Computer program, game system, and control method of game system

The baseball game system introduces variable item effects through the selection of a second object with a specific item, addressing the lack of novelty in the cultivation method by ensuring diverse and dynamic gameplay.

JP2025093422APending Publication Date: 2025-06-24KONAMI DIGITAL ENTERTAINMENT CO LTD
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2023209044
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-12
Publication Date
2025-06-24

AI Technical Summary

Technical Problem

The existing baseball game's cultivation part lacks novelty as only one character is cultivated per session, requiring repetitive cultivation to enhance, and the items used are fixed, leading to a lack of diversity in the cultivation method.

Method used

A computer program and game system that allows selection of a second object associated with a specific item, generating an object effect that can occur in subsequent cultivations differently, enhancing the cultivation process by incorporating variable item effects.

Benefits of technology

This approach diversifies the cultivation method, providing new interest by allowing item effects to occur differently in subsequent cultivations, thereby enriching the gameplay experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025093422000001_ABST
    Figure 2025093422000001_ABST
Patent Text Reader

Abstract

To diversify a growing method in a game for growing an object.SOLUTION: As an element affecting growth of a first object, a game computer program capable of selecting a second object allows a computer to function as an object selection section capable of selecting a specific object to which a specific item is related from a predetermined object candidate group as at least one of the second objects, an object effect generation section for generating an object effect corresponding to a selection content of a second object regarding growth, and an item effect generation section for generating an item effect of a specific item regarding growth. The item effect generation section generates an item effect of a specific item so that it can be generated also in growth after the previous growth regardless of whether an item effect of a specific item occurs in the previous growth of the first object.SELECTED DRAWING: Figure 2
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a computer program for a game of growing an object, a game system, and a control method for the game system.

Background Art

[0002] Patent Document 1 describes a baseball game including a cultivation part and a battle part. In the cultivation part of this baseball game, the user cultivates a protagonist character to create a cultivated character. Further, the cultivation part includes a cultivation phase and a pre-phase. In the pre-phase, information necessary for the cultivation phase is registered and set. Also, in the pre-phase, the user selects a game character to be incorporated into the event deck.

[0003] Furthermore, in the pre-phase, the user selects a game item to be used in the cultivation phase from the game items the user owns. When the selection of this game item is completed, the cultivation phase is started. And in the cultivation phase, the events that occur change according to the game characters incorporated into the event deck.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In the cultivation part of the above-described baseball game, when the effect of an item is generated, the cultivation can proceed advantageously. Here, only one character is cultivated in one cultivation, and when conducting a battle using the cultivated character, it is necessary to repeat the cultivation a plurality of times. Therefore, the items used in the cultivation part are fixed, lacking novelty. Thus, it is required to diversify the cultivation method to make the user feel new interest.

Means for Solving the Problem

[0006] A computer program according to one aspect is a game for cultivating a first object to be cultivated by changing parameters associated with the first object, and as an element affecting the cultivation of the first object in the game, a computer program for the game in which a second object can be selected, causing a computer to, As at least one of the second objects, an object selection unit capable of selecting a specific object associated with a specific item from a predetermined object candidate group, An object effect generation unit that generates an object effect corresponding to the selection content of the second object with respect to the cultivation, Function as an item effect generation unit that generates an item effect of the specific item with respect to the cultivation, The item effect generation unit generates the item effect of the specific item so that the item effect of the specific item can occur also in a subsequent cultivation different from the previous cultivation regardless of whether the item effect of the specific item occurred in the previous cultivation of the first object.

[0007] Also, a game system according to another aspect is a game that grows the first object to be grown by changing parameters associated with the first object, and provides the game in which a second object can be selected as an element that affects the growth of the first object in the game, and is a game system including a computer, The computer, An object selection unit that can select a specific object associated with a specific item as at least one of the second objects from a predetermined object candidate group, An object effect generation unit that generates an object effect according to the selection content of the second object with respect to the growth, Functions as an item effect generation unit that generates an item effect of the specific item with respect to the growth, The item effect generation unit generates the item effect of the specific item so that the item effect can occur in a subsequent growth different from the previous growth regardless of whether the item effect of the specific item occurred in the previous growth of the first object.

[0008] Also, a control method according to another aspect is a control method of a game system that grows the first object to be grown by changing parameters associated with the first object, and provides the game in which a second object can be selected as an element that affects the growth of the first object in the game, and includes a computer, The computer, As at least one of the second objects, a specific object associated with a specific item can be selected from a predetermined object candidate group, An object effect corresponding to the selection content of the second object is generated with respect to the growth, Regardless of whether the item effect of the specific item occurs in the subsequent cultivation different from the previous cultivation, the item effect of the specific item is caused with respect to the cultivation so that it can also occur in the subsequent cultivation different from the previous cultivation.

Brief Description of the Drawings

[0009]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Modes for Carrying Out the Invention

[0010] Hereinafter, exemplary embodiments for carrying out the present invention will be described in detail with reference to the drawings. However, the dimensions, materials, shapes, and relative positions of the components described in the following embodiments can be arbitrarily set and can be changed according to the configuration or various conditions of the device or method to which the present invention is applied. Also, unless otherwise specified, the scope of the present invention is not limited to the embodiments specifically described below.

[0011] In the following description, identification information is data composed of characters, numbers, symbols, images, or combinations thereof, and uniquely identifies an object to be identified associated with the identification information. An object is a game element that is displayed or used in a game. As an example, an object is a character representing a person such as a sports player, a living thing such as a racehorse, a fictional living thing such as a monster, and a non-living thing such as a robot. As another example, an object may be a game card or equipment, etc.

[0012] The parameter associated with an object is information representing the degree of an ability, state, or performance, etc. associated with the object. As an example, parameters include physical strength, agility, technique, spirit, change ball, experience points, fatigue level, compatibility, evaluation, condition, motivation, level, rarity, attack power, defense power, body shape, hitting, muscle strength, base running, shoulder strength, ball speed, control, stamina, defense, meet, ballistic trajectory, catching, speed, stamina, power, determination, wisdom, number of fans, and ticket sales number, etc., indicating the degree of any object. Also, the parameter indicates the degree by a numerical value or alphabet, etc. Additionally, the degree may be indicated by other aspects such as the length, size, or shape of a figure.

[0013] Also, the change of a parameter is a process of changing the parameter associated with an object. For example, increasing or decreasing the parameter associated with an object is an example of the change of a parameter. As an example, improving the rank and value of an ability (ballistic trajectory, meet, power, running ability, shoulder strength, defense power, or catching) associated with an object is the change of a parameter.

Example

[0014] [Overall Configuration] Referring to FIG. 1, the overall configuration of the network system to which the game system 100 is applied will be described. The network system includes a server 20 and a plurality of game machines 30 as client devices that can be connected to the server 20 via a predetermined network 50. The server 20 is configured as a single logical server device by combining a server device 20A and a server device 20B as a plurality of computer devices. However, the server 20 may be configured by a single server device 20A or server device 20B. Alternatively, the server 20 may be logically configured using cloud computing.

[0015] As an example, the network 50 is configured to realize network communication using the TCP / IP protocol. Specifically, a local area network (LAN) connects the server 20 and the Internet. And the Internet as a WAN and the LAN are connected via a router. The game machines 30 are also configured to be connected to the Internet. The servers 20 may be connected to each other by the Internet instead of or in addition to the LAN. Also, the network 50 may be any of a dedicated line, a telephone line, a corporate network, a mobile communication network, other communication lines, and combinations thereof, regardless of whether it is wired or wireless.

[0016] The game machine 30 is an example of a computer device that functions as a form of the game system 100 and provides a predetermined game to a user. The game machine 30 may include various game devices. In the example of FIG. 1, three types of game devices 30A, 30B, and 30C are shown as the game machine 30. The game device 30A is a commercial or business device that allows a user to play a game within a range corresponding to the consideration in exchange for payment of a predetermined consideration. This game device 30A may also be called an arcade game machine. For example, the game device 30A is installed in a predetermined facility such as a store for the main purpose of repeatedly allowing a large number of users to play games to increase profits.

[0017] The game devices 30B and 30C are terminal devices for personal use by the user. This terminal device is a computer device capable of network connection. For example, the terminal device includes various computer devices that are capable of network connection and are for personal use by the user. As an example, the terminal device is a desktop or laptop personal computer, a stationary home game console, a portable game console, a portable tablet terminal device, or a mobile phone including a smartphone. In the example of FIG. 1, the game device 30B is a personal computer and the game device 30C is a smartphone. Also, the game device 30C is connected to the Internet by various connection facilities or devices such as an access point AP. In the following, an example where the game machine 30 is a smartphone will be mainly described.

[0018] The game machine 30 allows the user to enjoy various services provided by the server 20 by implementing various computer softwares. And the game machine 30 provides a game by implementing a game application as this computer software. The game application may be distributed for a fee or for free. Also, the game application may have a function of causing the user to consume a consideration such as money according to the progress of the game or the like.

[0019] Also, the game machine 30 can provide various games. As an example, the provided game is a game including a cultivation part for cultivating an object, and is a sports game such as baseball and soccer, a battle-type trading card game, an action game, a role-playing game, a music game, a board game, a mahjong game, an RPG game, a fighting game, a puzzle game, a quiz game, and a horse racing game. In the following, an example where the provided game is a baseball game including a cultivation part will be mainly described.

[0020] Server 20 provides various game-related services to the game machine 30 or its users. As an example, this service includes a distribution service that distributes and updates programs or data via the network 50. Through this distribution service, Server 20 appropriately distributes various programs or data necessary for providing the game to each game machine 30. As another example, game-related services may include a matching service that matches users with each other, an authentication service that authenticates users, and the like. Also, game-related services may include a service that receives and stores play data such as the usage history of authenticated users from the game machine 30.

[0021] In addition, Server 20 provides various web services to the users of the game machine 30 via the network 50. For example, this web service includes an information service that provides various information related to the game, a community service that provides a place for users to send, exchange, share, or communicate information, and an assignment service that assigns user identification information for identifying each user.

[0022] [Overview of the Game] Referring to FIG. 2, the overview of the baseball game provided by the game machine 30 will be described. This baseball game is a game in which a first object to be trained (hereinafter also referred to as a training character) is trained by changing the parameters associated with it. The baseball game has a training part and a battle part. In the training part, the user plays a training game for training the training character. For example, in the training part, the training character performs actions such as baseball practice and is trained as a pitcher or fielder through various events. In the following description, the parameters associated with a character, which is an example of an object, are simply referred to as character parameters.

