Information processing program, information processing device, and information processing method
By dynamically setting the interval period between battles based on the previous battle's outcome and duration, the program enhances player motivation and engagement in multi-battle games.
Patent Information
- Application Number
- JP2023202001
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-29
- Publication Date
- 2025-06-10
AI Technical Summary
In games where multiple battles occur, if the interval period between battles is constant, players may lose motivation as the attacking player relaxes and the defending player gives up defense prematurely, leading to an unenjoyable gaming experience.
An information processing program that dynamically sets the interval period between battles based on the outcome and duration of the previous battle, allowing for a longer interval for winning attacking units and a constant interval for defending units.
This approach maintains player motivation by varying the interval period according to battle outcomes and durations, preventing premature relaxation or defense abandonment.
Smart Images

Figure 2025087388000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to an information processing program, an information processing apparatus, and an information processing method.
Background Art
[0002] There is a game in which players fight units against each other to capture objects such as areas and bases on a map. Patent Document 1 discloses a technique related to a game in which players fight units against each other to capture objects such as areas and bases on a map.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In a game in which there are a plurality of battles in which players can intervene, regardless of the results of the battles, after the battle ends, if the interval period until the attacking player can conduct another battle is constant, the attacking player will slacken the attack on the defending player, and the defending player will give up defense halfway, resulting in a problem that players cannot enjoy the game.
[0005] The present disclosure has been made in view of the above points, and in a game in which there are a plurality of battles in which players can intervene, regardless of the results of the battles, after the battle ends, compared with the case where the interval period until the attacking player can conduct another battle is constant, an object of the present disclosure is to provide an information processing program, an information processing apparatus, and an information processing method that do not reduce the player's motivation to play.
Means for Solving the Problems
[0006] The information processing program according to the first aspect of the present disclosure causes a computer to execute a process of setting an interval period until the player can next execute a battle according to the result of the battle in a game in which a plurality of battles in which the player can intervene exist.
[0007] The information processing program according to the second aspect of the present disclosure is the information processing program according to the first aspect, and causes the computer to execute a process of setting an interval period until the next battle can be executed according to the battle time required until the decision in the battle as the result of the battle.
[0008] The information processing program according to the third aspect of the present disclosure is the information processing program according to the first aspect, and in the game, by having units participate in a battle, the game is divided into an attacking side and a defending side, and they compete to capture an object. When the unit on the attacking side wins, the unit on the defending side regarding the object becomes the defending side.
[0009] The information processing program according to the fourth aspect of the present disclosure is the information processing program according to the third aspect, and causes the computer to execute a process of setting an interval period until the next participation in the battle regarding the object according to the battle time required until the decision in the battle regarding the object as the result of the battle.
[0010] The information processing program according to the fifth aspect of the present disclosure is the information processing program according to the fourth aspect, and when the unit on the attacking side of the object wins, causes the computer to execute a process of setting a longer interval period for the unit on the attacking side as the battle time is shorter.
[0011] The information processing program according to the sixth aspect of the present disclosure is the information processing program according to the fourth aspect or the fifth aspect, and causes the computer to execute a process of setting the interval period to be constant for the defending unit regardless of the battle time when the defending unit of the object wins.
[0012] The information processing program according to the seventh aspect of the present disclosure is the information processing program according to the fourth aspect or the fifth aspect. When the map in the game is divided into a plurality of regions as the object, the computer sets, according to the battle time, the interval period until the player can conduct a new battle in the region, or when the object is a base set on the map in the game, the computer executes a process of setting, according to the battle time, the interval period until a unit that has won the battle can move from the base for the purpose of participating in a new battle.
[0013] The information processing apparatus according to the eighth aspect of the present disclosure includes a processor, and the processor executes a process of setting an interval period until the player can conduct the next battle according to the result of the battle in a game in which a plurality of battles in which the player can intervene exist.
[0014] The information processing apparatus according to the ninth aspect of the present disclosure causes the processor to execute a process of setting an interval period until the player can conduct the next battle according to the result of the battle in a game in which a plurality of battles in which the player can intervene exist.
Advantages of the Invention
[0015] According to the present disclosure, in a game in which there are a plurality of battles in which a player can intervene, regardless of the results in the battles, after the battle ends, the attacking player is prevented from reducing the player's willingness to play compared to the case where the interval period until the next battle becomes possible is constant. An information processing program, an information processing apparatus, and an information processing method can be provided.
