training 06" may occur.
[0266] Similarly, when there are multiple first characters set up as an event deck, the higher the rarity of some or all of the multiple first characters, the greater the number of events that can occur depending on their combination.
[0267] With the configuration of this embodiment, the higher the rarity of the first character set for event occurrence, the wider the variety of events that occur during the game, and the more interesting the game becomes. This can provide the user with an incentive to try to obtain a character with a higher rarity.
[0268] Incidentally, it is preferable that an event occurring according to a combination of a plurality of first characters is an event based on the relationship between the plurality of first characters. Here, the relationship between the plurality of first characters may be, for example, rivals, best friends, parent and child, lovers, or various other relationships according to the content of the game. For example, assume that character A and character B are rivals. Then, when character A and character B are set as an event deck, a showdown event occurs based on the relationship (rivalry) between the two characters as an event according to the combination of the two characters. In this case, the main character may participate in the event by witnessing the showdown event or cheering on the two characters.
[0269] In this way, events occur based on the relationships between the multiple first characters set for event occurrence, so when a user wants to cause a specific event, such as a duel event, he or she can select multiple characters to be incorporated into the event deck while considering the relationships between the characters. This configuration further improves the playability of the game.
[0270] Next, a configuration for notifying a user in advance of information indicating a relationship between an event and a character for causing the event will be described. As shown in FIG. 20, the game device 3 includes a notification means 80 in addition to a setting means 71 and an event management means 72.
[0271] The notification means 80 has a function of notifying the user of information indicating a relationship between an event and a first character or a combination of a plurality of first characters for generating the event. An example of notification by the notification means 80 will be described below.
[0272] (A) Information indicating the relationship between the effect of an event, such as parameter improvement, and the first character or a combination of the first characters for generating the event is notified (presented) to the user in advance. For example, when the parameter of the main character fluctuates as the effect of the event, information regarding the first character or a combination of the first characters required to improve the parameter is notified to the user in advance. In the example of a baseball game, information indicating that "to generate an event that strengthens batting power, it is sufficient to set one of the characters P, Q, R, etc. (which have high batting power)" is displayed on the screen to notify the user. The notified information may be hint information that serves as a clue to the information indicating the relationship. For example, a notification may be made to the effect that "if character P is set, batting power may be strengthened in the event."
[0273] (B) Information (including the above hint-like information) indicating the relationship between the type or content of the event and the first character or a combination of the first characters for generating the event is notified to the user in advance. Examples of the type or content of the event include a training event, a battle event, a travel event, a meal event, etc. These are only examples, and the type or content of the event varies depending on the game content. For example, information to the effect that "in order to generate a battle event, it is sufficient to set character X (who is a rival of the main character)" is displayed on the screen to notify the user. After the battle event, as described above, a predetermined effect (such as the main character's parameters improving or special abilities being acquired) may occur. The effect may also be notified.
[0274] In either case of (A) or (B) above, the user can check the above information presented by the notification means 80 on the screen at any time by performing a predetermined operation on the game device 3.
[0275] In either case of (A) or (B) above, detailed table information showing all relationships may be presented to the user, or only a portion of it may be presented randomly to attract the user's interest. When this information is presented, the user is motivated to try to generate a desired event (and thereby generate a desired effect) and obtain the characters required for that purpose.
[0276] In either of the above cases (A) and (B), only information related to the characters owned by the user may be extracted and presented to the user as information indicating the relationship. In this case, the user (especially a beginner user who does not know much about what events will occur if he or she sets a character he or she owns as an event occurrence character) can be motivated to actively enjoy the game.
[0277] An example of the operation of the game device 3 of this embodiment will now be described with reference to the flowchart of FIG.
[0278] When the user operates the operation input unit 40 of the game device 3 to select any scenario from among a plurality of scenarios, the CPU 31 of the game device 3 determines the scenario to be executed (S1). Note that if there is only one scenario, step S1 can be omitted.
[0279] After that, the game device 3 executes an event deck setting process (S2). In this step S2, the game device 3 displays an event deck setting screen, as exemplified in FIG. 5, on the display unit 35. On this event deck setting screen, the user can select any character from among the characters he or she owns and organize an event deck. The game device 3 sets at least one character selected by the user as a first character for event occurrence. As a result, for example, the event deck setting information shown in FIG. 12 is stored in the storage device (RAM 33, auxiliary storage device 39, etc.).
[0280] The event deck setting process in step S2 may be performed before the scenario selection in step S1.
[0281] After the event deck is set as described above, the event deck setting information may be stored in a non-volatile storage device (such as the auxiliary storage device 39) and may be retained until the user changes the character composition of the event deck. In this case, the user does not need to set up the event deck from scratch every time a scenario is started, and the previous event deck setting is carried over.
[0282] Also, the characters that can be incorporated into the event deck may be limited according to the scenario selected in step S1. For example, in the case of a scenario set in a girls' high school, the characters that can be incorporated into the event deck are limited to female characters. Also, in the case of a scenario set in a foreign school, the characters that can be incorporated into the event deck are limited to foreign characters. In this case, the user is motivated to obtain a character that corresponds to the scenario before starting the scenario.
[0283] The user can also start a scenario without setting any characters in the setting frame 102 of the event deck setting screen (zero characters in the event deck). In that case, however, no events related to the event deck will occur. However, basic events unrelated to the event deck may occur.
[0284] After the scenario starts (S3), the user selects one of the commands, for example, "practice," "rest," or "go out" (S4), and progresses through the scenario. For example, the "practice" command has various selectable subcommands, such as batting practice, base running practice, defensive practice, and strength training. For example, if the batting practice command is selected, the user practices with player A from the event deck, and if the base running practice command is selected, the user practices with player B from the event deck, and so on. The person with whom the user practices varies depending on the command selected.
[0285] After the user selects a command, the game device 3 executes a lottery process for an event (S5). The probability of an event related to a first character incorporated in the event deck may vary according to the degree of relationship between the main character and the first character, for example, as shown in FIG. 15. If an event is selected here (YES in S6), the game device 3 causes the event to occur (S7). If at least one first character is incorporated in the event deck, there is a possibility that an event related to the first character will occur. If multiple first characters are incorporated in the event deck, there will be more variations in the combinations of the multiple first characters, and the possibility of an event occurring will also increase.
[0286] The game device 3 varies the parameters of the main character according to the progress or result of the event that has occurred. For example, the game device 3 improves the parameters of the main character, such as batting ability, running ability, and defensive ability. At this time, the game device 3 updates the parameters of the character being developed, as shown in Fig. 9, to the values after the variation (S8). Then, the process proceeds to step S9.