[0023] Also, in the battle part, the user plays a battle game in which their team battles against the opponent team. The user registers the characters whose training is completed (hereinafter also referred to as registered characters) so that they can be added to their team. For example, the user forms their team to include the registered characters and battles against the opponent team of another user. Then, by repeatedly playing the training part, training stronger characters and forming a team, the rank and overall strength of the team can be increased.

[0024] Furthermore, also in the training part, a battle game between the user's team including the training character as a player and the opponent team can be played as a mini-game. Note that the opponent team in the battle game may be a team operated by a computer or a team operated by another user. Also, each of the training part and the battle part may be a part of one game or may be separate games from each other. Furthermore, the battle part may be carried out during the training part, or the training part may be carried out during the battle part.

[0025] As an example, in the battle part, manual play in which the user operates the character can be executed. Also, in the battle part, auto play in which the character automatically moves according to a predetermined rule can be executed. Specifically, the user can select auto play and manual play. Also, the manual play may include a mode in which the user directly operates all the characters of the user's team and a mode in which only some players are directly operated. Furthermore, the manual play and the auto play may be executed in combination with each other.

[0026] A plurality of scenarios are prepared for the baseball game. And before starting the training part, the user selects a scenario for performing the training part. As an example, there are a plurality of scenarios in which the training character belongs to a baseball team of a predetermined high school. Then, the user selects a scenario corresponding to the desired high school from among a plurality of high schools. When a scenario is selected, the training character is determined as a preparation stage for the training part. As an example, the training character is randomly determined based on a predetermined law so as to have predetermined initial parameters. However, the training character may have the same initial parameters each time.

[0027] Alternatively, the user may determine the training character from among the existing training candidate group. In this case, the training candidate group may be composed of characters owned by the user. For example, the user may obtain in advance a character that is an object to be trained by means of an act such as a lottery or a purchase. Alternatively, the training character may be determined by lottery from among a predetermined training candidate group. Furthermore, the user may be able to create a training character.

[0028] Also, the user can change some settings of the determined training character (for example, name, voice, defensive position, dominant arm, and batting form, etc.). Taking the defensive position as an example, the user can select and change the defensive position from among pitcher, catcher, first baseman, second baseman, third baseman, shortstop, and outfielder. Hereinafter, defensive positions other than the pitcher will be described as fielders.

[0029] As another example, inheritance elements may be inherited from an inherited character, which is an object whose cultivation is completed, to a cultivation character to be cultivated next. For example, the user selects any character included in the cultivation candidate group as the successor cultivation character to be cultivated next. Then, the user selects an inherited character whose cultivation is completed before the successor cultivation character. As an example, the user selects two inherited characters. Then, when the inherited characters are selected, the inheritance elements associated with the inherited characters are inherited by the successor cultivation character. The inherited elements inherited in this way become factors that increase the parameters of the cultivation character, such as ability, aptitude, or skill.

[0030] Also, in the preparation stage of the cultivation part, the user selects a second object (hereinafter also referred to as an event character) as an element that affects the cultivation of the cultivation character in the game. For example, the user selects an event character to create a deck. Then, the selected event character is set as a teammate who practices with the cultivation character. That is, the user can select a teammate by including it in the deck. Then, in the cultivation stage of the cultivation part, an event corresponding to the event character included in the deck occurs. As a result, the event character affects the cultivation of the cultivation character, and a favorable effect on cultivation is produced. Hereinafter, the effect that occurs according to the selection content of the event character is also referred to as an object effect.

[0031] For example, the user selects an event character from a group of object candidates that includes the owned characters the user has acquired and owns. In the example of FIG. 2, on the deck screen S1, five characters C1 to C5 are selected as event characters. However, the number of selectable event characters may be four or less or six or more. Also, the user can select an event character owned by another user as an ally. In the example of FIG. 2, on the deck screen S1, one character C6 is selected as an ally. Note that it may or may not be possible to include event characters with the same name in the same deck.

[0032] In this way, the group of object candidates includes, in addition to the user's owned characters, other event characters owned by other users, etc. Note that the other event characters may be randomly selected or the user may be able to select them. For example, the user may be able to select from the owned characters of users associated as being in a friend relationship with the user. Further, the group of object candidates may include characters that can be selected from among unowned characters according to a predetermined condition (for example, being during the holding of an event held separately from the game cultivation part).

[0033] Also, the event character may be selected from registered characters, and the event character may be able to be cultivated as a cultivation target. However, hereinafter, an example where the event character is not a cultivation target in the cultivation part will be mainly described. Note that an event character that is not a cultivation target may have its parameters changed and grow by, for example, leveling up.

[0034] Also, the selection of the event character may be performed automatically. For example, on the deck screen S1 of FIG. 2, a help button S1B is displayed. Then, when the user touches the help button S1B, an event character suitable for cultivation is automatically selected.

[0035] For example, a user can obtain event characters by means of victory rewards in the battle part, acquisition by lottery, presents, purchases by consuming value, etc. As an example, the user can touch an icon for lottery displayed on the home screen to execute a lottery for event characters. This lottery includes free lotteries, and the user can execute a free lottery according to a predetermined condition (for example, once a day). Further, the lottery includes paid lotteries, and the user can execute a paid lottery in exchange for the consumption of a predetermined value (in-game currency such as coins, medals, and points, consumable items such as tickets, or money, etc.).

[0036] Furthermore, the user can touch an icon for a shop displayed on the home screen to execute the purchase of an event character. The user can purchase and obtain a desired event character in exchange for the consumption of a predetermined value.

[0037] In addition, there may be cases where each event character is associated with a favorite practice. On the deck screen S1 in FIG. 2, in the favorite practice column S1A, favorite practices such as hitting, strength, base running, shoulder strength, ball speed, control, stamina, change-up, defense, and mental are displayed. And in the favorite practice of the event character, when the event character practices with a training character, a special event may occur. Note that the favorite practice of one event character may be two or more types.

[0038] Also, the selected event character is displayed on the deck screen S1. And on the deck screen S1, the rarity which is an index representing the difficulty of obtaining each event character is displayed. As an example, the types of rarity are, in order from the lowest rarity, "Normal (N)", "Powerful Normal (PN)", "Rare (R)", "Powerful Rare (PR)", "Super Rare (SR)", and "Powerful Super Rare (PSR)", a total of 6 types. The higher the rarity of the included event character, the more advantageous the effect on the training of the training character.

[0039] Furthermore, among the event characters, there are those who possess a specific item and there exists a specific object (hereinafter also referred to as a specific character) associated with the specific item. In the example of FIG. 2, character C1 is a specific character that possesses a specific item. This specific character can also be included in the deck as at least one of the event characters.

[0040] Also, as a preparation stage for the training part, in addition to the event characters, the user can select an item that affects the training of the training characters. For example, the user can select an item from a group of item candidates including the owned items the user possesses. Furthermore, when a specific character is selected as an event character, the specific item is also selected. Thereby, the user can obtain the right to use the specific item.

[0041] Note that the selection of the specific item may be made by the user or may be automatically performed. Also, when multiple specific items can be selected, all of the specific items may be selected or some of the specific items may be selected. Furthermore, by the user touching an entrust button or the like, a suitable item may be automatically selected. However, in the following description, an example where the selection of the specific item is automatically performed will be mainly described.

[0042] In the example of FIG. 2, the user is selecting two items S2A and S2B on the item screen S2. Also, since character C1, which is a specific character, is selected as an event character, one item S2C is selected as the specific item. When the items are selected in this way, in the training stage of the training part, an item effect corresponding to the selection content of the items occurs. Note that the number of items that the user can select may be one or three or more. Furthermore, the number of specific items selected may be two or more or one per type.

[0043] Note that even if a specific item is not selected by the user, the specific item may be usable at the growth stage of the growth part. In this case, there is no selection screen for the specific item, and it is only displayed as being usable at the growth stage. Or, only the item effect of the specific item is automatically generated in the growth part.

[0044] Furthermore, the growth stage may start even if the user does not select any item. Also, when a plurality of specific characters are selected as event characters, the user may select a specific item from among the plurality of specific items. Furthermore, even when a specific character is selected as an event character, the specific item may not be selected by the user or the selection may be cancelled.

[0045] For example, the item effect occurs when the item condition, which is the occurrence condition, is satisfied. As a specific example, for an item of the type in which the effect is automatically generated, when the item condition is satisfied, the item effect (for example, a high event occurrence rate is applied) is automatically generated. The item condition in this case is, as an example, reaching a predetermined timing (for example, the timing when an event occurs). Also, for an item of the type in which the effect is generated by a use operation, when the item condition of the user performing the use operation is satisfied, the item effect (for example, the physical strength is recovered) occurs.

[0046] Also, the item condition may be that there is a parameter to be changed. For example, in the case of an item effect that equalizes parameters, when multiple types of parameters are the same, this item condition is not satisfied. Furthermore, the item condition may be that the parameter can be changed. For example, in the case of an item effect that increases a parameter, when the parameter reaches the upper limit, this item condition is not satisfied. Furthermore, the item condition may be that it is a specific character obtained by lottery or purchase. For example, even if a specific character obtained for free is included in the deck, this item condition is not satisfied.

[0047] In the example of FIG. 2, the item condition that the user uses a specific item is satisfied, and an item effect occurs in which the possessed experience points are equalized. Note that experience points are an example of points of multiple types, and by consuming each type of points in exchange for changing the parameters of the cultivated character, the parameters of the cultivated character can be changed. Specifically, experience points can be obtained by having the cultivated character perform practice actions in the cultivation part. As other examples of such consumed points, other parameters such as experience values, points, and coins may be used.

[0048] Regarding the possession of items, the user can obtain items by means of victory rewards in the battle part, grants by lottery, presents, purchases by consuming a price, etc. As an example, the user can perform a lottery for an item by touching a lottery icon displayed on the home screen. Here, the lottery includes a free lottery, and the user can perform a free lottery according to a predetermined condition (for example, once a day). In addition, the lottery includes a paid lottery, and the user can perform a paid lottery in exchange for consuming a predetermined price. Furthermore, the user can perform a purchase of an item by touching a shop icon displayed on the home screen. The user can purchase and obtain a desired item in exchange for consuming a predetermined price.

