Program, information processing system and information processing method
The two-stage battle system in the game addresses the challenges of motivating beginner and advanced players by evaluating battle results and offering rewards for viewing battles, thus enhancing player participation and engagement.
Patent Information
- Application Number
- JP2025040028
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-13
- Publication Date
- 2025-05-30
AI Technical Summary
Conventional battle functions in games make it difficult for beginner players to survive to the final round, leading to loss of motivation, and for advanced players, the opponents in the final race can become stale, also reducing motivation to participate.
A program, information processing system, and method that allow players to participate in a battle with a two-stage system, where the first stage evaluates battle results and the second stage allows high-performing players to participate in additional battles, with the option to view battles and receive rewards regardless of participation.
This approach stimulates participation among a wide range of players by providing an appropriate evaluation of strength for advanced players and offering incentives for beginner players to continue participating, even if they cannot advance to the second stage.
Smart Images

Figure 2025083489000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, an information processing system, and an information processing method for a game in which a plurality of players participate and compete against each other. [Background technology]
[0002] Conventionally, there are known horse racing games in which a character based on a racehorse is trained and the trained character competes against other characters in races, and baseball games in which a character based on a baseball player is trained and the trained character competes in a match, etc. For example, there is an information processing system that provides a competition function that enables a player who has achieved a certain result in a qualifying round to participate in a race in the final round (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7126578 Summary of the Invention [Problem to be solved by the invention]
[0004] With the conventional battle function, it is difficult for beginner players to survive to the final round, and there is a concern that they will lose their motivation to participate. Also, for advanced players, there is a concern that the opponents they are matched with in the final race will become stale and they will lose their motivation to participate.
[0005] The present invention has been made in consideration of the above circumstances, and has an object to provide a program, an information processing system, and an information processing method that can stimulate the desire to participate among a wide range of players. [Means for solving the problem]
[0006] (1) The present invention relates to a program for a game in which a plurality of players participate in a battle, and controls the progress of a first stage in which the battle results of each player are evaluated based on an evaluation value updated by repeating the battle. A first stage control unit, and a second stage control unit that controls the progress of a second stage in which players with high battle results in the first stage are permitted to participate and the players permitted to participate conduct a battle. The present invention relates to a program that causes a computer to function, and the second stage control unit enables viewing of the battle in the second stage regardless of whether or not to participate in the second stage, and enables obtaining a reward based on having viewed the battle.
[0007] (2) In the present invention, when the second stage control unit views the battle in the second stage, it may receive an input for selecting an arbitrary game medium among the game media registered by the plurality of players participating in the battle as an object of specific display, and display a viewing screen capable of identifying the game medium selected as the object of specific display.
[0008] (3) In the present invention, the second stage control unit may be able to obtain a reward based on having selected the object of specific display.
[0009] (4) The present invention relates to an information processing system for a game in which a plurality of players participate in a battle, and includes a first stage control unit that controls the progress of a first stage in which the battle results of each player are evaluated based on an evaluation value updated by repeating the battle, and a second stage control unit that controls the progress of a second stage in which players with high battle results in the first stage are permitted to participate and the players permitted to participate conduct a battle. The second stage control unit enables viewing of the battle in the second stage regardless of whether or not to participate in the second stage, and enables obtaining a reward based on having viewed the battle.
[0010] (5) The present invention relates to an information processing method for a game in which a plurality of players participate in a battle. The method includes a first stage control step of controlling the progress of a first stage in which the battle results of each player are evaluated based on an evaluation value updated by repeating the battle, and a second stage control step of controlling the progress of a second stage in which players whose battle results are in the upper ranks in the first stage are permitted to participate and the players permitted to participate conduct a battle. The computer is caused to execute the second stage control step, in which, regardless of whether or not a player can participate in the second stage, the battle in the second stage can be watched, and a reward can be obtained based on watching the battle.
[0011] In the program, information processing system, and information processing method of the present invention described above, by enabling players with the upper battle results in the first stage to participate in the battle in the second stage, players who have advanced to the second stage can receive an appropriate evaluation of their strength. On the other hand, in the program, information processing system, and information processing method of the present invention, the battle in the second stage can be watched regardless of whether or not a player can participate in the second stage, and a reward can be obtained by watching the battle. Therefore, it is possible to give players who could not advance to the second stage an incentive to watch the battle in the second stage in order to obtain a reward. As described above, in the program, information processing system, and information processing method of the present invention, it is possible to arouse the participation willingness of a wide range of player groups.
Brief Description of the Drawings
[0012]
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Embodiments for Carrying Out the Invention
[0013] Hereinafter, embodiments of the present invention will be described. Note that the embodiments described below do not unduly limit the content of the invention described in the claims. Also, not all of the configurations described in this embodiment are necessarily essential constituent elements of the present invention.
[0014] 1. Configuration of Information Processing System FIG. 1 is a diagram showing an example of the overall hardware configuration of an information processing system 10 according to this embodiment. In the information processing system 10 according to this embodiment, a server 20 and a player terminal 40 are connected by a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN, and a so-called client-server type communication system is constructed.
[0015] The server 20 includes a CPU 21 (control unit), a ROM 22, a RAM 23, a communication unit 24, and a storage device 25.
[0016] The CPU 21 reads programs and data stored in the ROM 22 and executes various processes. The RAM 23 is used as a temporary storage area such as the main memory and work area of the CPU 21. The communication unit 24 is composed of a communication module and a communication interface, and performs communication processing with the player terminal 40 and other external devices via the network 30. The storage device 25 is an auxiliary storage device such as a flash memory, an HDD, or an SDD, and stores programs related to the game, identification information such as the ID of the player using the player terminal 40, and various other information for each player necessary for the game.
[0017] The player terminal 40 is a device for playing the game according to the present embodiment, and examples thereof include a smartphone, a tablet, a personal computer, a portable game machine, a stationary game machine installed in a store or at home, and the like. The player terminal 40 includes a CPU / GPU 41 (control unit), a ROM 42, a RAM 43, a communication unit 44, an operation / input unit 45, a display unit 46, and a storage device 47.
[0018] The CPU / GPU 41 reads out programs and data stored in the ROM 42 to the RAM 43 and executes various processes. The ROM 42 stores programs necessary for operating the player terminal 40. A flash memory (NVRAM) may be adopted instead of the ROM 42. The RAM 43 is used as a main memory of the CPU / GPU 41, a temporary storage area such as a work area, and the like. The communication unit 44 is composed of a communication module and a communication interface, and performs communication processing with the server 20 and other external devices (including other player terminals 40) via the network 30. The operation / input unit 45 is a device that accepts various operations and inputs by the player, and examples thereof include a touch panel, a keyboard, a microphone, and the like. When the display unit 56 is a display panel equipped with a touch panel, the touch panel is included in the operation / input unit 45. The display unit 46 is a liquid crystal display or an organic EL display that displays various information such as game images provided by the information processing system 10 of the present embodiment. The storage device 47 is an auxiliary storage device such as a flash memory, an HDD, or an SDD, and mainly stores programs related to the game and various data related to the game.
[0019] The functions and processing of the player terminal 40 are realized by the CPU / GPU 41 reading a program stored in the ROM 22 or the storage device 47 and executing the program. The CPU / GPU 41 may also read a program stored in a recording medium removable from the player terminal 40 and execute the program. The program may be supplied to the player terminal 40 in the form of a computer-readable recording medium such as a CD-ROM on which the program is recorded, or a transmission medium such as the Internet for transmitting the program. In this embodiment, the player terminal 40 is described as being a smartphone equipped with a display panel equipped with a touch panel.
[0020] The information processing system 10 of this embodiment has a function of providing, through the player terminal 40, a game in which a character (one example of a game medium) based on a racehorse motif is raised and the raised character is entered in a race to compete against other characters. The information processing system 10 of this embodiment has a raising function for raising a character, a competition function for competing in a race between the raised character and other characters, and the following describes a case in which the raising function and the competition function are mainly realized by the player terminal 40. However, the functions described above may be mainly realized by the server 20, or may be shared between the server 20 and the player terminal 40.
[0021] In addition, the information processing system 10 of this embodiment can provide a competitive race event that is held for a limited time as a competitive function, and the competitive race event has a main stage (an example of the first stage) and an extra stage (EX stage: an example of the second stage), and players with high performance in the main stage can advance to the extra stage.
[0022] FIG. 2 is a functional block diagram showing the main functions of the server 20.
[0023] In the information processing system 10, the server 20 has functions of managing players, characters, etc. using various identification information, performing calculations necessary for game progress in response to requests from player terminals 40, and transmitting the calculation results to the player terminals 40. These functions are realized by the cooperation of the server data storage unit 50 and the game calculation unit 60.
[0024] The server data storage unit 50 includes a player management database 51 and is mainly realized by the storage device 25. In this embodiment, a character list, an item list, a training target list, etc. are stored in the player management database 51 in association with the player ID assigned to each player.
[0025] The character list includes, for example, a character individual ID assigned to each trained character, a character type ID indicating the type of the character, the status of the character (rarity, evaluation points, course suitability, distance suitability, gait suitability, running method, speed, stamina, power, determination, wisdom, possessed skills, acquired titles, factor information), a lock state (locked, unlocked), and the training history of the character (training conditions (selection information of inherited characters and formation information of support items, etc.), race results of the training race).
[0026] In this embodiment, the "trained character" means a character that has been trained by the training function, which is one of the game functions realized by the information processing system 10 of this embodiment, and whose training has been completed and the status has been determined.
[0027] Also, in this embodiment, there are a "character individual ID" and a "character type ID", and the difference between them is as follows.
[0028] First, the "character individual ID" is an ID assigned when the training of the character is completed in the training function and the trained character is registered in the character list, and is used to identify each of the trained characters associated with the player ID.
[0029] In addition, in this embodiment, in the breeding function, the player selects a breeding target from a plurality of types of characters, and the "character type ID" is an ID assigned to identify the type of the character to be bred.
[0030] Also, the "locked state" indicates whether or not the transfer (deletion from the character list) of a bred character is prohibited. If it is not locked, transfer is possible, and if it is locked, transfer is not possible. The situations where it is locked include when the player individually designates from the list of bred characters, and when a bred character is registered for participation in a race.
[0031] In the breeding target list, data in which information indicating either released or unreleased is associated with the character type ID is stored. In this embodiment, a character associated with released information in the breeding target list is a character that the player can select as a breeding target in the breeding function. Also, in this embodiment, it is possible to newly release a character by using a release item or a character acquisition lottery, and the number of characters that the player can select as a breeding target varies. Hereinafter, a character that can be selected as a breeding target in the breeding function may be referred to as a released character.
[0032] The item list includes data regarding items, enhancement points, trainer points (TP), and in-game currency that the player owns. In this embodiment, for example, the content and quantity of owned items, the quantity of owned enhancement points, the quantity of owned trainer points (TP), the quantity of in-game currency, etc. are stored in the player management database 51 as the item list.
[0033] The items in this embodiment are, for example, used to support the cultivation of characters or to change the racing conditions, and can be obtained according to the results of the race or by consuming in-game currency.
[0034] Also, enhancement points are used, for example, for enhancing support items that are items for supporting the cultivation of characters. The more a support item is enhanced, the more advantageous the cultivation environment for the character becomes, and the character can be cultivated.
