Game system, server device, and program
The game system addresses uneven growth in game systems by using a growth control unit to select and adjust growth elements that have not yet reached their upper limit, thereby correcting growth biases and providing players with recovery opportunities.
Patent Information
- Application Number
- JP2025044795
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-19
- Publication Date
- 2025-06-12
AI Technical Summary
Game systems that grow multiple growth elements associated with player or character identification often experience uneven growth, leading to unfavorable situations. To address this, a mechanism is needed to correct the uneven growth and provide players with opportunities to recover from adverse situations.
A game system that includes a growth control unit, a determination unit, and a selection unit. When a growth element reaches a predetermined upper limit, the system selects at least one growth element that has not yet reached the upper limit and changes its growth content to correct the bias in growth. This process can be based on the player's game situation, growth rate, or compatibility with the reached growth element.
The system effectively corrects the bias in growth elements, allowing players to recover from unfavorable situations by promoting balanced growth and enhancing strategic gameplay opportunities.
Smart Images

Figure 2025089372000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game system, a server device, and a program.
Background Art
[0002] Conventionally, there has been a game system that grows growth elements (such as skills and parameters) set in association with players or characters. And such a game system may adjust parameters to maintain game balance.
[0003] For example, the technique described in Patent Document 1 receives parameters related to skills (types of balls), determines conditions for enabling the use of skills based on the parameters, and enables the use of skills when the conditions are met. And the technique described in Patent Document 1 can change parameters only within an editable range (see paragraph 0032 of Patent Document 1).
[0004] Also, the technique described in Patent Document 2 has a skill map for special skills and basic skills, and an example is described in which the squares of the map are opened based on the player's operation, and the abilities corresponding to the squares are set for the character.
[0005] Also, the technique described in Patent Document 3 provides an upper limit for increase per unit time so that the game ability does not increase too much, and an example is described in which the limit is released when a predetermined condition is met.
Prior Art Documents
Patent Documents
[0006]
Patent Document 1
Patent Document 2
Patent Document 3
Summary of the Invention
Problems to be Solved by the Invention
[0007] By the way, a game system that grows a plurality of growth elements set in association with the identification information of a player or the identification information of the character of the player may have uneven growth in the plurality of growth elements.
[0008] In such a case, an unfavorable situation may occur due to the uneven growth. And in order to give the player an opportunity to recover from this unfavorable situation, it is desirable to correct the uneven growth.
[0009] An object of the present invention is to provide a game system or the like that can correct the uneven growth in a game that grows a plurality of growth elements and enables the player to have an opportunity to recover from an unfavorable situation due to the uneven growth of the growth elements.
Means for Solving the Problems
[0010] (1) The present invention is a game system that performs game processing, a growth control unit that grows a plurality of growth elements set in association with the identification information of the player or the identification information of the character of the player by executing a game based on the input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that, when it is determined that any one of the growth elements has reached the predetermined upper limit, selects at least one growth element that has not yet reached the upper limit from among the plurality of growth elements, and includes the growth control unit is characterized in that the growth content of the growth element selected by the selection unit is changed. The present invention relates to a game system.
[0011] The present invention also relates to a server device including each of the above components. The present invention also relates to a game device (terminal device) including each of the above components. The present invention also relates to a program that causes a computer to function as each of the above components. The present invention also relates to an information storage medium readable by a computer, which stores a program that causes a computer to function as each of the above components.
[0012] According to the present invention, when it is determined that any one of a plurality of growth factors has reached a predetermined upper limit, at least one growth factor that has not yet reached the upper limit is selected from among the plurality of growth factors, and the growth content of the selected growth factor is changed. Therefore, it is possible to correct the bias in growth. As a result, the present invention can give the player an opportunity to recover from an unfavorable situation due to the bias in growth factors.
[0013] (2) Further, in the game system, server device, game device, program, and information storage medium according to the present invention, the selection unit may be configured to select at least one growth factor that has not yet reached the upper limit according to the player's game situation when the determination unit determines that any one of the plurality of growth factors has reached a predetermined upper limit.
[0014] According to the present invention, at least one growth factor that has not yet reached the upper limit is selected according to the player's game situation, so that the bias in growth can be corrected according to the player's game situation.
[0015] (3) Further, in the game system, server device, game device, program, and information storage medium according to the present invention, the selection unit may be configured to select at least one growth factor having a low degree of growth from among a plurality of growth factors that have not yet reached the upper limit when the determination unit determines that any one of the plurality of growth factors has reached a predetermined upper limit.
[0016] According to the present invention, for at least one growth factor with a low growth rate, the bias in growth is corrected, so that an opportunity can be given to recover from an adverse situation caused by the bias of the growth factor.
[0017] (4) Further, in the game system, server device, game device, program, and information storage medium according to the present invention, the selection unit In the determination unit, when it is determined that any one of the plurality of growth factors has reached a predetermined upper limit, among the plurality of growth factors that have not yet reached the upper limit, at least one growth factor having good compatibility with the growth factor that has reached the upper limit, or at least one growth factor having poor compatibility with the growth factor that has reached the upper limit may be selected.
[0018] According to the present invention, for at least one growth factor having good compatibility with the growth factor that has reached the upper limit, or at least one growth factor having poor compatibility with the growth factor that has reached the upper limit, the bias in growth is corrected, so that an opportunity can be given to recover from an adverse situation caused by the bias of the growth factor.
[0019] (5) Further, in the game system, server device, game device, program, and information storage medium according to the present invention, the growth content includes growth conditions for growing the growth factor, the growth control unit may change the growth conditions for growing the growth factor selected by the selection unit.
[0020] According to the present invention, since the growth conditions for growing the growth factor selected by the selection unit are changed, for example, the growth conditions can be made such that the selected growth factor is easy to grow, and an opportunity can be given to recover from an adverse situation caused by the bias of the growth factor.
[0021] (6) Further, in the game system, server device, game device, program, and information storage medium according to the present invention, The growth control unit When performing a process of growing a growth element by consuming a required cost value corresponding to the growth element from consumption parameters set in association with the identification information of the player or the identification information of the player's character, the required cost value corresponding to the growth element selected by the selection unit may be changed.
[0022] According to the present invention, since the required cost value corresponding to the growth element selected by the selection unit is changed (for example, decreased), it is possible to make it easier for the selected growth element to grow, and an opportunity to recover from an unfavorable situation due to the bias of the growth element can be given.
[0023] (7) Also, in the game system, server device, game device, program, and information storage medium according to the present invention, The growth content includes growth parameters for growing a growth element, The growth control unit The growth parameters for growing the growth element selected by the selection unit may be changed.
[0024] According to the present invention, since the growth parameters for growing the growth element selected by the selection unit are changed (for example, increased), it is possible to make it easier for the selected growth element to grow, and an opportunity to recover from an unfavorable situation due to the bias of the growth element can be given.
[0025] (8) Also, in the game system, server device, game device, program, and information storage medium according to the present invention, The growth control unit The increase value of the growth parameters for growing the growth element selected by the selection unit may be increased.
[0026] According to the present invention, since the increase value of the growth parameter for growing the growth element selected by the selection unit is increased, the selected growth element can be easily grown, and an opportunity to recover from an adverse situation due to the bias of the growth element can be provided.
[0027] (9) Also, in the game system, server device, game device, program, and information storage medium according to the present invention, the growth control unit may control the degree of change of the growth content according to the growth difference between the growth element that has reached the upper limit and the selected growth element.
[0028] According to the present invention, since the degree of change of the growth content is controlled according to the growth difference between the growth element that has reached the upper limit and the selected growth element, for example, the greater the growth difference, the greater the degree of change, or the smaller the growth difference, the smaller the degree of change can be made. As a result, an opportunity to recover from an adverse situation due to the bias of the growth element can be provided.
[0029] (10) Also, in the game system, server device, game device, program, and information storage medium according to the present invention, the growth control unit may control the degree of change of the growth content based on the game situation.
[0030] According to the present invention, since the degree of change of the growth content is controlled based on the game situation, for example, the degree of change of the growth content can be increased or decreased according to the game situation, and an opportunity to recover from an adverse situation due to the bias of the growth element can be provided.
[0031] (11) Also, in the game system, server device, game device, program, and information storage medium according to the present invention, in a map composed of a plurality of squares, it further includes a square control unit that associates a growth element with each square, the square control unit Starting from the starting square, by executing the game based on the player's input information, it is determined whether the release conditions associated with the unopened squares are satisfied. When the release conditions associated with the unopened squares are satisfied, the squares are opened. The growth control unit When the release conditions associated with the unopened squares are satisfied, performs a process of causing the player or the player's character to acquire the growth elements corresponding to the squares. Sets the predetermined upper limit as the goal square, and controls the opening of each square from the starting square to the goal square as growth up to the predetermined upper limit. The determination unit Determines whether each square from the starting square to the goal square has been opened. The selection unit When each square from the starting square to the goal square is opened, it may determine the square to be selected and select the growth element corresponding to the square to be selected.
[0032] According to the present invention, in a map composed of a plurality of squares called a so-called skill tree, when the squares are opened up to the goal square which is the predetermined upper limit, the square to be selected is determined, the growth element corresponding to the determined square is selected, and for the selected growth element, the growth content is changed. Therefore, the bias in growth in the skill tree can be corrected.
[0033] (12) Also, in the game system, server device, game device, program, and information storage medium according to the present invention, The plurality of squares are arranged divided into a plurality of predetermined ranges. The selection unit May determine the square to be selected from among the squares arranged in a predetermined range adjacent to the predetermined range in which the goal square is arranged from the starting square, and the squares on another path branched from the path from the opened starting square to the goal square.
[0034] According to the present invention, a mass to be selected is determined from among masses arranged in a predetermined range adjacent to a predetermined range in which the goal mass is arranged from the start mass, and masses on another path branched from the path from the opened start mass to the goal mass. Therefore, for example, when the concept of growth factors is classified for each predetermined range, the bias in the growth of growth factors can be corrected, and the strategic nature of growth can be strengthened. Further, when the concept of growth factors is classified for each path, the bias in the growth of growth factors can be corrected, and the strategic nature of growth can be strengthened.
[0035] (13) Further, in the game system, server device, game device, program, and information storage medium according to the present invention, the selection unit may be configured to determine the number of masses to be selected when each mass from the start mass to the goal mass is opened.
[0036] According to the present invention, since the number of growth factors to be changed in the growth content is determined, the strategic nature of growth can be strengthened.
[0037] (14) Further, in the game system, server device, game device, program, and information storage medium according to the present invention, the growth control unit may change the growth content for the growth factor corresponding to the mass to be selected based on the positional relationship between the position of the goal mass and the position of the mass to be selected.
[0038] According to the present invention, since the growth content of the growth factor of the mass to be selected is changed according to the positional relationship between the position of the goal mass and the position of the mass to be selected, the strategic nature of growth can be strengthened.