Brief Description of the Drawings
[0016]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Embodiments for Carrying Out the Invention
[0017] Hereinafter, an example of an embodiment of the present disclosure will be described with reference to the drawings. In each drawing, the same or equivalent components and parts are given the same reference numerals. Also, the dimensional ratios in the drawings are exaggerated for the convenience of explanation and may be different from the actual ratios.
[0018] FIG. 1 is a diagram showing a schematic configuration of a game system 1 according to the present embodiment. The game system 1 includes a plurality of user terminals 10A, 10B, 10C, which are an example of the information processing apparatus of the present disclosure, and a server 20. The plurality of user terminals 10A, 10B, 10C and the server 20 are communicably connected through a network 30. In the following description, when there is no need to distinguish between the user terminals 10A, 10B, 10C, they will be simply described as the user terminal 10.
[0019] In the example of FIG. 1, the user terminals 10A and 10B are connected to the network 30 by performing wireless communication with the radio base station 40A based on the standards of a mobile communication system such as 4G or 5G. The user terminal 10C is connected to the network 30 by performing wireless communication with the radio base station 40B based on the standards of a mobile communication system such as 4G or 5G. Note that the user terminal 10 may be connected to the network 30 by performing wireless communication with a wireless router installed in facilities such as houses, stores, and public facilities based on the standards of a wireless communication system such as Wi-Fi. The user terminal 10 is a terminal equipped with a touch panel and may be, for example, a smartphone, a phablet, a tablet, or the like.
[0020] The user terminal 10 executes the recorded game program. The user terminal 10 downloads and installs a game program from, for example, a platform (app store) that distributes apps or the like. In response to the execution of the game program, the user terminal 10 provides the user with an environment for playing the game. The user terminal 10 enables the user to play the game by executing the game program installed in the user terminal 10 by the user's operation or the game program pre-installed at the time of shipment. The user terminal 10 communicates with the server 20 by loading and executing the game program. When the user plays the game, data related to the game is transmitted and received between the user terminal 10 and the server 20 according to the progress of the game on the user terminal 10. A game is a collection of activities and rules for playing and competing. The game is played, for example, by a player using strategies and techniques to achieve a specific goal. The game is played, for example, to achieve various goals such as a competitive goal such as winning, a combat goal such as defeating an enemy, an educational goal such as learning, and a narrative goal such as completing the progress of a scenario. The game may be in a competitive format or a non-competitive format.
[0021] Server 20 appropriately transmits data necessary for playing the game on user terminal 10 to user terminal 10. By sending the data necessary for playing the game on user terminal 10 from server 20, the game play on user terminal 10 is advanced. Server 20 manages various data related to the game for each user who plays the game on user terminal 10. Server 20 communicates with user terminal 10 and transmits images, audio, text data, and other data to user terminal 10 according to the progress of the game of each user. Although server 20 is provided as a component of game system 1, in the present disclosure, the server is not an essential component of the game system configuration. That is, the present disclosure is also applicable to a game program that does not communicate with a server.
[0022] The game program executed on user terminal 10 supports single play in which one user plays and multiplayer play in which multiple users play together. In game system 1, server 20 can provide an environment for playing the game in multiplayer for each user by identifying the users participating in the multiplayer and communicating with each user's user terminal 10. Note that user terminal 10 of the present embodiment is hardware that can be connected to network 30, such as a mobile terminal, a stationary personal computer, or a game machine, and this hardware may execute the game program.
[0023] The hardware configuration of server 20 will be described. Server 20 includes a processor 21, a memory 22, a storage 23, a communication interface (I / F) 24, and an input / output interface (I / F) 25. Each component is communicably connected to each other via bus 29.
[0024] The processor 21 is a central processing unit that executes various programs and controls each part. That is, the processor 21 reads a program from the memory 22 or the storage 23 and executes the program using the memory 22 as a working area. The processor 21 performs control of each of the above configurations and various arithmetic processes according to the program recorded in the memory 22 or the storage 23. The processor 21 includes, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc.
[0025] The memory 22 is a storage device for storing data and the like used in various processes in the server 20. The memory 22 provides, for example, a working area for temporary use by the processor 21 when the processor 21 performs processing. The memory 22 includes storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory).
