Information processing system, information processing method, and program
By allowing users to set and switch game mediums and processes between main and sub-game parts, with simplified sub-game part processes, the system addresses the challenge of maintaining relevance and differences between game parts, thereby enhancing user engagement and play frequency.
Patent Information
- Application Number
- JP2023210973
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-14
- Publication Date
- 2025-06-26
- Estimated Expiration
- 2043-12-14
AI Technical Summary
In games with multiple types of game parts, maintaining appropriate relevance and differences between game parts is challenging, which can lead to decreased user engagement and play frequency.
A system that allows users to set and switch between different game mediums and processes for main and sub-game parts, with the sub-game part process simplifying certain aspects of the main game part process, such as varying game parameters.
This approach enables appropriate relevance and differences between game parts, enhancing user engagement and play frequency by providing distinct yet connected gaming experiences.
Smart Images

Figure 2025095158000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to an information processing system, an information processing method, and a program.
Background Art
[0002] A technique for executing game processing that allows a user to select between two different game parts is known.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, in a game having two or more types of game parts, it is useful for increasing the play frequency by the user for the whole game to give appropriate differences (features) while giving appropriate relevance between the respective game parts.
[0005] Therefore, in one aspect, the present disclosure aims to give appropriate relevance and differences (features) between respective game parts in a configuration having two or more types of game parts.
Means for Solving the Problems
[0006] In one aspect, based on a setting input from a user, a setting process for setting a first game medium to be used in the game, a first game process for starting a first game in response to a first input from the user and proceeding with the first game based on a value of first game parameters and the set first game medium, Cause a second game to start in response to a second input different from the first input from the user, and cause a computer to execute a second game process for proceeding with the second game based on the value of second game parameters and the set first game medium. The second game proceeds in a mode different from the first game. A program is provided, wherein the second game process includes a process obtained by simplifying at least a part of the first game process.
Advantages of the Invention
[0007] In one aspect, according to the present disclosure, in a configuration having two or more game parts, it becomes possible to provide appropriate relevance and differences (features) between the respective game parts.
Brief Description of the Drawings
[0008]
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Mode for Carrying Out the Invention
[0009] Hereinafter, each embodiment will be described in detail with reference to the accompanying drawings. In the accompanying drawings, for ease of viewing, in some cases, only a part of the parts having the same attribute that exist in plurality are assigned reference numerals.
[0010] (Outline of the Game System) Referring to FIG. 1, the outline of the game system 1 according to an embodiment of the present invention will be described. FIG. 1 is a block diagram of the game system 1 according to this embodiment. The game system 1 includes a server device 10 and one or more terminal devices 20. In FIG. 1, for simplicity, one terminal device 20 is illustrated, but the number of terminal devices 20 may be two or more.
[0011] The server device 10 and the terminal device 20 are communicably connected via a network 30.
[0012] Note that the network 30 may include a wireless communication network, the Internet, a VPN (Virtual Private Network), a WAN (Wide Area Network), a wired network, or any combination thereof.
[0013] The game according to this embodiment has two or more game parts that progress by varying the values of various game parameters. The various game parameters can be arbitrary as long as their values vary, and the variation range of the values is also arbitrary. For example, some game parameters may be in the form of a flag that varies between two values or a determination condition result (two values of success or failure), or may be of a type that varies within a predetermined range. For example, the various game parameters may be game-related information such as level information, status information, game parameter information (such as health value and attack power), or ability information (such as skills, abilities, spells, jobs, etc.).
[0014] The two or more types of game parts according to this embodiment include a main game part (an example of a first game) and a sub game part (an example of a second game). The main game part and the sub game part have a certain correlation and proceed in a manner in which they share specific game parameters and game media. The sub game part may be in a simpler form than the main game part. Furthermore, while the main game part is an in-game, the sub game part may have an aspect of an out-game. Detailed examples of the main game part and the sub game part will be described later. In each game part, various game media other than various game parameters may be used.