[0039] (15) The present invention is a game system that performs game processing, By executing a game based on the input information of the player, a growth control unit that grows a plurality of growth elements set in association with the identification information of the player or the identification information of the player's character; A determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; When it is determined that any one of the growth elements has reached a predetermined upper limit, a notification unit that notifies the player of at least one growth element that has not yet reached the upper limit among the plurality of growth elements, and The growth control unit relates to a game system characterized by changing the growth content for a growth element determined based on the input information of the player.
[0040] The present invention also relates to a server device including the above-described units. The present invention also relates to a game device (terminal device) including the above-described units. The present invention also relates to a program that causes a computer to function as each of the above-described units. The present invention also relates to an information storage medium readable by a computer, which stores a program that causes a computer to function as each of the above-described units.
[0041] According to the present invention, when it is determined that any one of the plurality of growth elements has reached a predetermined upper limit, at least one growth element that has not yet reached the upper limit is notified to the player from among the plurality of growth elements, and based on the input information of the player, the growth content of the notified growth element is changed, so that the bias in growth can be corrected according to the player's intention. As a result, the present invention can give the player an opportunity to recover from an unfavorable situation due to the bias of the growth element. As a result, the present invention can give the player an opportunity to recover from an unfavorable situation due to the bias of the growth element.
[0042] (16) Further, in the game system, server device, game device, program, and information storage medium according to the present invention, the notification unit In the determination unit, when it is determined that any one of the plurality of growth factors has reached a predetermined upper limit, at least one growth factor that has not yet reached the upper limit may be notified according to the game situation of the player.
[0043] According to the present invention, since at least one growth factor that has not yet reached the upper limit is notified to the player according to the game situation of the player, the player can be given an opportunity to correct the bias in growth according to the game situation.
[0044] (17) Also, in the game system, server device, game device, program, and information storage medium according to the present invention, the notification unit, In the determination unit, when it is determined that any one of the plurality of growth factors has reached a predetermined upper limit, among the plurality of growth factors that have not yet reached the upper limit, at least one growth factor with a low growth degree may be notified.
[0045] According to the present invention, since at least one growth factor with a low growth degree is notified, the player can be given an opportunity to recover from an unfavorable situation due to the bias.
[0046] (18) Also, in the game system, server device, game device, program, and information storage medium according to the present invention, the notification unit, In the determination unit, when it is determined that any one of the plurality of growth factors has reached a predetermined upper limit, among the plurality of growth factors that have not yet reached the upper limit, at least one growth factor having good compatibility with the growth factor that has reached the upper limit, or at least one growth factor having poor compatibility with the growth factor that has reached the upper limit may be notified.
[0047] According to the present invention, at least one growth factor that is compatible with the growth factor that has reached the upper limit, or at least one growth factor that is incompatible with the growth factor that has reached the upper limit, is notified, so that the player can be given an opportunity to recover from an adverse situation due to the bias of the growth factor.
Brief Description of Drawings
[0048]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8A
Figure 8B
Modes for Carrying Out the Invention
[0049] Hereinafter, the present embodiment will be described. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Also, not all of the configurations described in the present embodiment are essential constituent elements of the present invention.
[0050] [1] Game System First, the outline and the outline configuration of the game system of the present embodiment will be described with reference to FIG. 1. Note that FIG. 1 is a diagram showing an example of the system configuration showing the configuration of the game system of the present embodiment.
[0051] In the present embodiment, it is an information processing apparatus capable of providing a given service by using a terminal device (game device) 20 communicatively connected via the Internet (an example of a network).
[0052] The terminal device 20 is an information processing apparatus such as a game device, a smartphone, a mobile phone, a PHS, a computer, a game device, a PDA, a portable game machine, etc., an image generation device, and is a device connectable to the server device 10 via a network such as the Internet (WAN) or LAN.
[0053] [1.1] Game system configured in a client - server model As shown in FIG. 1, the game system of the present embodiment may be configured such that the server device 10 and the terminal devices 20 (for example, terminal devices 20A, 20B, 20C) are connectable to the Internet (an example of a network).
[0054] The player can play a game based on information transmitted from the server device 10 via the Internet by accessing the server device 10 from the terminal device 20.
[0055] In the present embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by interlocking a plurality of server devices 10, and each game may be provided to the terminal device 20.
[0056] Note that various processes related to the present invention may be performed only by the server device 10, or various processes related to the present invention may be performed only by the terminal device 20.
[0057] [1.2] Terminal device In the present embodiment, it may be realized by a single game device having the functions of the server device 10, that is, a device (stand - alone) that operates independently without depending on other devices such as a server device.
[0058] In addition, in this embodiment, the present invention may be implemented only by the terminal device 20 without being connected to the server device 10. For example, it may be a game system implemented by a plurality of terminal devices 20 through communication using the P2P (peer-to-peer method).
[0059] Then, a plurality of such terminal devices may be connected by wire or wirelessly, and one terminal device may function as a host (server device 10) and may be implemented by a plurality of terminal devices.
[0060] Note that the terminal device may be not only a game device but also a tablet-type information terminal device, a personal computer, or a game device (housing) installed in an amusement park.
[0061] [1.3] Cloud-based game system In addition, the game system of this embodiment may be a cloud-based game system. For example, in a cloud-based game system, basic processing (including game processing, drawing processing, etc.) is performed only by the server device 10 (cloud device), and on the terminal device 20 side, only the display control of the processing result of the server device 10 (cloud device) is performed. Further, the terminal device 20 only transmits information such as input information of the controller to the server device 10. Note that in such a case, the terminal device 20 may transmit information other than the input information.
[0062] Furthermore, in this embodiment, except for the input, each function of the processing unit 200 of the terminal device 20 and the execution of the game program are executed by the server device 10, and the terminal device 20 may implement the above game by executing the input and image display by streaming.
[0063] In addition, the game system may store the information stored in the server device 10 and the information stored in the terminal device 20 in a given storage area on the Internet.
[0064] [1.4] Terminal device equipped with a plurality of controllers In addition, in this embodiment, one terminal device 20 may be provided with a plurality of controllers (input units 260). When a plurality of players play a game using the controllers of each player of one terminal device 20, it is assumed that the plurality of players are actually close to each other.
[0065] [1.5] Examples of Social Games In addition, in this embodiment, it may function as an SNS server that provides a communication-type service. Here, the SNS server may be an information processing device that provides a service capable of providing communication among a plurality of players.
[0066] In addition, in this embodiment, for example, when functioning as an SNS server, it is possible to provide a game called a Social Game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS to be provided.
[0067] Note that social games, unlike existing online games, include games that do not require dedicated client software and can be used only with a web browser and an SNS account. In addition, in this embodiment, it has a configuration capable of providing an online game that can be connected to the terminal devices 20 of other players via a network and share the same game progress online.
[0068] [1.6] Examples of Browser Games In particular, in this embodiment, games provided on the web browser of the terminal device 20, for example, browser games (games that can be launched simply by opening the installation site in a web browser) made in various languages such as HTML, FLASH (registered trademark), CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark) may be provided.
[0069] In addition, the terminal device 20 is provided with a web browser capable of browsing a web page (data in HTML format). That is, the terminal device 20 has a communication control function for communicating with the server device 10, and performs display control using data received from the server device 10 (such as web data and data created in HTML format), and also has a web browser function for transmitting player operation data to the server device 10. It executes various processes for providing a game screen to the player and enables the player to execute the game. However, the terminal device 20 may acquire game control information provided by the server device 10 and execute a predetermined game process, and execute a game based on the game process.
[0070] Specifically, when the terminal device 20 makes a request to the server device 10 to perform a predetermined game, it connects to the game site of the server device 10 and the game starts. In particular, the terminal device 20 may, if necessary, use an API to cause the server device 10 functioning as an SNS server to perform a predetermined process, or may have a configuration in which it acquires information of players managed by the server device 10 functioning as an SNS server and executes the game.
[0071] [1.7] Others In this embodiment, it may be composed of one (device, processor), or may be composed of a plurality of (devices, processors). Information stored in the storage area of the server device 10 (the storage unit 170 described later) (for example, player information, game information, etc.) may be stored in a database (broadly, a storage device, a memory) connected via a network (intranet or internet). Note that the communication line between the terminal device 20 and the server device 10 may be wired or wireless.
[0072] [2] Server device Next, the server device 10 of this embodiment will be described with reference to FIG. 2. Note that FIG. 2 is a diagram showing the functional blocks of the server device 10 of this embodiment. Also, in this embodiment of the present embodiment, a configuration in which some of the components (each part) in FIG. 2 are omitted may be used.
[0073] In this embodiment, it includes an input unit 160 for use by an administrator or other inputs, an information storage medium 180 in which predetermined information is stored, a communication unit 196 that communicates with a terminal device 20 or others, a processing unit 100 that executes processing related to the game mainly provided, and a storage unit 170 that stores various data mainly used for the game.
[0074] The input unit 160 is used by a system administrator or the like for settings related to the game and other necessary settings and data input. For example, the input unit 160 of this embodiment is composed of a mouse, a keyboard, or the like.
[0075] The information storage medium 180 (a computer-readable medium) stores programs, data, etc., and its function is composed of an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0076] The communication unit 196 performs various controls for communication with the outside (for example, a terminal, another server, or another network system), and its function is composed of hardware such as various processors or communication ASICs, programs, etc.
[0077] The storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, etc., and its function is composed of a RAM (VRAM), etc. Note that the information stored in the storage unit 170 may be managed by a database.
[0078] In addition, the storage unit 170 of this embodiment has, in addition to the main storage unit 171, an image buffer 172, a game data storage unit 174 in which game information indicating information related to the game is stored, and a player information storage unit (user information storage unit) 176.
[0079] In particular, the game data storage unit 174 stores information on the game space (game field) where the game is played, information on the virtual camera, set values used in the game, and the like.
[0080] Also, in the player information storage unit 176, player information (user information) is stored for each player (each user) in association with the player ID. The player ID is player identification information for identifying the player. For example, in this embodiment, a plurality of growth elements may be stored in the player information storage unit 176 in association with the player ID.
[0081] Note that the player information may be a concept including not only the information of the player associated with the player but also information of the player's character and the like. For example, in this embodiment, a plurality of growth elements may be stored in the player information storage unit 176 in association with the player's character ID.
[0082] The processing unit 100 performs various processes using the main memory 171 in the storage unit 170 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), or a program.
[0083] The processing unit 100 performs various processes of this embodiment based on the program (data) stored in the information storage medium 180. That is, the information storage medium 180 stores a program for causing a computer to function as each part of this embodiment (a program for causing a computer to execute the processing of each part).
[0084] For example, the processing unit 100 (processor) controls the entire server device 10 based on the program stored in the information storage medium 180, and performs various processes such as control of data transfer between each part. Further, it performs processes for providing various services in response to requests from the terminal device 20.