[0026] The storage 23 is composed of a storage device such as an HDD (Hard Disk Drive), an SSD (Solid State Drive), or a flash memory, and stores various programs including an operating system and various data. The information stored in the storage 23 includes a game program, information related to the game program, information of a user who plays the game program, and other information.
[0027] The communication I / F 24 is compatible with various communication standards such as the LAN (Local Area Network) standard. It functions as an interface for transmitting and receiving data to and from an external communication device such as the user terminal 10 through the network 30.
[0028] The input / output I / F 25 functions as an interface for receiving input of information to the server 20 and outputting information to the outside of the server 20. The input / output I / F 25 includes an input unit that accepts connections of input devices such as a mouse and a keyboard, and an output unit that accepts connections of output devices such as a display for displaying characters, images, etc.
[0029] FIG. 2 is a block diagram showing the hardware configuration of the user terminal 10.
[0030] As shown in FIG. 2, the user terminal 10 includes a CPU 11, a ROM 12, a RAM 13, a storage 14, an input unit 15, a display unit 16, a communication interface (I / F) 17, and a positioning unit 18. Each component is connected to be communicable with each other via a bus 19.
[0031] The CPU 11 is a central processing unit that executes various programs and controls each unit. That is, the CPU 11 reads a program from the ROM 12 or the storage 14 and executes the program using the RAM 13 as a work area. The CPU 11 performs control of the above components and various arithmetic processes according to the programs recorded in the ROM 12 or the storage 14. In the present embodiment, a game program 14A as an information processing program of the present disclosure is stored in the storage 14. The game program 14A is installed in the user terminal 10 by being downloaded from a platform (app store) that distributes apps and the like. When the CPU 11 executes the game program 14A, the user terminal 10 appropriately communicates with the server 20, and transmission and reception of data necessary for the game provided by the game program 14A are performed between the user terminal 10 and the server 20.
[0032] The ROM 12 stores various programs and various data. The RAM 13 temporarily stores a program or data as a work area. The storage 14 is composed of a storage device such as an SSD or a flash memory, and stores various programs including an operating system and various data.
[0033] The input unit 15 includes a pointing device such as a mouse and a keyboard, and is used to perform various inputs.
[0034] The display unit 16 is, for example, a liquid crystal display, and displays various information. The display unit 16 may adopt a touch panel method and function as the input unit 15.
[0035] The communication interface 17 is an interface for communicating with other devices such as the server 20. For such communication, for example, standards of mobile communication systems such as 4G and 5G, or standards of wireless communication such as Wi-Fi (registered trademark) are used.
[0036] The positioning unit 18 includes a positioning module using a satellite positioning system such as a GPS (Global Positioning System) module and a GNSS (Global Navigation Satellite System) module, and positions the position information of the user terminal 10 based on a satellite positioning signal.
[0037] When executing the above game program 14A, the user terminal 10 realizes various functions by using the above hardware resources. The functions realized by the user terminal 10 will be described. The functions described below are realized by the CPU 11 reading and executing the game program 14A stored in the storage 14.
[0038] First, the game system provided by the game program 14A in the present embodiment will be described. In the following description, a user who plays the game is also referred to as a player.
[0039] The game provided by the game program 14A is a game in which there are a plurality of battles in which players can intervene. In other words, the players conduct battles. Specifically, the game provided by the game program 14A is a game in which a prepared map is divided into a plurality of regions in advance, and each region is a game in which a plurality of military forces fight to seize each other. The battle is an example of the battle in the present disclosure. In the region, for example, there may be bases such as a castle, a fort, and a gate. The region or the base is an object to be attacked by the unit and is an example of the object in the present disclosure. That is, the object in the present disclosure is an object to be attacked by the unit. The region or the base may belong to any military force or may not belong to any military force. The player belongs to any military force and aims to unify the map with his own military force in cooperation with other players belonging to the same military force. The player has a base and owns one or more troops composed of soldiers. The unit is one that attacks an object, and the troop is an example of the unit in the present disclosure. The unit participates in the battle in the game. The CPU 11 receives an instruction from the player, conducts a battle based on the instruction, and causes the unit selected by the player to participate in the battle. That is, the troop participates in the battle based on an instruction from the player. Each troop is led by one or more military officers. In addition, each troop can be set with arms such as infantry, cavalry, and firearms. When attacking a region or a base, the player can send out the troop from the base at an arbitrary timing. Each arm is set with a strong arm and a weak arm during the battle. And, each military officer is set with a favorite arm.