[0015] Game media is electronic data used in a game, and includes any media, such as cards, items, points, in-service currency (or in-game currency), tickets, characters, avatars, parameters, etc. Game media is electronic data that can be acquired, owned, used, managed, exchanged, synthesized, enhanced, sold, discarded, or donated by a user in a game, but the manner of use of the game media is not limited to those explicitly stated in this specification.
[0016] Hereinafter, unless otherwise specified, "game media owned by a user" refers to game media associated with a user ID (identifier). Furthermore, "granting game media to a user" refers to associating the game media with a user ID. Furthermore, "discarding game media owned by a user" refers to dissociating the association between a user ID and the game media. Furthermore, "consuming game media owned by a user" refers to the occurrence of some effect or influence in the game in response to dissociation of the association between a user ID and the game media. Furthermore, "selling game media owned by a user" refers to dissociating the association between a user ID and the game media, and associating the user ID with other game media (e.g., virtual currency or items, etc.). Furthermore, "transferring game media owned by a user to another user" refers to dissociating the association between a user ID and the game media, and associating the game media with the user ID of the other user.
[0017] (Configuration of Server Device) The configuration of the server device 10 will be specifically described. The server device 10 is composed of a server computer. The server device 10 may also be realized by cooperation of a plurality of server computers.
[0018] The server device 10 is an information processing device such as a server managed by a game operator, for example. The server device 10 manages information of each user, manages game data, etc. For example, the server device 10 may enable the download of an updated version (version upgrade, etc.) of the application of the game according to the present embodiment to the terminal device 20. Note that the server device 10 may execute a part of various processes related to the game in cooperation with the terminal device 20.
[0019] FIG. 2 is a diagram showing an example of the hardware configuration of the server device 10.
[0020] The server device 10 includes a CPU (Central Processing Unit) 111, a RAM (Random Access Memory) 112, a ROM (Read Only Memory) 113, an auxiliary storage device 114, a drive device 115, and a communication interface 117 connected by a bus 119, and a wired transceiver 125 and a wireless transceiver 126 connected to the communication interface 117.
[0021] The auxiliary storage device 114 is, for example, an HDD (Hard Disk Drive) or an SSD (Solid State Drive), etc., and is a storage device that stores data related to application software, etc. The wired transceiver 125 includes a transceiver that can communicate using a wired network such as the network 30 (see FIG. 1). Peripheral devices (not shown) may be connected to the wired transceiver 125. However, a part or all of the peripheral devices (not shown) may be connected to the bus 119 or may be connected to the wireless transceiver 126.
[0022] The wireless transceiver unit 126 is a transceiver unit capable of communicating using a wireless network such as the network 30 (see FIG. 1). The wireless network may include a wireless communication network of a mobile phone, the Internet, a VPN (Virtual Private Network), a WAN (Wide Area Network), and the like. Further, the wireless transceiver unit 126 may include a near field communication (NFC) unit, a Bluetooth (registered trademark) communication unit, a Wi-Fi (Wireless-Fidelity) transceiver unit, an infrared transceiver unit, and the like.
[0023] Note that the server device 10 may be connectable to a recording medium 116. The recording medium 116 stores a predetermined program. The program stored in the recording medium 116 is installed in an auxiliary storage device 114 or the like of the server device 10 via a drive device 115. The installed predetermined program can be executed by the CPU 111 of the server device 10. For example, the recording medium 116 may be a recording medium that optically, electrically, or magnetically records information, such as a CD (Compact Disc)-ROM, a flexible disk, a magneto-optical disk, or the like, or a semiconductor memory that electrically records information, such as a ROM, a flash memory, or the like. Note that the recording medium 116 does not include a carrier wave.
[0024] (Configuration of the terminal device) The terminal device 20 is an information processing device used by a user, such as a mobile phone, smartphone, tablet terminal, PC (Personal Computer), or game device. Further, the terminal device 20 may be realized as a combination of some or all of these information processing devices and a device worn on a part of the body, such as a head-mounted display (HMD), smart glasses, or a sensor for motion capture, or may be realized by the device worn on a part of the body itself. The terminal device 20 is capable of executing the game application according to the present embodiment. The game application may be received by the terminal device 20 from the server device 10 or a predetermined application distribution server via the network 30, or may be stored in advance in a storage device provided in the terminal device 20 or a storage medium such as a memory card readable by the terminal device 20.