[0085] In addition, in the present embodiment, the server device 10 may perform part or all of the processing of the processing unit 100, or the terminal device 20 may perform part of the processing of the processing unit 100.
[0086] The processing unit 100 includes a growth control unit 110, a determination unit 111, a selection unit 112, a mask control unit 113, a game processing unit 114, a display control unit 116, a reception unit 119, a communication control unit 120, a Web processing unit 121, a management unit 122, a notification unit 123, an image generation unit 130, and a sound processing unit 140.
[0087] The growth control unit 110 grows a plurality of growth elements set in association with the identification information of the player or the identification information of the player's character by executing a game based on the input information of the player (for example, executing game processing by the game processing unit 114). Then, the growth control unit 110 of the present embodiment changes the growth content for the growth element selected by the selection unit 112.
[0088] For example, the growth content includes growth conditions for growing the growth element, and the growth control unit 110 may change the growth conditions for growing the growth element selected by the selection unit 112.
[0089] When the growth control unit 110 performs a process of growing the growth element by consuming a required cost value corresponding to the growth element from the consumption parameters set in association with the identification information of the player or the identification information of the player's character, the growth control unit 110 may change (for example, decrease) the required cost value corresponding to the growth element selected by the selection unit 112.
[0090] Also, for example, the growth content includes growth parameters for growing the growth element, and the growth control unit 110 may change (for example, increase) the growth parameters for growing the growth element selected by the selection unit 112. meters so as to change (for example, increase).
[0091] Further, the growth control unit 110 may increase the increase value of the growth parameter for growing the growth element selected by the selection unit 112.
[0092] Further, the growth control unit 110 may control the degree of change of the growth content according to the growth difference between the growth element that has reached the upper limit and the selected growth element.
[0093] Further, the growth control unit 110 may control the degree of change of the growth content based on the game situation.
[0094] Further, with respect to a map (skill tree) composed of a plurality of squares, when the growth control unit 110 satisfies the release condition associated with an unreleased square, the growth control unit 110 may perform a process of causing the player or the player's character to acquire the growth element corresponding to the square. Then, the growth control unit 110 may set a predetermined upper limit as the goal square and control the release of each square from the start square to the goal square as growth up to the predetermined upper limit.
[0095] Further, the growth control unit 110 may change the growth content of the growth element corresponding to the target selection square based on the positional relationship between the position of the goal square and the position of the target selection square.
[0096] The determination unit 111 determines whether any one of the plurality of growth elements has reached a predetermined upper limit.
[0097] Further, the determination unit 111 may determine whether the map (skill tree) composed of a plurality of squares has been released from the start square to the goal square.
[0098] When the determination unit 111 determines that any one of the plurality of growth elements has reached a predetermined upper limit, the selection unit 112 selects at least one growth element that has not yet reached the upper limit from among the plurality of growth elements.
[0099] For example, when the determination unit 111 determines that any one of the plurality of growth factors has reached a predetermined upper limit, the selection unit 112 may select at least one growth factor that has not yet reached the upper limit according to the player's game situation.
[0100] Further, when the determination unit 111 determines that any one of the plurality of growth factors has reached a predetermined upper limit, the selection unit 112 may select at least one growth factor with a low degree of growth among the plurality of growth factors that have not yet reached the upper limit.
[0101] Further, when the determination unit 111 determines that any one of the plurality of growth factors has reached a predetermined upper limit, the selection unit 112 may select at least one growth factor that is compatible with the growth factor that has reached the upper limit, or at least one growth factor that is incompatible with the growth factor that has reached the upper limit, among the plurality of growth factors that have not yet reached the upper limit.
[0102] Further, regarding a map (skill tree) composed of a plurality of squares, when each square from the start square to the goal square is opened, the selection unit 112 may determine the square to be selected and select the growth factor corresponding to the square to be selected.
[0103] For example, the selection unit 112 may determine the square to be selected from among the squares arranged in a predetermined range adjacent to a predetermined range where the goal square is arranged from the start square, and the squares on another path branched from the path from the opened start square to the goal square.
[0104] Further, when each square from the start square to the goal square is opened, the selection unit 112 may determine the number of squares to be selected.
[0105] The mass control unit 113 associates a growth factor with each mass in a map composed of a plurality of masses. The plurality of masses may be arranged by being divided into a plurality of predetermined ranges.
[0106] Then, the mass control unit 113 sequentially determines, from the start mass, whether the release conditions associated with the unopened mass are satisfied by executing the game based on the player's input information, and when the release conditions associated with the unopened mass are satisfied, the mass is released.
[0107] The game processing unit 114 executes game processing based on the player's input information (operation information). For example, the game processing unit 114 may receive the player's input information (operation information) from the player's terminal device 20 and perform game processing.
[0108] The display control unit 116 controls to display given information on the terminal device 20. The display control unit 116 may perform transmission control to display the game screen on the terminal device 20. That is, the display control unit 116 generates display control information such as a game screen, and controls to display the generated display control information on the player's terminal device 20.
[0109] The display control unit 116 performs control to display the player's game play video and game images (game screen) on the display unit 290 of the player's terminal device 20. For example, the display control unit 116 may display a map (skill tree) composed of a plurality of masses. In such a case, the opened masses and the unopened masses may be identified and displayed.
[0110] The reception unit 119 receives the player's input information. Further, the reception unit 119 may receive a touch input to the touch panel as the player's input. Note that the reception unit 119 receives and accepts the input content (touch position, timing, etc.) from the terminal device 20.
[0111] Further, the reception unit 119 may receive player inputs, instructions, etc. through data transmission and reception by the communication control unit 120.
[0112] The communication control unit 120 establishes a connection (session or connection) with the terminal device 20 and performs processing for communicating (transmitting and receiving) data via the network.
[0113] The Web processing unit 121 functions as a Web server. For example, the Web processing unit 121 performs processing for transmitting data in response to requests from the Web browser installed in the terminal device 20 and processing for receiving data transmitted by the Web browser of the terminal device 20 through a communication protocol such as HTTP (Hypertext Transfer Protocol).
[0114] The management unit 122 manages game information and player information associated with the player's identification information for each player.
[0115] Further, the notification unit 123 notifies the player of given information. Note that "notifying" information means notifying (providing, presenting, displaying) the information to the player (the player's terminal device 20).
[0116] Note that "notification" means that the server device 10 sends a message to the player's terminal device 20 by an e-mail (which may be a mail magazine or the like) transmitted and received by SMTP (Simple Mail Transfer Protocol), not limited to SMTP, but transmitted by a given protocol, push notification, presenting (displaying) a predetermined screen (banner display screen, notification screen, pop-up screen, etc.) of a predetermined application, or the Web processing unit 121 of the server device 10 notifying by a Web page, and at least one of these, indicating that the server device 10 actively sends a message to the player's terminal device 20. In this embodiment, it may also be an aspect of "notification" to send information to the requested terminal device 20 in response to a request from the player's terminal device 20. Note that push notification means displaying a message window in a partial area (such as the upper end) of the screen of the terminal (smartphone). Note that "notification" includes voice notification in which a displayed message or the like is converted into voice. Also, "notification" includes notification by vibration.
[0117] The image generation unit 130 is realized by, for example, a processor such as a GPU or a digital signal processor (DSP), a program such as a video signal IC or a video codec, and a drawing frame IC memory such as a frame buffer. The image generation unit 130 generates an image of one game screen per frame time (for example, 1 / 60 second) according to the progress of the game. The generated image is transmitted to the terminal device 20.
[0118] The image generation unit 130 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating a game image and outputting it to the image buffer 172 or transmitting it to the terminal device 20. The image generation unit 130 may generate an image (so-called three-dimensional image) visible from a virtual camera (a given viewpoint) within the object space (game space).
[0119] For example, when the image generation unit 130 generates a 3D game image, first, geometric processing such as coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, or perspective transformation is performed. Based on the processing result, drawing data (position coordinates of vertices of primitive surfaces, texture coordinates, color data, normal vectors, or α values, etc.) is created. Then, based on this drawing data (primitive surface data), an object (one or more primitive surfaces) after perspective transformation (after geometric processing) is drawn on the image buffer 172 (a buffer that can store image information in pixel units such as a frame buffer or a work buffer. VRAM). Thereby, an image that can be seen from a virtual camera (a given viewpoint) within the object space is generated.
[0120] The sound processing unit 140 performs sound processing based on the results of various processes performed by the processing unit 100, generates game sounds such as BGM, sound effects, or voices, and transmits them to the terminal device 20.
[0121] Note that the processing unit 100 operates in conjunction with the terminal device 20 and executes the game processing of the game provided in this embodiment for each player based on the input of the player input via the terminal device 20.
[0122] Also, the processing unit 100 has a timer function and may be used to synchronize with each terminal device 20 in order to manage the progress of the game. In particular, it may output the current time or a preset time to each part.
[0123] [3] Terminal Device Next, the terminal device 20 of this embodiment will be described with reference to FIG. 3. Note that FIG. 3 is an example of a functional block diagram showing the configuration of the terminal device 20 in this embodiment. Also, the terminal device 20 of this embodiment may have a configuration in which some of the components (each part) in FIG. 3 are omitted.
[0124] The input unit 260 is for the player to input operation data, and its function can be realized by a touch panel or a touch panel type display, etc. That is, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional instruction position coordinates (x, y) on the screen where an image is displayed. For example, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional contact position coordinates (x, y) in the contact detection area (touch panel).
[0125] Note that the contact operation on the display screen (hereinafter referred to as "touch panel" except in special cases) may be performed using a fingertip, or may be performed using an input device such as a touch pen.
[0126] In addition, the input unit 260 may include buttons, levers, keyboards, steering wheels, microphones, acceleration sensors, etc. that can input input information (operation signals) other than the instruction position.
[0127] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its function can be realized by a RAM (VRAM), etc. And the storage unit 270 of this embodiment includes a main storage unit 271 used as a work area, an image buffer 272 in which the final display image, etc. is stored, a game data storage unit 274, and a player information storage unit 276. Note that a configuration in which some of these are omitted may be adopted, or the storage unit 170 of the server device 10 may constitute a part of them.
[0128] The image buffer 272 may store the image data generated by the image generation unit 230, or the image data received from the server device 10.
[0129] The game data storage unit 274 stores information on the game space (game field) in which the game is implemented, information on each character, information on the virtual camera, and other setting values used in the game. Note that the terminal device 20 may store the information received from the server device 10 in the game data storage unit 274.
[0130] The player information storage unit 276 stores player information. Note that the terminal device 20 may receive player information corresponding to the player ID from the server device 10 and store it in the player information storage unit 276.