[0035] Trainer Points (TP) are points used to cultivate characters using the cultivation function. By consuming the Trainer Points (TP) corresponding to the consumption required for one cultivation when starting the cultivation, the cultivation of the character can be started.
[0036] Factor information is information associated with the cultivated character when the character is cultivated using the cultivation function. In this embodiment, when cultivating a character in the cultivation function, a factor inheritance event occurs as a game event for status reinforcement that affects the abilities of the character to be cultivated, such as an increase in the acquisition level of skills or an increase in performance parameters, based on the factor information associated with the cultivated character selected as the inherited character.
[0037] As factor information, there are four types: blue factor, red factor, unique factor, and white factor. Each factor information has three levels of factor settings, and the higher the factor level, the more advantageous the effect on status reinforcement. Also, the factor type is for classifying blue factor, red factor, unique factor, and white factor in detail. The blue factor is factor information named after the name of a performance parameter, which affects the performance parameter, and the higher the factor level, the higher the increase amount of the performance parameter. The red factor is factor information named after the name of course suitability, distance suitability, or leg quality suitability, which affects course suitability, distance suitability, or leg quality suitability, and the higher the factor level, the easier it is for the suitability to increase in the factor inheritance event. The unique factor is factor information named after the name of a unique skill, which enables the acquisition of the unique skill of the inherited character, and the higher the factor level, the easier it is to raise the acquisition level of the unique skill. The acquisition level of the skill affects the consumption amount of skill points when acquiring the skill, and the higher the acquisition level, the less the consumption amount of skill points. The white factor is factor information that does not belong to any of the blue factor, red factor, and unique factor, and there are skill factor, race factor, and scenario factor. The skill factor is factor information named after the name of a skill, which makes it easier to raise the acquisition level of a normal skill (a skill other than a unique skill), and exists for each type of skill. The race factor is factor information named after the name of a race, which makes it easier to raise at least one of the acquisition levels of the performance parameter and the normal skill, and the effect varies depending on the type of race. The scenario factor is factor information named after the name of a training scenario, which is factor information related to the training scenario in which the character is trained. When inheriting the scenario factor in the factor inheritance event, multiple performance parameters can be greatly increased, and the performance parameters to be increased vary depending on the type of scenario factor. Also, in the factor type described above, the factor information is classified into six types: blue factor, red factor, unique factor, skill factor, race factor, and scenario factor.
[0038] In addition, the server data storage unit 50 includes a battle management database 52, and data related to the battle race event is stored in the battle management database 52. For example, data regarding the schedule for holding the battle race event, the update setting table for event parameters, the acquisition setting table for rank points, the setting table for event skills, the lottery table for event skills, the reward setting table, the matching ID for identifying the race, the player ID of the players participating in the battle race event, the character individual ID of the trained characters registered by the players for departure in the battle race event, the player's battle record in the battle race event (number of departures, finishing order, etc.), the acquisition status of the player's event parameters, the acquisition status of rank points (total amount of rank points acquired by the player and total amount of rank points acquired for each character type), the player's league rank, the number of participation tickets held by the player, etc. are stored.
[0039] The event parameters (an example of specific parameters) are parameters required for obtaining event skills. When a player departs in a race in the main stage of the race battle event, the event parameters corresponding to the race result are calculated by referring to the update setting table for event parameters, and when one set (5 races) is completed, the update content of the event parameters for one set is notified to the player who requested departure in the race. Note that the event parameters are updated on a per-race basis, and the acquired value of the event parameters may be displayed each time the race result of each race is displayed on the player terminal 40.
[0040] FIG. 3(A) is a diagram showing an example of an update setting table for event parameters. In the update setting table for event parameters, the lower the excellence of the battle result, the higher the evaluation (the greater the update amount of the event parameters). According to an evaluation criterion (an example of a predetermined evaluation criterion), the relationship between the acquisition condition corresponding to the race result and the acquisition value of the event parameters is set. For example, the acquisition value of the event parameters is set to be larger when the highest rank in one race is 3rd place than when the highest rank in one race is 2nd place. Also, for example, the acquisition value of the event parameters is set to be larger when the number of times the highest rank in 5 races for one set is 2nd place or lower is 4 times than when it is 3 times. In the present embodiment, the total acquisition value of the event parameters in 5 races for one set becomes the update amount of the event parameters. Note that the evaluation criterion for determining the acquisition value of the event parameters can be set according to the type of game. For example, in a game where the outcome of the battle is determined by the score, such as a baseball game or a soccer game, the update setting table for the event parameters can be set so that the greater the score difference between the winner and the loser, the larger the acquisition value of the event parameters obtained by the loser. Also, for example, in a game where the remaining physical strength of the characters in a battle, such as a fighting game or other action games, is related to the outcome of the battle, the update setting table for the event parameters can be set so that the greater the difference in the remaining physical strength between the winner and the loser, the larger the acquisition value of the event parameters obtained by the loser. Also, for example, in a game where the outcome of the battle is determined based on a predetermined number of victories, the update setting table for the event parameters can be set so that the greater the difference in the number of victories between the winner and the loser, the larger the acquisition value of the event parameters obtained by the loser.
[0041] In the update setting table of event parameters, when the battle result is a narrow defeat, the value of the event parameter corresponding to the race result is set so that the event parameter can be additionally obtained. In this embodiment, when the first-place character is not the user's own character and the user's character comes in second place with a head difference, a neck difference, or a nose difference from the first-place character, it is determined as a narrow defeat, and the acquisition value of the event parameter can be additionally obtained. Note that the criteria for determining a narrow defeat can be set according to the type of game. For example, in a game where the outcome of the battle is determined by the score, such as a baseball game or a soccer game, if the score difference between the winner and the loser is small (for example, a difference of 1 point), it can be determined as a narrow defeat. Also, for example, in a game where the remaining physical strength of the characters in a battle, such as a fighting game or other action games, is related to the outcome of the battle, if the difference in the remaining physical strength between the winner and the loser is small (for example, less than 10% of the maximum physical strength), it can be determined as a narrow defeat. Also, for example, in a game where the outcome of the battle is determined based on a predetermined number of victories, if the difference in the number of victories between the winner and the loser is small (for example, a difference of 1 victory), it can be determined as a narrow defeat.
[0042] In the update setting table of event parameters, there is also a setting where the acquisition value of the event parameter can be obtained on the condition that the user has participated in a race once, and the acquisition value of the event parameter of "+1" or more can be obtained in each of the 5 races in one set.
[0043] An event skill (an example of a special effect) is set to a randomly determined event skill from multiple types of event skills for a player whose event parameter has reached the maximum value (for example, 30: an example of a predetermined value) when the event parameter reaches the maximum value. A player who has acquired the event skill can activate the effect of the event skill in one set of five races in the main stage. When an event skill is acquired, the event parameter is reset to the initial value (for example, 0). In this embodiment, the case of setting an event skill associated with a player is described, but the event skill may be set associated with a team with three trained characters participating in a race as one team, or the event skill may be set individually associated with the trained characters participating in the race.
[0044] Figure 3(B) is a diagram showing a setting table of event skills. In this embodiment, seven types of event skills, event skill 1 to event skill 7, are prepared, and effects corresponding to the types of skills are set. In addition, for some event skills, race conditions (motivation, weather, course condition, and frame number) that can be arbitrarily changed by the player by using an item affect the activation of the skill. Specifically, for event skill 1, motivation affects the activation of the skill, for event skill 2 and event skill 3, weather and course condition affect the activation of the skill, and for event skill 4 and event skill 5, frame number affects the activation of the skill. Therefore, for event skill 1 to event skill 5, event skill corresponding items related to the establishment of activation conditions (an example of specific conditions) are set. On the other hand, for event skill 6 and event skill 7, since the activation conditions of the skills are not affected by the use of items, no event skill corresponding items are set.
[0045] The rank points (an example of evaluation value) are parameters for setting the player's league rank in the main stage. Each time a player participates in a race in the main stage, rank points corresponding to the race result are awarded. The rank points are referred to in the matching process in the main stage, and players with a league rank close to their own are matched as opponents. Also, the rank points are used for ranking players after the end of the main stage period. Players whose ranking based on rank points meets the participation conditions for the extra stage can participate in the extra stage race. In the rank point acquisition setting table, the value of the rank points corresponding to the race finishing order is set according to the evaluation criteria (an example of other evaluation criteria) where the higher the excellence of the battle result, the higher the evaluation (the more rank points are acquired).
[0046] The league rank is information serving as an indicator for candidates for opponents in the main stage, and is designed such that the league rank increases when the rank points meet the promotion conditions. There are four types of league ranks: Bronze, Silver, Gold, and Platinum. When the league rank increases, rank-up rewards can be obtained.
[0047] The game arithmetic unit 60 performs arithmetic operations necessary for the progress of the game in response to requests from the player terminal 40, and processes such as sending the arithmetic results to the player terminal 40, and sending data necessary for the progress of the game to the player terminal 40 in response to requests from the player terminal 40. It is mainly realized by the CPU 21 and the communication unit 24. For example, when receiving a request regarding a training instruction from the player terminal 40 in the training function, the game arithmetic unit 60 calculates the result of whether the training is successful or failed, and sends the arithmetic result to the player terminal 40. Also, for example, when receiving a request regarding the start of a race in the training function, the game arithmetic unit 60 performs a race simulation by a plurality of characters including the character to be trained and non-player characters (NPCs), and sends the result of the race simulation to the player terminal 40. Also, for example, when receiving a request regarding the start of a race in the battle function, the game arithmetic unit 60 performs a race simulation by a plurality of characters including the trained characters organized by the player and the trained characters organized by the opponent, and sends the result of the race simulation to the player terminal 40.
[0048] The game operation unit 60 includes a matching processing unit 61. The matching processing unit 61 performs a process of determining an opponent for a player who has completed character registration in a battle race event. In the information processing system 10 of the present embodiment, in the main stage of the battle race event, when the registration of three characters is completed, it is possible to perform an input for a matching request (matching input). When a matching input is performed on the player terminal 40 of a player participating in the main stage, a matching request is transmitted from the player terminal 40 to the server 20. In response to the matching request from the player terminal 40, the matching processing unit 61 creates a player list in which other players who are candidates for opponents are extracted, and randomly extracts other players who will be opponents for five races in one set (one player for each race) from the player list. More specifically, the matching processing unit 62 creates a player list by sorting other players who have a rank point within a predetermined range based on the rank point of the player who has performed the opponent determination input in the order of login and extracting 100 players. The five players extracted from the player list are assigned to five races in one set, and a matching ID common to the five players and a race ID that identifies the race in which the five opponent players will participate are assigned, and a new battle record is created in the battle management database 52 by associating the five race IDs with this matching ID. This battle record records the battle history (opponent, participating character, finishing order, time, etc.) for each of the five races in one set of the battle race event.
[0049] Also, the matching processing unit 61 performs a gate lottery for assigning starting numbers to a total of 12 characters, including 6 non-player characters (hereinafter may be abbreviated as NPCs as necessary), for the 6 characters (3 characters × 2) of the 2 players, the player who requested the battle and the opponent, who have registered for departure, for the 5 races in one set in the main stage. In the gate lottery, starting numbers from "1" to "12" are assigned to each character so that they do not overlap with each other. In the simulation process described later, a race simulation is performed in which 12 characters line up in ascending order of starting numbers from the inside of the course used in the race and start the race.