[0025] FIG. 3 is a schematic diagram showing an example of the hardware configuration of the terminal device 20. In FIG. 3, the peripheral device 260 is schematically illustrated in association with the hardware configuration of the server device 10.
[0026] The terminal device 20 includes a CPU 211, a RAM 212, a ROM 213, an auxiliary storage device 214, a drive device 215, and a communication interface 217 connected by a bus 219, and a wired transceiver 225 and a wireless transceiver 226 connected to the communication interface 217.
[0027] The auxiliary storage device 214 is, for example, an HDD or an SSD, and is a storage device that stores data related to application software and the like.
[0028] The wired transceiver 225 includes a transceiver capable of communicating using a wired network. The peripheral device 260 is connected to the wired transceiver 225. However, some or all of the peripheral device 260 may be connected to the bus 219 or may be connected to the wireless transceiver 226.
[0029] The wireless transceiver unit 226 is a transceiver unit capable of communicating using a wireless network. The wireless network may include the network 30 described above.
[0030] Note that the terminal device 20 may also be connectable to a recording medium 216. The recording medium 216 stores a predetermined program. The program stored in this recording medium 216 is installed in the auxiliary storage device 214 etc. of the terminal device 20 via the drive device 215. The installed predetermined program can be executed by the CPU 211 of the terminal device 20. For example, the recording medium 216 may be a recording medium that optically, electrically or magnetically records information such as a CD-ROM, a flexible disk, a magneto-optical disk, etc., or a semiconductor memory that electrically records information such as a ROM, a flash memory, etc.
[0031] The peripheral device 260 is optional, but in this embodiment, it includes a display device 2623 and an input device 2624.
[0032] The display device 2623 includes a display device such as a liquid crystal display or an organic EL (Electro-Luminescence) display. The display device 2623 can display various images. The display device 2623 is constituted by, for example, a touch panel and functions as an interface for detecting various user operations. Also, the display device 2623 may be in a form built into a head-mounted display.
[0033] The input device 2624 may include physical keys and may further include any input interface such as a pointing device like a mouse. For example, when the input device 2624 includes a touch panel, user input by various operations of the user on the screen (such as tap operation, long tap operation, flick operation, and swipe operation, etc.) may be acceptable. Also, the input device 2624 may be capable of accepting non-contact user input such as voice input, gesture input, and gaze input. Note that for gesture input, sensors for detecting various states of the user (such as image sensors, acceleration sensors, distance sensors, etc.), dedicated motion capture integrating sensor technology and cameras, controllers like joysticks, etc. may be used. Also, the camera for gaze detection may be disposed within the head-mounted display. Note that as described above, various states of the user are, for example, the orientation, position, movement of the user or the like. In this case, the orientation, position, movement of the user refers to the concept including not only the orientation, position, movement of a part or all of the body such as the face or hand of the user, but also the orientation, position, movement of the user's gaze or the like.
[0034] FIG. 4 is a functional block diagram showing an example of a part of the functions of the terminal device 20. Note that part or all of the functions shown in FIG. 4 may be realized by the server device 10. For example, when all of the functions shown in FIG. 4 are realized by the server device 10, the terminal device 20 may have a display function for the display device 2623 based on the display data supplied from the server device 10 and a function of transmitting the operation information obtained via the input device 2624 to the server device 10.
[0035] The terminal device 20 includes a setting processing unit 270, a main game part processing unit 280 (an example of a first processing unit), a sub-game part processing unit 282 (an example of a second processing unit), and a parameter value storage unit 290.
[0036] The setting processing unit 270, the main game part processing unit 280, and the sub-game part processing unit 282 can be realized by the CPU 211 shown in FIG. 3 executing one or more programs in a storage device (for example, the ROM 213 or the auxiliary storage device 214 in FIG. 3). Note that the one or more programs may be created or updated manually and / or may be created or updated by artificial intelligence. Also, the parameter value storage unit 290 can be realized by the auxiliary storage device 214 or the like.