[0131] The information storage medium 280 (a computer-readable medium) stores programs, data, etc., and its function can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0132] Also, the information storage medium 280 can store a program (a program for causing a computer to execute the processing of each part) for causing a computer to function as each part of the present embodiment. Note that, as will be described later, the processing unit 200 performs various processes of the present embodiment based on the program (data) stored in the information storage medium 280.
[0133] The display unit 290 outputs the image generated according to the present embodiment, and its function can be realized by a CRT, an LCD, a touch panel type display, or an HMD (head-mounted display), etc.
[0134] In particular, in the present embodiment, the display unit 290 also functions as an input unit 260 through which a player performs game operations by using a touch panel display. Here, as the touch panel, for example, a touch panel of a resistive film method (4-wire type, 5-wire type), a capacitance method, an electromagnetic induction method, an ultrasonic surface acoustic wave method, an infrared scanning method, etc. can be used.
[0135] The sound output unit 292 outputs the sound generated according to the present embodiment, and its function can be realized by a speaker, or headphones, etc.
[0136] The communication unit 296 performs various controls for communication with the outside (for example, the server device 10 and other terminal devices 20), and its functions can be realized by hardware such as various processors or communication ASICs, or programs.
[0137] Note that the terminal device 20 may receive, via a network, programs and data for causing a computer to function as each part of the present embodiment stored in the information storage medium 180 and the storage unit 170 of the server device 10, and store the received programs and data in the information storage medium 280 and the storage unit 270. Even when the terminal device 20 is caused to function by receiving such programs and data, it can be included within the scope of the present invention.
[0138] The processing unit 200 (processor) performs processes such as game processing, image generation processing, or sound generation processing in conjunction with the server device 10 based on input data, programs, etc. from the input unit 260.
[0139] In particular, in the present embodiment, as game processing, it includes processes such as starting a game when game start conditions are satisfied, advancing the game, arranging objects such as characters and enemy characters, displaying the objects, calculating game results, or ending the game when game end conditions are satisfied.
[0140] Also, the processing unit 200 performs game processing (for example, processing of a battle game, etc.) based on the input information of the player input by the input unit 260. Further, the processing unit 200 may be executed in conjunction with the server device 10, or a part or all of it may be formed in the server device 10.
[0141] Also, the processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), or programs.
[0142] The processing unit 200 includes a display control unit 211, a reception unit 212, a notification unit 213, a communication control unit 220, a Web browser 221, an image generation unit 230, and a sound generation unit 240. Note that a configuration in which some of these are omitted may also be used.
[0143] The display control unit 211 performs processing to display the game screen on the display unit 290. For example, the display control unit 211 may display using the Web browser 221. Also, the display control unit 211 causes the display unit 290 to display information necessary during the game based on the information transmitted from the server device 10. For example, the terminal device 20 displays the display information of the game screen received from the server device 10.
[0144] Also, the display control unit 211 may perform all or part of the processing similar to that of the display control unit 116 of the server device 10.
[0145] The reception unit 212 performs processing to receive input information from the player. For example, the reception unit 212 may transmit the input information received by the terminal device 20 to the server device 10 so that the server device 10 receives the input information. Also, the reception unit 212 may perform all or part of the processing similar to that of the reception unit 119 of the server device 10.
[0146] The notification unit 213 notifies the player of given information. For example, the notification unit 213 displays the information on the game screen. Also, the notification unit 213 may perform all or part of the processing similar to that of the notification unit 123 of the server device 10.
[0147] The communication control unit 220 performs processing to transmit and receive data to and from the server device 10 respectively. Also, the communication control unit 220 performs processing to store the data received from the server device 10 in the storage unit 270, processing to analyze the received data, and other control processing related to data transmission and reception.
[0148] Note that the communication control unit 220 may perform processing to store and manage destination information (network information such as IP addresses and port numbers) of other terminal devices 20 and server devices 10 in the storage unit 270 and the information storage medium 280. Then, when receiving input information for starting communication from the player, the communication control unit 220 may communicate with the server device 10.
[0149] In particular, the communication control unit 220 performs processing to transmit the player's identification information and input information to the server device 10 and receive data (such as the player's web page and game screen) from the server device 10.
[0150] Note that the communication control unit 220 may perform data transmission and reception with the server device 10 at a predetermined cycle, or may perform data transmission and reception with the server device 10 when receiving input information from the input unit 260. In particular, the communication control unit 220 of the present embodiment performs processing to receive given screen information (for example, information of a game screen) from the server device 10.
[0151] The web browser 221 is an application program for browsing a web page (game screen), downloads an HTML file, an image file, etc. from a web server (server device 10), analyzes the layout, and performs display control. Also, the web browser 221 transmits data to the web server (server device 10) using an input form (such as a link, button, or text box).
[0152] The web browser 221 of the present embodiment can implement a browser game. For example, the web browser 221 may execute a program described in JavaScript (registered trademark), FLASH (registered trademark), Java (registered trademark), etc. received from a web server (server device 10).
[0153] The terminal device 20 can display information from a web server specified by a URL (abbreviation of Uniform Resource Locator) via the Internet using the web browser 221. For example, the terminal device 20 can display a game screen (data such as HTML) received from the server device 10 using the web browser 221.
[0154] The image generation unit 230 performs drawing processing based on various processes (for example, game processing) performed by the processing unit 200, thereby generating an image, and outputs it to the display unit 29 0 by the display control unit 211. The image generated by the image generation unit 230 may be a so-called 2D image or a so-called 3D image. Note that the image generation unit 230 may perform the same processing as all or part of the processing of the image generation unit 130 of the server device 10.
[0155] The sound generation unit 240 performs sound processing based on the results of various processes performed by the processing unit 200, generates game sounds such as BGM, sound effects, or voices, and outputs them to the sound output unit 292. Note that the sound generation unit 240 may perform the same processing as all or part of the processing of the sound processing unit 140 of the server device 10.
[0156] When the terminal device 20 of the present embodiment plays a game with a plurality of terminal devices 20 by P2P or the like, one terminal device 20 may play the role of a host and execute the processing. In such a case, the terminal device 20 as the host may perform the processing of each processing unit (a part or all of each processing unit) of the server device 10.
[0157] [4] Overview The present embodiment relates to a game system that performs game processing for growing a plurality of growth elements (for example, skills) set in association with a player (or a player character) to a predetermined upper limit when the player executes the game.
[0158] Then, in this embodiment, a process of changing the growth content for any one of the growth factors is performed. FIG. 4 shows, as specific examples of a plurality of growth factors, an example of information on each skill of attack power up, defense power up, HP up, and critical up.
[0159] Attack power up is a skill that increases the attack power of the character PAC targeted by the player PA's operation. Defense power up is a skill that increases the defense power of the character PAC targeted by the player PA's operation. HP up is a skill that increases the HP value (physical strength value) of the character PAC targeted by the player PA's operation. Critical up is a skill that increases the damage rate, hit rate, and lethality rate of the opponent when the character PAC targeted by the player PA's operation attacks an enemy.
[0160] For example, in this embodiment, when the skill level of attack power up reaches a predetermined upper limit (for example, level 10), among the skills other than attack power up, a skill that has not yet reached the upper limit (for example, the defense power up skill with the lowest skill level) is selected, and the growth content for the selected skill (for example, the defense power up skill) is changed.
[0161] For example, the skill parameter (the value added to the defense power) that is the growth content in the "defense power up" skill is changed from "5" to "10". In this way, the increase in the skill level of defense power up can be promoted.
[0162] As described above, according to this embodiment, it is possible to correct the bias in growth and give the player an opportunity to recover from an unfavorable situation due to the bias in growth factors. In the following description, for the sake of convenience of explanation, mainly, the process performed by the server device 10 and the growth factors set in association with the player PA will be described.
[0163] [5] Explanation of Growth Factors In this embodiment, the "growth factor" refers to skills, parameters, etc. For example, "skills" can be the abilities of a character, such as increased attack power, increased defense power, increased HP, increased critical rate, etc. Also, "skills" may be interpreted as techniques, magic, special moves, or special skills. Further, "skills" may be interpreted as items that strengthen a character.
[0164] FIG. 4 shows an example of skill information. For example, as shown in FIG. 4, in this embodiment, information on four skills, namely increased attack power, increased defense power, increased HP, and increased critical rate, is set (stored) in the player information storage unit 176 in association with the player ID (player identification information) of player PA. The information for each skill is associated with a skill level indicating the degree of growth and skill parameters.
[0165] Note that in this embodiment, the skill information may be set (stored) in the player information storage unit 176 in association with each character ID (identification information of the player's character) of each character of the player.
[0166] [6] Explanation regarding the growth of growth factors In this embodiment, a plurality of growth factors set in association with the player's identification information or the identification information of the player's character are grown to a predetermined upper limit by the player executing the game.
[0167] For example, "the growth of growth factors" means increasing (raising) the growth parameters. Here, the "growth parameters" are parameters corresponding to skills and can be the "skill level" and "skill parameters".
[0168] For example, "the growth of growth factors" means increasing (raising) the skill level of a skill, increasing (raising) the skill parameters of a skill, and changing it to a more powerful skill effect.
[0169] In addition, "growth of growth factors" may also refer to an increase in the number of growth factors. For example, it may be an increase in the number of skills (items) that strengthen a character.
[0170] "Skill level" is in the value range of 1 to 100, and the higher the value, the higher the level.
[0171] "Skill parameter" is a value indicating the performance of a skill. For example, the higher the numerical value of the skill parameter, the stronger the skill. Also, the skill parameter may be a value indicating the ease of use (activation) of the skill.
[0172] In this embodiment, when player PA executes the game, control is performed to increase the skill parameter and the skill level. For example, when a quest (mission) is cleared based on the input information of player PA, control is performed to increase the skill parameter and the skill level. Note that when a quest (mission) is cleared based on the input information of player PA, player PA may be allowed to acquire experience points, and the skill parameter and the skill level may be increased according to the accumulated experience points.
[0173] [7] Explanation regarding the use (activation) of growth factors In this embodiment, based on the input information of player PA or computer control (CPU control), a skill is used (activated) on the character PAC of player PA in the game.
[0174] And, for example, when a skill is used, the skill is demonstrated by the player character PAC in the game. For example, when the skill is "attack power up", when the player character PAC attacks an enemy character, control is performed so that the attack power of the player character PAC increases according to the skill level and the skill parameter. This corresponds to the use of the skill. corresponds to.
[0175] For example, in the case of the "Attack Power Up" skill, when the "Attack Power Up" skill is used on the character PAC of player PA, the "Skill Parameter" (e.g., 20) of the "Attack Power Up" is added to the basic attack power value (e.g., 100) corresponding to the level of the "Attack Power Up" skill (e.g., 10), and combat processing with enemies and the like is performed.
[0176] Also, in this embodiment, skills may be used based on the input information of player PA. For example, before starting a quest, the selection of the skill to be activated may be received in advance from player PA, and the selected skill may be used.