[0050] Also, the matching processing unit 61 performs a condition lottery for determining the race conditions for the 5 races in one set in the main stage. In the present embodiment, the weather (randomly selected from 4 types: sunny, cloudy, rainy, snowy) and the course condition (randomly selected from 4 types: good, slightly heavy, heavy, poor) are determined by the condition lottery. The race conditions determined by the condition lottery are commonly applied to the 5 races in one set, and in the simulation process described later, a race simulation is performed by applying the race conditions determined by the condition lottery.
[0051] Also, in the information processing system 10 of the present embodiment, for the extra stage of the battle race event, the opponent is determined according to the ranking based on the total rank points of each player obtained in the main stage. The matching processing unit 61 assigns 4 players to each of the 24 races, namely, the 1st to 12th races in block A and the 1st to 12th races in block B, to the top 96 players in the main stage who are players participating in the extra stage, according to the ranking of the rank points, performs player matching, and creates a battle record corresponding to each race in the battle management database 52.
[0052] The game arithmetic unit 60 includes a simulation processing unit 62. In the main stage of the battle race event, the simulation processing unit 62 performs a race simulation for each of the five races in one set with a total of 12 characters, including six trained characters (3 characters × 2) registered for departure by two players and six non-player characters (NPCs). Also, in the extra stage of the battle race event, the simulation processing unit 62 performs a race simulation for each of the 24 races, including the first to twelfth races in block A and the first to twelfth races in block B, with 12 trained characters (3 characters × 4) registered for departure by four players. In the race simulation, calculations such as race development, running speed, stamina consumption, skill activation lottery, skill activation condition determination, finishing order, and time are performed based on the status of each character (speed, stamina, power, perseverance, wisdom, course suitability, distance suitability, leg quality suitability, running style, possessed skills). In particular, in this embodiment, a player who has acquired an event skill in the main stage requests to participate in the race. When the activation conditions of the event skill are met, the simulation processing unit 62 executes a race simulation in which the event skill is applied to each of the three trained characters registered for departure by that player. The results of the race simulations executed in the main stage and the extra stage of the battle race event are recorded in the battle records created in the battle management database 52.
[0053] And in the information processing system 10 of this embodiment, the server 20 transmits information on various processing results, such as the result of the matching performed by the matching processing unit 61 and the result of the race simulation by the simulation processing unit 62, to the player terminal 40. Also, in the information processing system 10 of this embodiment, the player terminal 40 enables the display unit 46 to view the state of the race based on the information on various processing results received from the server 20.
[0054] The game operation unit 60 includes a battle result evaluation unit 63. When a race-based battle is conducted in the main stage of the race battle event, the battle result evaluation unit 63 refers to the rank point acquisition setting table stored in the battle management database 52, calculates the amount of rank points acquired corresponding to the race result of the trained character of the player who requested to enter the race, and transmits information regarding the calculated amount of rank points acquired to the player terminal 40 of the player who requested to enter the race. In the present embodiment, in the battle management database 52, the rank points of each player are managed in association with the player ID, and the league rank of each player is determined by the rank points. Also, the battle result evaluation unit 63 grants a participation reward to the player for entering the race in the main stage, and grants a rank-up reward to the player whose rank points satisfy the promotion condition of the league rank. Further, the battle result evaluation unit 63 ranks each player based on the rank points in the main stage, and permits the player whose rank based on the rank points satisfies the participation condition of the extra stage to participate in the battle in the extra stage when the holding period of the main stage ends. When determining the players who participate in the extra stage, the criteria for judging the battle results of each player in the main stage may be, instead of the rank points, the number of victories in the races in the main stage, or the fastest time among multiple races in the main stage. That is, the evaluation value for judging the battle results of the players in the main stage may be not only the above-mentioned rank points, but also the number of victories or the time.
[0055] Also, the battle result evaluation unit 63 totals the rank points obtained for each character type in the main stage for each player, associates them with the player ID and the character type ID, and records the total amount of rank points obtained in the battle management database 52. In this embodiment, the total amount of rank points obtained for each character type is used to determine the selectable conditions for the event-limited title given as a reward in the battle race event. In this embodiment, each player can set their own title. The title set for each player is displayed alongside the player name on the display screen for checking the player's information. The title set for a player is also displayed to other players who have registered as friends or other players who participate in the same race using the battle function. A title indicates that the acquisition conditions for that title have been achieved in the game, and the player can appeal their achievements in the game to other players using the title they have set themselves. Also, a title is an indicator of the game's achievements and basically does not affect the progress of the race or the game. However, in some game functions, it can be used in the process of extracting players who possess a predetermined title using the possession of a title as a criterion.
[0056] Also, during the holding period of the main stage of the race battle event, when a race-based battle is conducted in the main stage, the battle result evaluation unit 63 refers to the acquisition setting table of event parameters stored in the battle management database 52, determines the update amount of the event parameters corresponding to the race result, and updates the event parameters of the player who requested to start the race among the event parameters managed for each player stored in the battle management database 52 so as to approach the maximum value. Note that when the race result is a predetermined result, the event parameters may be updated so as to move away from the maximum value. For example, in the case where the results of 5 races in one set in the main stage are all victories (the trained character registered by the player to start the race comes in first) 5 times, a subtraction value of the event parameters is set in the acquisition setting table of the event parameters, and the battle result evaluation unit 63 can update the event parameters of the player who won all 5 races in one set so as to move away from the maximum value.
[0057] The game arithmetic unit 60 includes an event skill determination unit 64. The event skill determination unit 64 sets an event skill that is advantageous for battle for a player whose total event parameters have reached the maximum value. In this embodiment, when 5 races in one set are completed in the main stage, the event parameters are updated. When the updated event parameters reach the maximum value, the event skill determination unit 64 executes a lottery by referring to the lottery table of event skills stored in the battle management database 52, and transmits information regarding the event skill determined by the lottery to the player terminal 40 of the participating player whose event parameters have reached the maximum value.
[0058] FIG. 4 is a functional block diagram showing the main functions of the player terminal 40.
[0059] As shown in FIG. 3, the player terminal 40 in the information processing system 10 of this embodiment realizes a training function and a battle function in cooperation with the terminal data storage unit 70 and the game execution unit 80.
[0060] The terminal data storage unit 70 stores data for the game execution unit 80 to perform various processes, and is mainly realized by the storage device 47.
[0061] The terminal data storage unit 70 includes a player data storage unit 71. In the player data storage unit 71, data related to a character list, a cultivation target list, an item list, and a friend list corresponding to the player ID are stored. In this embodiment, at the time of starting and ending the application, and in other necessary situations, synchronization processing is performed on the data (such as a character list, a cultivation target list, an item list, and a friend list) associated with the player ID between the player data storage unit 71 of the player terminal 40 and the player management database 51 of the server 20, and various game processes are executed using the data stored in the player data storage unit 71. In this embodiment, when it is necessary to change the character list, the cultivation target list, the item list, and the friend list along with the execution of various game processes, the stored content of the player data storage unit 71 is updated, and the updated stored content is backed up in the player management database 51 of the server 20, and synchronization of the stored content of both is performed. Note that the data associated with the player ID such as the character list, the cultivation target list, the item list, and the friend list may be downloaded from the player management database 51 to the player data storage unit 71 as needed at the time of starting the application or the like.
[0062] The terminal data storage unit 70 includes a cultivation progress data storage unit 72. In the cultivation progress data storage unit 72, data (cultivation progress data) necessary for the progress of the cultivation function of a character (a character of a character type ID associated with released information in the cultivation target list) that can be selected as a cultivation target in the cultivation function is stored. In this embodiment, cultivation goals, game events, etc. are prepared for each character regarding the cultivation function, and cultivation progress data including at least the setting content of the cultivation goal and the setting content of the game event is stored in the cultivation progress data storage unit 72 associated with the character type ID.
[0063] Also, the terminal data storage unit 70 includes a race control data storage unit 73. In the race control data storage unit 73, data for controlling the actions and skill activation effects of characters when watching a race in which a character has participated in the training function or the battle function, text data and voice data of the race commentary, etc. are stored.
[0064] Also, the terminal data storage unit 70 includes an event data storage unit 74. In the event data storage unit 74, various data for controlling the battle race event are stored. In the present embodiment, data regarding the schedule for holding the battle race event, management data of the number of participating tickets held, management data of event parameters associated with the player ID, data regarding the activation conditions and effects of event skills, data for generating images regarding the display screen and dialogs, data for managing the acquisition status of rewards, etc. are stored in the event data storage unit 74.
[0065] When the game start condition is satisfied, the game execution unit 80 performs processes such as starting the game, executing the selected game mode among multiple types of game modes, advancing the game, generating an event when the event occurrence condition is satisfied, calculating the game result, ending the game when the game end condition is satisfied, requesting a calculation from the server 20, acquiring the calculation result and necessary data from the server 20, and transmitting the calculation result and data of the player terminal 40 to the server 20. It is mainly realized by the CPU / GPU 41 and the communication unit 44. In the present embodiment, the game execution unit 80 includes a training function providing unit 81 and a battle function providing unit 82.
[0066] The training function providing unit 81 performs a process of providing a training function for training a character. In the present embodiment, it accepts an input regarding the training of a character and displays the calculation result for the input, etc.
[0067] In this embodiment, when cultivating a character in the cultivation function, it is required to select an action that is subject to turn consumption every turn. Actions that are subject to turn consumption include training, participating in a race, going out, the school infirmary, etc. The cultivation function providing unit 81 accepts the selection of an action that is subject to turn consumption through a cultivation home screen or the like displayed on the display unit 44, and requests the server 20 to calculate the result for the selected action. The server 20 that has received the request calculates the result for the selected action and transmits the calculation result to the player terminal 40. The cultivation function providing unit 81 causes the display unit 44 to display a display screen corresponding to the calculation result received from the server 20.
[0068] Also in this embodiment, a cultivation goal is set according to the type of the character to be cultivated, and there may be a mandatory action in which a selection is forced in a predetermined turn in the cultivation goal. For example, participating in a predetermined race or obtaining a predetermined ranking result in a predetermined race. In this case, in the turn in which a predetermined race associated with the cultivation goal is set, participating in the race becomes a mandatory action, and actions that are subject to turn consumption other than participating in the race cannot be selected. In this way, the cultivation function providing unit 81 performs control to restrict the selection of an action different from the mandatory action in the turn in which the selection of the mandatory action is accepted.
[0069] Also, the cultivation function providing unit 81 acquires factor information associated with the character whose cultivation has ended from the server 20 and notifies the player, and performs processing for registering the character associated with the factor information after the player's approval in the character list of the player management database 51 and the character list of the character data storage unit 71.
[0070] Specifically, the cultivation function providing unit 81 performs a process of acquiring factor information associated with a character whose cultivation has ended from the server 20 and notifying the player. For example, based on the fact that the cultivation of a character has ended in the cultivation function, the cultivation function providing unit 81 sends a factor acquisition request to the server 20 and acquires the factor information planned to be associated with the character from the server 20. Then, the cultivation function providing unit 81 notifies the player of the factor information acquired from the server 20 through the display unit 44.