[0040] If a region or base does not belong to any military force, when a unit of a certain military force reaches that region or base, that region or base will be owned by that military force. If a region or base belongs to any military force, in order for another military force to capture that region or base, it is necessary to defeat all the units in the region or reduce the durability of the facilities provided in the base to 0. When the number of soldiers becomes 0, it means that the unit has been defeated. The battle between units is automatically carried out including movement. There is a time limit set for battles in regions or bases. If the attacking side can annihilate all the defending side's units within the time limit, the attacking side wins. If the attacking side cannot annihilate all the defending side's units within the time limit, the defending side wins. When the attacking side wins, rewards will be given to the units belonging to the attacking side's military force or the players of the units. Rewards include, for example, currency, items, and experience points used in the game. Also, there are enemy units on the map that do not belong to any military force. By defeating those enemy units, the units or the players of the units can obtain rewards such as experience points, in-game currency, and items. Experience points and items are used to enhance the abilities of the military officers leading the units. Currency is used for the development of the player's base, the recruitment of military officers, etc.
[0041] Players can use items when intervening in battles. Players can obtain items for free or for a fee. Among the items used by players, some are consumed once or multiple times when used, and some can be used multiple times. Among the items used by players, there are those related to units. For example, there are items that can power up units for free or for a fee.
[0042] The game provided by the game program 14A has a time limit in the battle for competing for areas or bases. And in the game provided by the game program 14A, when the attacking side captures an area or a base, the military force of the attacking side becomes the defending military force of that area or base, and after an interval period until another battle can be carried out in that area or base elapses, it may be attacked by another military force. In such a game, regardless of the results in the battle, if the interval period until another battle can be carried out is fixed for the attacking player after the battle ends, there is a problem that the attacking player relaxes the hand of attacking the defending side, and the defending player gives up defense halfway, making it impossible for the player to enjoy the game.
[0043] Therefore, the CPU 11 reads and executes the game program 14A stored in the storage 14, and sets an interval period until another battle can be carried out for the attacking player after the battle ends according to the results in the battle. Here, the results in the battle include, for example, the battle time required until the battle is settled.
[0044] More specifically, the CPU 11 that executes the game program 14A executes a process of setting an interval period given to the attacking side or the defending side until the player can next carry out a battle in the area or base according to the battle time required until the settlement in the battle in the area or base. Specifically, when the attacking side wins in the battle in the area or base, the CPU 11 that executes the game program 14A executes a process of setting a longer interval period until the next battle can be carried out in the area or base as the battle time required until the settlement is shorter.
[0045] FIG. 3 is a diagram showing an example of the relationship between the battle time and the interval period set by the CPU 11 that executes the game program 14A. When the attacking side wins in the battle in the area or base in this way, the CPU 11 that executes the game program 14A sets a longer interval period until the next battle can be carried out in the area or base as the battle time required until the decision is shorter. By doing so, if the CPU 11 makes a decision quickly, it can give the player a margin until the area or base is attacked by another military force.
[0046] As shown in FIG. 3, a lower limit is set for the interval period. If the relationship between the battle time and the interval period is made completely linear, when the battle ends just within the time limit, the interval period will not be set at all, and when the attacking side wins and takes possession of the area or base, there will be a disadvantage that it will be immediately attacked by another military force.
[0047] Note that the relationship between the battle time and the interval period is not limited to that shown in FIG. 3. As shown in FIG. 4, the CPU 11 that executes the game program 14A may set a constant interval period regardless of the battle time for a predetermined period from the start of the battle, and may decrease the interval period according to the battle time after the elapse of the predetermined time. Also, as shown in FIG. 5, the CPU 11 that executes the game program 14A may decrease the interval period exponentially according to the elapse of the battle time.
[0048] Note that when the defending side wins in the battle in the area or base, the CPU 11 that executes the game program 14A executes a process of setting a constant interval period until the next battle can be carried out by the player in the area or base regardless of the battle time required until the decision.