[0177] [8] Judgment Processing In this embodiment, it is determined whether any of the multiple skills has reached a predetermined upper limit. For example, it is determined whether any of the four skills of Attack Power Up, Defense Power Up, HP Up, and Critical Up has reached a predetermined upper limit (e.g., 10).
[0178] For example, when the skill level of Attack Power Up is "10", the skill level of Defense Power Up is "1", the skill level of HP Up is "5", and the skill level of Critical Up is "3", it is determined that the skill level of Attack Power Up has reached the predetermined upper limit of "10". On the other hand, it is determined that the skill levels of Defense Power Up, HP Up, and Critical Up have not reached the predetermined upper limit ("10").
[0179] Note that in this embodiment, for the predetermined upper limit of the skill level, multiple levels such as the first upper limit (e.g., "10"), the second upper limit (e.g., "20"), and the third upper limit (e.g., "30") may be provided. For example, when all skill levels have reached the predetermined upper limit (e.g., the first upper limit "10"), it may be determined whether they have reached the upper limit of the next level (e.g., the second upper limit "20").
[0180] In addition, among the four skills of attack power increase, defense power increase, HP increase, and critical increase, there may be a plurality of skills that have reached a predetermined upper limit (for example, 10).
[0181] [9]Explanation of selection of growth factors In the present embodiment, when it is determined that any one of the plurality of skills has reached a predetermined upper limit, at least one skill that has not yet reached the upper limit is selected. That is, in the present embodiment, based on computer control (CPU control), the skill to be the target of change in growth content is selected.
[0182] [9.1]Process of selecting skills according to player's game situation In the present embodiment, when it is determined that any one of the plurality of skills has reached a predetermined upper limit, at least one skill that has not yet reached the upper limit may be selected as the skill to be the target of change in growth content according to the game situation of player PA. By doing so, the bias in growth can be automatically corrected according to the player's game situation without the player being aware of it.
[0183] The "game situation" refers to parameters such as the level associated with the player or player character, the skill level of each skill, attack power, defense power, HP value (physical strength value), critical increase rate, whether an enemy has been encountered, and whether the player's attack type (the type of charging forward and attacking the enemy).
[0184] For example, in the present embodiment, when it is determined that it is advantageous to proceed with the game if the player character has higher attack power when encountering an enemy character, based on computer control (CPU control), the skill of "attack power increase" is automatically selected.
[0185] Also, for example, in this embodiment, when it is determined that it is more advantageous to advance the game by increasing the damage rate rather than the attack power when the player character encounters a strong enemy character, the skill of "Critical Up" is automatically selected based on computer control (CPU control).
[0186] Also, the "game situation" may include the player's play style. For example, when the player's play style is a style of advancing the game carefully, growth factors such as defense may be selected. Also, when the player's play style is a style of advancing the game while depleting physical strength, growth factors such as attack power may be selected.
[0187] Also, the "game situation" may include the player's game progress. For example, when the player's game progress is slow, more advantageous growth factors may be selected in the current game progress. Note that the degree of game progress (the speed of game progress) may be determined based on, for example, the number of defeated enemies, the number of missions (stages), the level of the player (player character), etc.
[0188] Also, the "game situation" may include the usage history of the player's character. For example, in the case of a game where multiple characters can be used, growth factors suitable for the favorite character with the most usage history may be selected.
[0189] [9.2] Processing for Selecting a Skill with a Low Growth Degree In this embodiment, when it is determined that any one of a plurality of skills has reached a predetermined upper limit, at least one skill with a low growth degree among the plurality of skills that have not yet reached the upper limit may be selected as the skill to be the target of growth content change.
[0190] Here, "low growth rate" means that the skill level is lower than the upper limit. For example, in this embodiment, when the skill level of attack power increase is "10", the skill level of defense power increase is "1", the skill level of HP increase is "5", and the skill level of critical increase is "3", the "defense power increase" with the lowest skill level is selected. In this way, the bias in growth can be corrected.
[0191] Note that in this embodiment, a plurality of skills with low growth rates may be selected. For example, the "defense power increase" with the lowest skill level and the "critical increase" with the next lowest skill level may be selected.
[0192] [9.3] Process of Selecting Skills According to Compatibility In this embodiment, when it is determined that any one of the plurality of skills has reached a predetermined upper limit, among the plurality of skills that have not yet reached the upper limit, at least one skill that is compatible with the skill that has reached the upper limit, or at least one skill that is incompatible with the level that has reached the upper limit, may be selected as the skill to be the target of growth content change. A skill that is compatible with the skill that has reached the upper limit is, for example, a skill that has a predetermined relationship with the skill that has reached the upper limit. On the other hand, a skill that is incompatible with the skill that has reached the upper limit is, for example, a skill that does not have a predetermined relationship with the skill that has reached the upper limit.
[0193] Also, the goodness or badness of compatibility is also related to the difficulty level and the advantage of the player. That is, when the compatibility is good the difficulty level is low, and when the compatibility is bad, the difficulty level tends to be high. When the compatibility is good, it works favorably for the player, and when the compatibility is bad, it tends to work unfavorably for the player.
[0194] And in this embodiment, the compatibility of each skill is defined in advance as good or bad. For example, for the skill of "attack power up", the skill with good compatibility (having a predetermined relationship) is "defense power up", and the skills with bad compatibility (not having a predetermined relationship) are "HP up" and "critical up".
[0195] Then, when it is determined that the skill level of the attack power up reaches the predetermined upper limit of "10", among the skill levels of defense power up, HP up, and critical up, the "defense power up" with good compatibility is selected. By doing so, the defense can be increased, and the effect of using the skills of attack power up and defense power up together can be achieved.
[0196] Also, when it is determined that the skill level of the attack power up reaches the predetermined upper limit of "10", among the skill levels of defense power up, HP up, and critical up, the "HP up" and "critical up" with bad compatibility are selected. By doing so, the skills with bad compatibility can be increased, and the balance of the game balance can be maintained.
[0197]
[10] Change of growth content And in this embodiment of the present embodiment, for the skill selected as the skill whose growth content is to be changed, the growth content (growth conditions, growth parameters, etc.) of the skill is changed.
[0198] [10.1] Change of growth conditions Here, the "growth content" may include the growth conditions for growing the skill. For example, in this embodiment, the growth conditions for growing the selected skill may be changed.
[0199] The "growth condition" is a condition for growing skills. For example, when setting a consumption parameter associated with player PA or player character PAC, if the condition for growing a skill is to consume the required cost value corresponding to the skill, the growth condition may be changed by changing (decreasing) the required cost value.
[0200] For example, when the skill level corresponding to "attack power up" reaches the upper limit and "defense power up" is selected as the target for changing the growth content, the required cost value "100" corresponding to "defense power up" is changed to "50". Then, consume the required cost value "50" from the consumption parameter set in association with player PA or player character PAC to increase the skill level of "defense power up". In this way, player PA can easily increase the skill level of the "defense power up" skill.
[0201] [10.2] Change of Growth Parameter Here, the "growth content" may include growth parameters (for example, skills, skill parameters) for growing skills. For example, in this embodiment, the growth parameters for growing the selected skill may be changed. For example, in this embodiment, the increase value of the growth parameters for growing the skill selected as the target for changing the growth content may be increased.
[0202] For example, when the skill level corresponding to "attack power up" reaches the upper limit and "defense power up" is selected as the target for changing the growth content, for the skill parameter corresponding to "defense power up", instead of increasing it by the normal "10", increase it by "15". In this way, player PA can easily increase the growth parameters of the "defense power up" skill. In this way, player PA can easily increase the growth parameters of the "defense power up" skill.
[0203] [10.3] Degree of Change of Growth Content [10.3.1] Control of Degree of Change Based on Growth Difference Also, in this embodiment, the degree of change in the growth content may be controlled by the growth difference between the skill that has reached the upper limit and the skill selected as the target for changing the growth content. For example, in this embodiment, the degree of change in the growth content may be controlled by the difference between the skill level of the skill that has reached the upper limit and the skill level of the skill selected as the target for changing the growth content.
[0204] Specifically, taking the example of the required cost value, in this embodiment, when the skill level difference between the skill that has reached the upper limit and the selected skill is 5 or more, the reduction rate of the required cost value corresponding to the selected skill is set to 50%. When the level difference is 3 or more and less than 5, the reduction rate of the required cost value corresponding to the selected skill is set to 30%. When the level difference is less than 3, the reduction rate of the required cost value corresponding to the selected skill is set to 10%.
[0205] For example, in this embodiment, the skill level of the skill "Attack Power Up" that has reached the upper limit is "10", and the skill level of the "Defense Power Up" selected as the target for changing the growth content is "1". When the skill level difference is "9", the reduction rate of the required cost value corresponding to "Defense Power Up" is set to 50%, and the required cost value corresponding to "Defense Power Up" is changed from "100" to "50". Also, when the level difference is "3", the reduction rate of the required cost value is set to 30%, and the required cost value corresponding to "Defense Power Up" is changed from "100" to "70". Also, when the level difference is "1", the reduction rate of the required cost value is set to 10%, and the required cost value corresponding to "Defense Power Up" is changed from "100" to "90".
[0206] Specifically, taking the example of the increase value of the growth parameter, in this embodiment, when the skill level difference between the skill that has reached the upper limit and the selected skill is 5 or more, the increase rate of the growth parameter corresponding to the selected skill is set to 50%. When the level difference is 3 or more and less than 5, the increase rate of the growth parameter corresponding to the selected skill is set to 30%. When the level difference is less than 3, the increase rate of the growth parameter corresponding to the selected skill is set to 10%.
[0207] For example, in this embodiment, the skill level of "Attack Power Up", which is the skill that has reached the upper limit, is "10", the skill level of "Defense Power Up", which is selected as the object of growth content change, is "1", and when the difference in the skill levels is "9", the increase rate of the growth parameter corresponding to "Defense Power Up" is set to 50%, and the growth parameter corresponding to "Defense Power Up" is changed from "10" to "15". Also, when the level difference is "3", the increase rate of the growth parameter is set to 30%, and the growth parameter corresponding to "Defense Power Up" is changed from "10" to "13". Also, when the level difference is "1", the increase rate of the growth parameter is set to 10%, and the growth parameter corresponding to "Defense Power Up" is changed from "10" to "11".
[0208] [10.3.2] Control of the degree of change according to the number of growth elements that have reached the upper limit Also, in this embodiment, the degree of change in the growth content may be controlled according to the number of skills that have reached the upper limit.
[0209] Specifically, taking the example of the required cost value, in this embodiment, when the skill that has reached the upper limit is only "Attack Power Up" and the selected skill is "Defense Power Up", the reduction rate of the required cost value corresponding to the selected skill is set to 10%. And when the skills that have reached the upper limit are "Attack Power Up" and "Critical Up", and the selected skill is "Defense Power Up", the reduction rate of the required cost value corresponding to the selected skill is set to 30% . And when the skills that have reached the upper limit are "Attack Power Up", "Critical Up" and "HP Up", and the selected skill is "Defense Power Up", the reduction rate of the required cost value corresponding to the selected skill is set to 50%.