[0071] Also, after the factor information is notified to the player, the cultivation function providing unit 81 accepts an input requesting reacquisition of the factor information and performs a process that enables the factor information associated with the character whose cultivation has ended to be changed.
[0072] Specifically, after the factor information is notified, the cultivation function providing unit 81 accepts an input for determining the factor information and an input for reacquiring the factor information, and based on receiving the input for reacquiring the factor information, sends a factor reacquisition request to the server 20 and acquires the factor information determined by re-drawing from the server 20. When the factor information is reacquired, the cultivation function providing unit 81 enables the player to compare the previously acquired factor information and the subsequently acquired factor information for the character whose cultivation has ended, and enables the player to select which factor information to associate with the character. Then, the cultivation function providing unit 81 accepts a selection of which of the previously acquired factor information and the subsequently acquired factor information to associate with the character, and determines the factor information corresponding to the selection result as the factor information to be associated with the character.
[0073] Also, based on the fact that the factor information associated with the player is determined, the cultivation function providing unit 81 registers the cultivated character in the character list of the player data storage unit 71 and sends a character registration request to the server 20. In the server 20 that has received the character registration request, the cultivated character corresponding to the character registration request is registered in the character list of the player management database 51.
[0074] The battle function providing unit 82 performs a process of providing a battle function that allows a player's nurtured character to race against other players' nurtured characters or non-player characters (NPCs). In this embodiment, there are a permanent battle function and an event battle function as battle functions.
[0075] The permanent battle function is a battle function that can be used without time restrictions. As the types of races available to players, there are three types: team arena, daily race, and daily legend race.
[0076] In the team arena, for each of the five distance categories of short distance, mile, middle distance, long distance, and dirt, three nurtured characters held by the player are selected to form five teams, and the teams formed by other players are battled in five races related to each distance category. The team to which the character that comes first in each distance category belongs wins, and winning three out of the five races means winning against the opponent. In the team arena, arena points are awarded according to the behavior and finishing order of the characters in each race, and the player's ranking is determined by the total of the arena points in the five races, and rewards corresponding to the ranking are awarded.
[0077] In the daily race, races with different rewards and difficulties are prepared for the distance categories of mile or middle distance. One nurtured character held by the player is selected, and the selected nurtured character is sent out to race against a non-player character (NPC). In the daily race, the player can obtain rewards according to the finishing order of the nurtured character sent out in the race.
[0078] The Daily Legend Race is a battle function where character pieces can be obtained as rewards according to the results of the race. A character piece is an item that enables the liberation of an un-liberated character targeted for cultivation or the enhancement of the rarity of a liberated character by consuming a predetermined number of character pieces. In the Daily Legend Race, race conditions are set for each character. The player selects the character for which they desire to obtain character pieces, selects one of their cultivated characters in hand, and sends the selected cultivated character to participate in the race. And in the Daily Legend Race, when the cultivated character sent by the player wins first place in the race, the player can obtain the character pieces of the character corresponding to the race in which they participated.
[0079] The battle function providing unit 82 transmits a battle result request to the server 20 when the player decides to participate in the team arena, daily race, and the permanent battle function of the Daily Legend Race. In the server 20 that receives the battle result request from the player terminal 40, a race simulation is executed, and the battle function providing unit 82 obtains the result of the race simulation from the server 20. In the player terminal 40 that receives the result of the race simulation from the server 20, the battle function providing unit 82 generates a race video based on the result of the race simulation based on various data stored in the race control data storage unit 73, and causes the generated race video to be displayed on the display unit 44 so that the player can watch the race situation.
[0080] The event battle function is a battle function that can be used for a limited period, and there is a battle race event. In the battle race event, a main stage and an extra stage are provided. The battle function providing unit 82 includes a first stage control unit 83 and a second stage control unit 84 as control units for performing game progress related to the battle race event.
[0081] The first-stage control unit 83 controls the progress of the main stage in which the battle results of each player are evaluated based on the rank points accumulated by repeating battles. Specifically, the first-stage control unit 83 performs a process of receiving an input for selecting three trained characters to participate in the race in the main stage from among the trained characters owned by the player. Also, the first-stage control unit 83 receives a battle opponent determination input that requests the determination of the battle opponent in the race of the main stage, and performs a process of sending a matching request to the server 20 based on the fact that the battle opponent determination input has been made. Further, when the first-stage control unit 83 receives the matching result of the battle opponent for the matching request from the server 20, it receives a departure determination input that determines the departure of the race, and performs a process of sending a departure request to the server 20 based on the fact that the departure determination input has been made. Additionally, when the first-stage control unit 83 receives the race simulation result of five races for one set for the departure request from the server 20, it enables the state of each race to be viewed by the display unit 46, and performs control to display the race result and information accompanying the race result (such as the amount of rank points acquired, the status of the league rank, the content of rewards obtained, etc.) on the display unit 46.
[0082] The first-stage control unit 83 includes a battle balance adjustment unit 85. When the event parameter reaches the maximum value, the battle balance adjustment unit 85 performs processing for acquiring an event skill. Specifically, when a matching request is made to the server 20 in a situation where the event parameter has reached the maximum value, the battle balance adjustment unit 85 transmits a request for acquiring an event skill to the server 20. In the server 20 that has received the request for acquiring an event skill, the event skill determination unit 64 conducts a lottery to determine the event skill to be acquired, and information on the event skill to be acquired is notified to the player terminal 40. Activation conditions for enabling the effects are set for the event skills. In a situation where the battle balance adjustment unit 85 has acquired an event skill, before requesting the server 20 to perform a race simulation in the main stage, it performs control to make items for satisfying the activation conditions of the event skill optionally available to the player.
[0083] The second-stage control unit 84 controls the progress of an extra stage in which players ranked high in the main stage battle results are permitted to participate and the players whose participation is permitted engage in battles. In the extra stage, players are distinguished between those who participate in the race and those who do not according to the battle results in the main stage. In the main stage, battles are conducted in a format where 5 races per set are repeated, but in the extra stage, each player whose participation is permitted engages in a battle in a format where only 1 race is conducted. When participation in the race is permitted, the second-stage control unit 84 performs processing to accept an input for selecting 3 trained characters to participate in the race in the extra stage from among the trained characters owned by the player during the entry registration period for the extra stage. The races in the extra stage are not random matching but are determined by the ranking based on the rank points in the main stage. When the entry registration period ends, the entry registration details of the trained characters are finalized, and the server 20 executes a race simulation.
[0084] Also, the second-stage control unit 84 performs control to enable viewing of battles in the extra stage regardless of whether or not a player participates in the race in the extra stage, and to enable the player to obtain a reward based on viewing the battle. Specifically, the matching result of the extra stage and the result of the race simulation are distributed from the server 20 to the player terminals 40 of all players. The second-stage control unit 84 makes it possible to view the state of the race in the extra stage on the display unit 46 based on the matching result and the race simulation result received from the server 20, and performs control to display the race result and the reward obtained by viewing on the display unit 46. In the extra stage of the battle race event, when an operation to transition from the home screen to the event top screen is performed after the start of the race period, the second-stage control unit 84 makes it possible to view the race in the extra stage, and the race simulation result may not be sent from the server 20 to the player terminals 40 for which the operation to transition to the event top screen has not been performed. In the present embodiment, during the holding period of the battle race event, an event icon corresponding to the battle race event is provided on the home screen, and the second-stage control unit 84 determines that an operation to transition to the event top screen has been performed when a tap input is made on the event icon. Also, as the extra stage in the battle race event is started, the display mode of the event icon on the home screen may be changed so that the event icon stands out on the home screen by highlighting the event icon on the home screen.
[0085] Also, when watching a battle in the extra stage, the second-stage control unit 84 accepts an input for selecting any one of the trained characters participating in the race as a support target, and performs control to display a viewing screen capable of identifying the trained character selected as the support target. Further, the second-stage control unit 84 enables the acquisition of a reward based on the selection of the support target, and transmits the fact that the support target has been selected to the server 20, thereby receiving information on the reward given by the server 20 for the selection of the support target, and performs control to display the acquired reward content on the display unit 46.
[0086] 2. Control method of this embodiment Hereinafter, the control method of this embodiment will be described by taking as an example the case where it is applied to a game application of the player terminal 40 provided with the game program of this embodiment as a smartphone.
[0087] The game program of this embodiment is configured to be able to provide a plurality of types of game functions. In the battle function, which is one of the main game functions, a plurality of characters can battle in a race. In this battle function, the characters are not operated during the race, and the result of the race simulation performed based on the status of each character participating in the race can be viewed through the player terminal 40. And in the information processing system 10 to which the game program of this embodiment is applied, in response to a request from the player terminal 40, the server 20 matches opponents, and a battle race event in which the trained characters registered for participation in the race from each of the player terminals 40 compete in a race is provided as an event battle function for a limited period.
[0088] FIG. 5 is a diagram showing an outline of the implementation of the battle race event. As shown in FIG. 5, in the battle race event, a main stage and an extra stage (EX stage) are provided.
[0089] In the main stage, battles are conducted in a format where a set of 5 races is repeated. Based on the results of each race, players earn rank points, and the player's league rank is determined by the total number of rank points obtained. When matching with a player who will be the opponent in the main stage, the rank points of the player who requests the battle are referred to. Specifically, a player list is created by extracting players who possess rank points within a predetermined range relative to one's own rank points, and a player belonging to the same league rank as oneself or a league rank near one's own league rank is determined as the opponent.
[0090] As preparation for conducting battles in the main stage, it is necessary for the player to form and register a team consisting of 3 characters from the trained characters the player owns. The battles in the main stage are conducted as a race with a total of 12 characters, including 3 trained characters each of the player who requests the battle and the player who becomes the opponent, and 6 NPCs.
[0091] The league ranks determined by the total number of rank points obtained in the main stage are divided into 4 categories: Bronze, Silver, Gold, and Platinum. When the total number of rank points obtained in the main stage meets the promotion conditions for the league rank, the league rank is promoted to the next level, and a rank-up reward is given. The rank-up reward may change depending on the league rank of the promotion destination, or the reward content may be fixed regardless of the league rank of the promotion destination. When a battle is conducted in the main stage, a participation reward, which is a reward for participating in each race, is also given. The participation reward may change according to the race result, or the reward content may be fixed regardless of the race result, or the reward content of the participation reward may change according to the league rank to which the player belongs. In this embodiment, as the rank-up reward and the participation reward, in-game currency, exchange items (items required for exchanging with rare items), items that affect the progress of the game or the progress of the race, etc. are given.
[0092] In the main stage, the league rank may be configured to have a major classification rank and a minor classification rank. The major classification ranks can be Bronze, Silver, Gold, and Platinum, and multiple levels of minor classification ranks (such as Bronze 1, Bronze 2, …, Silver 1, Silver 2, …) can be provided for the major classification ranks. Note that it is not necessary to provide minor classification ranks for some of the major classification ranks. For example, Platinum, as the highest category, may not require a minor classification rank. When both the major classification rank and the minor classification rank are provided, a rank-up reward may be given either when the conditions for promoting to the minor classification rank are met and when the conditions for promoting to the major classification rank are met, or a rank-up reward may be given when either one of the promotion conditions is met.