[0049] In addition, the CPU 11 that executes the game program 14A may set, as an interval period in the battle at the base, the period until the troops that won the battle can move from the base for the purpose of participating in a new battle. For example, when the attacking side wins the battle at the base in the game program 14A executed by the CPU 11, the shorter the battle time required until the conclusion, the shorter the interval period until the troops that won the battle can move from the area or base for the purpose of participating in a new battle may be set.
[0050] As described above, in the battle in the area or at the base in the game provided by the game program 14A, the attacking side can start at an arbitrary timing. That is, the player on the defending side who defends the area or base can only take measures such as arranging troops for defense in advance, and it is substantially difficult to participate in the battle in real time. Therefore, when the defending side wins, regardless of the battle time required until the conclusion, by setting a fixed interval period until the next battle can be carried out in the area or at the base, the CPU 11 can give the player a margin until being attacked by another military force after successfully defending the area or base.
[0051] The CPU 11 that executes the game program 14A may execute a process of setting an interval period until the next battle can be carried out in the area or at the base according to the combat power difference between the attacking side and the defending side in the battle in the area or at the base. For example, when the combat power of the attacking side is extremely higher than that of the defending side and the combat power difference is large, and the attacking side wins the battle in the area or at the base, the CPU 11 may execute a process of setting a shorter interval period until the next battle can be carried out in the area or at the base compared to the case where the combat power difference is small. In other words, when the combat power of the attacking side is greater than that of the defending side, the CPU 11 may execute a process of setting a shorter interval period as the combat power difference becomes larger. Conversely, when the combat power of the attacking side is greater than that of the defending side, the CPU 11 may execute a process of setting a longer interval period as the combat power difference becomes larger.
[0052] Next, the operation of the user terminal 10 will be described.
[0053] FIG. 6 is a flowchart showing the flow of information processing by the user terminal 10. The CPU 11 reads the game program 14A from the storage 14, expands it in the RAM 13, and executes it, thereby performing information processing. The information processing shown in FIG. 6 is processing executed when a player belonging to a certain military force sends out troops to capture the area or base of another military force.
[0054] In step S101, the CPU 11 recognizes that an attack by the attacking military force has started in the area or base. By recognizing that the attack has started, the CPU 11 starts counting the battle time in the area or base.
[0055] Subsequent to step S101, in step S102, the CPU 11 determines whether the battle in the area or base has ended. Specifically, the CPU 11 determines whether the battle in the area or base has ended based on whether the attacking military force has wiped out all the troops defending the area within the time limit.
[0056] The CPU 11 repeats the process of step S102 until the battle in the area or base ends. When the battle in the area or base ends (step S102; Yes), the CPU 11 determines in step S103 whether the attacking side has won the battle.
[0057] If the attacking side wins the battle (step S103; Yes), then, in step S104, the CPU 11 sets an interval period for the attacking side's military forces according to the results of the battle. For example, when the attacking side's military forces win, as the result of the battle, the CPU 11 gives the attacking side's military forces an interval period according to the time required until the end of the battle. Specifically, when the battle is conducted against a region, the CPU 11 sets an interval period until the player can conduct another battle in the region according to the battle time. Or, when the battle is conducted against a base, the CPU 11 sets an interval period until the troops that won the battle can move from the base for the purpose of participating in a new battle according to the battle time.
[0058] On the other hand, if the defending side wins the battle (step S103; No), then, in step S105, the CPU 11 sets a fixed interval period for the defending side's military forces regardless of the battle time.
[0059] As described above, according to the results of the battle, the CPU 11 sets, as the interval period given to the attacking side or the defending side, that when the attacking side wins, the shorter the battle time required until the settlement, the longer the interval period until the next battle can be conducted in the region or the base. In the battle in the region or the base, when the attacking side wins, by setting the longer the interval period until the next battle can be conducted in the region or the base as the shorter the battle time required until the settlement, the CPU 11 can give the player a margin until the region or the base can be attacked by another military force if the settlement is made quickly.
[0060] As described above, according to the results in battles, as the interval period given to the attacking side or the defending side, when the defending side wins, regardless of the battle time required until the conclusion, the CPU 11 executes a process of setting a fixed interval period until the next battle can be carried out in the area or base. When the defending side wins, by setting a fixed interval period until the next battle can be carried out in the area or base regardless of the battle time required until the conclusion, after successfully defending the area or base, the CPU 11 can give the player a margin of time until being attacked by another military force.