[0049] Note that the item effect may be an effect unique to each item, or an effect generated by a combination of items. Furthermore, the item effect may be an effect generated by a combination of the cultivated character or the event character and the item. Also, either the creation of the deck or the selection of the item may be executed first. For example, when the selection of the item is executed first, a specific item is automatically selected by the subsequent selection of a specific character.

[0050] When the user selects an item and the preparation stage is completed, the user starts the training stage. In the training stage, at least one training section is set, and a predetermined number of turns is set for each training section. Then, in each turn, the user selects the action of the training character, and the training character executes the selected action. The training character grows according to the executed action, and the parameters of the training character change. Also, when an action is executed, the turn progresses.

[0051] In each turn, in addition to the training character, a plurality of teammates appear and affect the training of the training character. These teammates include the event characters set in the deck, the predetermined unique characters specific to the scenario, and other default characters. Note that the same character as the unique character can be included in the deck as an event character, but the inclusion may be restricted.

[0052] Also, in one turn, morning events and afternoon events may occur. And the events that occur include scenario events specific to the scenario, events by the event characters included in the deck, and events by the unique characters. In the scenario events, mainly the unique characters appear. Whether an event occurs in the morning or in the afternoon is preset according to the content of the scenario event and the event characters.

[0053] Each event occurs when it meets the event conditions that are its occurrence conditions. For example, the event condition is to win in the event occurrence lottery. When an event occurs, an object effect corresponding to the occurred event occurs. For example, when an object effect occurs, beneficial effects for training such as obtaining experience points and acquiring special abilities can be obtained. In the example of Figure 2, an object effect has occurred, and the experience points of the strength of character C7, which is the training character, have increased by 28 points.

[0054] In addition, the actions of the character being trained in each turn include actions that are carried out jointly with other characters, such as playing with other characters like teammates (for example, going to the batting center). When this action is executed, in addition to the character being trained, the parameters of the other characters who carried out the action together may also change. For example, the evaluation of the character being trained by other characters changes.

[0055] After a predetermined number of training sections have passed, the training stage ends. As an example, one week corresponds to one turn, and one training section is composed of 12 turns. In this case, one training section corresponds to three months. Furthermore, as an example, one training stage is composed of four training sections. Here, the number of turns in at least one training section is different from that of other training sections. As an example, three training sections from the first section to the third section are composed of 12 turns. And the fourth section following the third section is composed of 15 turns.

[0056] In this case, one training stage corresponds to 51 weeks (that is, 51 turns). For example, the character being trained is a second-year high school student, and the user plays the training from August of the second-year high school student's year in the in-game time until the third week of August of the third-year high school student's year. However, the number and number of turns of the training sections may be set as appropriate. For example, one training stage may be as long as 68 weeks (that is, 68 turns). Note that the number of turns of multiple training sections may be the same as each other. Also, during one training section, the training stage may end forcibly. For example, in the fourth section, if the character loses in the game of the Koshien tournament, the training stage may end forcibly.

[0057] When the cultivation stage ends, unconsumed experience points can be consumed to improve the parameters of the cultivated character. Then, when actions such as consuming experience points are performed, the cultivation of the cultivated character is completed, and the cultivated character can be registered as a registered character. After that, the registered character can be affiliated as a player to the team that will appear in the battle part. And in the battle part, the user pseudo-plays baseball in which teams play against each other.

[0058] Also, as shown in FIG. 2, the item effect of a specific item can be generated in both the previous cultivation that is played first and the subsequent cultivation that is played later. For example, a specific character can be included in the deck in both the previous cultivation and the subsequent cultivation. And by including the specific character, the specific item is selected in both the previous cultivation and the subsequent cultivation. Therefore, the user can use the specific item in both the previous cultivation and the subsequent cultivation to generate the item effect.

[0059] Also, the user can pause or interrupt the cultivation part at any timing. And when the cultivation part is paused halfway or interrupted and not resumed, the selected item is returned to the owned items. However, some items (for example, rare items or specific items) may not need to be returned.

[0060] Note that as an example of the deck, there may be a support deck that can be used only in a specific scenario. In this case, as the second object described above, the support character to be included in the support deck may be selectable. For example, the support character may be selected instead of or in addition to the event character. As an example, unlike the event character, the support character does not participate in practice. Instead, an event related to the support character or an event related to the support deck may occur in the cultivation part.

[0061] Furthermore, the object associated with a specific item may be an object that affects cultivation and may be an object selected in association with the cultivated character. For example, the object may be the inherited character described above. In this case, when the inherited character is selected, the specific item associated with the inherited character is selected. Or, when the inherited character is selected, the specific item associated with the inherited character becomes available in the cultivation stage. Or, when the inherited character is selected, the item effect of the specific item associated with the inherited character occurs in the cultivation stage.

[0062] [Control system] Referring to FIG. 3, the main parts of the control systems of the server 20 and the game machine 30 will be described. The server 20 includes a server control unit 21 and a server storage unit 22. The game machine 30 includes a game machine control unit 31 and a game machine storage unit 32.

[0063] The server control unit 21 and the game machine control unit 31 are configured as a computer that combines a processor that executes various arithmetic processes and operation controls according to a predetermined program and other peripheral devices. As an example, the server control unit 21 and the game machine control unit 31 have a processor. The processor is, for example, a CPU (Central Processing Unit) or an MPU (Micro-Processing Unit), and based on the program stored in the storage device, controls the entire device and also comprehensively controls various processes. Note that the server control unit 21 and the game machine control unit 31 may have an integrated circuit such as an ASIC (Application Specific Integrated Circuit) or an FPGA (Field Programmable Gate Array).

[0064] In addition, the server storage unit 22 and the game machine storage unit 32 are computer-readable non-transitory storage media. The server storage unit 22 and the game machine storage unit 32 include a RAM (Random Access Memory) which is a system work memory for the processor to operate, and storage devices such as a ROM (Read Only Memory), an HDD (Hard Disc Drive), and an SSD (Solid State Drive) for storing programs and system software. For example, the processor executes various processing operations such as calculations, controls, and discriminations according to the programs stored in the storage devices.

[0065] Furthermore, the server control unit 21 and the game machine control unit 31 can also perform control according to programs stored in portable recording media such as CDs (Compact Discs), DVDs (Digital Versatile Discs), CF (Compact Flash) cards, and USB (Universal Serial Bus) memories, or external storage media such as servers on the Internet. In addition, an operation unit including a keyboard or various switches for inputting predetermined commands and data is connected to the server control unit 21 by wire or wirelessly. Also, a display unit for displaying the input state, setting state, measurement results, and various information of the device is connected to the server control unit 21 by wire or wirelessly. Furthermore, the server control unit 21 is provided with various devices such as a communication device.

[0066] The server storage unit 22 stores server data SD necessary for providing game services and the like. This server data SD can include various types of data. In the example of FIG. 3, the server data SD includes service data SD1 and user data SD2. The user data SD2 is data that manages information related to the game play achievements of each user on a per-user basis. Also, the service data SD1 includes data defining each item appearing in the baseball game. Information such as the usage conditions and item effects of each item is managed by this data.

[0067] In addition, the service data SD1 includes data that defines each character appearing in the baseball game. Based on this data, information on the initial parameters of each character before training and event characters, as well as information on the object effects by event characters, etc. are managed. Also, various parameters of the trained characters change through training in the training part. And the changes in the parameters of each trained character are managed by the user data SD2. Alternatively, the changes in the parameters of each trained character may be managed by the data that defines the characters in the service data SD1.

[0068] Furthermore, the service data SD1 includes various data for realizing various services. For example, the service data SD1 includes image data of various images displayed on the game screen, and audio data of voices or music played during the game, etc., data necessary for providing the game service. Alternatively, the data necessary for providing the game service may be stored not in the server storage unit 22 but in the game machine storage unit 32. Furthermore, the data may be stored in both the server storage unit 22 and the game machine storage unit 32.

[0069] Also, the server storage unit 22 stores a server program SPG for providing various services such as game services. Thereby, the server control unit 21 is provided with a logical device realized by the combination of the hardware resources of the server control unit 21 and the server program SPG as software resources. As an example, the logical device includes a management unit that executes various processes for providing Web services to the game machine 30. Furthermore, the logical device includes a management unit that executes various processes for providing game services to the game machine 30.

[0070] The game machine storage unit 32 stores a game program GPG as an example of a computer program for games. This game program GPG causes the game machine control unit 31 to execute various processes necessary for providing the game. Specifically, the game program GPG causes the game machine control unit 31, which is an example of a computer, to function as each functional unit or logical device such as a game progress unit 31A, an object selection unit 31B, an item selection unit 31C, an object effect generation unit 31D, an item effect generation unit 31E, and a parameter change unit 31F. Note that the game machine storage unit 32 further stores, as other programs, a website browsing program for allowing the user to enjoy web services and the like.

[0071] Also, the game machine storage unit 32 stores game data GD necessary for providing the game. This game data GD includes character data GD1 and item data GD2. Further, the game data GD includes data necessary for providing the game, such as image data of various images displayed on the game screen and audio data of voices or music played during the game. For example, the game program GPG and the game data GD are downloaded from the server 20 through a distribution service and stored in the game machine storage unit 32. Alternatively, the game program GPG and the game data GD may be pre-installed or stored in the game machine storage unit 32 via various recording media. Also, the game machine storage unit 32 stores play data GD3 including the play history of the game by the user and the like.

[0072] The game console 30 also includes a display device 33, an audio output device 34, and a touch sensor 35. The display device 33 displays images of characters, items, and various screens during the game. The audio output device 34 outputs music such as BGM, sound effects, and voices of characters during the game. Also, both the display device 33 and the audio output device 34 are output devices connected to the game console control unit 31 and are controlled according to the output signals from the game console control unit 31. Furthermore, the game console 30 includes various devices such as a camera and a communication device.

[0073] The touch sensor 35 is a detection device that detects the position of a touch operation by the user. For example, the touch sensor 35 is arranged on the display device 33 so as to detect the position of a touch operation on the display device 33. Also, the touch sensor 35 is an input device connected to the game console control unit 31 and outputs a signal corresponding to the position of the touch operation to the game console control unit 31.

[0074] [Game progress] The game progress section 31A performs various processes related to the progress of the baseball game. For example, when the user starts the training part, the game progress section 31A randomly determines a training character so as to have predetermined initial parameters. Then, in the training stage of the training part, the game progress section 31A causes the training character to execute actions such as practice according to the user's selection.