[0093] In the main stage, according to the race results, rank points (pts) can be obtained according to the finishing order of each of the three trained characters that the player registered for the race. In this embodiment, 100 pts can be obtained for 1st place, 30 pts for 2nd place, and 20 pts for 3rd place. Note that for 4th place and below, it is 0 pts, and rank points cannot be obtained for 4th place and below. If the three trained characters registered by the player for the race monopolize 1st to 3rd place in the race, 150 pts can be obtained. That is, a maximum of 150 rank points can be obtained per race. In this embodiment, the rank points that can be obtained according to the finishing order are fixed regardless of the league rank to which the player belongs, but the rank points that can be obtained may vary according to the league rank. For example, it can be set so that the higher the league rank, the more rank points are obtained according to the finishing order. Also, in the main stage, the rank points are cumulatively added by repeating the battles by race, but if the finishing order is not good, for example, if the trained character registered by the player for the race is in the 9th place or lower, the rank points may be subtracted according to that finishing order. In a specification where rank points may be subtracted under certain conditions, when the player's league rank is a specific rank (for example, platinum), rank points may be subtracted when the finishing order of the trained character registered by the player satisfies the subtraction conditions.
[0094] Regarding participation in battles in the main stage, it may be necessary to have one participation ticket per set. If the league rank is Bronze, there is no participation limit due to the consumption of participation tickets, and players belonging to Bronze can participate in battles without limit until they meet the promotion conditions to Silver. For Silver to Platinum, it is necessary to consume one participation ticket for each set of battle participation. Ten participation tickets are given to each player at a fixed time (for example, 12:00 every day), and the upper limit of the number of participation tickets held is 20. However, although you cannot hold more than 20 participation tickets, which is the upper limit, for the fixed-time distribution, if you obtain participation tickets through rewards, etc., or if there is a supplementary distribution of participation tickets due to maintenance, you can hold more than 20 participation tickets for the participation tickets obtained through such rewards or the supplementary distributed participation tickets.
[0095] In the main stage, five races (five times of races) are held for each set (one-time battle participation). Matching is performed so that the opponents in the five races do not overlap. Also, the update of the rank points obtained according to the race results and the reflection of the updated result of the rank points on the display screen are performed after all the race results of the five races for one set are displayed on the player terminal 40. Note that the update of the rank points and the reflection of the updated result of the rank points on the display screen may be performed every time the race result of one race is displayed on the player terminal 40.
[0096] In the main stage, the server 20 ranks the players based on their rank points, and the top 300 can be viewed from the player terminal. For players with the same rank points, they are sorted based on the acquisition record time of the rank points, and the player with the earlier acquisition record time ranks higher. If the acquisition record time of the rank points is the same, the ranking can be determined by sorting with additional conditions such as the player ID.
[0097] When the holding period of the main stage (for example, four days) ends, the player proceeds to the extra stage (EX stage). When proceeding to the extra stage, players who can participate in the EX stage battles and players who cannot participate in the EX stage battles are determined according to the ranking of the rank points at the end of the holding period of the main stage.
[0098] The extra stage is a stage where only the top players in the score ranking in the main stage can participate in the race. In this embodiment, the top 96 players are permitted to participate in the battles by race, and players other than the top 96 cannot participate in the battles by race. The races in the EX stage are held in a format where only 4 players without NPCs compete against each other. Since 4 players participate in each race, a total of 24 races, 12 races in block A (race 1 to race 12) and 12 races in block B (race 1 to race 12), are held in the extra stage. The entry registration for the races in the extra stage can only be done by the players who are permitted to participate. The race conditions (weather, course conditions) in the extra stage are determined by lottery at the time of matching, but are not disclosed during the entry registration period and are disclosed after the entry registration period has elapsed and the entry registration of the cultivated characters of each player is completed.
[0099] Players who participate in the races in the extra stage can obtain participation rewards. In this embodiment, as participation rewards, event-limited double names can be obtained associated with the cultivated characters registered for the race. Players who participate in the race are induced to watch the main races (race 11) of each block after watching their own entry race. When a player enters the main race, after watching their own entry race, they are induced to watch the main race of the other block.
[0100] Even players who do not participate in the races in the extra stage can watch the races in the extra stage and can select any of the racing characters to cheer for when watching. Selection of a character to cheer for can be done by all players regardless of whether they participate in the races in the extra stage or not.
[0101] In the extra stage, when an operation to transition to the event top screen is performed on the player terminal 40 during the race period, the screen transitions to a screen for watching the race. A player who has selected a support target can receive a support reward for the support target selection after watching the race.
[0102] The extra stage will include a registration period, a support period, and a race period.
[0103] The race registration period is a period that only applies to players who are permitted to participate in the race, during which players permitted to participate in the race can register three trained characters to enter in the race. Since the information on the last registered character in the main stage of a player permitted to participate in the extra stage is recorded in the battle management database 52 on the server 20 side, if the character is not changed during the race registration period, the trained character recorded in the battle management database 52 will be registered at the expiration of the race registration period.
[0104] During the cheering acceptance period, all players can view all characters participating in races 1st to 12th races in Block A and Block B, and can select any one character per race as the character to cheer for. Each player can earn a cheering reward once in each of Block A and Block B. Note that in the extra stage, the cheering reward may be earned only for the first selection of a cheering target.
[0105] During the race period, if an operation to transition to the event top screen is performed, an effect for playing the main race (Race 11) of Block A is started. When viewing of the main race of Block A ends, an effect for playing the main race (Race 11) of Block B is started, and when viewing of the main race of Block B ends, it becomes possible to transition to the event top screen. After viewing each main race, specifically, after displaying the race result of each main race, a viewing reward is given. For players who participated in the race, after viewing their own starting race, they view the main races that have not been viewed yet. After viewing their own starting race, in addition to the viewing reward, they can additionally obtain the aforementioned event-limited tag team as a participation reward. Note that the participation reward does not necessarily have to be given at the same time as the viewing reward, and the participation reward may be given when an operation to transition to the event top screen is performed after the support reception period of the extra stage.
[0106] FIG. 6 is a diagram showing the progress flow of the main stage of the battle race event.
[0107] First, when starting the main stage, registration of three trained characters to participate in the race is accepted (step S101). Registration of the three trained characters to participate in the race is performed via the event top screen.
[0108] FIG. 7 is a diagram showing an example of the display of the event top screen. On the event top screen, a skill gauge 101 is displayed. The skill gauge 101 indicates the acquisition status of event parameters. In this embodiment, when the acquisition condition of reaching the maximum value of the event parameters is achieved, a dedicated effect related to the acquisition of the event skill occurs, and the three trained characters registered by the player for starting can obtain a buff effect based on the activation of the event skill. The buff effect due to the activation of the event skill is valid within 5 races of one set in which the event skill is obtained and is reflected in all 5 races within one set.
[0109] In addition, an editing button 102 is provided on the event top screen. When a tap input is performed on the editing button 102, a list of the trained characters owned by the player is displayed, and a trained character to be entered in the race can be selected.
[0110] When the registration of the three trained characters to be entered in the race is completed, the opponent determination button 103 becomes enabled on the event top screen, and the reception of matching to determine the opponent starts (step S102). When a tap input is performed on the enabled opponent determination button 103 while the event top screen is being displayed, a departure character confirmation dialog is displayed as shown in FIGS. 8(A) and 8(B). FIG. 8(A) is an example of the display of the departure character confirmation dialog when the event parameter is less than the maximum value, and FIG. 8(B) is an example of the display of the departure character confirmation dialog when the event parameter is the maximum value. In the present embodiment, when the event parameter is the maximum value (for example, 30) depending on the acquisition status of the event parameter, it is notified in the departure character confirmation dialog that the event skill is acquired. When a tap input is performed on the OK button 105 in the departure character confirmation dialog, it is determined that the matching input has been performed, and a matching request is transmitted from the player terminal 40 to the server 20. The server 20 that has received the matching request from the player terminal 40 performs a matching process of determining an opponent and creating a new match record (step S103). In the matching process, a matching ID is assigned to the player who is the source of the matching request, a player list of players who are candidates for the opponent is created, and for each of the five races in one set, the player who is the opponent is extracted from the player list, and a race ID for identifying the race in which the five opponents will depart is assigned, and a match record for one set of five races is created. Also, in the matching process, a gate lottery for determining the departure numbers of the twelve departure characters and a condition lottery for determining the race conditions (weather and course conditions) are executed, and the results of the gate lottery and the condition lottery are recorded in the match record.
[0111] Regarding the matching with opponents in the main stage, it can be carried out in different formats according to the league rank. For example, it can be carried out in different formats when the league rank of the player who requests the match is either Bronze to Gold or Platinum.
[0112] First, when the player's league rank is Bronze to Gold, for the matching of opponents for 5 races, there are normal matching and lower-rank matching. 3 races can be carried out by normal matching, and the remaining 2 races can be carried out by lower-rank matching.
[0113] In normal matching, based on the evaluation score of the most highly evaluated trained character among the 3 trained characters registered by the player for departure, a player list can be created by players who have trained characters with evaluation scores within a predetermined range including that evaluation score, and opponents can be randomly searched. The evaluation score of a trained character is a quantification of the excellence degree of the status of the trained character. In this embodiment, it is calculated based on the performance parameters (speed, stamina, power, determination, wisdom) of the trained character and the skills possessed by the trained character. In lower-rank matching, based on the evaluation score of the least highly evaluated trained character among the 3 trained characters registered by the player for departure, a player list can be created by players who have trained characters with evaluation scores within a predetermined range less than that evaluation score, and opponents can be randomly searched. The range of evaluation scores for the search target can be set according to the league rank, and it may be common regardless of the league rank, or it may be different according to the league rank.
[0114] Next, when the player's league rank is Platinum, the matching target is players with a league rank of Platinum. Without referring to the evaluation points of the trained characters in the formation, a player list can be created based only on the league rank. However, if no opponent can be found in the matching when the player's league rank is Platinum, the target league rank may be lowered to Gold to search for an opponent.
[0115] When the matching of opponents for 5 races in one set is completed, the server 20 sends the matching result including the gate lottery result and the condition lottery result to the player terminal 40. On the player terminal 40, after the opponents for 5 races and the trained characters formed by those opponents are displayed on the display unit 46, a start preparation dialog is displayed to accept input regarding the use of items (step S104). When the event parameter was at its maximum value at the time of the matching request, the player terminal 40 also receives the event skill acquisition result from the server 20 together with the matching result. Before displaying the details of the matching result, as shown in FIG. 9, a skill acquisition effect that notifies the event skill acquisition result is executed. In the skill acquisition effect, the icon 107 of the event skill, the effect explanation text of the event skill, the icon 109 of the item corresponding to the activation of the event skill (event skill corresponding item), etc. are displayed.