[0210] Specifically, taking the example of the increase value of the growth parameter, in this embodiment, when the skill that has reached the upper limit is only "Attack Power Up" and the selected skill is "Defense Power Up", the increase rate of the growth parameter corresponding to the selected skill is set to 10%. And when the skills that have reached the upper limit are "Attack Power Up" and "Critical Hit Up", and the selected skill is "Defense Power Up", the increase rate of the growth parameter corresponding to the selected skill is set to 30%. And when the skills that have reached the upper limit are "Attack Power Up", "Critical Hit Up" and "HP Up", and the selected skill is "Defense Power Up", the increase rate of the growth parameter corresponding to the selected skill is set to 50%.
[0211] [10.4] Other examples of changes in growth content In this embodiment, the content of the skill selected as the object of change in growth content may be changed to another enhanced content. For example, as shown in FIG. 5, taking the case where four skills of "Archery", "Swordsmanship", "Magic", and "Defense" are set in association with player PA as an example for explanation.
[0212] For example, when the skill content of "Archery" reaches the most enhanced skill content of "Long-range Shooting" from "Bow Shooting", "Swordsmanship" that is compatible with "Archery" is selected as the object of change in growth content. And the skill content of "Swordsmanship" is enhanced. For example, it may be enhanced from "Elementary Spinning Slash" to "Advanced Spinning Slash".
[0213]
[11] Explanation of the skill tree In this embodiment, it can be applied to the skill tree. The skill tree is a structure in which a plurality of skills are configured in a tree structure. Note that the skill tree is associated with player PA (or character PAC of player PA).
[0214] The skill tree is composed of a plurality of squares, and based on the starting square, the squares are connected in a tree structure. Note that the skill tree may be rephrased as a map.
[0215] And the skill tree is set by associating a skill with each square, and each square is set to be unopened in advance. That is, in the initial state, each square is set to be unopened. Note that there may be squares in the skill tree with which no skill is associated.
[0216] Then, starting from the start square, by executing the game based on the player's input information in order, it is determined whether the unlocking condition (broadly speaking, the growth condition) associated with the square is satisfied.
[0217] And when the unlocking condition associated with the unopened square is satisfied, the square is unlocked, and a process is performed to cause the player or the player's character to acquire the skill corresponding to the square. "To acquire a skill" means to acquire the skill itself, to increase the growth parameters (skill level, skill parameters) of the skill, and so on.
[0218] In this way, the skill tree can give the player the pleasure of unlocking squares and the pleasure of acquiring skills. Note that "unlock" is also referred to as "release" or "unlock".
[0219] Note that apart from the unlocking condition, a skill acquisition condition may be set, and when the unlocking condition of the square is satisfied and at the same time, when the skill acquisition condition corresponding to the square is satisfied, the skill may be acquired.
[0220] In this embodiment, a game screen including an image of the skill tree set in association with the player PA or the player character PAC may be displayed on the terminal device 20 of the player PA.
[0221]
[12] Specific example of the skill tree For example, FIG. 6 shows an example of a skill tree. In the skill tree shown in FIG. 6, among a plurality of cells, cells M1 to M5 are open, and it is assumed that cells M6 to M9, cells M11 to 16, cells M21 to M29, cells M31 to M38, and cells M41 to M47 are in an unopened state.
[0222] Also, in the skill tree shown in FIG. 6, a plurality of cells are divided and arranged in a plurality of predetermined ranges. For example, there are a predetermined range AR1 in which cells M1 to M9 are arranged, a predetermined range AR2 in which cells M11 to M16 are arranged, a predetermined range AR3 in which cells M21 to M29 are arranged, a predetermined range AR4 in which cells M31 to M38 are arranged, and a predetermined range AR5 in which cells M41 to M47 are arranged.
[0223] Also, each of the predetermined ranges AR1 to AR5 may be a major concept of skills. For example, each cell belonging to the predetermined range AR1 corresponds to an offensive skill, each cell belonging to the predetermined range AR2 corresponds to a defensive skill, each cell belonging to the predetermined range AR3 corresponds to an HP skill, each cell belonging to the predetermined range AR4 corresponds to a critical hit skill, and each cell belonging to the predetermined range AR5 may correspond to a magic skill.
[0224] FIG. 7 shows an example of information of each cell constituting the skill tree. In the present embodiment, as shown in FIG. 7, for each cell, a cell ID, information on the skill associated with the cell, an opening condition of the cell, and an opening flag F indicating whether the cell is open or unopened (opening flag F = 1 means open, and opening flag F = 0 means unopened) are associated.
[0225] The "skill information" indicates the content of the skill to be acquired (set) for the player ID of the player PA (or the character ID of the player PA) when the opening condition of the cell ID is satisfied. Note that the value and specific content of the skill to be acquired may also be defined in advance.
[0226] The "opening condition" is, for example, to consume (subtract) the required cost value from the consumption parameter associated with the player PA (or the player character PAC). Note that the "opening condition" may also be to achieve (clear) a given quest.
[0227] In this embodiment, as shown in FIG. 7, M1 in the predetermined range AR1, M11 in the predetermined range AR2, M21 in the predetermined range AR3, M31 in the predetermined range AR4, and M41 in the predetermined range AR5 are set as the starting squares.
[0228] Then, in this embodiment, based on the input information of the player PA, first, a given starting square M1 is selected. When the opening condition of the square M1 is satisfied, the starting square M1 is opened, and a skill corresponding to the starting square M1 is set for the player PA (the character PAC of the player PA). For example, the attack power is increased by 10. Note that in this embodiment, the skill may be used (activated) simultaneously with the setting of the skill. Alternatively, the skill may be used (activated) based on the player's usage instruction.
[0229] Next, the square M2 adjacent to the opened starting square M1 is made selectable. When it is determined that the opening condition of the selected square is satisfied, the square M2 is opened (the opening flag F of the square ID = M 2 is updated to 1), and a process is performed to cause the player ID of the player PA (or the character ID of the player PA) to acquire (set) the skill corresponding to the square M2.
[0230] For example, when the opening condition of the square M2 is satisfied, a process is performed to set a skill that increases "attack power up" by "12" in association with the player ID of the player PA (or the character ID of the player PA).
[0231] Thereafter, control is performed to make selectable the squares that are connected by a line and adjacent to the opened square. When the opening condition of the selected square is satisfied, the square is opened, and it becomes possible to acquire the skill corresponding to the square.
[0232] In the example of FIG. 6, the starting square is square M1, but the starting square may be square MS. Square MS may be an empty square that is merely a passing point (a square to which no skill, release condition, or release flag F is associated), or a square to which a skill, release condition, or release flag F is associated.
[0233]
[13] Growth in the Skill Tree In this embodiment, growth of a skill is controlled based on the release of each square in the skill tree. For example, in this embodiment, as shown in FIG. 6, the tip squares M5, M8, and M9 reached from the starting square M1 are set as the goal squares, and the number of goal squares is set to a predetermined upper limit. That is, the goal squares are the tip squares of paths where no further movement is possible. In this embodiment, a plurality of goal squares are arranged in one skill tree.
[0234] Then, the release of each square from the starting square to any of the goal squares is controlled as growth up to a predetermined upper limit.
[0235] In the example of the predetermined range AR1, the squares with the predetermined upper limit are squares M5, M8, and M9. In the example of the predetermined range AR2, the squares with the predetermined upper limit are squares M14 and M16. In the example of the predetermined range AR3, the squares with the predetermined upper limit are squares M26 and M29. In the example of the predetermined range AR4, the squares with the predetermined upper limit are squares M33, M36, M37, and M38. In the example of the predetermined range AR5, the squares with the predetermined upper limit are squares M43 and M47. By executing the game, the player will play the game so as to sequentially release each square toward the square with the predetermined upper limit (the goal square) from the starting square.
[0236]
[14] Selection of Growth Elements (Skills) in the Skill Tree In this embodiment, it is determined whether or not each square from the starting square to the goal square has been released. When each square from the starting square to the goal square has been released, the square to be selected is determined, and the growth element corresponding to the square to be selected is selected.
[0237] For example, in a predetermined range AR1, it is determined whether or not it is opened from the start square to the goal square (in the case of the predetermined range AR1, any one of M5, M8, and M9). When it is opened from the start square to the goal square, a select target square is determined from among the squares other than the goal square.
[0238] The select target square is a square on the path including an unopened given goal square. In this way, it is possible to encourage opening to the goal square and correct the growth bias. Note that the select target square is basically an unopened square, but it may be an opened square for various reasons such as when the purpose is to strengthen the skills of the opened square.
[0239] In the present embodiment, when each square from the start square to the goal square is opened, the number of select target squares may be determined. For example, the number of select target squares may be a predetermined number (for example, 1). Also, the number of select target squares may be determined according to a given game situation. For example, as shown in FIG. 6, it is assumed that the path L1 is opened in the order of the start square 1, square M2, square M3, square M4, and square M5. In such a case, the select target square can be determined by the following (Example 1) to (Example 3).
[0240] For example, as shown in FIG. 6, it is assumed that the path L1 is opened in the order of the start square 1, square M2, square M3, square M4, and square M5. In such a case, the select target square can be determined by the following (Example 1) to (Example 3).
[0241] (Example 1) For example, in the present embodiment, the select target square may be determined from among the squares M11 to M16 in a predetermined range AR2 adjacent to the predetermined range AR1 in which the squares from the start square M1 to the goal square M5 are arranged, and the squares M41 to M47 in a predetermined range AR5. In this way, when making a rough skill classification for each predetermined range, the growth bias can be corrected in a broad concept.
[0242] (Example 2) Also, in this embodiment, the target mass to be selected may be determined from among the masses on another path branched from path L1. For example, if the growth factors are conceptually divided for each path, the bias in the growth of the growth factors can be corrected.
[0243] Here, in this embodiment, "branching" means that for another path branched from path L1, at least the start mass may coincide with the original path L1.
[0244] For example, within a predetermined range AR1, as another path branched from path L1, there are path L2 in the order of start mass 1, mass M2, mass M6, mass M7, mass M8 and path L3 in the order of start mass mass 1, mass M2, mass M6, mass M7, mass M9. In this case, the target mass to be selected is selected from among the masses of start mass 1, mass M2, mass M6, mass M7, mass M8, mass M9. Note that the target mass to be selected may be selected from among the unopened masses M6, M7, M8, M9.