[0037] Based on the setting input from the user, the setting processing unit 270 sets a character (an example of the first game medium) to be used in the game. In the present embodiment, as an example, both the main game part and the sub-game part are in a battle game format and use characters for battle. The game medium to be used in the game may be selected and set by the user from among a plurality of characters owned by the user. A plurality of characters may be selectable for use in the game. That is, it may be selectable as a deck (or group, formation). In this case, characters may be set for each role, such as a front line or a rear guard. Also, participation of characters owned by users other than the user (for example, friends) may be enabled.
[0038] Items (such as accessories) may be equipable to the characters. In this case, based on the setting input from the user, the setting processing unit 270 sets the items to be equipped to each character. In this case, the items have an effect of enhancing the abilities of the characters, and the effect may be different for each item.
[0039] In the present embodiment, the setting content set by the setting processing unit 270 may be commonly used in the main game part and the sub-game part. In this case, the user does not need to set characters for each game part, improving convenience. Also, the processing load on the terminal device 20 can be reduced. Also, since there are elements common between the game parts, the amount of game resources can be suppressed.
[0040] However, in the modification, among the main game part and the sub-game part, there may be characters that can be set only for the main game part, or characters that can be set only for the sub-game part.
[0041] Based on the character set by the setting processing unit 270, the main game part processing unit 280 executes a process (an example of the first game process) of advancing the main game part.
[0042] Based on the character set by the setting processing unit 270, the sub-game part processing unit 282 executes a process (an example of the second game process) of advancing the sub-game part.
[0043] In the present embodiment, the sub-game part progresses in a manner different from the main game part, and the process of advancing the sub-game part includes a process that simplifies at least a part of the process of advancing the main game part.
[0044] For example, the process of advancing the sub-game part includes a process that simplifies the process of varying the values of various game parameters among the processes of advancing the main game part.
[0045] Specifically, the process of advancing the main game part varies the value of one game parameter based on a plurality of conditions, while the simplified process related to the sub-game part may vary the value of the one game parameter based on a smaller number of conditions (or one or more looser conditions).
[0046] Alternatively, the process of advancing the main game part varies the value of one game parameter based on conditions determined at a predetermined period, while the simplified process related to the sub-game part may vary the value of the one game parameter based on conditions determined at a longer predetermined period.
[0047] Alternatively, the process of advancing the main game part varies the value of one game parameter by a predetermined value when one condition is met, while the simplified process related to the sub-game part may vary the value of the one game parameter by a larger predetermined value when the one condition is met. In this case, the number of variations until the value of one game parameter reaches the upper limit value is reduced.
[0048] Alternatively, the simplified process related to the sub-game part may use a smaller number of game parameters than the number of various game parameters used in the process of advancing the main game part.
[0049] In the present embodiment, as an example, the simplified process related to the sub-game part is related to the processing of various game parameters in the process of advancing the main game part.
[0050] FIG. 5 is an explanatory diagram of an example of the characteristics of various game parameters (an example of a first game parameter) used in the main game part and various game parameters (an example of a second game parameter) used in the sub-game part.
[0051] In the example shown in FIG. 5, the characteristics of various game parameters are shown for each parameter attribute.
[0052] The game parameter of attribute A-1 (an example of a fifth common parameter) can have its value varied in both the main game part and the sub-game part, and the variation range is also variable. The variation range may be changed, for example, according to the values of other game parameters. Also, the game parameter of attribute A-1 may have no dependency between the main game part and the sub-game part. Therefore, even if there is an increase in the value of the game parameter of attribute A-1 in the main game part, in a new sub-game part, the value of the game parameter of attribute A-1 is independent of such an increase.
[0053] Also, the game parameters of Attribute A-1 do not have continuity between sub-game parts. For example, even if the value of the game parameters of Attribute A-1 increases in a certain sub-game part, in a new sub-game part, the value of the game parameters of Attribute A-1 may be reset to a predetermined initial value at a predetermined timing (e.g., at the start of the new sub-game part). Note that the unit (separator) of the sub-game part regarding continuity between sub-game parts may be each time a predetermined clear condition is cleared. Also, when a sub-game part consists of a series of multiple game parts, the unit (separator) of the sub-game part regarding continuity between sub-game parts may be each of the series of multiple game parts.