[0116] Figures 10 to 12 are diagrams showing display examples of the departure preparation dialog. Figure 10 is a display example of the departure preparation dialog in a situation where no event skill has been acquired, and Figures 11 and 12 are display examples of the departure preparation dialog in a situation where an event skill has been acquired. In the departure preparation dialog, it is possible to select for use items that boost the motivation of the departure character when participating in a race and items that change race conditions such as weather and track conditions. In the present embodiment, two items can be used per set, and whether to use an item or not can be arbitrarily determined by the player. For each item, a usage limit of five times per day is provided, and the usage limit is reset to five times at a fixed time (for example, 12:00). However, for an item that is an event skill corresponding item used to satisfy the activation condition of an event skill, it can be used even if the usage limit has been reached, and the number of uses is not consumed even if the usage limit has not been reached. Also, in the departure preparation dialog, if the use of an item does not function effectively, the icon corresponding to that item is grayed out and controlled so that it cannot be used. For example, when the race condition is sunny weather, an item that changes the weather to sunny does not function effectively, so it is grayed out. Also, for example, in a state where an item that changes the weather to sunny race condition is selected, an item that changes the weather to rainy race condition does not function effectively, so an icon indicating that simultaneous use is not possible is attached and it is grayed out. Also, in a situation where an event skill has been acquired, information on the acquired event skill is displayed in the departure preparation dialog, and the icon of the event skill corresponding item has a display indicating that it is an event skill corresponding item in the remaining usage times display column. Also, in the present embodiment, an item automatic selection function is provided in the departure preparation dialog, and the on / off of the item automatic selection function can be switched by the automatic selection function toggle button 111. In the display example shown in Figure 11, since the item automatic selection function is on, the event skill corresponding item is automatically selected.In the display example shown in FIG. 12, since the item automatic selection function is off, the selected item display fields 112 and 113 are blank, and the use of any item can be selected.
[0117] When a tap input is performed on the departure button 114 in the situation where the departure preparation dialog is displayed, as shown in FIG. 13, a departure confirmation dialog is displayed and the final confirmation of departure is performed. Note that information indicating the number of consumed participation tickets is also displayed on the departure button 114 of the departure preparation dialog shown in FIGS. 10 to 12. When the player's league rank is bronze, information indicating that no participation ticket is consumed is displayed. When the player's league rank is silver to platinum, information indicating that one participation ticket is consumed is displayed. Also, in the departure confirmation dialog, it is notified whether or not the event skill is activated. For example, as shown in FIG. 13, when the event skill is not activated because the event skill-corresponding item is not used in the situation where the event skill has been acquired, in the departure confirmation dialog, a display is performed to notify that the event skill is not activated and that the event skill will disappear after the end of the currently set 5 races. Also, the departure confirmation dialog has an OK button 118 and a cancel button 119. When a tap input is performed on the cancel button 119, the departure confirmation dialog is closed and the departure preparation dialog is displayed. On the other hand, when a tap input is performed on the OK button 118, a departure request including information indicating the usage content of the item and whether or not the event skill is activated is transmitted from the player terminal 40 to the server 20. The server 20 that has received the departure request performs a race simulation for 5 races in one set (step S105).
[0118] In a race simulation, based on information about the course associated with the race to be run, race conditions, and the statuses (speed, stamina, power, determination, wisdom, and possessed skills) of the 12 characters (including 6 NPCs) to be run, the race progression, finishing order, time, etc. are calculated, and the race result is recorded in the battle record. The race progression here includes the movement history of each character from the start point to the goal point of the course, and the occurrence history of each character's events (activation of skills, occurrence of accidents), etc. Also, the server 20 calculates the amount of rank points acquired and the update amount of event parameters based on the race result, and updates the information on the player's battle achievements in the battle management database 52.
[0119] When the race simulation for five races in one set is completed on the server 20 side, a battle completion response including the simulation results, information on the amount of acquired rank points, and the amount of updated event parameters is sent to the player terminal 40 that requested the start. At the player terminal 40 that has received the battle completion response, as shown in FIG. 14, the display screen transitions to the base screen and accepts inputs related to race viewing and confirmation of race results (step S106). On the base screen, race icons 121 corresponding to the five races in one set are displayed, and by performing a tap input on an arbitrary race icon 121, a race for race viewing can be selected. A selection mark 122 is given to the selected race icon. Also, on the base screen, a skill gauge 123 is displayed, and the acquisition status of the current event parameters can be visually recognized. In this embodiment, as forms of race viewing, full viewing that plays all viewing videos and short viewing that plays a digest version of the viewing videos are provided. On the base screen, a full viewing button 125 and a short viewing button 126 are provided. When a tap input is performed on the full viewing button 125, the viewing video for full viewing is played, and when a tap input is performed on the short viewing button 126, the viewing video for short viewing is played. FIG. 15 is a diagram showing a scene of the in-race video among the viewing videos. In the viewing video, an identification mark 130 is given to the player's trained character, and the trained character that the player has started can be identified. Also, in the viewing video, when a skill is activated, the activated skill is displayed by a skill icon 131. In the skill icon 131, a character icon 132 is also displayed beside the skill name, and it is possible to determine which character has activated the skill. When an event skill is activated, since the event skill is applied to all three trained characters that have started, three skill icons 131 of the event skill accompanied by the character icon 132 of the player's starting character are displayed. Note that when the event skill is activated, only one skill icon 131 may be displayed, and the three character icons 132 for the three characters may be arranged and displayed within the skill icon 131.
[0120] When the race viewing of the selected race ends, the race result is displayed and the rank points obtained in the race viewed this time are notified, and the player returns to the base screen. When the race viewing for 5 races in one set ends (Y in step S108), set end processing is performed (step S109). In the set end processing, various rewards are given, and the display of rank points and event parameters is reflected. For example, as shown in FIG. 16, after performing the production display related to the start-up reward obtained in this set, as shown in FIG. 17, the player transitions to the set end screen and the acquisition status of rank points and event parameters is notified.
[0121] Also, when there is a promotion in the league rank based on the rank points obtained in this set, in addition to the production display related to the start-up reward, as shown in FIG. 18, a rank promotion production is performed, and the granting of a rank-up reward is notified in the rank promotion production.
[0122] Also, when the league rank is promoted to the top-ranked Platinum, an event-limited title with the character name notation is given as the top-ranked promotion reward. When this event-limited title is given, as shown in FIG. 19, a notation character selection dialog is displayed, and the character to be notated can be selected. In the notation character selection dialog, characters that meet the selectable conditions and characters that do not meet the selectable conditions are displayed separately. In the present embodiment, in the battle management database 52 of the server 20, the total amount of rank points acquired is managed for each player in association with the character type ID. For a player whose league rank has reached Platinum, it is determined that the selectable conditions are met for a character whose total amount of rank points associated with the character type ID has reached a predetermined amount. Note that the selectable conditions can be arbitrarily determined. For example, it may be that a character that has become an unlocked character in the training target list meets the selectable conditions, and an un-unlocked character does not meet the selectable conditions. Also, for example, in the battle management database 52, a departure flag is set in association with the character type ID of a trained character that has registered for departure in the main stage, and a character with the departure flag set meets the selectable conditions, and a character without the departure flag set does not meet the selectable conditions.
[0123] Among the characters that meet the selectable conditions in the notation character selection dialog, a selection mark 142 is attached to the character icon 141 of the character being selected. When a tap input is performed on the decision button 143 while the character icon 141 of the character that meets the selectable conditions is selected, as shown in FIG. 20, a notation character confirmation dialog is displayed. In the notation character confirmation dialog, an event-limited title 145 is displayed in a state where the character name of the character corresponding to the character icon 141 selected in the notation character selection dialog is shown. The notation character confirmation dialog is provided with an OK button 146 and a cancel button 147. When a tap input is performed on the OK button 146, the notation of the character name of the event-limited title 145 is determined and saved in the player data storage unit 71. Information regarding the notation of the character name of the event-limited title 145 is also transmitted to the server 20 based on the tap input on the OK button 146, and in the server 20, information on the event-limited title 145 is also saved in the player management database 51. Also, when a tap input is performed on the cancel button 147 in the situation where the notation character confirmation dialog is displayed, it returns to the notation character selection dialog, and the character selection can be redone.
[0124] Also, when there are the above-mentioned rank-up rewards or the granting of event-limited titles, when the production display regarding these rewards is completed, it returns to the set end screen shown in FIG. 17. The set end screen is provided with a battle opponent determination button 135, and it is possible to accept matching to determine a battle opponent without returning to the event top screen. Note that when the player's league rank has reached the highest rank of platinum, it is notified on the set end screen that the league rank has reached the upper limit. Also, when a tap input is performed on the progress button 136 provided on the set end screen, after completing the set end process, the display screen returns to the event top screen.
[0125] In this way, in the main stage, it is possible to repeat a battle of five races for one set. When the holding period of the main stage (for example, four days) ends, the server 20 executes the preparation for holding the extra stage (EX stage). FIG. 21 is a diagram showing the progress flow related to the preparation for holding the extra stage.
[0126] First, when the holding period of the main stage ends (Y in step S201), the ranking of each player is determined (ranking aggregation) based on the total amount of rank points acquired by each player, and the players who will participate in the extra stage are determined. In this embodiment, the players ranked 1st to 96th (the top 96 players) according to the total amount of rank points acquired in the main stage are determined as the players who can participate in the races of the extra stage (step S203).
[0127] After the preparation for holding the extra stage is completed on the server 20 side, when an operation for transitioning to the event top screen is performed on the player terminal 40, as shown in FIG. 22, a ranking announcement dialog is displayed. The ranking announcement dialog is provided with a ranking button 151. When a tap input is performed on the ranking button 151, a ranking acquisition request is sent to the server 20. The server 20 that has received the ranking acquisition request returns the ranking data of the top 300 players based on the rank points recorded in the battle management database 52 to the player terminal 40. The player can confirm the top 300 players acquired from the server 20 through the display screen of the player terminal 40. Also, when a tap input is performed on the close button 152 provided in the ranking announcement dialog, the ranking announcement dialog is closed and the display screen transitions to the event top screen.
[0128] Subsequently, the progress flow of the extra stage will be described. FIG. 23 is a diagram showing the progress flow of the extra stage of the battle race event.
[0129] First, in the extra stage (EX stage), a departure registration period (for example, 12 hours), a support reception period (for example, 12 hours), and a race period (for example, 24 hours) are provided, and as described above, it is divided into players who participate in the race and players who do not participate in the race.
[0130] During the departure registration period, when the player is not a player participating in the extra stage (N in step S301), when transitioning to the event top screen, as shown in FIG. 24, the date and time when the support reception period starts is notified, and it is not possible to proceed after the event top screen. On the other hand, when the player is a player participating in the extra stage (Y in step S301), an event top screen (not shown) provided with an editing button is displayed in the same manner as shown in FIG. 7, and by performing a tap input on the editing button (a button having the same function as the editing button 102), it is possible to transition to the departure registration screen and register three trained characters who will depart for the race in the extra stage (step S302).