[0287] On the other hand, if there is no winning event in step S6 (NO in S6), steps S7 and S8 are not executed, and the process proceeds to step S9. In this step S9, the command selected in step S4 is executed. If the execution of the command causes the main character's parameters to change, the game device 3 updates the parameters to the changed values (S10). Furthermore, if the execution of the command causes the main character to perform a predetermined action (such as practice) with the first character incorporated in the event deck, the game device 3 also updates the relationship degree between the two (S11). As a result, for example, the relationship degree value in the event deck setting information in FIG. 12 is updated.
[0288] Then, it is determined whether the scenario has ended (S12). If the scenario has not ended (NO in S12), the process returns to step S4, and steps S4 to S12 are repeated until the scenario ends. When the scenario ends, the development of the main character is completed.
[0289] As described above, in the game device 3 of this embodiment, the first character or a combination of multiple first characters that the user can set arbitrarily increases the variety of events that occur during the game. This widens the scope of play, and realizes a highly entertaining game that the user can play repeatedly and continuously without getting bored. [Other configuration examples of the game management device]
[0290] In the above-described embodiment, an example in which the game management device is configured as a game device 3 has been shown, but below, an example in which the game management device is configured as a game server 201 will be described. Also, an example in which the game management device is configured by multiple computers (servers, terminal devices) that communicate with each other will be described. Note that the same component numbers are used for components similar to those shown in the previously mentioned drawings, and descriptions thereof will be omitted as appropriate.
[0291] An example of the configuration of a game system incorporating a game management device according to an embodiment of the present invention is shown in Fig. 23. As shown in the figure, this game system is composed of a game server 201 installed on a network 4 such as the Internet, and each user's terminal device 203 that can be communicatively connected to the game server 201 via the network 4.
[0292] The hardware configuration of the game server 201 is similar to that of the game server 1 in Fig. 3. In addition, the hardware configuration of the terminal device 203 is similar to that of the game device 3 in Fig. 2.
[0293] The game server 201 accepts access via the network 4 from the terminal device 203 of each user who receives the game service, accumulates and manages each user's game information in a database (storage device), and provides each user with the game service via the network 4.
[0294] The game server 201 may provide a game service in such a manner that a game program (application software) is implemented in the game server 201, and the game is not executed on the terminal device 203 but is executed on the game server 201 in response to game operation inputs on the terminal device 203, and the execution results are transmitted to each user's terminal device 203. For example, the game server 201 provides a so-called browser game in which the game can be played on a web browser installed on each user's terminal device 203. Alternatively, the game server 201 provides a so-called cloud gaming service in which game video resulting from the execution of the game on the game server 201 is transmitted to the terminal device 203 in, for example, a streaming format.
[0295] Alternatively, a game system can be constructed in which a part or the whole of the game execution program is installed on the user's terminal device 203, and the game execution process is also performed on the terminal device 203.
[0296] For example, in a service form that provides a browser game, there is no need to download or install game-specific software on the user's terminal device 203, and as long as the user is in an environment where the terminal device 203 can be connected to the network 4, the user can easily enjoy the game service provided by the game server 201 anywhere.
[0297] In this game system, the game server 201 executes arithmetic processing and data processing for the progress of the game in response to input operations on each user's terminal device 203. The game server 201 then updates each user's game information in a database based on the execution results of the arithmetic processing and the like, and transmits web page information (game screen data) for displaying the execution results on the screen of the user's terminal device 203 to each user's terminal device 203.
[0298] Each user's terminal device 203 is equipped with a web browser having a website browsing function as a user agent, and is capable of displaying web page information transmitted from the game server 201 on the screen of the terminal device 203. As this terminal device 203, various terminals that can connect to the game server 201 via the network 4 and receive game services can be applied, such as a mobile phone terminal, a PHS terminal, a personal digital assistant (PDA), a smartphone, a PC, a tablet computer, a game device having a communication function (a fixed or portable game device), or a multi-function television receiver having a two-way communication function (a so-called smart TV).
[0299] The game server 201 and the terminal device 203 can communicate with each other to send and receive various data, and are both information processing devices (computers) equipped with a CPU, a ROM, a RAM, an auxiliary storage device, a communication control unit, and the like, and have the same hardware configuration. Therefore, in a game system including the game server 201 and the terminal device 203, each of the means 71 to 80 equipped in the game device 3 described in each of the above-mentioned embodiments may be equipped in either the game server 201 or the terminal device 203. That is, each of the means 71 to 80 equipped in the game device 3 can be provided in the game server 201. Alternatively, each of the means 71 to 80 equipped in the game device 3 can be provided in a distributed manner in the game server 201 and the terminal device 203. Even with these configurations, the same effects as those of the above-mentioned embodiments can be achieved.
[0300] For example, in FIG. 10, the game device 3 is equipped with a setting means 71 and an event management means 72, but as illustrated in FIG. 24, the game server 201 can be equipped with the functions of the setting means 71 and the event management means 72.
[0301] Alternatively, as illustrated in Fig. 25, the functions of the setting means 71 and the event management means 72 may be distributed between the game server 201 and the terminal device 203. Note that Fig. 25 shows a configuration example in which the setting means 71 is provided in the game server 201 and the event management means 72 is provided in the terminal device 203, but this is not limiting. The event management means 72 may be provided in the game server 201 and the setting means 71 may be provided in the terminal device 203. Other embodiments
[0302] In the above-mentioned embodiments, a baseball game is exemplified, but the present invention can also be applied to games in which multiple characters appear, such as soccer games and battle games. In addition, although an example has been described in which the characters that can be incorporated into the event deck are people such as players, the present invention is not limited to this. As the characters, various things such as animals (race horses, etc.), plants, imaginary creatures (monsters, etc.), and non-living things (materials, tools, etc.) can be applied depending on the content of the game.
[0303] For example, in the case of a cooking game, the characters that can be incorporated into the event deck can be the ingredients of the dish, such as vegetables, fruits, seasonings, etc. By incorporating such characters into the event deck, an event related to that cooking method occurs, and as the event progresses or is completed, the main character can master a recipe (cooking method) and improve his / her ability parameters as a cook.
[0304] In addition, the configuration having a storage control function for storing various information in a storage device does not include the storage device itself, and may be installed anywhere, whether inside or outside the game device, terminal device, game server, or game system. For example, the storage device may be the RAM 13 or auxiliary storage device 14 of the game server 1, the RAM 33 or auxiliary storage device 39 of the game device 3, or a file server (online storage) configured separately from the game server 1 or game device 3.
[0305] Furthermore, the configurations described in the above embodiments can be applied in appropriate combinations.