[0245] (Example 3) For example, in this embodiment, the target mass to be selected may be determined based on the arrangement position of the goal mass. For example, in this embodiment, a mass separated from the arrangement position of the goal mass by a predetermined distance may be determined as the target mass to be selected. For example, if the goal mass is M5, mass M7, which is 5 masses away from the goal mass M5, may be determined as the target mass to be selected. Also, in this embodiment, based on the arrangement position of the goal mass, a mass within a predetermined distance (for example, within 5 masses) may be determined as the target mass to be selected.
[0246]
[15] Change process of the growth content of skills (growth factors) in the skill tree In this embodiment, when the target mass to be selected is determined, the growth content of the growth factor corresponding to the target mass is changed. Changing the growth content means changing the release conditions and growth parameters.
[0247] [15.1] Change of release conditions For example, when the target cell to be selected is an unopened cell, change the opening conditions of the cell to promote the opening of the cell. By doing so, it becomes easier to acquire the skills of unopened cells. That is, the opening conditions are an example of the growth conditions described above. For example, when the opening condition is to consume the required cost value corresponding to the skill from the consumption parameters set in association with player PA or player character PAC, the opening condition is changed by changing (decreasing) the required cost value. Specific examples of the change are the same as those of the growth condition change described above, so the description is omitted.
[0248] [15.2] Change of Growth Parameters Also, in this embodiment, the growth parameters (for example, skills, skill parameters) for growing the skills corresponding to the target cell to be selected may be changed to be strengthened. Specific examples of the change are the same as those of the growth parameter change described above, so the description is omitted.
[0249] [15.3] Degree of Change in Growth Content Also, in this embodiment, the degree of change in growth content may be controlled by the growth difference between the skill of the cell that has reached the upper limit (the skill that has reached the upper limit) and the skill of the selected cell (the selected skill). For example, in this embodiment, the degree of change in growth content may be controlled by the difference between the skill level of the cell that has reached the upper limit and the skill level of the selected cell. Specific examples of the change are the same as those of the degree of change in growth content described above, so the description is omitted.
[0250] Also, in this embodiment, the degree of change in growth content may be controlled based on the positional relationship (for example, distance) between the cell that has reached the upper limit (the goal cell) on the map (skill tree) and the selected cell.
[0251] Specifically, taking the example of the required cost value of the opening condition, in this embodiment, when the distance between the goal block M5 that has reached the upper limit and the selected block is within 5 blocks (for example, in the case of block M6), the reduction rate of the required cost value of the corresponding opening condition for the selected block is set to 50%. When the distance is 6 or more and less than 8 (for example, in the case of block M8), the reduction rate of the required cost value of the corresponding opening condition for the selected block is set to 30%. When the distance is 8 or more (for example, in the case of block M29), the reduction rate of the required cost value of the corresponding opening condition for the selected block is set to 10%.
[0252] Also, taking the example of the increase value of the growth parameter, in this embodiment, when the distance between the goal block M5 that has reached the upper limit and the selected block is within 5 blocks, the increase rate of the growth parameter corresponding to the skill of the selected block is set to 50%. When the distance is 6 or more and less than 8, the increase rate of the growth parameter corresponding to the skill of the selected block is set to 30%. When the distance is 8 or more, the increase rate of the growth parameter corresponding to the skill of the selected block is set to 10%.
[0253] Also, in this embodiment, the degree of change may be controlled based on the relationship between the predetermined range where the goal block M5 that has reached the upper limit is arranged and the predetermined range where the selected block is arranged.
[0254] Specifically, taking the example of the required cost value of the opening condition, in this embodiment, when the predetermined range where the goal block M5 that has reached the upper limit is arranged is the same as the predetermined range where the selected block is arranged, the reduction rate of the required cost value of the corresponding opening condition for the selected block is set to 50%. When the predetermined range where the goal block M5 that has reached the upper limit is arranged is adjacent to the predetermined range where the selected block is arranged, the reduction rate of the required cost value of the corresponding opening condition for the selected block is set to 30%. When the predetermined range where the goal block M5 that has reached the upper limit is arranged is neither the same nor adjacent to the predetermined range where the selected block is arranged, the reduction rate of the required cost value of the corresponding opening condition for the selected block is set to 10%.
[0255] Next, taking the example of the increase value of the growth parameter, in this embodiment, when the predetermined range where the goal mass M5 that has reached the upper limit is arranged is the same as the predetermined range where the selected mass is arranged, the growth rate of the growth parameter corresponding to the skill of the selected mass is set to 50%. When the predetermined range where the goal mass M5 that has reached the upper limit is arranged and the predetermined range where the selected mass is arranged are adjacent, the growth rate of the growth parameter corresponding to the skill of the selected mass is set to 30%. When the predetermined range where the goal mass M5 that has reached the upper limit is arranged and the predetermined range where the selected mass is arranged are neither the same nor adjacent, the growth rate of the growth parameter corresponding to the skill of the selected mass is set to 10%.
[0256]
[16] Flowchart Next, an example of the processing flow regarding the change of the growth content in this embodiment will be described with reference to FIGS. 8A and 8B.
[0257] First, as shown in FIG. 8A, a plurality of growth elements are grown (step S1). For example, by executing a game based on the input information of the player, a plurality of growth elements (for example, skills) set in association with the identification information of the player (or the identification information of the player's character) are grown.
[0258] Next, it is determined whether any of the plurality of growth elements has reached a predetermined upper limit (step S2).
[0259] If any of the growth elements has reached the predetermined upper limit (Y in step S2), at least one growth element that has not yet reached the upper limit is selected from among the plurality of growth elements (step S3). Then, for the selected growth element, the growth content is changed (step S4), and the process proceeds to step S11. For example, if the skill that has reached the upper limit is "attack power up" and the selected skill is "defense power up", the growth content of "defense power up" is changed.
[0260] On the one hand, if any growth factor has not reached the predetermined upper limit (N in step S2), the process returns to step S1.
[0261] And after step S4, as shown in FIG. 8B, the growth factor is grown (step S11). For example, if the skill that has already reached the upper limit is "Attack Power Up", the remaining skills of "Defense Power Up", "HP Up", and "Critical Up" are grown.
[0262] Then, it is determined whether any growth factor has reached the upper limit (step S12). For example, it is determined whether any of the growth factors of "Defense Power Up", "HP Up", and "Critical Up" has reached the upper limit.
[0263] If any growth factor has not reached the upper limit (N in step S12), the process returns to step S11. On the other hand, if any growth factor has reached the predetermined upper limit (Y in step S12), it is determined whether all growth factors have reached the upper limit (step S13).
[0264] If not all growth factors have reached the upper limit (N in step S13), at least one growth factor that has not yet reached the upper limit is selected from among the plurality of growth factors (step S14). Then, for the selected growth factor, the growth content is changed (step S15), and the process returns to step S11. On the other hand, if all growth factors have reached the upper limit (Y in step S13), the process ends. The processing ends here.
[0265]
[17] Regarding the growth factor that has reached the upper limit In this embodiment, if there is a growth factor that has not yet reached the upper limit among the plurality of growth factors, for the skill that has reached the upper limit, the growth may be stopped so as not to grow any further.
[0266] In this embodiment, when all of the plurality of growth factors have reached the predetermined upper limit, a new next upper limit is set.
[0267] Then, afterwards, among the plurality of growth factors, it is determined whether any one of the growth factors has reached a predetermined upper limit. When it is determined that any one of the growth factors has reached the predetermined upper limit, at least one growth factor that has not yet reached the upper limit is selected from among the plurality of growth factors, and the growth content of the selected growth factor is changed.
[0268] In the case of a skill tree, in this embodiment, when all the squares are opened, the skill tree (map) is reset, and in the skill tree of the newly configured plurality of squares, the player will play the game so as to open each square.
[0269]
[18] Notification processing In the example described above, an example in which the server device 10 mainly selects a growth factor based on computer control and changes the growth content of the selected growth factor has been described. However, the growth factor may be notified to the player, and finally, the growth factor (skill) to be changed may be determined (selected) based on the player's input information. That is, in this embodiment, when it is determined that any one of the plurality of growth factors has reached a predetermined upper limit, at least one growth factor that has not yet reached the upper limit is notified to the player from among the plurality of growth factors, and the growth factor to be changed is determined (selected) based on the player's input information, and the growth content of the determined growth factor may be changed. In this way, the bias in growth can be corrected according to the player's intention.
[0270] In the skill tree, the square to be selected may be determined based on the player's input information. That is, based on the player's input information, the growth factor corresponding to the square to be selected may be determined (selected).
[0271] A supplementary explanation will be given regarding the functional configuration of the server device 10 shown in FIG. 2. First, when the determination unit 111 determines that any one of the plurality of growth factors has reached a predetermined upper limit, the notification unit 123 may notify the player of at least one growth factor among the plurality of growth factors that has not yet reached the upper limit.
[0272] Further, when the determination unit 111 determines that any one of the plurality of growth factors has reached a predetermined upper limit, the notification unit 123 may notify at least one growth factor that has not yet reached the upper limit according to the player's game situation.
[0273] Further, when the determination unit 111 determines that any one of the plurality of growth factors has reached a predetermined upper limit, the notification unit 123 may notify at least one growth factor with a low degree of growth among the plurality of growth factors that have not yet reached the upper limit.
[0274] Further, when the determination unit 111 determines that any one of the plurality of growth factors has reached a predetermined upper limit, the notification unit 123 may notify at least one growth factor that is compatible with the growth factor that has reached the upper limit, or at least one growth factor that is incompatible with the growth factor that has reached the upper limit, among the plurality of growth factors that have not yet reached the upper limit.
[0275] Further, regarding a map (skill tree) composed of a plurality of squares, when each square from the start square to the goal square is opened, the notification unit 123 may determine the square to be notified and notify at least one of the "square to be notified" and the "growth factor corresponding to the square to be notified".
[0276] For example, the notification unit 123 may determine the target mass to be notified from among the masses arranged in a predetermined range adjacent to a predetermined range where the goal mass is arranged from the start mass, and the masses on another path branched from the path from the opened start mass to the goal mass.
[0277] Further, the notification unit 123 may determine the number of target masses to be notified when each mass from the start mass to the goal mass is opened.
[0278] Further, the growth control unit 110 may change the growth content for the growth factor determined based on the player's input information.
[0279] For example, the growth content includes growth conditions for growing the growth factor, and the growth control unit 110 may change the growth conditions for growing the growth factor determined based on the player's input information.
[0280] When the growth control unit 110 performs a process of growing the growth factor by consuming the required cost value corresponding to the growth factor from the consumption parameter set in association with the player's identification information or the identification information of the player's character, the required cost value corresponding to the growth factor determined based on the player's input information may be changed (for example, decreased).
[0281] Further, for example, the growth content includes growth parameters for growing the growth factor, and the growth control unit 110 may change (for example, increase) the growth parameters for growing the growth factor determined based on the player's input information.
[0282] Further, the growth control unit 110 may increase the increase value of the growth parameter for growing the growth factor determined based on the player's input information.