[0131] FIG. 25 is a diagram showing an example of the display of the departure registration screen. On the departure registration screen, the three trained characters that the player last made depart in the main stage are displayed in the state of being initially selected. When changing the trained character to be made to depart in the extra stage, by performing a tap input on the character icon 160 corresponding to that trained character, a list of the trained characters owned by the player is displayed, and by selecting another trained character, the trained character to depart can be replaced. When a tap input is performed on the formation confirmation button 161 on the departure registration screen, as shown in FIG. 26, a departure registration confirmation dialog is displayed, and by performing a tap input on the OK button 165 provided in the departure registration confirmation dialog, a departure registration request including the character individual IDs of the three trained characters is transmitted to the server 20. In the server 20 that has received the departure registration request, the character individual IDs for the three included in the departure registration request are registered in the battle record for the extra stage to complete the departure registration. Also, in the departure registration confirmation dialog, it is notified that the event-limited two-name "SUPER HERO" can be obtained as a participation reward for the player who participated in the race in the extra stage. In the present embodiment, a two-name can be set for the trained character, and the player who participated in the race in the extra stage in the battle race event can set the event-limited two-name "SUPER HERO" for the trained character that made depart in that race. In the present embodiment, a two-name can be set for each trained character owned by the player. The two-name set for the trained character can be displayed side by side with the character name on the display screen for checking the information of the trained character. The two-name set for the trained character can also be displayed for other players who have registered as friends or other players who use the battle function to depart in the same race. The two-name indicates that the acquisition conditions for that two-name have been achieved in the game, and the achievements in the game can be appealed to other players using the two-name set for the trained character owned by oneself.Also, the dual name is an indicator showing the achievements of the game and basically does not affect the progress of the race or the game. However, in some game functions, it can be used in the process of extracting a trained character that holds a predetermined dual name from the trained characters owned by the player with the possession of the dual name as a judgment criterion. Also, when a tap input is performed on the cancel button 166 provided in the start registration confirmation dialog, the start registration confirmation dialog is closed and the player returns to the start registration screen, and the formation of the three trained characters to be registered for the race can be redone.
[0132] When the start registration period ends, a matching process is performed that involves a gate lottery to allocate the top 96 players in the main stage to 24 races in the extra stage and determine the starting numbers of the starting characters, and a condition lottery to determine the race conditions (weather and track conditions) (step S303).
[0133] The 96 players who participate in the extra stage are divided into 48 players in block A and 48 players in block B, and are allocated to 12 races in block A and 12 races in block B. Specifically, they are alternately assigned to block A and block B by four players each in the format of players ranked 1st to 4th in block A, 5th to 8th in block B, 9th to 12th in block A, and so on. In the extra stage, main races are set for block A and block B, and the 11th race out of the 12 races in each block is set as the main race. In the main race of block A, players ranked 1st to 4th start the race, and in the main race of block B, players ranked 5th to 8th start the race. For each block, the races are assigned in the order of the 11th race → the 10th race → the 9th race → the 12th race → the 8th race → the 7th race → ··· the 2nd race → the 1st race, starting from the player with the highest rank.
[0134] When the matching process is completed, a race simulation is performed for 24 races in the extra stage (step S304). When a player participating in the race performs an operation to transition to the event top screen on the player terminal 40, an EX stage participation reward dialog is displayed notifying that the event-exclusive two-person name "SUPER HERO" has been acquired, as shown in FIG. 27. When a tap input is made on the close button 170 provided in the EX stage participation reward dialog, the EX stage participation reward dialog is closed and the screen transitions to the event top screen.
[0135] When the race registration period ends in the extra stage and the race simulation by the server 20 is completed, a support reception period begins, and the reception of the selection of the support target is started via the event top screen (step S305).
[0136] FIG. 28 is a diagram showing an example of the display of the event top screen during the support reception period. On the event top screen during the support reception period, a race list button 180 with a display indicating that the selection of the support target is being accepted is provided. When a tap input is made on the race list button 180, a race list acquisition request is sent to the server 20. The server 20 that has received the race list acquisition request refers to the race record of the extra stage created in the battle management database 52 and transmits race list information including the matching result to the player terminal 40. The player terminal 40 that has acquired the race list information from the server 20 displays a race list screen on which the starting characters for 24 races in the extra stage can be viewed.
[0137] FIG. 29 and FIG. 30 are diagrams showing examples of display of the race list screen. In the race list screen, 12 characters participating in each of the 1st to 12th races of the A block and the 1st to 12th races of the B block of the extra stage can be viewed in units of one race. In the race list screen, the display of the A block and the B block can be switched by tapping the A block tab 191 and the B block tab 192. The race to be displayed can be changed by using the forward button 193 and the back button 194. It is also possible to change the display object to the 1st race by using the first button 195, or to change the display object to the 12th race by using the last button 196. When the display object is a race for which the selection of the support object has not been completed, the support object display area 197 displays a message indicating that the selection of the support object has not been completed. In the display example shown in FIG. 29, the 11th race of the A block is displayed, and the characters participating in the 11th race are displayed in the running character display area 198. In the race character display area 198, various information such as the race history in the main stage for each race character is displayed, and a cheer button 199 corresponding to each race character is provided. When a tap input is made on the cheer button 199 corresponding to one of the 12 race characters for the currently displayed race, the indication of the cheer button 199 on which the tap input was made is changed to "Selected" as shown in FIG. 30, and the character icon 200 of the race character selected as the cheer target is displayed in the cheer target display area. When a tap input is made on the cheer button 199 to select a cheer target, a cheer target setting request including the selection information of the cheer target is transmitted to the server 20, and the server 20 receiving the cheer target setting request records the selection information of the cheer target in the match management database 52 in association with the player ID.
[0138] It is also possible to cancel the selection of a support target, and by tapping again on the support button 199 labeled "selected", the state returns to unselected and the selection as a support target is cancelled. When the support button 199 is tapped to cancel the selection of a support target, a support target cancellation request including support target cancellation information is sent to the server 20, and the server 20 that receives the support target cancellation request executes a process to cancel the selection information of the support target linked to the player ID recorded in the match management database 52.
[0139] In this embodiment, during the cheering acceptance period, all players can select one participating character per race as a cheering target, regardless of whether they participate in the extra stage races or not. The selection of the cheering target may be made not on a character-by-character basis, but on a player-by-player or team-by-team basis (one team consists of three trained characters registered by one player). When a cheering target is selected on the race list screen, the cheering buttons 199 corresponding to the participating characters other than the cheering target may be disabled and grayed out.
[0140] When the cheering reception period ends in the extra stage, a cheering reward is given to a player who has selected a cheering target for at least one race. For example, after the cheering reception period ends, when a player who has selected a cheering target performs an operation to transition to the event top screen on the player terminal 40, the server 20 checks the selection status of the cheering target linked to the player ID recorded in the match management database 52, and if a cheering target has been selected, controls to give a reward to that player. On the player terminal 40 of the player to whom the cheering reward has been given, a cheering reward receiving dialog is displayed as a cheering reward acquisition effect, as shown in FIG. 31, before transitioning to the event top screen. When a tap input is made on the close button 205 provided on the cheering reward receiving dialog, the reward receiving dialog is closed and the event top screen is displayed.
[0141] In the extra stage, after the end of the support reception period, it transitions to the race period. During the race period, it is possible to watch the races for each of the 12 races in Block A and Block B in the extra stage (step S306), and it is possible to obtain rewards for watching the races (step S307). In the present embodiment, control is performed to guide to watching the main race in the extra stage or the race in which the player has participated when transitioning to the first event top screen after the start of the race period.
[0142] Specifically, when an operation for transitioning to the event top screen is performed on the player terminal 40, as shown in FIG. 32, a race playback confirmation dialog is displayed. In the race playback confirmation dialog, the race to be watched is displayed. For a player who participates in the race in the extra stage, the race in which the player has participated is displayed as the race to be watched. For a player who does not participate in the race in the extra stage, the main race in Block A (the 11th race) is displayed as the race to be watched. When a tap input is performed on the OK button 207 provided in the race playback confirmation dialog, a race information acquisition request including information specifying the race to be watched is transmitted to the server 20. The server 20 that has received the race information acquisition request transmits the race simulation result of the race to be watched to the player terminal 40 that is the request source. The player terminal 40 creates and plays a race viewing video based on the race simulation result received from the server 20.
[0143] FIG. 33 is a diagram showing a scene of a race viewing video in a state immediately before departure. In the state immediately before departure, the 3D model 210 of the departing character and the status information 211 can be viewed one by one, and a support mark 213 is assigned to the character name display 212 of the departing character selected as the support target. Also, when the departing character selected as the support target is displayed, a fixation target icon 214 with the notation "Camera setting in progress" is displayed. In the present embodiment, when viewing a race for which a support target has been selected, a virtual camera controls the video during the race with the departing character of the support target as the fixation target. When viewing a race for which no support target has been selected, the fixation target of the virtual camera is the character set as the most popular in the race. Also, in a race in which the player's nurtured character departs, the player's nurtured character is set as the fixation target of the virtual camera. Note that the player can arbitrarily change the setting of the fixation target of the virtual camera in the video during the race. Specifically, by performing a tap input on the fixation target icon 214, as shown in FIG. 34, a camera setting dialog is called, and by selecting an arbitrary departing character and performing a tap input on the determination button 220, the fixation target of the virtual camera can be changed.
[0144] When a tap input is performed on the race start button 215 in the race viewing video in the state immediately before departure, as shown in FIG. 35, after performing an effect of displaying a list of departing characters, the playback of the video during the race is started. On the effect screen for displaying the list of departing characters, information regarding the departing characters is simply displayed, and a support mark 222 is assigned to the departing character selected as the support target. When a tap input is performed on the race start button 224 on the effect screen for displaying the list of departing characters, the playback of the video during the race is started.
[0145] FIG. 36 is a diagram showing a scene of the in-race video. In the in-race video, the state of the race is represented so as to mainly show the racing character set as the object of attention, and a support mark 232 is given to the upper part of the 3D model 230 of the racing character selected as the object of support, so that the racing character of the object of support selected by oneself can be recognized. When the playback of the in-race video ends, as shown in FIG. 37, it transitions to the race result display screen, and the finishing order, time, etc. of each racing character can be confirmed. On the race result display screen, a support mark 242 is displayed for the character icon 241 of the racing character selected as the object of support. When the racing character selected as the object of support wins the first place, when transitioning to the race result display screen, as shown in FIG. 38, a support target victory effect for notifying that the character selected as the object of support has won the first place and reached the goal is executed. When a tap input is performed on the progress button 250 on the screen during the execution of the support target victory effect, the support target victory effect ends and the race result display screen is displayed. Then, when a tap input is performed on the progress button 240 provided on the race result display screen, if there is a main race for which the race viewing has not been completed, a race information acquisition request targeting that main race is transmitted to the server 20, and hereafter, the same processing regarding the race viewing as in the above-described case is executed. When the race viewing of the main races in block A and block B is completed, a viewing reward, which is a reward for viewing the race in the extra stage, is given. Specifically, when a tap input is performed on the progress button 240 provided on the race result display screen of the main race in block B, as shown in FIG. 39, a viewing reward reception dialog is displayed. The viewing reward is given in the first race viewing after the start of the race period in the extra stage, and the viewing reward reception dialog is displayed only when the viewing reward is obtained. When a tap input is performed on the close button 260 provided in the viewing reward reception dialog, the viewing reward reception dialog is closed, and it transitions to the event top screen to end a series of processes during the race period in the extra stage.
[0146] In the information processing system 10 of the present embodiment described above, by enabling players with top performance records in the main stage to participate in the races in the extra stage, players who have advanced to the extra stage can receive an appropriate evaluation of their strength. On the other hand, in the information processing system 10 of the present embodiment, the races in the extra stage can be viewed regardless of whether or not a player can participate in the extra stage, and viewing rewards can be obtained through such viewing. Therefore, it is possible to give players who were unable to advance to the extra stage an incentive to watch the races in the extra stage in order to obtain viewing rewards. In this way, in the information processing system 10 of the present embodiment, it is possible to arouse the participation desire of a wide range of player groups.