[0306] The computer-readable program according to the present embodiment is recorded on various computer-readable recording media such as a hard disk, an optical disk (CD-ROM, DVD-ROM, etc.), a flexible disk, a semiconductor memory, etc., and is read from the recording media and executed by the CPU of the game device, the terminal device, or the game server. The means for providing the program to the server, etc. is not limited to the recording media described above, and can also be provided via a communication network such as the Internet. [Explanation of symbols]
[0307] 1 Game Server 3 Game device (game management device) 31 CPU 32 ROM 33 RAM 39 Auxiliary storage device 70 Scenario progression methods 71 Setting Method 72 Event Management Tools 73 Relationship Management Tools 74 Probability Variation Methods 75 Character management method 76 Settable number management means 77 Peer management methods (relationship management methods) 78 Permit means 79 Parameter variation methods 80 Notification means 201 Game server (game management device) 203 Terminal device (game management device)
Claims
1. providing a game including: a first game which is progressed based on a scenario, in which a second character is trained by changing or setting parameters of the second character; and a second game which uses the second character trained in the first game; A character card is associated with any one of a plurality of first characters, and at least one of the plurality of character cards is associated with user identification information and stored in a storage device; before the scenario in the first game is started, a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set is organized based on a user operation; In the first game, the parameter of the second character is changed or set in response to an occurrence of an event related to the character card set in the deck. A game system comprising: The first game is a game divided into a plurality of turns; a command selection means for allowing the user to select one command from a plurality of commands for selecting an action of the second character in the first game; a progress control means for progressing the first game in accordance with the selected command each time the command is selected by the user as an operation for progressing the first game; an event management means for generating a basic event in the first game that is not related to the composition of the deck after the scenario is started, and generating the event related to the character card set in the deck in the first game by a lottery based on a probability, and generating the event that is selected by the lottery at the start of the next turn after a process corresponding to the command selected by the user is executed in any one of the plurality of turns; a relationship degree management means for managing a relationship degree indicating a degree of a relationship between the first character and the second character associated with the character card set in the deck, and when the second character and the first character associated with the character card set in the deck act together to progress the first game in response to the command selected by the user, changing the relationship degree between the first character and the second character that act together; Including, after the second character is trained in the first game, the training of a new second character is repeated each time the scenario is progressed from the beginning in the first game, the progress control means, when a plurality of selectable scenarios are available, progresses the first game based on the scenario selected by an operation of the user from among the plurality of selectable scenarios; a scenario adding means for adding a new scenario to the scenario to be progressed in the first game, Game system.
2. providing a game including: a first game which is progressed based on a scenario, in which a second character is trained by changing or setting parameters of the second character; and a second game which uses the second character trained in the first game; A character card is associated with any one of a plurality of first characters, and at least one of the plurality of character cards is associated with user identification information and stored in a storage device; before the scenario in the first game is started, a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set is organized based on a user operation; In the first game, the parameter of the second character is changed or set in response to an occurrence of an event related to the character card set in the deck. A game management device, The first game is a game divided into a plurality of turns; a command selection means for allowing the user to select one command from a plurality of commands for selecting an action of the second character in the first video game; a progress control means for progressing the first game in accordance with the selected command each time the command is selected by the user as an operation for progressing the first game; an event management means for generating a basic event in the first game that is not related to the composition of the deck after the scenario is started, and generating the event related to the character card set in the deck in the first game by a lottery based on a probability, and generating the event that is selected by the lottery at the start of the next turn after a process corresponding to the command selected by the user is executed in any one of the plurality of turns; a relationship degree management means for managing a relationship degree indicating a degree of a relationship between the first character and the second character associated with the character card set in the deck, and when the second character and the first character associated with the character card set in the deck act together to progress the first game in response to the command selected by the user, changing the relationship degree between the first character and the second character that act together; Including, after the second character is trained in the first game, the training of a new second character is repeated each time the scenario is progressed from the beginning in the first game, the progress control means, when a plurality of selectable scenarios are available, progresses the first game based on the scenario selected by an operation of the user from among the plurality of selectable scenarios; a scenario adding means for adding a new scenario to the scenario to be progressed in the first game, Game management device.
3. providing a game including: a first game which is progressed based on a scenario, in which a second character is trained by changing or setting parameters of the second character; and a second game which uses the second character trained in the first game; A character card is associated with any one of a plurality of first characters, and at least one of the plurality of character cards is associated with user identification information and stored in a storage device; before the scenario in the first game is started, a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set is organized based on a user operation; In the first game, the parameter of the second character is changed or set in response to an occurrence of an event related to the character card set in the deck. A gaming device, The first game is a game divided into a plurality of turns; a command selection means for allowing the user to select one command from a plurality of commands for selecting an action of the second character in the first video game; a progress control means for progressing the first game in accordance with the selected command each time the command is selected by the user as an operation for progressing the first game; an event management means for generating a basic event in the first game that is not related to the composition of the deck after the scenario is started, and generating the event related to the character card set in the deck in the first game by a lottery based on a probability, and generating the event that is selected by the lottery at the start of the next turn after a process corresponding to the command selected by the user is executed in any one of the plurality of turns; a relationship degree management means for managing a relationship degree indicating a degree of a relationship between the first character and the second character associated with the character card set in the deck, and when the second character and the first character associated with the character card set in the deck act together to progress the first game in response to the command selected by the user, changing the relationship degree between the first character and the second character that act together; Including, after the second character is trained in the first game, the training of a new second character is repeated each time the scenario is progressed from the beginning in the first game, the progress control means, when a plurality of selectable scenarios are available, progresses the first game based on the scenario selected by an operation of the user from among the plurality of selectable scenarios; a scenario adding means for adding a new scenario to the scenario to be progressed in the first game, Gaming device.
4. one or more computers that execute control of a game including a first game that progresses based on a scenario, in which a second character is trained by changing or setting parameters of the second character, and a second game that uses the second character trained in the first game; A character card is associated with any one of a plurality of first characters, and means for associating at least one of the plurality of character cards with user identification information and storing the associated character card in a storage device; a means for organizing a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set, based on a user operation, before the scenario in the first game is started; a means for changing or setting the parameters of the second character in response to an occurrence of an event related to the character card set in the deck in the first game; and make it work. The first game is a game divided into a plurality of turns; The computer, a command selection means for allowing the user to select one command from a plurality of commands for selecting an action of the second character in the first video game; a progress control means for progressing the first game in accordance with the selected command each time the command is selected by the user as an operation for progressing the first game; an event management means for generating a basic event in the first game that is not related to the composition of the deck after the scenario is started, and generating the event related to the character card set in the deck in the first game by a lottery based on a probability, and generating the event that is selected by the lottery at the start of the next turn after a process corresponding to the command selected by the user is executed in any one of the plurality of turns; a relationship degree management means for managing a relationship degree indicating a degree of a relationship between the first character and the second character associated with the character card set in the deck, and when the second character and the first character associated with the character card set in the deck act together to progress the first game in response to the command selected by the user, changing the relationship degree between the first character and the second character that act together; a means for repeating the training of a new second character each time the scenario in the first game is progressed from the beginning after training the second character in the first game; and make it work even better. the progress control means, when a plurality of selectable scenarios are available, progresses the first game based on the scenario selected by an operation of the user from among the plurality of selectable scenarios; causing the computer to further function as a scenario adding means for adding a new scenario to the scenario to be progressed in the first game; program.