[0054] Note that the game parameters of Attribute A-1 may or may not have continuity between main game parts. Note that the unit of the main game part may be each time a predetermined clear condition is cleared. Also, when the main game part consists of a series of multiple game parts, the unit of the main game part may be each of the multiple game parts.
[0055] The game parameters of Attribute A-2 (an example of the second and third common parameters) can have a variable value and a variable range of variation in the main game part, while in the sub-game part, the value can be variable and the range of variation is fixed. Since the range of variation is fixed, the variation process of the game parameters of Attribute A-2 in the sub-game part is a simplified process compared to the same variation process in the main game part.
[0056] In addition, the game parameters of Attribute A-2 may be set such that the range of variation is narrower in the sub-game part than in the main game part, in addition to or instead of having a fixed range of variation in the sub-game part. In this case, the value of the game parameter of Attribute A-2 in the sub-game part tends to have a shorter period during which it can vary (for example, it tends to reach the upper limit value). As a result, the variation process of the game parameter of Attribute A-2 in the sub-game part becomes a simpler process than the same variation process in the main game part.
[0057] Also, the game parameters of Attribute A-2 may have no dependency between the main game part and the sub-game part. Further, the game parameters of Attribute A-2 do not have continuity between sub-game parts.
[0058] The game parameters of Attribute B (an example of the first common parameter) can have variable values and a variable range of variation in both the main game part and the sub-game part. The game parameters of Attribute B have continuity in the main game part. That is, when the value increases in a certain main game part, when the next main game part is executed, it starts from the increased value.
[0059] Unlike the game parameters of Attribute A-1 described above, the game parameters of Attribute B have a dependency between game parts. That is, the game parameters of Attribute B have a dependency between the main game part and the sub-game part. Therefore, when there is an increase in the value of the game parameters of Attribute B in the main game part, in the new sub-game part, the value of the game parameters of Attribute B becomes a value that reflects the increase.
[0060] Note that the dependency between the main game part and the sub - game part may be one - way or two - way. In this embodiment, as an example, it is assumed that the dependency related to the game parameter of Attribute B is two - way. Therefore, when there is an increase in the value of the game parameter of Attribute B in the sub - game part, in the main game part, the value of the game parameter of Attribute B becomes a value that reflects the increase.
[0061] The dependency related to the game parameter of Attribute B may be realized by complete sharing (sharing between the main game part and the sub - game part) of the value of the game parameter of Attribute B, or may be realized by partial sharing. For example, in the former case, when there is an increase in the value of the game parameter of Attribute B in the main game part, in the new sub - game part, the value of the game parameter of Attribute B becomes the value after the increase. In the latter case, when there is an increase in the increase amount α1 of the value of the game parameter of Attribute B in the main game part, in the new sub - game part, the value of the game parameter of Attribute B becomes a value increased by an increase amount α2 different from the increase amount α1. The relationship between the increase amount α1 and the increase amount α2 is arbitrary. For example, it may be a certain relationship (for example, α1 = k×α2, where k is a constant). Also, the relationship between the increase amount α1 and the increase amount α2 may be determined randomly. For example, α1 = m×α1, and m may be randomly determined within the range from 0.5 to 2. In this case, the gameplay can be enhanced and the interest can be increased compared to the case where m is constant.
[0062] The game parameter of Attribute B is preferably a game parameter related to, for example, the abilities (skills, abilities, spells, jobs, etc.) of a character.
[0063] The game parameters of Attribute C are variable in value and have a variable range of variation in the main game part, while in the sub-game part, the value is fixed. Since the value is fixed in the sub-game part, the variation process of the game parameters of Attribute C in the sub-game part is a simplified process (a process that may be omitted) compared to the same variation process in the main game part. Note that the game parameters of Attribute C may have no dependency between the main game part and the sub-game part.