[0075] Also, in the battle part, the game progress section 31A causes the registered character to execute actions such as pitching or batting according to the user's operation. Furthermore, the game progress section 31A automatically causes non-player characters (NPCs) such as coaches to act. Also, the game progress section 31A changes the parameters of event characters or NPCs (for example, the evaluation of the training character) according to the progress of the game.

[0076] Referring to FIG. 4, the actions of the character C7, which is a nurtured character, will be described. FIG. 4 shows an action selection screen S3, and the game progress unit 31A causes the nurtured character to execute the action selected by the user on the action selection screen S3. Alternatively, the game progress unit 31A may cause the nurtured character to execute an automatically selected action. For example, when the user touches an automatic nurturing button on the action selection screen S3, the game progress unit 31A may automatically select an action and cause the nurtured character to execute it.

[0077] In each of the drawings including FIG. 4, for convenience of explanation, illustration of a part (e.g., the upper and lower parts) of the screen displayed during the game is omitted. As an example, on the upper part of the action selection screen S3, a stamina bar, the school year of the nurtured character, the remaining turns, the current section number, and "month / week" corresponding to the current turn number, etc. are displayed, but these illustrations are omitted in FIG. 4. Also, the transition of the screen during the game includes a mode in which the subsequent screen is displayed overlapping or side by side with the previous screen in addition to the mode in which the previous screen disappears and the subsequent screen is displayed.

[0078] Buttons corresponding to a plurality of action options are displayed at the lower part of the action selection screen S3. And in each turn, the user can select which action to execute for the nurtured character from among the plurality of options. Specifically, when the rest button S3A is touched, the nurtured character rests without practicing and the stamina is restored. As an example, the game progress unit 31A determines the amount of stamina recovery by lottery.

[0079] Also, when the practice button S3B is touched, the screen transitions to the practice screen. Then, the user selects one from the buttons corresponding to a plurality of practice options displayed on the practice screen. And the game progress unit 31A causes the growth character to execute the practice selected by the user on the practice screen. Also, on the practice screen, participants such as teammates who participate in the practice together are displayed. The displayed participants are randomly selected from scenario-specific characters, event characters, other default characters, scouts, and coaches. And the game progress unit 31A randomly selects and determines the combination of participants for each content of the practice for each turn. Here, the more teammates who practice together, the more experience points can be obtained.

[0080] Also, the evaluation value of the growth character by the teammate increases by practicing together with the teammate. And the higher the evaluation value of the growth character, the higher the probability of acquiring the knack of the special ability and the greater the amount of experience points obtained. Note that the knack of the special ability is a game element that changes the acquisition conditions of the special ability. For example, when the knack of the special ability is acquired, the experience points required to acquire the special ability corresponding to the acquired knack are reduced.

[0081] As an example, the practice options include ball speed, control, stamina, change-up, batting, strength, base running, shoulder strength, defense, and mental. Also, the selectable practice options differ depending on whether the defensive position of the growth character is a pitcher or an infielder. And when the practice is executed, experience points can be obtained according to the content of the practice, and the physical strength of the growth character decreases. However, when some practices (for example, mental practice) are executed, the physical strength of the growth character recovers.

[0082] Experience points are consumed when raising the abilities of the cultivated character. As an example, types of experience points include strength, agility, technique, changeup, and spirit. And depending on the content of the practice executed, the type and amount of experience points obtained differ. For example, when executing strength training, strength experience points and spirit experience points can be acquired. Also, the types of experience points that can be obtained differ depending on whether the defensive position of the cultivated character is a pitcher or a fielder.

[0083] Also, the deck may contain an event character associated with a favorite practice. In this case, the practice corresponding to the favorite practice of the event character can be practiced together by the cultivated character and the event character. As a result, the cultivated character can learn the tricks of special abilities from the event character, or an event of performing a special practice may occur. Furthermore, among the event characters practicing together, there may be a character whose selected practice matches the favorite practice and whose evaluation value for the cultivated character is above a predetermined value. In this case, a special practice called special tag practice is performed. When special tag practice is performed, more experience points can be obtained than usual.

[0084] Also, on the practice screen, the injury rate is displayed for each practice content. When a practice is executed, the cultivated character gets injured with a probability corresponding to the displayed injury rate. This injury rate increases as the current physical strength of the cultivated character decreases. And when the cultivated character gets injured, no experience points can be obtained even if the practice is executed. Furthermore, on the practice screen, the level of each practice is displayed for each practice content. The level of the practice increases by selecting the same practice multiple times. And the higher the level of the practice, the more experience points are obtained when the practice is executed.

[0085] Returning to Fig. 4, when the guide button S3C is touched, information useful for the progress of the game is guided to the user. Also, when the ability-up button S3D is selected, the screen transitions to the ability-up screen. And on the ability-up screen, the acquired experience points can be consumed to raise the abilities of the cultivated character. For example, the user can consume the selected experience points to raise the abilities of the cultivated character and acquire special abilities. Note that even without using experience points, the abilities of the cultivated character may increase or special abilities may be acquired according to the execution of practice or the occurrence of events.

[0086] Also, when the outpatient button S3E is selected, illnesses or injuries and other problems occurring in the cultivated character can be cured and resolved with a predetermined probability. Also, when the play button S3F is selected, the physical strength of the cultivated character is restored, and furthermore, the motivation parameter of the cultivated character increases by one level. Here, motivation is a parameter related to cultivation. For example, motivation decreases when practice is executed, similar to physical strength. And when motivation is decreasing, the experience points obtained by executing practice decrease. Also, when the date button S3G is selected, a unique event with a specific character occurs. And advantageous effects such as the restoration of physical strength and motivation or the acquisition of experience points occur.

[0087] Furthermore, on the action selection screen S3, an enlightenment button S3H for consuming experience points to acquire the know-how of special abilities is displayed. And when the user touches the enlightenment button S3H, the screen transitions to a screen for selecting the type and number of experience points to be consumed. Here, when the user consumes the desired experience points, the know-how of special abilities can be randomly acquired. Note that the special ability is associated with the cultivated character and generates an effect corresponding to the special ability (for example, an effect of raising the ability of a friendly pitcher). Also, on the action selection screen S3, an item button S3J for using items is displayed.

[0088] [Selection of Object] Returning to FIG. 3, the object selection unit 31B can select an event character from a predetermined group of object candidates within a range of a predetermined selectable number. Further, the object selection unit 31B can select a specific character associated with a specific item as at least one of the event characters from a predetermined group of object candidates. As an example, the object selection unit 31B selects a specific character as an event character to be included in the deck according to the user's selection.

[0089] Here, the event character being included in the deck is a condition for the occurrence of an object effect that has an advantageous or disadvantageous impact on the cultivation of the cultivation character. An example of an advantageous impact is an increase in the ability of the cultivation character or the recovery of physical strength. Also, an example of a disadvantageous impact is a decrease in physical strength. Note that the specific character being included in the deck also has an advantageous or disadvantageous impact on the cultivation of the cultivation character.

[0090] As described above, the group of object candidates includes other event characters owned by other users in addition to the characters owned by the user. Further, the selection by the object selection unit 31B includes a mode of automatically selecting an event character regardless of the user's selection.

[0091] This automatic selection includes a mode in which the object selection unit 31B selects a predetermined event character and a mode in which the object selection unit 31B evaluates and selects a suitable event character. For example, in the selection of a predetermined event character, when the user selects a deck created in advance, the object selection unit 31B selects the event characters included in the deck. Alternatively, the object selection unit 31B may be able to select the event characters included in the decks created by other users or the like.

[0092] Regarding the created deck, FIG. 5 shows a deck details screen S4 that displays the detailed content of the created deck. For example, when the user touches the details button displayed below the deck screen S1, the screen transitions to this deck details screen S4. Further, on the deck details screen S4, there is a deck name field S4A where the name of the deck is displayed, and a help button S4B is also displayed. Then, when the user touches the help button S4B, a suitable event character is automatically selected.

[0093] Furthermore, on the deck details screen S4, there is an item description column S4C for a specific item. In the example of FIG. 5, as the description of the specific item named "Experience Point Dragonfly" held by the character C1, the item effect is displayed in the item description column S4C. Specifically, it is displayed that using it equalizes the held experience points. Also, it is displayed that the agility ability of the pitcher and the change-up ability of the fielder are excluded from the object of the item effect. As an example, when the user touches the item S4G displayed in the specific item column S4F, the item description column S4C is displayed.

[0094] Furthermore, on the deck details screen S4, there is a type column S4D that indicates the type of the event character. In the type column S4D, the type of the event character included in the deck is highlighted. For example, if an event character of the "Player" type is included, it can be practiced together with the said event character. Also, if an event character of the "Partner" type is included, when the evaluation of the character being trained by the said event character reaches a predetermined value or more, a special event occurs.

[0095] Also, if an event character of the "She" type is included, the date button S3G becomes selectable on the action selection screen S3. Further, if an event character of the "AUTO She" type is included, in addition to the date button S3G being selectable, a random special event occurs. And if an event character of the "Staff" type is included, the physical strength recovers when practice is executed.

[0096] Furthermore, on the deck details screen S4, a bonus column S4E showing the stadium bonus obtained in the battle part is provided. In the bonus column S4E, the stadium bonus associated with the event characters included in the deck is displayed. In the example of FIG. 5, the name of the stadium bonus, "Lv upper limit release bonus", is displayed. This stadium bonus has the effect of increasing the score obtained in the battle part.

[0097] Furthermore, on the deck details screen S4, a specific item column S4F showing the specific item selected by the selected event character is provided. In the specific item column S4F, an item S4G showing the selected specific item is displayed. Also, an OK button S4H is displayed at the bottom of the deck details screen S4. When the user touches the OK button S4H, the screen transitions to the previous screen (for example, the deck screen S1).

[0098] Note that below the deck screen S1, which is the previous screen, a button for transitioning to the next screen (for example, the item selection screen S5 in FIG. 6) is displayed. When the user touches the button, the screen transitions to the next screen. Also, on the deck screen S1, the user can select a desired deck from among a plurality of pre-created decks. Note that the information identifying the event characters included in each deck is included in the play data GD3 in a state associated with the user identification information.

[0099] [Selection of Items] Returning to FIG. 3, the item selection unit 31C selects an item from a predetermined item candidate group including a specific item and other items. That is, item selection includes selection of a specific item and selection of other items. Note that there are types of items that produce effects when the user uses them at any timing in the training part. Also, there are types of items that automatically produce effects in the training part. And the fact that an item is selected or the selected item is used is a condition for the occurrence of an item effect that has an advantageous or disadvantageous impact on the training of the training character.