5. A control method for controlling one or more computers that executes control of a game including a first game that progresses based on a scenario, in which a second character is trained by changing or setting parameters of the second character, and a second game that uses the second character trained in the first game, comprising: A step of associating at least one of the plurality of character cards with a first character and storing the character card and user identification information in a storage device in association with each other; Before the scenario in the first game is started, a deck is organized based on a user operation, in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set; changing or setting the parameter of the second character in response to an occurrence of an event related to the character card set in the deck in the first game; Including, The first game is a game divided into a plurality of turns; a command selection step of having the user select one command from a plurality of commands for selecting an action of the second character in the first game; a progress control step of progressing the first game in accordance with the selected command each time the command is selected by the user as an operation for progressing the first game; an event management step of generating, after the scenario is started, a basic event unrelated to the composition of the deck in the first game, and generating, in the first game, the event related to the character card set in the deck by a lottery based on a probability, and generating, at the start of the next turn, the event that has won the lottery after a process corresponding to the command selected by the user is executed in any one of the plurality of turns; a relationship degree management step for managing a relationship degree indicating the degree of a relationship between the first character and the second character associated with the character card set in the deck, and when the second character and the first character associated with the character card set in the deck act together to progress the first game in response to the command selected by the user, changing the relationship degree between the first character and the second character that act together; a step of, after developing the second character in the first game, repeating the development of a new second character each time the scenario in the first game is progressed from the beginning; Further comprising: the progress control step, when there are a plurality of selectable scenarios, progresses the first game based on the scenario selected by an operation of the user from among the plurality of selectable scenarios; a scenario adding step of adding a new scenario to the scenario to be progressed in the first game, Control methods.
6. providing a game including: a first game which is progressed based on a scenario, in which a second character is trained by changing or setting parameters of the second character; and a second game which uses the second character trained in the first game; A character card is associated with any one of a plurality of first characters, and at least one of the plurality of character cards is associated with user identification information and stored in a storage device; before the scenario in the first game is started, a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set is organized based on a user operation; in the first game, the parameter of the second character is changed or set in response to an occurrence of an event related to the character card set in the deck; The events include a first event, a second event, and a third event. A game system comprising: The first game is a game divided into a plurality of turns; The character card is associated with a characteristic parameter; a command selection means for allowing the user to select one command from a plurality of commands for selecting an action of the second character in the first video game; a progress control means for progressing the first game in accordance with the selected command each time the command is selected by the user as an operation for progressing the first game; an event management means for generating a basic event unrelated to the composition of the deck in the first game after the scenario is started, and generating the first event related to the character card set in the deck in the first game by a lottery based on a probability, and generating the first event that is selected by the lottery at the start of the next turn after a process corresponding to the command selected by the user is executed in any one of the plurality of turns; a relationship degree management means for managing a relationship degree indicating a degree of a relationship between the first character and the second character associated with the character card set in the deck, and when the second character and the first character associated with the character card set in the deck act together to progress the first game in response to the command selected by the user, changing the relationship degree between the first character and the second character that act together; Including, the event management means varies an occurrence probability of the second event related to the first character according to the degree of relationship between the first character associated with the character card set in the deck and the second character; the parameter management means, when the third event related to the character card set in the deck is generated by the event management means, changes or sets the parameter of the second character corresponding to the characteristic parameter associated with the character card; after the second character is trained in the first game, the training of a new second character is repeated each time the scenario is progressed from the beginning in the first game, the progress control means, when a plurality of selectable scenarios are available, progresses the first game based on the scenario selected by an operation of the user from among the plurality of selectable scenarios; a scenario adding means for adding a new scenario to the scenario to be progressed in the first game, Game system.
7. providing a game including: a first game which is progressed based on a scenario, in which a second character is trained by changing or setting parameters of the second character; and a second game which uses the second character trained in the first game; A character card is associated with any one of a plurality of first characters, and at least one of the plurality of character cards is associated with user identification information and stored in a storage device; before the scenario in the first game is started, a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set is organized based on a user operation; in the first game, the parameter of the second character is changed or set in response to an occurrence of an event related to the character card set in the deck; The events include a first event, a second event, and a third event. A game management device, The first game is a game divided into a plurality of turns; The character card is associated with a characteristic parameter; a command selection means for allowing the user to select one command from a plurality of commands for selecting an action of the second character in the first video game; a progress control means for progressing the first game in accordance with the selected command each time the command is selected by the user as an operation for progressing the first game; an event management means for generating a basic event unrelated to the composition of the deck in the first game after the scenario is started, and generating the first event related to the character card set in the deck in the first game by a lottery based on a probability, and generating the first event that is selected by the lottery at the start of the next turn after a process corresponding to the command selected by the user is executed in any one of the plurality of turns; a relationship degree management means for managing a relationship degree indicating a degree of a relationship between the first character and the second character associated with the character card set in the deck, and when the second character and the first character associated with the character card set in the deck act together to progress the first game in response to the command selected by the user, changing the relationship degree between the first character and the second character that act together; Including, the event management means varies an occurrence probability of the second event related to the first character according to the degree of relationship between the first character associated with the character card set in the deck and the second character; the parameter management means, when the third event related to the character card set in the deck is generated by the event management means, changes or sets the parameter of the second character corresponding to the characteristic parameter associated with the character card; after the second character is trained in the first game, the training of a new second character is repeated each time the scenario is progressed from the beginning in the first game, the progress control means, when a plurality of selectable scenarios are available, progresses the first game based on the scenario selected by an operation of the user from among the plurality of selectable scenarios; a scenario adding means for adding a new scenario to the scenario to be progressed in the first game, Game management device.