[0064] The game parameters of Attribute D-1 are variable in value and have a variable range of variation in the main game part, while in the sub-game part, the value is variably conditional. Specifically, in the sub-game part, the game parameters of Attribute D-1 become variable when a corresponding predetermined release condition is satisfied. The predetermined release condition is arbitrary, but may be set based on the value of other game parameters, for example. The predetermined release condition may be set in multiple stages. In this case, each time the predetermined release condition is satisfied, the variable range may be changed to become wider. Note that the game parameters of Attribute D-1 may have no dependency between the main game part and the sub-game part.
[0065] In the case of the game parameters of Attribute D-1, until the predetermined release condition is satisfied, the variation process of the game parameters of Attribute D-1 in the sub-game part is a simplified process (a process that may be omitted) compared to the same variation process in the main game part.
[0066] The game parameters of Attribute D-2 (an example of a part of the first game parameters) can have variable values and a variable range of variation in the main game part, while in the sub-game part, the values can be variable and the range of variation can vary conditionally. Specifically, in the sub-game part, the game parameters of Attribute D-2 will have a variable range of variation when a corresponding predetermined release condition is satisfied. The predetermined release condition is arbitrary, but may be set based on, for example, the values of other game parameters. The predetermined release condition may be set in multiple stages. In this case, each time the predetermined release condition is satisfied, the variable range may be changed to become wider. Note that the game parameters of Attribute D-2 may have no dependency between the main game part and the sub-game part.
[0067] In the case of the game parameters of Attribute D-2, until the predetermined release condition is satisfied, the variation process of the game parameters of Attribute D-1 in the sub-game part has a lower execution frequency regarding the variation of the variation range than the same variation process in the main game part, so the process is simplified.
[0068] The game parameters of Attribute D-1 and / or Attribute D-2 are preferably game parameters related to, for example, the state of a character (level (experience value), rank, etc.).
[0069] The game parameters of Attribute E are not used in the main game part, while in the sub-game part, the values can be variable. The game parameters of Attribute E may be, for example, parameters related to rewards.
[0070] The game parameters of Attribute F are not used in the main game part, while in the sub-game part, the values can be variable. In this case, the variation process of the game parameters of Attribute F in the sub-game part is a simplified process (an omitted process) compared to the same variation process in the main game part.
[0071] In FIG. 5, some game parameters of several attributes were described. However, a modified example in which one or more of these do not exist, or a modified example in which game parameters of other attributes exist is also possible. The dependency and / or continuity between the main game part and the sub-game part can also be changed as appropriate. For example, when a specific condition is satisfied, the dependency and / or continuity may be changed.
[0072] Some or all of the various game parameters having the features shown in FIG. 5 are suitable when they are game parameters (an example of medium-related parameters) associated with a character. The game parameters associated with a character may include point parameters represented by HP (Hit Point) etc., parameters representing the state of the character (level, rank, etc.), parameters representing abilities (skills, abilities, spells, jobs, etc.), and the like.
[0073] FIG. 5A is an explanatory diagram of another example of the features of various game parameters used in the main game part and the sub-game part. Some or all of the various game parameters having the features shown in FIG. 5A can be suitably used together with some or all of the various game parameters having the features shown in FIG. 5 above.
[0074] The game parameter of attribute X can vary between two values in both the main game part and the sub-game part, and when it varies, the same predetermined event X is generated. For example, the game parameter of attribute X may be in the form of a flag, and when the value varies from "0" to "1", a predetermined event X is generated. In a modified example, the game parameter of attribute X may be in the form of a flag, and when the value varies from "0" to "1", it may be set to a state where a predetermined event X can occur. At this time, the condition (trigger) for actual generation may be the same in both the main game part and the sub-game part.
[0075] The predetermined event X may be any event such as the occurrence of various missions or the appearance of various items.