[0100] For example, the item selection unit 31C selects at least one of the owned items and the specific item according to the user's selection. Further, the item selection unit 31C may automatically select at least one of the owned items and the specific item regardless of the user's selection.

[0101] This automatic selection includes a mode in which the item selection unit 31C selects a predetermined specific item and a mode in which the item selection unit 31C evaluates and selects a suitable owned item. For example, the predetermined specific item is an item associated with the event character included in the deck. Also, when evaluating and selecting an owned item, a suitable item is automatically selected from the owned items when the user touches a predetermined button. Note that information for specifying the user's owned items is included in the play data GD3 in a state associated with the user identification information.

[0102] Also, the item selection unit 31C selects items such that first selection processing and second selection processing occur. In the first selection processing, the item selection unit 31C selects items so as to include other items not associated with the specific item as options. That is, the item selection unit 31C selects items so that at least one item different from the specific item is included as an option. As an example, the item selection unit 31C selects a predetermined number (for example, two or less) of items from the owned items that do not include the specific item according to the user's selection.

[0103] Furthermore, the item selection unit 31C selects the specific item associated with the selected specific character so that second selection processing occurs separately from the first selection processing. That is, the item selection unit 31C selects the specific item associated with the specific character included in the deck. Alternatively, the specific item associated with the specific character may be further included among the owned items.

[0104] Also, in the second selection processing, when a specific object is selected, the item selection unit 31C automatically selects the specific item. That is, without an operation by the user, the item selection unit 31C selects and sets the specific item associated with the specific character included in the deck. On the other hand, in the first selection processing, the item selection unit 31C selects items so as not to include the specific item as an option. For example, the item selection unit 31C selects other items from the owned items that do not include the specific item according to the user's selection. In this way, the first selection processing and the second selection processing are distinguished.

[0105] As an example, FIG. 6 shows an item selection screen S5 for a user to select other items. On the item selection screen S5, item S5A and item S5B are selected as other items selected by the user through the first selection process. Also, on the item selection screen S5, item S5C is automatically selected as a specific item through the second selection process.

[0106] Further, the item selection unit 31C causes other items to be displayed as options in the first item column S5D on the item selection screen S5. Furthermore, the item selection unit 31C causes a specific item to be displayed in a second item column S5E different from the first item column S5D on the item selection screen S5. That is, on the item selection screen S5, the icons of a plurality of options including other items are displayed in an area different from the icon of the specific item. In this way, the first selection process in which an item is selected from the displayed options and the second selection process are distinguished.

[0107] The user selects a desired item from among the items displayed in the first item column S5D. Then, the item selection unit 31C selects and sets the item corresponding to the selection. Also, the item selection unit 31C automatically selects a specific item, sets it as an available item, and causes it to be displayed in the second item column S5E. Thereby, when a specific character is included in the deck, the specific item is automatically displayed in the second item column S5E.

[0108] Alternatively, the user may be able to select the specific item displayed in the second item column S5E. In this case, even if the user does not select the specific item, the specific item may not be usable in the cultivation part. Furthermore, the user may be able to cancel the selection of the specific item selected in the second item column S5E. For example, when a specific item is selected from among a plurality of specific items, the selection of the automatically selected specific item may be cancelled.

[0109] In the first selection process, the item selection unit 31C selects other items so as not to exceed the selectable number of other items different from the specific item. As an example, the selectable number of other items is two, and it is managed separately from the selectable number of the specific item. That is, the frame for selecting the specific item is set separately from the frame for selecting other items. And the number of selected specific items is not added to the number of selected other items.

[0110] Alternatively, the selectable numbers of the specific item and other items may be set in common. For example, if the common selectable number is three, the user selects items so that the total number of selected specific items and other items is three or less.

[0111] In the second selection process, the item selection unit 31C selects the specific item so as not to exceed the selectable number of the specific item. As an example, the selectable number of the specific item is one, and it is managed separately from the selectable number of other items. That is, the number of selected other items by the user is not added to the number of selected specific items. By managing the selectable numbers separately in this way, the first selection process and the second selection process are distinguished.

[0112] Also, even when a plurality of specific characters associated with the same specific item are included in the deck, the selectable number of the specific item does not increase. And the number of specific items displayed in the second item column S5E is the same as the selectable number of the specific item. Note that the selectable number of the specific item may be set for each specific item. In this case, for each specific item, a specific item with a predetermined selectable number (for example, one) can be selected. For example, if the selectable number of the specific item is one, it is not possible to select the same specific item as a certain specific item.

[0113] Furthermore, an item description column S5F for a specific item is provided on the item selection screen S5. In the example of FIG. 6, as the description of the specific item named "Experience Point Dragonfly", the item effect generated by use and the target of the item effect are displayed in the item description column S5F. As an example, when the user touches the item S5C displayed in the second item column S5E, the description of the specific item is displayed in the item description column S5F.

[0114] Also, a start button S5G for training is displayed on the item selection screen S5. When the user touches the start button S5G, the selection of the item is confirmed. Then, the training of the training character starts and the game screen of the training stage is transitioned to. Furthermore, a return button S5H is displayed on the item selection screen S5. And when the user touches the return button S5H, the selection of the item is aborted and the screen transitions to the previous screen (for example, the deck screen S1).

[0115] [Occurrence of Object Effect] Returning to FIG. 3, the object effect generation unit 31D generates an object effect related to training according to the selection content of the event character. For example, the object effect generation unit 31D generates an object effect according to the selected event character. Furthermore, the object effect generation unit 31D may generate an object effect according to the number or combination of the selected event characters. Also, the object effect generation unit 31D may generate an object effect according to the combination of the selected event character and the training character.

[0116] For example, an object effect is an event effect that occurs when an event associated with an event character occurs. As another example, an object effect is a bonus effect directly associated with an event character. Further, as another example, an object effect is a unique effect generated by unique elements such as skills associated with an event character. Note that there may be multiple types of object effects associated with an event character.

[0117] As an example of an event effect, when an event occurs, it is an effect that increases the parameters of the training character's abilities. As an example of a bonus effect, when the training character practices with an event character, it is an effect that increases the acquired experience points. As another example of a bonus effect, it is an effect that increases the initial parameters of the training character. Further, as an example of a unique effect, in a mini-game that occurs during the training part, it is an effect that allows the training character to achieve better results. As another example of a unique effect, it is an effect that increases the number of selectable items.

[0118] As one aspect of the association of object effects, FIG. 7 shows a first information table TL1 regarding event characters. The first information table TL1 is data for managing all event characters handled in the game. For example, the initial parameters and the like of all event characters are described in the first information table TL1. And service data SD1 and character data GD1 include the first information table TL1. Also, the server storage unit 22 and the game machine storage unit 32 basically store the same first information table TL1. For example, when the first information table TL1 is updated in the server 20, the server 20 distributes the changed data. And also in the game machine 30, the first information table TL1 is updated.

[0119] The first information table TL1 includes a field for the character ID, which is the identification information of each event character. This character ID is assigned for each name of the event character and varies according to the rarity of the event character. That is, even for event characters with the same name, different character IDs are assigned if their rarities are different. Also, the first information table TL1 includes a field for the name of each event character. Here, the same name may be assigned to different event characters with different rarities.

[0120] In addition, the first information table TL1 includes a field for the rarity of each event character. Furthermore, the first information table TL1 includes an item field indicating the specific item associated with the event character. In the example of FIG. 7, the specific item is indicated by the item ID described in the item field. Note that the same specific item may be associated with multiple event characters. Also, multiple specific items may be associated with one event character. Furthermore, the first information table TL1 may include fields for other data, such as data indicating the icon image of the event character.

[0121] Furthermore, the first information table TL1 includes a field for the object effect associated with each event character. As an example, the field for the object effect describes the identification information of the event associated with the event character. And when the event character is included in the deck, the information in this field is used by the game progress unit 31A and the object effect generation unit 31D. Furthermore, the field for the object effect describes the content of the object effect, such as the event effect, bonus effect, and unique effect. Also, the field for the object effect may describe the content of the event condition, which is the generation condition of the object effect.

[0122] For example, the game progress unit 31A and the object effect generation unit 31D cause an event associated with an event character included in the deck to occur in the training part. As an example, the game progress unit 31A and the object effect generation unit 31D generate an event and an event effect when an event condition, which is a condition for the event to occur, is satisfied. An example of the event condition is that the event character practices with the training character and wins in the event draw lottery.

[0123] Specifically, when the event character specified by the character ID "0001 - 00011" is included in the deck and practices with the training character, the game progress unit 31A conducts an event draw lottery. If the draw lottery is won, it is determined that the event condition is satisfied. As a result, the game progress unit 31A generates an event specified by the event identification information "AAAAA". Then, the object effect generation unit 31D increases the experience points by 10 points as an event effect of the event. As shown in the first information table TL1, the degree of the object effect increases according to the rarity of the event character. For example, even when an event with the same event identification information occurs, a higher effect occurs as the rarity is higher.

[0124] Alternatively, instead of the first information table TL1, the game progress unit 31A and the object effect generation unit 31D may utilize a data structure stored separately for each character. For example, the data structure includes data similar to the description for each character in the first information table TL1.

[0125] [Generation of Item Effects] Returning to FIG. 3, the item effect generation unit 31E generates an item effect related to cultivation according to the selected content of the item. For example, the item effect generation unit 31E generates an item effect according to the selected item. Further, the item effect generation unit 31E may generate an item effect according to the number or combination of the selected items. Also, the item effect generation unit 31E may generate an item effect according to the combination of the selected item and the cultivated character.

[0126] As an example, when the user uses an item, the item effect generation unit 31E generates an item effect according to the item. Specifically, an item button S3J is displayed on the action selection screen S3 of FIG. 4. Then, when the user touches the item button S3J, the screen transitions to the item use screen S6 shown in FIG. 8. Note that the item button S3J may be displayed when a predetermined use condition is satisfied. Also, the item button S3J can be displayed on any screen, for example, it may be displayed on the practice screen.

[0127] At least one usable item is displayed on the use screen S6. In the example of FIG. 8, other items and a specific item are displayed as the usable items S6A and S6B. And in the example of FIG. 8, the user is selecting the specific item. Also, in the item effect result column S6C, an explanation of the generation result when the item effect of the selected item occurs is displayed. In the example of FIG. 8, the name and item effect of the specific item are also displayed in the result column S6C. Further, in the result column S6C, it is displayed that the experience points of strength, agility, technique, and spirit become 120 points as the generation result.