8. providing a game including: a first game which is progressed based on a scenario, in which a second character is trained by changing or setting parameters of the second character; and a second game which uses the second character trained in the first game; A character card is associated with any one of a plurality of first characters, and at least one of the plurality of character cards is associated with user identification information and stored in a storage device; before the scenario in the first game is started, a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set is organized based on a user operation; in the first game, the parameter of the second character is changed or set in response to an occurrence of an event related to the character card set in the deck; The events include a first event, a second event, and a third event. A gaming device, The first game is a game divided into a plurality of turns; The character card is associated with a characteristic parameter; a command selection means for allowing the user to select one command from a plurality of commands for selecting an action of the second character in the first video game; a progress control means for progressing the first game in accordance with the selected command each time the command is selected by the user as an operation for progressing the first game; an event management means for generating a basic event unrelated to the composition of the deck in the first game after the scenario is started, and generating the first event related to the character card set in the deck in the first game by a lottery based on a probability, and generating the first event that is selected by the lottery at the start of the next turn after a process corresponding to the command selected by the user is executed in any one of the plurality of turns; a relationship degree management means for managing a relationship degree indicating a degree of a relationship between the first character and the second character associated with the character card set in the deck, and when the second character and the first character associated with the character card set in the deck act together to progress the first game in response to the command selected by the user, changing the relationship degree between the first character and the second character that act together; Including, the event management means varies an occurrence probability of the second event related to the first character according to the degree of relationship between the first character associated with the character card set in the deck and the second character; the parameter management means, when the third event related to the character card set in the deck is generated by the event management means, changes or sets the parameter of the second character corresponding to the characteristic parameter associated with the character card; after the second character is trained in the first game, the training of a new second character is repeated each time the scenario is progressed from the beginning in the first game, the progress control means, when a plurality of selectable scenarios are available, progresses the first game based on the scenario selected by an operation of the user from among the plurality of selectable scenarios; a scenario adding means for adding a new scenario to the scenario to be progressed in the first game, Gaming device.
9. one or more computers that execute control of a game including a first game that progresses based on a scenario, in which a second character is trained by changing or setting parameters of the second character, and a second game that uses the second character trained in the first game; A character card is associated with any one of a plurality of first characters, and means for associating at least one of the plurality of character cards with user identification information and storing the associated character card in a storage device; a means for organizing a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set, based on a user operation, before the scenario in the first game is started; a means for changing or setting the parameters of the second character in response to an occurrence of an event related to the character card set in the deck in the first game; and make it work. the events include a first event, a second event, and a third event; The first game is a game divided into a plurality of turns; The character card is associated with a characteristic parameter; The computer, a command selection means for allowing the user to select one command from a plurality of commands for selecting an action of the second character in the first video game; a progress control means for progressing the first game in accordance with the selected command each time the command is selected by the user as an operation for progressing the first game; an event management means for generating a basic event unrelated to the composition of the deck in the first game after the scenario is started, and generating the first event related to the character card set in the deck in the first game by a lottery based on a probability, and generating the first event that is selected by the lottery at the start of the next turn after a process corresponding to the command selected by the user is executed in any one of the plurality of turns; a relationship degree management means for managing a relationship degree indicating a degree of a relationship between the first character and the second character associated with the character card set in the deck, and when the second character and the first character associated with the character card set in the deck act together to progress the first game in response to the command selected by the user, changing the relationship degree between the first character and the second character that act together; and make it work even better. the event management means varies an occurrence probability of the second event related to the first character according to the degree of relationship between the first character associated with the character card set in the deck and the second character; the parameter management means, when the third event related to the character card set in the deck is generated by the event management means, changes or sets the parameter of the second character corresponding to the characteristic parameter associated with the character card; causing the computer to further function as a means for repeating the training of a new second character each time the scenario in the first game is progressed from the beginning after the second character has been trained in the first game; the progress control means, when a plurality of selectable scenarios are available, progresses the first game based on the scenario selected by an operation of the user from among the plurality of selectable scenarios; causing the computer to further function as a scenario adding means for adding a new scenario to the scenario to be progressed in the first game; program.
10. A control method for controlling one or more computers that executes control of a game including a first game that progresses based on a scenario, in which a second character is trained by changing or setting parameters of the second character, and a second game that uses the second character trained in the first game, comprising: A step of associating at least one of the plurality of character cards with a first character and storing the character card and user identification information in a storage device in association with each other; Before the scenario in the first game is started, a deck is organized based on a user operation, in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set; changing or setting the parameter of the second character in response to an occurrence of an event related to the character card set in the deck in the first game; Including, the events include a first event, a second event, and a third event; The first game is a game divided into a plurality of turns; The character card is associated with a characteristic parameter; a command selection step of having the user select one command from a plurality of commands for selecting an action of the second character in the first game; a progress control step of progressing the first game in accordance with the selected command each time the command is selected by the user as an operation for progressing the first game; an event management step of generating a basic event in the first game that is unrelated to the composition of the deck after the scenario is started, and generating the first event related to the character card set in the deck in the first game by a lottery based on a probability, and generating the first event that is selected by the lottery at the start of the next turn after a process corresponding to the command selected by the user is executed in any one of the plurality of turns; a relationship degree management step for managing a relationship degree indicating the degree of a relationship between the first character and the second character associated with the character card set in the deck, and when the second character and the first character associated with the character card set in the deck act together to progress the first game in response to the command selected by the user, changing the relationship degree between the first character and the second character that act together; Further comprising: the event management step varies an occurrence probability of the second event related to the first character according to the degree of relationship between the first character associated with the character card set in the deck and the second character; the parameter management step, when the third event related to the character card set in the deck is generated by the event management step, changes or sets the parameter of the second character corresponding to the characteristic parameter associated with the character card; The method further includes a step of repeating the training of a new second character each time the scenario is progressed from the beginning in the first game after the second character has been trained in the first game, the progress control step, when there are a plurality of selectable scenarios, progresses the first game based on the scenario selected by an operation of the user from among the plurality of selectable scenarios; a scenario adding step of adding a new scenario to the scenario to be progressed in the first game, Control methods.