[0076] The game parameters of attribute X (an example of the fourth common parameter) vary under different conditions in each of the main game part and the sub-game part. That is, in the main game part, when condition X1 is satisfied, the game parameter of attribute X varies from "0" to "1", while in the sub-game part, when condition X2 is satisfied, the game parameter of attribute X varies from "0" to "1". Conditions X1 and X2 are different from each other. Condition X2 is preferably set so as to be more easily satisfied than condition X1. That is, condition X2 is preferably a looser condition than condition X1. Here, the fact that condition X2 is more easily satisfied than condition X1 is a concept that includes not only the state where condition X2 is always more easily satisfied than condition X1, but also the state where, on average, condition X2 is more easily satisfied than condition X1. For example, when the difficulty level for condition X2 to hold is lower than that for condition X1, on average, condition X2 is in a state where it is more easily satisfied than condition X1. Also, the fact that condition X2 is more easily satisfied than condition X1 may be from the perspective of time and / or the amount of operation. For example, the fact that condition X2 is more easily satisfied than condition X1 includes aspects such as a mode where the time from the start of the game is short and a mode where the amount of variation per operation amount is large.
[0077] More specifically, when conditions X1 and X2 are satisfied by the same predetermined operation, the number of operations for realizing the predetermined operation may be less for condition X2 than for condition X1. Alternatively, condition X1 may be satisfied on the condition that all of the m conditional elements from conditional element x1 to conditional element xm are satisfied, while condition X2 may be satisfied on the condition that some of the conditional elements from conditional element x1 to conditional element xm are satisfied. Alternatively, condition X1 may be satisfied on the condition that all of a plurality of conditional elements are satisfied, while condition X2 may be satisfied on the condition that another single conditional element different from the plurality of conditional elements is satisfied. For example, assuming that the predetermined event X is "a battle with an enemy", condition X1 consists of two conditional elements, namely, a conditional element that the player moves to a dungeon and a conditional element that the player explores inside the dungeon and encounters an enemy, while condition X2 may consist of a conditional element that a battle card is selected from among a plurality of displayed cards. In this case, the time from the start of the game to the start of the battle game part is shorter for the sub-game part than for the main game part. Also, with respect to the variation (variation in the progress degree) from the start of the game to the start of the battle game part, the amount of variation per operation amount is larger for the sub-game part than for the main game part.
[0078] Note that when the predetermined event X is "a battle with an enemy", the battle game part may be executed in the same format in each of the main game part and the sub-game part (to be described later with reference to FIG. 10), or may be executed in a format with some differences. For example, various game parameters used in such a battle game part may be part or all of the various game parameters having the features shown in FIG. 5.
[0079] The game parameter of attribute Y can have a binary value and vary in both the main game part and the sub-game part, and generate the same predetermined effect Y when it varies. For example, the game parameter of attribute Y may be in the form of a flag, and when the value varies from "0" to "1", it generates a predetermined effect Y. In a modification, the game parameter of attribute Y may be in the form of a flag, and when the value varies from "0" to "1", it may be set to a state where a predetermined effect Y can be generated. At this time, the conditions (triggers) for actually generating the predetermined effect Y may be the same in both the main game part and the sub-game part.
[0080] The predetermined effect Y may be an effect such as growing and / or strengthening the character's ability and / or state, and may include limit breaks, etc. Conditions Y1 and Y2 may be the same as the above-mentioned conditions X1 and X2. For example, assuming that the predetermined effect Y is "character limit break", condition Y1 consists of two condition elements: the condition element of obtaining a specific item (such as materials or accessories), and the condition element of consuming a specific item, while condition Y2 may consist of the condition element that the value of the parameter (such as level or rank) representing the character's state reaches a predetermined value.
[0081] The parameter value storage unit 290 stores the current values of various game parameters. Among various game parameters, the current values of game parameters other than attribute E shown in FIG. 5 may be stored only for the main game part. In this case, the storage area for realizing the parameter value storage unit 290 can be reduced.
[0082] FIG. 6 is a flowchart schematically showing an example of game processing executed by the terminal device 20. Here, as an example, it is assumed that various game parameters such as the various game parameters shown in FIGS. 5 and 5A are used.
[0083] In step S600, the terminal device 20 outputs a lobby screen. Although the illustration of the lobby screen is omitted, it may be a screen on which the user can select a desired one from a plurality of game parts including a main game part and a sub-game part.