[0283] Further, the growth control unit 110 may control the degree of change in the growth content based on the growth difference between the growth factor that has reached the upper limit and the growth factor determined based on the player's input information.
[0284] Also, in the skill tree, the growth control unit 110 may change the growth content for the growth factor corresponding to the selected mass based on the positional relationship between the position of the goal mass and the position of the selected target mass selected based on the player's input information.
[0285] Note that in this embodiment, the method for determining the growth factor to be notified may be the same as the method for determining the growth factor to be selected. That is, the term "selection" may be interpreted by replacing it with the term "notification".
[0286]
[19] Control of the degree of change in growth content based on the game situation In this embodiment, the degree of change in the growth content may be controlled based on the game situation. By doing so, for example, the degree of change in the growth content can be increased or decreased according to the game situation, and the player can be given an opportunity to recover from an unfavorable situation due to the bias of the growth factor.
[0287] The "game situation" includes the player's payment information. That is, in this embodiment, the degree of change in the growth content may be controlled based on the player's payment information. For example, when the player is making a payment, the degree of change in the growth content may be controlled so that the growth promotion becomes larger.
[0288] Specifically, it may be controlled such that the reduction rate of the required cost value corresponding to the selected skill increases in response to an increase in the player's payment amount. Also, it may be controlled such that the increase rate of the growth parameter corresponding to the selected skill increases in response to an increase in the player's payment amount.
[0289] In addition, the "game situation" includes the player's game progress. That is, in this embodiment, the degree of change in the growth content may be controlled based on the player's game progress. For example, when the player's game progress is slow, the degree of change in the growth content may be controlled so that the growth promotion becomes larger.
[0290] Specifically, when the game progress is slow, it may be controlled such that the reduction rate of the required cost value corresponding to the selected skill is larger than when the game progress is fast. Also, when the game progress is slow, it may be controlled such that the increase rate of the growth parameter corresponding to the selected skill is larger than when the game progress is fast.
[0291] In addition, the "game situation" includes the player's play time. That is, in this embodiment, the degree of change in the growth content may be controlled based on the player's play time. For example, for a beginner with little play time (for example, when the player's play time is less than 5 hours), the degree of change in the growth content may be controlled so that the growth promotion becomes larger.
[0292] Specifically, when the player's play time is less than a predetermined period (for example, less than 1 hour), it may be controlled such that the reduction rate of the required cost value corresponding to the selected skill is larger than when the play time is equal to or more than the predetermined period (for example, 1 hour or more). Also, when the player's play time is less than a predetermined period (for example, less than 1 hour), it may be controlled such that the increase rate of the growth parameter corresponding to the selected skill is larger than when the play time is equal to or more than the predetermined period (for example, 1 hour or more).
[0293]
[20] Application Example In this embodiment, it can be implemented in games such as a battle game, a fighting game, a sports game, a racing game, an action game, a music game, a breeding game, a simulation game, a puzzle game, and a communication type game.
[0294]
[21] Others The present invention is not limited to those described in the above embodiments, and various modifications can be made. For example, terms cited as broad or synonymous terms in the description of the specification or drawings can be replaced with broad or synonymous terms in other descriptions of the specification or drawings.
[0295] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations having the same functions, methods, and results, or configurations having the same purposes and effects). In addition, the present invention includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. In addition, the present invention includes configurations that exhibit the same operational effects as the configurations described in the embodiments or configurations that can achieve the same purpose. In addition, the present invention includes configurations in which known technologies are added to the configurations described in the embodiments.
[0296] As described above, the embodiments of the present invention have been described in detail, but those skilled in the art will easily understand that many modifications can be made without substantially departing from the novel matters and effects of the present invention. Therefore, all such modified examples are considered to be included in the scope of the present invention.
Explanation of Reference Numerals
[0297] 10 Server device, 20, 20A, 20B, 20C Terminal devices, 100 Processing unit, 110 Growth control unit, 111 Judgment unit, 112 Selection unit, 113 Mask control unit, 114 Game processing unit, 116 Display control unit, 119 Reception unit, 120 Communication control unit, 121 Web processing unit, 122 Management unit, 123 Notification unit, 130 Image generation unit, 140 Sound processing unit, 160 Input unit, 170 Storage unit, 171 Main storage unit, 172 Image buffer 174 Game data storage unit, 176 Player information storage unit, 180 Information storage medium, 196 Communication unit, 200 processing unit, 211 display control unit, 212 reception unit, 213 notification unit, 220 communication control unit, 221 Web browser, 230 image generation unit, 240 sound generation unit, 260 input unit, 262 detection unit, 270 storage unit, 271 main storage unit, 272 image buffer, 274 game data storage unit, 276 player information storage unit, 280 information storage medium, 290 display unit, 292 sound output unit, 296 communication unit
Claims
1. A game system that processes a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that, when it is determined that any one of the growth elements has reached a predetermined upper limit, selects at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; The growth control unit is A game system characterized in that the growth content of the growth element selected by the selection unit is changed.
2. In claim 1, The selection unit: A game system characterized in that when the judgment unit determines that any of the multiple growth elements has reached a predetermined upper limit, at least one growth element that has not yet reached the upper limit is selected depending on the player's game status.
3. In claim 1 or 2, The selection unit: A game system characterized in that, when the judgment unit determines that any of the multiple growth elements has reached a predetermined upper limit, at least one growth element with a lower degree of growth is selected from among the multiple growth elements that have not yet reached their upper limit.
4. In any one of claims 1 to 3, The selection unit: A game system characterized in that, when the judgment unit determines that any of the multiple growth elements has reached a predetermined upper limit, at least one growth element that is compatible with the growth element that has reached the upper limit, or at least one growth element that is incompatible with the growth element that has reached the upper limit, is selected from the multiple growth elements that have not yet reached the upper limit.
5. In any one of claims 1 to 4, The growth content includes a growth condition for growing a growth element, The growth control unit is A game system characterized in that a growth condition for growing the growth element selected by the selection unit is changed.
6. In claim 5, The growth control unit is A game system characterized in that, when a process of growing a growth element is performed by consuming a required cost value corresponding to the growth element from consumption parameters set in correspondence with the player's identification information or the player's character identification information, the required cost value corresponding to the growth element selected by the selection unit is changed.
7. In any one of claims 1 to 6, The growth content includes a growth parameter for growing a growth element, The growth control unit is A game system characterized in that a growth parameter for growing the growth element selected by the selection unit is changed.
8. In any one of claims 7, The growth control unit is A game system comprising: a step of increasing an increment value of a growth parameter for growing the growth element selected by the selection unit.
9. In any one of claims 1 to 8, The growth control unit is A game system comprising: a game unit that controls a degree of change in the growth content according to a growth difference between the growth element that has reached the upper limit and the selected growth element.
10. In any one of claims 1 to 9, The growth control unit is A game system characterized in that a degree of change in the growth content is controlled based on a game situation.
11. In any one of claims 1 to 10, A map made up of a plurality of squares further includes a square control unit that associates growth elements with each square, The mass control unit is By executing the game based on the player's input information, starting from the start square, it is determined whether or not an unlocking condition associated with an unopened square has been satisfied, and when the unlocking condition associated with the unopened square has been satisfied, the square is unlocked; The growth control unit is When an opening condition corresponding to an unopened square is satisfied, a process is performed in which the player or the player's character acquires a growth element corresponding to the unopened square; The predetermined upper limit is set as a goal square, and the opening of each square from the start square to the goal square is controlled as growth up to the predetermined upper limit; The determination unit is Determine whether each square from the start square to the goal square has been opened or not, The selection unit is A game system characterized in that when each square from a start square to a goal square is opened, a selection target square is determined and a growth element corresponding to the selection target square is selected.
12. In claim 11, The plurality of squares are arranged in a plurality of predetermined ranges, The selection unit is A game system characterized in that a square to be selected is determined from squares located within a specified range adjacent to the specified range in which the start square and the goal square are located, and squares on another path branching off from the opened path from the start square to the goal square.
13. In claim 11 or 12, The selection unit is A game system characterized in that the number of selectable squares is determined when each square from a start square to a goal square is opened.
14. In any one of claims 11 to 13, The growth control unit is A game system characterized in that the growth content of the growth element corresponding to the selection target square is changed based on the positional relationship between the position of the goal square and the position of the selection target square.
15. A game system that processes a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a notification unit that notifies the player of at least one growth element that has not yet reached a predetermined upper limit, among the plurality of growth elements, when it is determined that any one of the growth elements has reached a predetermined upper limit; The growth control unit is A game system characterized in that the content of growth is changed for a growth element determined based on information input by a player.
16. In claim 15, The notification unit, A game system characterized in that when the judgment unit determines that any of the multiple growth elements has reached a predetermined upper limit, the judgment unit notifies the player of at least one growth element that has not yet reached the upper limit, depending on the player's game status.
17. In claim 15 or 16, The notification unit, A game system characterized in that, when the judgment unit determines that any of the multiple growth elements has reached a predetermined upper limit, it notifies the user of at least one growth element with a lower degree of growth among the multiple growth elements that have not yet reached their upper limit.
18. In any one of claims 15 to 17, The notification unit, A game system characterized in that, when the judgment unit determines that any of the multiple growth elements has reached a predetermined upper limit, the judgment unit notifies the user of at least one growth element among the multiple growth elements that have not yet reached their upper limit that is compatible with the growth element that has reached the upper limit, or at least one growth element that is incompatible with the growth element that has reached the upper limit.
19. A server device that processes a game. a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that, when it is determined that any one of the growth elements has reached a predetermined upper limit, selects at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; The growth control unit is A server device, characterized in that the growth content of the growth element selected by the selection section is changed.
20. A server device that processes a game. a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a notification unit that notifies the player of at least one growth element that has not yet reached a predetermined upper limit, among the plurality of growth elements, when it is determined that any one of the growth elements has reached a predetermined upper limit; The growth control unit is A server device which changes growth content regarding growth elements determined based on input information from a player.
21. A program for processing a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that selects, when it is determined that any one of the growth elements has reached a predetermined upper limit, at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; The growth control unit is A program for changing growth content for the growth element selected by the selection unit.
22. A program for processing a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; causing the computer to function as a notification unit that, when it is determined that any one of the growth elements has reached a predetermined upper limit, notifies the player of at least one growth element that has not yet reached the upper limit, from among the plurality of growth elements; The growth control unit is A program for changing growth content regarding growth elements determined based on input information from a player.
Citation Information
Patent Citations
Program, recording medium and computer device
JP2009201982A
Game management device, game device, game system, game management method, and program
JP2013202111A
Information processing apparatus, game program, and information processing method
JP2019195428A
Computer readable recording medium having recorded program of video game, program of video game, video game processing method and video game processor
JP2003000952A
Game control device, game system, and program
JP2017136125A
Cited By
Game machine
JP2025164806A