11. providing a game including: a first game which is progressed based on a scenario, in which a second character is trained by changing or setting parameters of the second character; and a second game which uses the second character trained in the first game; A character card is associated with any one of a plurality of first characters, and at least one of the plurality of character cards is associated with user identification information and stored in a storage device; before the scenario in the first game is started, a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set is organized based on a user operation; In the first game, the parameter of the second character is changed or set in response to an occurrence of an event related to the character card set in the deck. A game system comprising: a relationship management means for managing a relationship degree indicating a degree of a relationship between the first character and the second character associated with the character card set in the deck; a command selection means for allowing the user to select one command from a plurality of commands for selecting an action of the second character in the first video game; a first game progression means for progressing the first game in response to the command selected by the user; a display control means for displaying the relationship degree on a screen of the first game; Including, The plurality of commands include a plurality of practice commands having different contents and at least one non-practice command that allows the user to select an action other than a plurality of actions that respectively correspond to the plurality of practice commands; the first character associated with a practice command selected by the user from among the plurality of practice commands varies; the first game progression means, when a practice command associated with the first character associated with the character card set in the deck is selected by the user from among the plurality of practice commands, progresses the first game so that the first character and the second character act together; the relationship degree management means, when the second character and the first character associated with the character card set in the deck act together in response to the practice command selected by the user to progress the first game, changes a value of the relationship degree between the first character and the second character who act together; the first game progression means, when the changed value of the relationship degree reaches a predetermined standard as a result of the relationship degree management means changing the value of the relationship degree, may cause the event to occur after an adjustment condition for event occurrence is satisfied after the predetermined standard is reached, The relationship degree management means changes the value of the relationship degree between the first character and the second character when a second event occurs in which the first character and the second character associated with the character card set in the deck act together after the parameter of the second character has changed based on the user selecting the practice command. Game system.
12. providing a game including: a first game which is progressed based on a scenario, in which a second character is trained by changing or setting parameters of the second character; and a second game which uses the second character trained in the first game; A character card is associated with any one of a plurality of first characters, and at least one of the plurality of character cards is associated with user identification information and stored in a storage device; before the scenario in the first game is started, a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set is organized based on a user operation; In the first game, the parameter of the second character is changed or set in response to an occurrence of an event related to the character card set in the deck. A game management device, a relationship management means for managing a relationship degree indicating a degree of a relationship between the first character and the second character associated with the character card set in the deck; a command selection means for allowing the user to select one command from a plurality of commands for selecting an action of the second character in the first game; a first game progression means for progressing the first game in response to the command selected by the user; a display control means for displaying the relationship degree on a screen of the first game; Including, The plurality of commands include a plurality of practice commands having different contents and at least one non-practice command that allows the user to select an action other than a plurality of actions that respectively correspond to the plurality of practice commands; the first character associated with a practice command selected by the user from among the plurality of practice commands varies; the first game progression means, when a practice command associated with the first character associated with the character card set in the deck is selected by the user from among the plurality of practice commands, progresses the first game so that the first character and the second character act together; the relationship degree management means, when the second character and the first character associated with the character card set in the deck act together in response to the practice command selected by the user to progress the first game, changes a value of the relationship degree between the first character and the second character who act together; the first game progression means, when the changed value of the relationship degree reaches a predetermined standard as a result of the relationship degree management means changing the value of the relationship degree, may cause the event to occur after an adjustment condition for event occurrence is satisfied after the predetermined standard is reached, The relationship degree management means changes the value of the relationship degree between the first character and the second character when a second event occurs in which the first character and the second character associated with the character card set in the deck act together after the parameter of the second character has changed based on the user selecting the practice command. Game management device.
13. providing a game including: a first game which is progressed based on a scenario, in which a second character is trained by changing or setting parameters of the second character; and a second game which uses the second character trained in the first game; A character card is associated with any one of a plurality of first characters, and at least one of the plurality of character cards is associated with user identification information and stored in a storage device; before the scenario in the first game is started, a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set is organized based on a user operation; In the first game, the parameter of the second character is changed or set in response to an occurrence of an event related to the character card set in the deck. A gaming device, a relationship management means for managing a relationship degree indicating a degree of a relationship between the first character and the second character associated with the character card set in the deck; a command selection means for allowing the user to select one command from a plurality of commands for selecting an action of the second character in the first video game; a first game progression means for progressing the first game in response to the command selected by the user; a display control means for displaying the relationship degree on a screen of the first game; Including, The plurality of commands include a plurality of practice commands having different contents and at least one non-practice command that allows the user to select an action other than a plurality of actions that respectively correspond to the plurality of practice commands; the first character associated with a practice command selected by the user from among the plurality of practice commands varies; the first game progression means, when a practice command associated with the first character associated with the character card set in the deck is selected by the user from among the plurality of practice commands, progresses the first game so that the first character and the second character act together; the relationship degree management means, when the second character and the first character associated with the character card set in the deck act together in response to the practice command selected by the user to progress the first game, changes a value of the relationship degree between the first character and the second character who act together; the first game progression means, when the changed value of the relationship degree reaches a predetermined standard as a result of the relationship degree management means changing the value of the relationship degree, may cause the event to occur after an adjustment condition for event occurrence is satisfied after the predetermined standard is reached, The relationship degree management means changes the value of the relationship degree between the first character and the second character when a second event occurs in which the first character and the second character associated with the character card set in the deck act together after the parameter of the second character has changed based on the user selecting the practice command. Gaming device.
14. one or more computers that execute control of a game including a first game that progresses based on a scenario, in which a second character is trained by changing or setting parameters of the second character, and a second game that uses the second character trained in the first game; A character card is associated with any one of a plurality of first characters, and means for associating at least one of the plurality of character cards with user identification information and storing the associated character card in a storage device; a means for organizing a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set, based on a user operation, before the scenario in the first game is started; a means for changing or setting the parameters of the second character in response to an occurrence of an event related to the character card set in the deck in the first game; a relationship management means for managing a relationship degree indicating a degree of a relationship between the first character and the second character associated with the character card set in the deck; a command selection means for allowing the user to select one command from a plurality of commands for selecting an action of the second character in the first video game; a first game progression means for progressing the first game in response to the command selected by the user; a display control means for displaying the relationship degree on a screen of the first game; and make it work. The plurality of commands include a plurality of practice commands having different contents and at least one non-practice command that allows the user to select an action other than a plurality of actions that respectively correspond to the plurality of practice commands; the first character associated with a practice command selected by the user from among the plurality of practice commands varies; the first game progression means, when a practice command associated with the first character associated with the character card set in the deck is selected by the user from among the plurality of practice commands, progresses the first game so that the first character and the second character act together; the relationship degree management means, when the second character and the first character associated with the character card set in the deck act together in response to the practice command selected by the user to progress the first game, changes a value of the relationship degree between the first character and the second character who act together; the first game progression means, when the changed value of the relationship degree reaches a predetermined standard as a result of the relationship degree management means changing the value of the relationship degree, may cause the event to occur after an adjustment condition for event occurrence is satisfied after the predetermined standard is reached, The relationship degree management means changes the value of the relationship degree between the first character and the second character when a second event occurs in which the first character and the second character associated with the character card set in the deck act together after the parameter of the second character has changed based on the user selecting the practice command. program.