[0147] In particular, in the competitive race event provided to the player by the information processing system 10 of this embodiment, the player who participates in the main stage can obtain a rank-up reward, a race reward, and an event-limited title (highest rank promotion reward). The rank-up reward and the race reward are items or in-game currencies that affect the progress of the game. In the competitive race event provided to the player by the information processing system 10 of this embodiment, the player who participates in the extra stage can obtain a participation reward (event-limited nickname), and this participation reward affects the display of character information, but whether or not the player has obtained the participation reward does not create an advantage / disadvantage between players in the progress of the game. If the participation in the extra stage is configured to have a large effect on the subsequent game, there is a risk that a player who feels that he or she cannot achieve a high ranking in the main stage will be reluctant to participate in the competitive race event. However, in the information processing system 10 of this embodiment, by making the participation reward for the extra stage only honorary items, even players who were unable to participate in the extra stage race in the competitive racing event can obtain items to advance the game advantageously, so that it is possible to prevent beginner players from losing their motivation to participate in the competitive racing event and to ensure a sufficient number of participating players in the competitive racing event. Also, by making the event structure capable of ensuring a sufficient number of participating players, the number of players who may watch the extra stage race increases, making it easier for advanced players who receive participation rewards to have opportunities to increase their own honor.
[0148] In addition, in the information processing system 10 of this embodiment, when watching a race in the extra stage, an input is accepted to select any of the characters participating in the race as a target to cheer for, and an image of the race is displayed with a cheering mark placed above the participating character, allowing the player to enjoy watching the race while feeling a stronger attachment to the participating character selected as a target to cheer for.
[0149] In addition, for each of the characters that run away in the extra stage, the number of times selected as the support target (the number of times selected) is aggregated, a ranking regarding the number of times selected as the support target is calculated, and the ranking and the number of times selected as the support target are displayed on the player terminal 40 of players (including both players who participate in the extra stage race and players who do not participate in the extra stage race) who watch the extra stage race. Also, rewards such as items and in-game currency may be given to players who have registered the runaway characters ranked high in the ranking of the number of times selected as the support target. Further, when the runaway character selected by the player as the support target achieves a predetermined result in the race (for example, first place, within the top three, etc.), rewards such as items and in-game currency may be given to the player who selected the runaway character as the support target.
[0150] Also, in the information processing system 10 of the present embodiment, since support rewards can be obtained based on selecting a runaway character to be supported, it is possible to give players a positive incentive to select a support target.
[0151] Also, in the information processing system 10 of the present embodiment, the update amount of the event parameter is determined based on the evaluation criteria such that the lower the excellence of the race result, the higher the evaluation, and when the event parameter reaches the maximum value, an event skill that gives a buff effect advantageous to the race can be acquired, enabling suitable adjustment of the battle balance. Therefore, a wide range of player levels from beginner players to advanced players can enjoy battles through the race. In particular, in the present embodiment, by repeatedly using the race in the main stage, the event parameter is gradually accumulated, enabling the acquisition of event skills. Compared to a specification that uniformly gives an effect that is advantageous in the next race when losing a race, the importance regarding character growth is less likely to decrease, so it is possible to prevent a decrease in the player's motivation for character growth.
[0152] In the information processing system 10 of the present embodiment, even when the race result is a narrow defeat, event parameters can be additionally obtained, so the sense of loss of the player who loses the race can be reduced.
[0153] In the information processing system 10 of the present embodiment, activation conditions for effectively functioning event skills are set, and event skill corresponding items related to the achievement of the activation conditions of the event skills can be optionally used by the player, so the strategic nature of the race can be enhanced and the enjoyment of the battle can be improved.
[0154] In the information processing system 10 of the present embodiment, rank points are calculated based on the evaluation criteria that the higher the excellence of the race result, the higher the evaluation, and when the promotion conditions of the league rank are satisfied according to the total amount of rank points obtained, a rank-up reward is given, so the player can be given the motivation to repeatedly use the event battle function that provides the battle race event.
[0155] In addition, since the event battle function provided in the information processing system 10 of the present embodiment does not affect the battle results of the player against the opponent in the main stage, it may be configured to perform a plurality of race simulations according to the number of consecutive losses of the player. For example, a lottery can be conducted to determine whether to perform a plurality of race simulations in the race next to the lost race according to the number of consecutive losses. For example, when the number of consecutive losses is 1, the winning rate is 10%; when the number of consecutive losses is 2, the winning rate is 20%; when the number of consecutive losses is 3, the winning rate is 33%; when the number of consecutive losses is 4 or more, a lottery with a winning rate of 100% can be conducted, and a plurality of race simulations can be performed when winning the lottery. The number of race simulations when it is determined to perform a plurality of race simulations can be, for example, 3 times. In addition, the number of race simulations when it is determined to perform a plurality of race simulations according to the league rank may be set, or it may be configured that a plurality of race simulations are not performed in a specific league rank (for example, bronze). In this way, since performing a plurality of race simulations in a rank with a large number of affiliated players may impose an excessive load on the server 20, if a specification is adopted in which a plurality of race simulations are not performed in a specific league rank, the calculation load on the server 20 can be reduced.
[0156] Also, when performing multiple race simulations for a single race, if the trained character registered for departure by the player who requested departure wins the first place, the race simulation ends at that point. If, as a result of performing all the race simulations, the trained character registered for departure by the player who requested departure fails to obtain the first place, the last race simulation can be adopted as the race result. Note that the race simulation with the best finishing position may be adopted as the race result. Even if the first place result cannot be obtained as a result of performing multiple race simulations, the number of consecutive losses can be counted as a loss for one race. For example, if you win the multiple race simulations in a situation where the number of consecutive losses is 2 and as a result, you lose, the number of consecutive losses increases by 1 and becomes 3.
[0157] In addition, race information for the extra stage in the battle race event (information on the departing character, information on the players participating in the race, race results, number of times selected as the support target, and ranking of the number of times selected, etc.) may be posted on a website or SNS (Social Networking Service), and a function may be provided to guide the player terminal 40 to the website or SNS that posts the race information for the extra stage via the application related to the information processing system 10.
[0158] Regarding the server 20, the matching function and the simulation function may be realized on a single server 20, or each function may be distributed among multiple servers 20 and realized on separate servers 20. Also, only some of the matching function and the simulation function may be realized on a server 20 different from the other functions. Also, multiple servers 20 having the matching function may be prepared.
[0159] In this embodiment, as a game in which a plurality of players participate in a battle, a racing game in which the order of arrival is competed has been taken as an example for explanation. However, it may also be configured to provide the battle function of the information processing system 10 in other games. For example, any genre can be applied as long as it is a game in which a plurality of players participate in a battle, such as a fighting game, a sports game (such as a baseball game or a soccer game), an action game, a battle royale game, a role-playing game, etc. Also, regarding the mode of battle, it may be any of one-on-one, multiple-on-multiple, or one-on-multiple.
[0160] When applying the control method of this embodiment to a team battle type game such as a soccer game or a baseball game, by setting a specific team as the support target, a support mark may be displayed for all player characters belonging to the supported team, or a support mark may be displayed only for specific player characters such as a captain or a leader preset in each team. Also, regarding the display of the support mark on the display screen for watching the game, display control may be performed to switch the player character on which the support mark is displayed, such as displaying it for the player character holding the ball in a soccer game or only for the player character at the batter's box or on the mound in a baseball game.
[0161] Also, in the case of a game in which characters grown by each of a plurality of players are made to fight against each other, display control may be performed to display a support mark above the character selected as the support target on the display screen during the battle.
[0162] Also, in the display screen during watching a battle, a support mark is displayed for the character being supported. However, when replay videos or highlight videos of the battle (scenes where the battle is exciting: goal scenes in soccer games or home run scenes in baseball games, scenes where skills are activated during the battle, etc.) can be viewed separately from the display screen during watching, the support mark may not be displayed in the replay videos or highlight videos to avoid interfering with the viewing of the replay videos or highlight videos.
[0163] In the racing event provided by the information processing system 10 of the present embodiment, the rank points are updated according to the finishing order in the main stage. However, in a sports game where the outcome of a match is determined by scores such as a soccer game or a baseball game, the rank points may be updated according to the scores in the game. In a fighting game, the rank points may be updated according to the amount of damage inflicted on the opponent.
Explanation of Signs
[0164] 10 Information processing system, 20 Server, 21 CPU, 22 ROM, 23 RAM, 24 Communication unit, 25 Storage device, 40 Player terminal, 41 CPU / GPU, 42 ROM, 43 RAM, 44 Communication unit, 45 Operation / input unit, 46 Display unit, 47 Storage device, 50 Server data storage unit, 51 Player management database, 52 Match management database, 60 Game arithmetic unit, 61 Matching processing unit, 62 Simulation processing unit, 63 Match result evaluation unit, 64 Event skill determination unit, 70 Terminal data storage unit, 71 Player data storage unit, 72 Training progress data storage unit, 73 Race control data storage unit, 74 Event data storage unit, 80 Game execution unit, 81 Training function providing unit, 82 Match function providing unit, 83 First stage control unit, 84 Second stage control unit, 85 Match balance adjustment unit,
Claims
1. A program for a game in which multiple players participate and compete against each other, a first stage control unit that controls the progress of a first stage in which the performance of each player is evaluated based on an evaluation value that is updated by repeating the battles; a second stage control unit for controlling progress of a second stage in which players with high scores in the first stage are permitted to participate and the permitted players compete against each other; Make your computer work The second stage control unit, A program that enables a player to watch a match in the second stage regardless of whether or not the player can participate in the second stage, and enables a player to earn a reward based on watching the match.
2. In claim 1, The second stage control unit, A program that, when watching a match in the second stage, accepts input to select any one of the game media registered by multiple players participating in the match as an object for specific display, and displays a viewing screen on which the game medium selected as the object for specific display can be identified.
3. In claim 2, The second stage control unit, A program that allows a reward to be earned based on the selection of the specific display target.
4. An information processing system for a game in which multiple players participate and compete against each other, a first stage control unit that controls the progress of a first stage in which the performance of each player is evaluated based on an evaluation value that is updated by repeating the battles; a second stage control unit that controls the progress of a second stage in which players with high scores in the first stage are permitted to participate and the permitted players compete against each other; Including, The second stage control unit, An information processing system that enables a player to watch a match in the second stage regardless of whether or not the player can participate in the second stage, and that enables a player to earn a reward based on watching the match.
5. An information processing method for a game in which multiple players participate and compete against each other, comprising the steps of: a first stage control step of controlling progress of a first stage in which the battle records of each player are evaluated based on evaluation values updated by repeating battles; a second stage control step of controlling the progress of a second stage in which the participation of players with high scores in the first stage is permitted and the players permitted to participate compete against each other; on the computer, In the second stage control step, An information processing method that enables a player to watch a match in the second stage regardless of whether or not the player is able to participate in the second stage, and enables a player to earn a reward based on watching the match.
Citation Information
Patent Citations
PROGRAM, INFORMATION PROCESSING APPARATUS AND INFORMATION PROCESSING METHOD
JP7126578B1