[0061] In the above embodiment, as an example of the battle of the present disclosure, the battle of a base or area by troops is given, but the present disclosure is not limited to such an example. For example, even when the game executed by the CPU 11 is a table game, a sports game, or other competitive games, the CPU 11 may set an interval period until the next battle can be carried out according to the battle content in the competitive game, for example, the time required until the conclusion.
[0062] As described above, the embodiments of the present disclosure have been described in detail with reference to the accompanying drawings, but the technical scope of the present disclosure is not limited to such examples. It is obvious that those having ordinary knowledge in the technical field of the present disclosure can conceive of various modification examples or correction examples within the scope of the technical idea described in the claims, and these modification examples or correction examples are naturally understood to belong to the technical scope of the present disclosure.
[0063] Also, the effects described in the above embodiments are illustrative or exemplary and are not limited to those described in the above embodiments. That is, the technology according to the present disclosure may have other effects obvious to those having ordinary knowledge in the technical field of the present disclosure from the description in the above embodiments, together with or instead of the effects described in the above embodiments.
[0064] Note that, in each of the above embodiments, the information processing executed by the CPU by reading software (program) may be executed by various processors other than the CPU. Examples of the processor in this case include a PLD (Programmable Logic Device) whose circuit configuration can be changed after manufacture, such as an FPGA (Field-Programmable Gate Array), and a dedicated electric circuit which is a processor having a circuit configuration dedicated to executing specific processing, such as an ASIC (Application Specific Integrated Circuit). Further, the information processing may be executed by one of these various processors, or may be executed by a combination of two or more processors of the same type or different types (for example, a plurality of FPGAs, a combination of a CPU and an FPGA, etc.). Further, the hardware structure of these various processors is, more specifically, an electric circuit combining circuit elements such as semiconductor elements.
[0065] In each of the above embodiments, an aspect in which the game program is pre-stored (installed) in the storage has been described, but the present invention is not limited to this. The program may be provided in a form recorded on a non-transitory recording medium such as a CD-ROM (Compact Disk Read Only Memory), a DVD-ROM (Digital Versatile Disk Read Only Memory), or a USB (Universal Serial Bus) memory. Further, the program may be in a form downloaded from an external device via a network.
Description of Reference Numerals
[0066] 1 Game system 10 User terminal 20 Server 30 Network 40A, 40B Communication base station
Claims
1. On the computer, In a game with multiple battles where players can intervene, Set an interval period until the player can next play a match depending on the player's performance in the match An information processing program that executes processing.
2. 2. The information processing program according to claim 1, further comprising a process for causing the computer to execute a process for setting an interval period until the next match can be held according to a time required for the match to be concluded as a result of the match.
3. The information processing program according to claim 1, wherein the game is a game in which units are divided into attacking and defending sides by participating in a battle to seize an object, and if the attacking unit wins, the attacking unit becomes the defending unit for that object.
4. The information processing program according to claim 3, further comprising a process for causing the computer to execute a process for setting an interval period until the next battle can be held for the object, based on the battle time required for the object to be concluded as a result of the battle.
5. The information processing program according to claim 4 , further comprising a process for causing the computer to execute a process for setting the interval period for the attacking unit to be longer the shorter the battle time is, when the attacking unit against the object wins.
6. 6. The information processing program according to claim 4, further comprising causing the computer to execute a process for setting the interval period to a constant value for the defending unit of the object regardless of the battle time when the defending unit of the object wins.
7. When a map in the game is divided into a plurality of areas as the object, the computer sets, in accordance with the battle time, a period until the player can conduct another battle in the corresponding area as the interval period, or Alternatively, in the case where the object is a base set on a map in the game, the computer sets, in accordance with the battle time, a period until a unit that has won a battle can move from the base for the purpose of participating in a new battle.
8. A processor is provided. The processor, In a game in which there are a plurality of battles in which a player can intervene, setting an interval period until the player can next conduct a battle according to the results of the battle An information processing apparatus that executes the process.
9. In a processor, In a game in which there are a plurality of battles in which a player can intervene, setting an interval period until the player can next conduct a battle according to the results of the battle An information processing method for causing the execution of the process.
Citation Information
Patent Citations
Game device and game program
JP2007075431A