15. A control method for controlling one or more computers that executes control of a game including a first game that progresses based on a scenario, in which a second character is trained by changing or setting parameters of the second character, and a second game that uses the second character trained in the first game, comprising: A step of associating at least one of the plurality of character cards with a first character and storing the character card and user identification information in a storage device in association with each other; Before the scenario in the first game is started, a deck is organized based on a user operation, in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set; changing or setting the parameter of the second character in response to an occurrence of an event related to the character card set in the deck in the first game; a relationship degree management step of managing a relationship degree indicating a degree of a relationship between the first character and the second character associated with the character card set in the deck; a command selection step of having the user select one command from a plurality of commands for selecting an action of the second character in the first game; a first game progression step of progressing the first game in response to the command selected by the user; a display control step of displaying the relationship degree on a screen of the first game; Including, The plurality of commands include a plurality of practice commands having different contents and at least one non-practice command that allows the user to select an action other than a plurality of actions that respectively correspond to the plurality of practice commands; the first character associated with a practice command selected by the user from among the plurality of practice commands varies; the first game progression step progresses the first game such that, when a practice command associated with the first character associated with the character card set in the deck is selected by the user from among the plurality of practice commands, the first game is progressed such that the first character and the second character act together; the relationship degree management step, when the second character and the first character associated with the character card set in the deck act together in response to the practice command selected by the user to progress the first game, changes a value of the relationship degree between the first character and the second character who act together; the first game progress step is configured to, when the changed value of the relationship degree reaches a predetermined standard as a result of the relationship degree management step changing the value of the relationship degree, generate the event after the predetermined standard is reached and after an adjustment condition for event generation is satisfied, The relationship degree management step changes a value of the relationship degree between the first character and the second character when a second event occurs in which the first character and the second character associated with the character card set in the deck act together after a parameter of the second character has changed based on the user selecting the practice command. Control methods.
16. A game system that provides a game including: a first game that progresses based on a scenario, in which a second character is trained by changing or setting parameters of the second character; and a second game that uses the second character trained in the first game, A storage control means for storing in a storage device at least one of the plurality of character cards associated with one of a plurality of first characters and associated with user identification information; a deck organizing means for organizing a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set, based on a user operation, before the scenario in the first game is started; an event management means for causing an event related to the character card set in the deck to occur in the first game; a parameter management means for changing or setting the parameters of the second character in response to the occurrence of the event related to the character card set in the deck; Including, The deck organizing means includes, in the deck, the character card associated with the user identification information of a second user different from the first user, based on a selection of the first user; the character card associated with the user identification information of the second user to be included in the deck is the character card that has been pre-selected by the second user; the user identity of the second user is associated with the user identity of the first user; further comprising associating means for associating the user identification information of the first user with the user identification information of the second user based on a selection by the first user; the deck organization means, when the user identification information of the first user is associated with the user identification information of a plurality of the second users, allows the first user to select the character cards to be included in the deck from among the character cards associated with each of the user identification information of the plurality of the second users; a display control means for displaying on a screen a plurality of deck setting frames for setting the character card in the deck, the display control means further including a display control means for displaying a deck setting frame in which the character card associated with the user identification information of the second user can be set so as to be distinguishable from a deck setting frame in which the character card associated with the user identification information of the first user can be set; Game system.
17. A game management device that provides a game including a first game that progresses based on a scenario, in which a second character is trained by changing or setting parameters of the second character, and a second game that uses the second character trained in the first game, A storage control means for storing in a storage device at least one of the plurality of character cards associated with one of a plurality of first characters and associated with user identification information; a deck organizing means for organizing a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set, based on a user operation, before the scenario in the first game is started; an event management means for causing an event related to the character card set in the deck to occur in the first game; a parameter management means for changing or setting the parameters of the second character in response to the occurrence of the event related to the character card set in the deck; Including, The deck organizing means includes, in the deck, the character card associated with the user identification information of a second user different from the first user, based on a selection of the first user; the character card associated with the user identification information of the second user to be included in the deck is the character card that has been pre-selected by the second user; the user identity of the second user is associated with the user identity of the first user; further comprising associating means for associating the user identification information of the first user with the user identification information of the second user based on a selection by the first user; the deck organization means, when the user identification information of the first user is associated with the user identification information of a plurality of the second users, allows the first user to select the character cards to be included in the deck from among the character cards associated with each of the user identification information of the plurality of the second users; a display control means for displaying on a screen a plurality of deck setting frames for setting the character card in the deck, the display control means further including a display control means for displaying a deck setting frame in which the character card associated with the user identification information of the second user can be set so as to be distinguishable from a deck setting frame in which the character card associated with the user identification information of the first user can be set; Game management device.
18. A game device providing a game including a first game, which is progressed based on a scenario, in which a second character is trained by changing or setting parameters of the second character, and a second game using the second character trained in the first game, A storage control means for storing in a storage device at least one of the plurality of character cards associated with one of a plurality of first characters and associated with user identification information; a deck organizing means for organizing a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set, based on a user operation, before the scenario in the first game is started; an event management means for causing an event related to the character card set in the deck to occur in the first game; a parameter management means for changing or setting the parameters of the second character in response to the occurrence of the event related to the character card set in the deck; Including, The deck organizing means includes, in the deck, the character card associated with the user identification information of a second user different from the first user, based on a selection of the first user; the character card associated with the user identification information of the second user to be included in the deck is the character card that has been pre-selected by the second user; the user identity of the second user is associated with the user identity of the first user; further comprising associating means for associating the user identification information of the first user with the user identification information of the second user based on a selection by the first user; the deck organization means, when the user identification information of the first user is associated with the user identification information of a plurality of the second users, allows the first user to select the character cards to be included in the deck from among the character cards associated with each of the user identification information of the plurality of the second users; a display control means for displaying on a screen a plurality of deck setting frames for setting the character card in the deck, the display control means further including a display control means for displaying a deck setting frame in which the character card associated with the user identification information of the second user can be set so as to be distinguishable from a deck setting frame in which the character card associated with the user identification information of the first user can be set; Gaming device.
19. one or more computers that execute control of a game including a first game that progresses based on a scenario, in which a second character is trained by changing or setting parameters of the second character, and a second game that uses the second character trained in the first game; A storage control means for storing in a storage device at least one of the plurality of character cards associated with one of a plurality of first characters and associated with user identification information; a deck organizing means for organizing a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set, based on a user operation, before the scenario in the first game is started; an event management means for causing an event related to the character card set in the deck to occur in the first game; a parameter management means for changing or setting the parameters of the second character in response to the occurrence of the event related to the character card set in the deck; and make it work. The deck organizing means includes, in the deck, the character card associated with the user identification information of a second user different from the first user, based on a selection of the first user; the character card associated with the user identification information of the second user to be included in the deck is the character card that has been pre-selected by the second user; the user identity of the second user is associated with the user identity of the first user; further causing the computer to function as an associating means for associating the user identification information of the first user with the user identification information of the second user based on a selection by the first user; the deck organization means, when the user identification information of the first user is associated with the user identification information of a plurality of the second users, allows the first user to select the character cards to be included in the deck from among the character cards associated with each of the user identification information of the plurality of the second users; and further causing the computer to function as a display control means for displaying on a screen a plurality of deck setting frames for setting the character card in the deck, the deck setting frames in which the character card associated with the user identification information of the second user can be set being distinguishable from deck setting frames in which the character card associated with the user identification information of the first user can be set. program.