[0128] In addition, on the usage screen S6, a cancel button S6D and a use button S6E are displayed. When the user touches and operates the cancel button S6D, the user returns to the action selection screen S3 in FIG. 4. Also, when the user touches and operates the use button S6E, the item effect generation unit 31E generates an item effect and transitions to the item effect result screen S7 in FIG. 8. The generation result of the item effect is displayed on this result screen S7. In the example of FIG. 8, the results of the experience points for strength, agility, technique, and spirit reaching 120 points are displayed. Also, when the user touches and operates the OK button S7A displayed on the result screen S7, the user returns to the action selection screen S3 in FIG. 4.

[0129] In this way, the item effect generation unit 31E generates, with respect to training, the item effect of a specific item and the item effects of other items not associated with a specific object. Further, regardless of whether the item effect of a specific item occurs in the subsequent training different from the previous training, the item effect generation unit 31E generates the item effect of the specific item so that it can occur in the subsequent training.

[0130] Specifically, the user may train a training character in the previous training to be played first, and further train the training character in the subsequent training to be played after the previous training. In this case, if a specific character is selected, the item effect generation unit 31E generates the item effect of the specific item in both the previous training and the subsequent training. Further, regardless of whether the item effect of the specific item has occurred in the previous training, the item effect generation unit 31E generates the item effect of the specific item again in the subsequent training.

[0131] As an example, the item effect associated with a specific item is different from the item effects associated with other items. And the item effect generation unit 31E enables the specific item used in the previous training to be reselected in the subsequent training. Thereby, the item effect generation unit 31E enables the item effect of the specific item to occur also in the subsequent training.

[0132] For example, the user uses a specific item at any timing of the growth stage of the previous growth. Then, the item effect generation unit 31E generates the item effect of the specific item. At this time, the item effect generation unit 31E does not consume the used specific item. As a result, even in subsequent growth, when a specific character is selected, the specific item is selected, so the item effect of the specific item can be generated even in subsequent growth. On the other hand, when another item is used, the item effect generation unit 31E consumes the used other item. Note that the specific item can be repeatedly used in the growth stage of one growth, but the number of uses (for example, once) in the growth stage of one growth may be determined.

[0133] Alternatively, the item effect generation unit 31E may consume the used specific item and revive it so that it can be reused at any timing. For example, the user uses a specific item in the growth stage of the previous growth. Then, the item effect generation unit 31E generates the item effect of the specific item. At this time, the item effect generation unit 31E consumes the used specific item. However, in subsequent growth, when a specific character is selected, the specific item revives so that it can be reselected. As a result, the item effect of the specific item can be generated even in subsequent growth. Note that the timing of reuse is arbitrary, and the consumption and revival of the specific item may be performed a plurality of times in the growth stage of one growth.

[0134] As one aspect of the association of item effects, FIG. 9 shows a second information table TL2 regarding items. The second information table TL2 is data for managing all items handled in the game. For example, in the second information table TL2, the names and the like of all items including a specific item are described. And the service data SD1 and the item data GD2 include the second information table TL2. Also, the server storage unit 22 and the game machine storage unit 32 store, in principle, the same second information table TL2. For example, when the second information table TL2 is updated in the server 20, the server 20 distributes the changed data. And also in the game machine 30, the second information table TL2 is updated.

[0135] The second information table TL2 includes a field of an item ID which is identification information of each item. This item ID is assigned for each item name. Also, the second information table TL2 includes a field of the name of each item. Also, the second information table TL2 includes a field of the rarity of each item. As an example, items with different rarities have different selectable numbers. For example, the selectable number of an item with normal (N) rarity is two, and the selectable number of an item with rare (R) rarity is one. Further, the second information table TL2 may be included in fields of other data such as data showing an icon image of the item.

[0136] Furthermore, the second information table TL2 includes a field of item effects associated with each item. As an example, in the field of item effects, information indicating the content of the item effects is described. And when an item is selected, the information in the field is used by the game progress unit 31A and the item effect generation unit 31E. Also, in the field of item effects, the content of item conditions which are the generation conditions of the item effects may be described.

[0137] For example, when the user uses a specific item, the item effect generation unit 31E generates the item effect associated with the specific item. An example of the item effect is an effect that equalizes the possessed experience points when used. Furthermore, the specific item is not consumed even when used. Therefore, the specific item is maintained in a usable state. As another example, the item effect is an effect that gives a bonus to the game experience points, an effect that increases the event occurrence rate, an effect that restores the physical strength when used, an effect that removes illness and injuries when used, an effect that fully recovers the physical strength only once when used, and an effect that reduces the injury rate during practice, etc.

[0138] Alternatively, the game progress unit 31A and the object effect generation unit 31D may use a data structure that is separately stored for each item instead of the second information table TL2. For example, the data structure includes data similar to the description for each item in the second information table TL2.

[0139] Note that when item conditions are set for an item, the item effect generation unit 31E does not have to generate the item effect even if the specific character is included in the deck unless the item conditions are satisfied. For example, the item condition is that the evaluation value for the character trained by the specific character is a predetermined value or more. In this case, when an action that increases the evaluation value by the specific character is executed (for example, practicing together), the evaluation value increases and the item effect occurs.

[0140] As another example, the item condition may be a condition according to the type of the event character. For example, the item may be made to have an effect on the condition that a predetermined flag is set. An example of the condition is that the evaluation value is a predetermined value or more and a predetermined event is occurring. Specifically, in the case of the "her" type, when the evaluation value becomes a predetermined value or more and a date can be executed, the item effect occurs. Also, in the case of the "partner" type, when the evaluation value becomes a predetermined value or more and a special event (for example, a bond event) between the specific character and the trained character occurs, the item effect occurs.

[0141] Furthermore, instead of or in addition to the item conditions, usage conditions under which the item can be used may be set for the item. For example, if the usage conditions are not satisfied, even if a specific character is included in the deck, the item cannot be used or the item is not displayed on the usage screen S6. As an example, the usage conditions are the same as the occurrence conditions of the item effects described in this specification, excluding conditions such as using the item.

[0142] Note that the item effects of the same item may vary depending on the situation in which the effect occurs. For example, the item effects of a certain item may vary depending on the scenario. Also, the item effects of a specific item may be the same as the item effects of other items. For example, the item effects of an item with a different name from the specific item may be the same as the item effects of the specific item. Furthermore, the same item as the specific item may be included in the user's owned items without being associated with a specific character.

[0143] However, the fact that the item effects of a specific item are different from those of other items can bring novelty to the effects during cultivation. For example, by including a specific character in the deck, item effects different from those of other owned items can be generated. In particular, if the item effects are advantageous for cultivation, in addition to the object effects by the event character, a new interest of selecting the event character considering the item effects of the specific item can be given to the user. Also, since the item effects of the specific item affect cultivation, diversification of the cultivation method becomes possible.

[0144] Alternatively, the selection process by the item selection unit 31C may be omitted if it is unnecessary. For example, even without the item selection process, the item effect generation unit 31E can generate the item effect of a specific item associated with a specific character when the specific character is selected. Even in this case, the item effect of the specific item is managed separately from the first information table TL1 of the event character. Therefore, the item effect of the specific item can be set without updating the first information table TL1, and the degree of freedom of game settings can be increased.

[0145] Also, in the game, temporary events may be held separately from the training part. In this case, specific items may be prepared to achieve special goals to be achieved during the event period or to advance the game advantageously during the event period. Such specific items with temporarily increased demand can also be prepared by adding them to the second information table TL2. Furthermore, in the second information table TL2, specific items can be described separately from other items that the user can own. This can prevent the user's interest in the game from decreasing by restricting the items that can be owned so as not to overly favor the training.

[0146] [Examples of Item Effects] For example, the item effect associated with a specific item is an effect that changes at least one of multiple types of experience points. As an example, the item effect is an effect that changes various types of experience points to the average point of multiple types of experience points. Specifically, in the example of FIG. 8, the possessed experience points of each ability are 80 points for strength, 305 points for agility, 90 points for technique, and 5 points for spirit. In this case, when the item effect of the specific item "Experience Point Dragonfly" occurs, the experience points of each ability are changed to 120 points, which is the average point of the four types. However, there may be abilities that are not the target of experience point change. For example, the agility ability of a pitcher and the changeup ability of a fielder are not the targets of experience point change.

[0147] Next, other examples of the item effects of specific items will be described. The item effects related to other examples are effects that increase the selectable number of items by a predetermined number (for example, one or more). For example, due to the item effect, the number of items that can be selected from the owned items increases from two to three. Or, due to the item effect, a predetermined item can be additionally selected. Note that the effects related to other examples may be effects that increase the selectable number of specific items.

[0148] In addition, the item effects related to other examples may be effects that occur automatically without an operation by the user (for example, a touch operation of the used button S6E). For example, the item effect occurs at a predetermined timing or during a predetermined period in the growth stage. As an example, each time the trained character executes a practice action, an effect occurs in which the experience points possessed by the trained character are equalized.

[0149] Also, the item effects related to other examples may be effects that occur when the item conditions, which are the occurrence conditions of the item effects, are satisfied. For example, the item conditions include the user performing an operation of using the item, being at a predetermined timing in the growth stage, or the parameters of the trained character (for example, the possessed experience points) reaching a predetermined stage. An example of the item conditions is the timing in the growth stage (that is, before the end of the growth stage) and possessing experience points.

[0150] Note that the item conditions may be settable by the user. For example, the user may be able to set the number of turns elapsed, etc. as the timing when the item effect occurs. Also, the item conditions may be that the parameters of the event character (for example, level or rarity) reach a predetermined stage. Note that when the item conditions of a specific item are not satisfied, the item selection unit 31C does not have to select the specific item in the preparation stage.

[0151] Also, the item effects according to other examples may be effects whose degree varies according to predetermined conditions. For example, according to the parameters of the event character (e.g., level or rarity), the degree of the item effect may vary step by step. As an example, in the item effect where the amount of experience points obtained increases, when the parameter of the event character is low, the degree of increase may be lower, and when the parameter is high, the degree of increase may be higher.

[0152] Also, the item effects according to other examples may be effects that change the parameters (e.g., experience points, etc.) of the training character. As an example, the item effect may be an effect of averaging multiple types of parameters, an effect of adding at least a part of the parameters to other types of parameters, an effect of reducing the bias of multiple types of parameters, an effect of adjusting so that the difference between multiple types of parameters falls within a predetermined range, an effect of returning the consumed experience points to the state before consumption (i.e., resetting the consumption), an effect of adding at least a part of the parameters to other types of parameters according to the user's selection, an effect of adding an amount of parameters according to the user's selection to other types of parameters, an effect of exchanging at least one type of parameter with other types of parameters, an effect of exchanging the smallest parameter with the largest parameter, an effect of adding the part exceeding the upper limit of the parameter to other types of parameters, an effect of adding the parameters obtained by the object effect of a specific character or obtained more than usual to other types of parameters, and an effect of exchanging the parameters obtained by the object effect of a specific character or obtained more than usual with other types of parameters.

[0153] In addition, the item effect according to another example may be an effect of changing the achievement conditions set in the training stage. As an example, the achievement conditions may be that a target event (for example, winning a game or a race or a live event being successful, etc.) occurs, obtaining a predetermined score in a mini-game, and parameters of the trained character (for example, experience points, etc.) reaching a predetermined target, etc. Here, when the achievement conditions are achieved, the training stage can be continued, but when not achieved, the training stage may end.

[0154] As an example, the above item effect may be an effect of considering that the achievement conditions have been achieved, an effect of skipping without generating a target event, an effect of considering that a target event has occurred, an effect of changing the difficulty level of the achievement conditions, an effect of changing the content of the target event, an effect of changing the occurrence conditions of the target event, an effect of increasing or decreasing the number of occurrences of the target event, an effect of changing the opponent, an effect of lowering or raising the parameter target, an effect of changing the content of the achievement reward (for example, obtaining experience points) when the achievement conditions are achieved, and an effect of increasing or decreasing the achievement reward, etc.

[0155] In addition, the item effect according to another example may be an effect of changing various parameters (for example, physical strength, motivation, or evaluation value for the trained character, etc.) that increase or decrease in the training stage. As an example, the item effect may be an effect of adding the portion exceeding the upper limit of the parameter to another type of parameter. For example, when the motivation improves when it is at the upper limit, an amount of physical strength corresponding to the portion exceeding the upper limit may be restored. Also, when the restored physical strength reaches the upper limit, an amount of motivation corresponding to the portion exceeding the upper limit may improve. Also, as another example, the above item effect may be an effect that when the evaluation value for the trained character from a predetermined character (for example, a teammate) reaches the upper limit, the evaluation value for the trained character from another character (for example, another teammate) increases by an amount corresponding to the portion exceeding the upper limit. Furthermore, as another example, the above item effect may be an effect of linking the parameter with another type of parameter. For example, when the motivation improves, the physical strength or the evaluation value for the trained character may increase.

[0156] Also, the item effect according to another example may be an effect of changing the upper limit of a parameter. As an example, the item effect may be an effect of changing the upper limit of the parameter to be higher. For example, in addition to the normal physical strength range (i.e., the physical strength bar), an additional physical strength range may be made available. Also, as another example, the item effect may be an effect of changing the upper limit of the obtainable parameter to be higher. For example, during a predetermined number of turns (as an example, from 1 turn to 9 turns), the upper limit of the increase amount or increase rate of the obtainable experience points or ability values may be increased.

[0157] Also, the item effect according to another example may be an effect of temporarily retaining the change of a parameter. As an example, the item effect may be an effect of temporarily storing the obtained or increased parameter and reflecting it in the change of the parameter at any timing. For example, the experience points obtained by the executed practice may be temporarily stored and added to the desired type of experience points at any timing.

[0158] Also, the item effect according to another example may be an effect that occurs when an action other than practice (e.g., rest, visit the doctor, play, or date) is executed. As an example, the item effect may be an effect of increasing the effect when an action other than practice is executed. For example, when an action of rest, play, or date is executed, at least one of the recovery amount of physical strength and the increase amount of motivation may be increased. Also, as another example, the item effect may be an effect that occurs after an action other than practice is executed. For example, when an action other than practice is executed, the experience points obtained may increase over a subsequent predetermined number of turns (as an example, from 1 turn to 9 turns). Or, the upper limit of the obtainable experience points may be increased over a subsequent predetermined number of turns.

[0159] In addition, the item effect according to another example may be an effect of reverting the progress of training. As an example, the item effect is an effect of reverting to the timing of starting the turn a predetermined number of turns (for example, from 1 turn to 9 turns) before the turn when the item is used. Thereby, when reverting to just 1 turn before, it means that there was no result of training in that 1 turn (for example, change in parameters due to execution of an action).

[0160] In addition, the item effect according to another example may be the same effect as the eye-opening button S3H shown in FIG. 4. That is, the item effect is an effect of consuming experience points to acquire the know-how of special abilities. As an example, when an item is used, it transitions to the experience point consumption screen, and an effect of acquiring the know-how of special abilities in exchange for the consumption of experience points occurs.

[0161] Note that the same effect as the item effect described in this specification may occur as an effect not caused by a specific item. For example, the same effect may occur as the item effect of another item not associated with an event character such as a specific character. Also, the same effect may occur as an object effect such as an event effect, a bonus effect, and an inherent effect. Also, the same effect may occur as a mechanism provided in the scenario. For example, in a specific scenario, an effect may occur according to the user's selection or by consuming a price. Or, an effect may occur as a privilege for playing a specific scenario.

[0162] In addition, the same effect may occur as the effect of an item possessed by the training target (for example, the training character). Also, the same effect may occur as the object effect of an event character associated with a specific scenario. For example, there may be a case where a predetermined event character is associated with the scenario so that it can be selected only in a predetermined scenario. In this case, the same effect may occur by including the event character in the deck.

[0163] Also, the same effect may occur according to the combination of objects. For example, a combo event may occur according to at least a combination of two of the teammates (unique characters, event characters, and default characters). In this case, the combo event can be generated by creating a deck so that a predetermined combination is established. And when the combo event occurs, the same effect may occur.

[0164] In addition to the case including a specific object determined in advance, the predetermined combination may include an object associated in the preparation stage of the training part or the like. For example, the above association may occur when inheritance elements are inherited from an inherited character to a trained character. In this case, when a character with the same name as the inherited character is included in the deck, a combo event may occur. Further, the same effect may occur as the effect of an item possessed by the inherited character.

[0165] Also, the same effect may occur as a privilege of an event (such as a campaign, a tournament, and a festival, etc.) held separately from the game training part. For example, as a privilege of playing the training part during the event, the same effect may occur. Or, during the event, the effect may occur according to the user's selection or by consuming a price.

[0166] Also, the same effect may occur in exchange for the consumption of a predetermined price (such as experience points or in-game currency). For example, in exchange for consuming the remaining experience points without consuming them in the training stage when completing the training, the same effect may occur. As an example, when the training stage ends, a button for consuming experience points is displayed on the game screen. And when the user touches the button, it transitions to the experience point consumption screen, and the same effect as the desired item effect occurs in exchange for the consumption of experience points.

[0167] Also, the same effect may occur as a privilege corresponding to a purchasable game element (e.g., an expensive season ticket or pass) that generates a right exercisable during the game (e.g., the right to obtain a privilege or reward, etc.). For example, when purchasing a pass that generates the right to obtain items, etc. in exchange for consuming a small amount of consideration, the same effect may occur. As an example, when purchasing a pass, a button that generates an item effect is displayed on the game screen. And when the user touches the button, the same effect as the desired item effect occurs. Or, the same effect may occur as a privilege corresponding to the cumulative number of purchased game elements (e.g., items) or the cumulative amount of consideration consumed.

[0168] [Parameter Changes] Returning to FIG. 3, the parameter change unit 31F changes the parameters associated with the cultivated character. Also, the parameter change unit 31F increases or decreases the scores of multiple types of experience points according to the progress of the cultivation of the cultivated character. As an example, when practice is executed, the parameter change unit 31F increases the experience points according to the content of the practice and decreases the physical strength of the cultivated character. However, when some practices (e.g., mental practice) are executed, the parameter change unit 31F restores the physical strength of the cultivated character.

[0169] Furthermore, the parameter change unit 31F changes the parameters associated with the cultivated character in exchange for the consumption of the scores of various types of experience points. As an example, when the user consumes experience points on the ability improvement screen, the parameter change unit 31F increases the parameters corresponding to the abilities of the cultivated character according to the user's selection. Alternatively, the parameter change unit 31F may automatically change the parameters corresponding to suitable abilities in exchange for the consumption of the scores of experience points.

[0170] [Cultivation Flow] Referring to FIGS. 10 and 11, the process of cultivating a cultivated character will be described. When the user starts the cultivation part, the game progress unit 31A randomly determines a cultivated character so as to have predetermined initial parameters (S101). Then, the object selection unit 31B selects an event character to be included in the deck according to the user's selection (S102). Subsequently, the item selection unit 31C performs a first selection process. Specifically, the item selection unit 31C displays the owned items as an item candidate group in the first item column S5D, and selects an item according to the user's selection (S103).

[0171] Also, when a specific character having a specific item is included in the selected event character (YES in S104), the item selection unit 31C performs a second selection process. Specifically, the item selection unit 31C automatically selects the specific item associated with the specific character included in the deck and displays it in the second item column S5E (S105). After that, when the user touches the start button S5G, the game progress unit 31A starts cultivating the cultivated character (S106) and enters the cultivation stage of the cultivation part.

[0172] When cultivation starts, as shown in FIG. 11, the game progress unit 31A progresses the cultivation of the cultivated character (S201). And when the event condition is satisfied (YES in S202), the object effect generation unit 31D generates an object effect corresponding to the event character (S203). On the other hand, when the event condition is not satisfied (NO in S202), for example, when not winning in the event occurrence lottery, no object effect occurs. Also, when the item condition is satisfied (YES in S204), the item effect generation unit 31E generates an item effect corresponding to the item (S205).

[0173] For example, when an item effect that equalizes parameters occurs, the parameter change unit 31F changes the parameters associated with the training character (S206). On the other hand, when the item conditions are not satisfied (NO in S204), no item effect occurs. Also, the parameter change unit 31F changes the parameters according to the actions performed by the training character. For example, when the training character performs practice, the parameter change unit 31F changes the parameters of the training character.