20. A control method for controlling one or more computers that executes control of a game including a first game that progresses based on a scenario, in which a second character is trained by changing or setting parameters of the second character, and a second game that uses the second character trained in the first game, comprising: A storage control step in which at least one of the character cards is associated with one of a plurality of first characters, and the character card is stored in a storage device in association with user identification information; a deck organizing step of organizing a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set, based on a user operation, before the scenario in the first game is started; an event management step of causing an event related to the character card set in the deck to occur in the first game; a parameter management step of changing or setting the parameters of the second character in response to the occurrence of the event related to the character card set in the deck; Including, The deck organizing step includes, based on a selection of the first user, including in the deck the character card associated with the user identification information of a second user different from the first user; the character card associated with the user identification information of the second user to be included in the deck is the character card that has been pre-selected by the second user; the user identity of the second user is associated with the user identity of the first user; further comprising associating the user identification information of the second user with the user identification information of the first user based on a selection by the first user; In the deck organization step, when the user identification information of the first user is associated with the user identification information of a plurality of the second users, the first user is allowed to select the character cards to be included in the deck from among the character cards associated with each of the user identification information of the plurality of the second users; a display control step of displaying on a screen a plurality of deck setting frames for setting the character card in the deck, the display control step further including a display control step of displaying a deck setting frame in which the character card associated with the user identification information of the second user can be set so as to be distinguishable from a deck setting frame in which the character card associated with the user identification information of the first user can be set; Control methods.
21. A game system that provides a game including: a first game that progresses based on a scenario, in which a second character is trained by changing or setting parameters of the second character; and a second game that uses the second character trained in the first game, A storage control means for storing in a storage device at least one of the plurality of character cards associated with one of a plurality of first characters and associated with user identification information; a deck organizing means for organizing a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set, based on a user operation, before the scenario in the first game is started; an event management means for causing an event related to the character card set in the deck to occur in the first game; a parameter management means for changing or setting the parameters of the second character in response to the occurrence of the event related to the character card set in the deck; Including, The character card is There is a rarity associated with it, one or more of the events that may occur during the first game are associated with the The higher the rarity level associated with the character card, the greater the number of events associated with the character card; Among the character cards, there are character cards having different rarities but the same associated first character, The events associated with the character cards having different rarities but the same associated first character include a common event having the same content and a rarity-specific event having different content depending on the rarity. Game system.
22. A game management device that provides a game including a first game that progresses based on a scenario, in which a second character is trained by changing or setting parameters of the second character, and a second game that uses the second character trained in the first game, A storage control means for storing in a storage device at least one of the plurality of character cards associated with one of a plurality of first characters and associated with user identification information; a deck organizing means for organizing a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set, based on a user operation, before the scenario in the first game is started; an event management means for causing an event related to the character card set in the deck to occur in the first game; a parameter management means for changing or setting the parameters of the second character in response to the occurrence of the event related to the character card set in the deck; Including, The character card is There is a rarity associated with it, one or more of the events that may occur during the first game are associated with the The higher the rarity level associated with the character card, the greater the number of events associated with the character card; Among the character cards, there are character cards having different rarities but the same associated first character, The events associated with the character cards having different rarities but the same associated first character include a common event having the same content and a rarity-specific event having different content depending on the rarity. Game management device.
23. A game device providing a game including a first game, which is progressed based on a scenario, in which a second character is trained by changing or setting parameters of the second character, and a second game using the second character trained in the first game, A storage control means for storing in a storage device at least one of the plurality of character cards associated with one of a plurality of first characters and associated with user identification information; a deck organizing means for organizing a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set, based on a user operation, before the scenario in the first game is started; an event management means for causing an event related to the character card set in the deck to occur in the first game; a parameter management means for changing or setting the parameters of the second character in response to the occurrence of the event related to the character card set in the deck; Including, The character card is There is a rarity associated with it, one or more of the events that may occur during the first game are associated with the The higher the rarity level associated with the character card, the greater the number of events associated with the character card; Among the character cards, there are character cards having different rarities but the same associated first character, The events associated with the character cards having different rarities but the same associated first character include a common event having the same content and a rarity-specific event having different content depending on the rarity. Gaming device.
24. one or more computers that execute control of a game including a first game that progresses based on a scenario, in which a second character is trained by changing or setting parameters of the second character, and a second game that uses the second character trained in the first game; A storage control means for storing in a storage device at least one of the plurality of character cards associated with one of a plurality of first characters and associated with user identification information; a deck organizing means for organizing a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set, based on a user operation, before the scenario in the first game is started; an event management means for causing an event related to the character card set in the deck to occur in the first game; a parameter management means for changing or setting the parameters of the second character in response to the occurrence of the event related to the character card set in the deck; and make it work. The character card is There is a rarity associated with it, one or more of the events that may occur during the first game are associated with the The higher the rarity level associated with the character card, the greater the number of events associated with the character card; Among the character cards, there are character cards having different rarities but the same associated first character, The events associated with the character cards having different rarities but the same associated first character include a common event having the same content and a rarity-specific event having different content depending on the rarity. program.
25. A control method for controlling one or more computers that executes control of a game including a first game that progresses based on a scenario, in which a second character is trained by changing or setting parameters of the second character, and a second game that uses the second character trained in the first game, comprising: A storage control step in which at least one of the character cards is associated with one of a plurality of first characters, and the character card is stored in a storage device in association with user identification information; a deck organizing step of organizing a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set, based on a user operation, before the scenario in the first game is started; an event management step of causing an event related to the character card set in the deck to occur in the first game; a parameter management step of changing or setting the parameters of the second character in response to the occurrence of the event related to the character card set in the deck; Including, The character card is There is a rarity associated with it, one or more of the events that may occur during the first game are associated with the The higher the rarity level associated with the character card, the greater the number of events associated with the character card; Among the character cards, there are character cards having different rarities but the same associated first character, The events associated with the character cards having different rarities but the same associated first character include a common event having the same content and a rarity-specific event having different content depending on the rarity. Control methods.
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