[0174] After that, when the training stage has not ended (NO in S207), the game progress unit 31A continues to progress the training (S201). On the other hand, when a predetermined number of training sections have elapsed and the training stage ends, the game progress unit 31A displays a consumption screen for consuming unconsumed experience points. Then, when the user completes the training of the training character (YES in S207), the game progress unit 31A registers the character for which the training has been completed (S208). Furthermore, when the user starts subsequent training after the completed previous training (YES in S209), the game progress unit 31A determines the training character again (S101). On the other hand, when subsequent training is not started (NO in S209), the process ends.

[0175] According to the game program GPG described above, since the event character can be selected in consideration of the effects generated by specific items, it is possible to diversify the training method of the training character. Thereby, the user can be made to feel a new interest in selecting the event character. Also, the effects generated by specific items can be made different from the effects generated by normal items. Thereby, when selecting the event character to be included in the deck, in addition to the object effects by the event characters included in the deck, the user can be given an interest in selecting the event character in consideration of the item effects generated by specific items.

[0176] The present invention has been described above with reference to the embodiments, but the present invention is not limited to the above embodiments. Inventions modified within the scope not contrary to the present invention, and inventions equivalent to the present invention are also included in the present invention. Further, the embodiments, each modified form, and the technical means included in the embodiments or each modified form can be appropriately combined within the scope not contrary to the present invention.

[0177] For example, at least one of the functional units included in the game control unit 31 may be provided in the server control unit 21. In this case, the server 20 and the game machine 30 cooperate to function as the game system 100. Also, selection conditions for enabling selection of a specific character or a specific item may be set. For example, not participating in a predetermined event (such as an official tournament of the game) held separately from the training part may be the selection condition for enabling selection of a specific character or a specific item.

[0178] Also, a special item similar to the specific item may be associated with at least one event character. This special item, unlike the specific item, is consumed by use and thus cannot be reused. Except for this point, other features of the special item are the same as those of the specific item described above. That is, the special item is selected along with the selection of the event character, and its item effect occurs in the training part. Also, as another modification, at least one of the item including the specific item and the event character may be selectable in the training stage of the training part in addition to or instead of the preparation stage of the training part.

[0179] Some or all of the above embodiments can also be described as follows in the appended claims, but are not limited thereto. For ease of understanding of each aspect, reference numerals shown in the accompanying drawings are appended. However, the reference numerals are not appended with the intention of limiting the present invention to the illustrated forms.

[0180] (Appended Claim 1) A game for cultivating the first object to be cultivated by changing the parameters associated with the first object, wherein, as an element affecting the cultivation of the first object in the game, a computer program (GPG) for the game that allows selection of a second object, the computer (31) being, As at least one of the second objects, an object selection unit (31B) capable of selecting a specific object associated with a specific item from a predetermined object candidate group, An object effect generation unit (31D) that generates an object effect according to the selection content of the second object with respect to the cultivation, Function as an item effect generation unit (31E) that generates an item effect of the specific item with respect to the cultivation, The item effect generation unit generates the item effect of the specific item so that the item effect of the specific item can occur in a subsequent cultivation different from the previous cultivation regardless of whether the item effect of the specific item occurred in the previous cultivation of the first object. Computer program.

[0181] (Appendix 2) The computer program functions the computer as an item selection unit (31C) that selects an item from a predetermined item candidate group, The item selection unit includes a first selection process of selecting the item so as to include other items not associated with the specific object as options, and is distinguished from the first selection process, and is associated with the selected specific object. The computer program according to Appendix 1, which selects the specific item.

[0182] (Appendix 3) The item effect generation unit enables the item effect of the specific item to occur also in the subsequent cultivation by enabling the specific item used in the previous cultivation to be reselected in the subsequent cultivation, The item effect associated with the specific item is a computer program described in Appendix 2, which is different from the item effect associated with the other item.

[0183] (Appendix 4) In the second selection process, when the specific object is selected, the item selection unit automatically selects the specific item, which is a computer program described in Appendix 2 or 3.

[0184] (Appendix 5) In the first selection process, the item selection unit selects the item so that the specific item is not included in the options, which is a computer program described in any one of Appendices 2 to 4.

[0185] (Appendix 6) The item selection unit causes the other item to be displayed in the first item column (S5D) as the option, and causes the specific item to be displayed in a second item column (S5E) different from the first item column, which is a computer program described in any one of Appendices 2 to 5.

[0186] (Appendix 7) In the first selection process, the item selection unit selects the other item so as not to exceed the selectable number of the other item, In the second selection process, the item selection unit selects the specific item so as not to exceed the selectable number of the specific item, which is a computer program described in any one of Appendices 2 to 6.

[0187] (Appendix 8) The computer program functions the computer as a parameter change unit (31F) that changes the parameter associated with the first object, The parameter change unit increases or decreases a plurality of types of scores according to the progress of the cultivation of the first object, and changes the parameter in exchange for the consumption of each type of score. The computer program according to any one of Appendices 1 to 7, wherein the item effect associated with the specific item is an effect that changes at least any one of a plurality of types of the scores.

[0188] (Appendix 9) The computer program according to Appendix 8, wherein the item effect associated with the specific item is an effect that changes each type of the scores to an average score of a plurality of types of the scores.

[0189] (Appendix 10) A game for cultivating a first object by changing parameters associated with the first object to be cultivated, the game system (100) providing the game in which a second object can be selected as an element affecting the cultivation of the first object in the game, and comprising a computer (31), The computer is an object selection unit (31B) capable of selecting a specific object associated with a specific item as at least one of the second objects from a predetermined object candidate group, an object effect generation unit (31D) that generates an object effect corresponding to the selection content of the second object with respect to the cultivation, and functions as an item effect generation unit (31E) that generates the item effect of the specific item with respect to the cultivation, The item effect generation unit generates the item effect of the specific item so that the item effect can occur in a subsequent cultivation different from the previous cultivation regardless of whether the item effect of the specific item has occurred in the previous cultivation of the first object, the game system.

[0190] (Appendix 11) A game for cultivating the first object by changing the parameters associated with the first object to be cultivated, and in the game, as an element affecting the cultivation of the first object, a game in which a second object can be selected is provided, and a control method for a game system (100) including a computer (31), The computer is, As at least one of the second objects, a specific object associated with a specific item can be selected from a predetermined object candidate group, An object effect corresponding to the selection content of the second object is generated with respect to the cultivation, Regardless of whether or not the item effect of the specific item has occurred in the subsequent cultivation different from the previous cultivation, the item effect of the specific item is generated with respect to the cultivation so that it can also occur in the subsequent cultivation. Control method.

Explanation of symbols

[0191] 31: Game control unit (computer) 31B: Object selection unit 31C: Item selection unit 31D: Object effect generation unit 31E: Item effect generation unit 31F: Parameter change unit 100: Game system GPG: Game program (computer program) S5D: First item column S5E: Second item column

Claims

1. A game for cultivating a first object by changing parameters associated with the first object to be cultivated, wherein, as an element affecting the cultivation of the first object in the game, a computer program for the game that allows selection of a second object, causing a computer to, As at least one of the second objects, an object selection unit capable of selecting a specific object associated with a specific item from a predetermined object candidate group, An object effect generation unit that generates an object effect corresponding to the selection content of the second object with respect to the cultivation, Function as an item effect generation unit that generates an item effect of the specific item with respect to the cultivation, The item effect generation unit generates the item effect of the specific item so that the item effect of the specific item can occur also in a subsequent cultivation different from the previous cultivation regardless of whether the item effect of the specific item occurred in the previous cultivation of the first object. A computer program.

2. The computer program causes the computer to function as an item selection unit that selects an item from a predetermined item candidate group, The item selection unit includes a first selection process of selecting the item so as to include other items not associated with the specific object as options, and is distinguished from the first selection process, and is associated with the selected specific object. The computer program according to claim 1, wherein a second selection process of selecting the specific item is caused to occur so as to select the item.

3. The item effect generation unit enables the item effect of the specific item to occur also in the subsequent cultivation by enabling the specific item used in the previous cultivation to be reselected in the subsequent cultivation, The item effect associated with the specific item is different from the item effect associated with the other items. The computer program according to claim 2.

4. In the second selection process, when the specific object is selected, the item selection unit automatically selects the specific item. The computer program according to claim 2.

5. The computer program according to claim 2, wherein in the first selection process, the item selection unit selects the item so that the specific item is not included in the options.

6. The computer program according to claim 2, wherein the item selection unit causes the other item to be displayed in a first item column as the option, and causes the specific item to be displayed in a second item column different from the first item column.

7. In the first selection process, the item selection unit selects the other item so as not to exceed the selectable number of the other items, In the second selection process, the item selection unit selects the specific item so as not to exceed the selectable number of the specific item, the computer program according to claim 2.

8. The computer program causes the computer to function as a parameter change unit that changes the parameter associated with the first object, The parameter change unit increases or decreases a plurality of types of scores according to the progress of the cultivation of the first object, and changes the parameter in exchange for the consumption of each type of score, The item effect associated with the specific item is an effect of changing at least one of a plurality of types of scores, the computer program according to any one of claims 1 to 7.

9. The item effect associated with the specific item is an effect of changing each type of score to an average score of a plurality of types of scores, the computer program according to claim 8.

10. A game for cultivating a first object by changing a parameter associated with the first object to be cultivated, the game providing a game in which a second object can be selected as an element affecting the cultivation of the first object in the game, and a game system including a computer, The computer is An object selection unit that can select a specific object associated with a specific item as at least one of the second objects from a predetermined object candidate group, An object effect generation unit that generates an object effect according to the selection content of the second object with respect to the cultivation, function as an item effect generator that generates the item effect of the specific item with respect to the cultivation, The item effect generator is a game system that generates the item effect of the specific item so that the item effect of the specific item can occur in subsequent cultivation different from the previous cultivation regardless of whether the item effect of the specific item occurred in the subsequent cultivation of the first object.

11. A game for cultivating a first object by changing a parameter associated with the first object to be cultivated, and providing the game in which a second object can be selected as an element that affects the cultivation of the first object in the game, and a control method for a game system including a computer, The computer, As at least one of the second objects, a specific object associated with a specific item can be selected from a predetermined object candidate group, Generate an object effect corresponding to the selection content of the second object with respect to the cultivation, A control method for generating the item effect of the specific item with respect to the cultivation so that the item effect of the specific item can occur in subsequent cultivation different from the previous cultivation regardless of whether the item effect of the specific item occurred in the subsequent cultivation of the first object.

Citation Information

Patent Citations

  • Game control device, game system, and program

    JP2018068652A