[0084] In step S602, the terminal device 20 determines whether the main game part has been selected. That is, the terminal device 20 determines whether an input (an example of the first input) instructing the start (execution) of the main game part has been made by the user. If the determination result is "YES", the process proceeds to step S604; otherwise, the process proceeds to step S608.
[0085] In step S604, the terminal device 20 reads the setting content such as the character to be used. Note that the setting content may be changeable by a setting input from the user before proceeding to step S606.
[0086] In step S606, the terminal device 20 executes a process of advancing the main game part (hereinafter also referred to as "main game part process"). An example of the main game part process will be described later with reference to FIG. 7.
[0087] In step S608, the terminal device 20 determines whether the sub-game part has been selected. That is, the terminal device 20 determines whether an input (an example of the second input) instructing the start (execution) of the sub-game part has been made by the user. If the determination result is "YES", the process proceeds to step S610; otherwise, the process of this cycle ends.
[0088] In step S610, the terminal device 20 reads the setting content such as the character to be used. Note that the setting content may be changeable by a setting input from the user before proceeding to step S612. The characters available in the sub-game part may be the same as those available in the main game part. In this case, continuity from the perspective of the character can be provided between the main game part and the sub-game part, and the affinity between the two can be enhanced.
[0089] However, in a modification example, there may be characters that can be used only in the main game part or characters that can be used only in the sub-game part. Also, in the case of a configuration in which characters can be set in a deck (group), the number of characters constituting the deck may be the same or different between the main game part and the sub-game part. For example, in the sub-game part, the number of characters constituting the deck may be smaller than that in the main game part. In this case, the variation process of various game parameters related to the characters in the sub-game part becomes a simpler process than the same variation process in the main game part.
[0090] Also, even when the characters available in the sub-game part are the same as the characters available in the main game part, the number of items (such as accessories) that can be equipped may be different. In this case, the number of items that can be equipped may be larger or smaller in the sub-game part than in the main game part.
[0091] In step S612, the terminal device 20 executes a process of advancing the sub-game part (hereinafter also referred to as "sub-game part process"). An example of the sub-game part process will be described later with reference to FIG. 8.
[0092] FIG. 7 is a schematic flowchart showing an example of the main game part process in step S606 of FIG. 6. The process shown in FIG. 7 may be repeatedly executed at a predetermined cycle until the end. When the process shown in FIG. 7 reaches the end, the process from step S600 in FIG. 6 may be started.
[0093] In step S700, the terminal device 20 determines whether the current processing cycle is the first processing cycle. That is, it determines whether the current processing cycle is the first processing cycle of the newly started main game part processing. If the determination result is "YES", it proceeds to step S702; otherwise, it proceeds to step S704.
[0094] In step S702, the terminal device 20 sets the value of each game parameter used in the main game part to the initial value or the current value and starts the main game part. In the case of resuming after interruption, the terminal device 20 may set the value of each game parameter to the value immediately before the interruption. In the example shown in FIG. 7, as the game parameter of attribute F (see FIG. 5), it may include a parameter representing the progress of the main game part (such as the scene). In this case, even after interruption, it is possible to resume in a manner that continues the main game part before the interruption.
[0095] In step S704, the terminal device 20 determines whether the parameter value variation condition is satisfied for each game parameter. The parameter value variation condition may be set for each game parameter. For example, in the case of the HP of a character, the parameter value variation condition may be satisfied when the character is attacked or when a recovery item is used. If the determination result is "YES", it proceeds to step S706; otherwise, it proceeds to step S708.
[0096] In step S706, the terminal device 20 varies (updates) the value of the game parameter for which the parameter value variation condition is satisfied. The value of the updated game parameter may be temporarily stored in the RAM 112 or the like.
[0097] In step S708, the terminal device 20 determines whether the end condition of the main game part is satisfied. The end condition of the main game part is arbitrary. For example, it may be satisfied when there is an end instruction from the user, when the game over condition is met, when the clear condition is met and a transition to the result screen is made, etc. If the determination result is "YES", the process proceeds to step S710; otherwise, it starts from step S700 in the next processing cycle.
[0098] In step S710, the terminal device 20 ends the progress of the main game part and outputs a result screen (not shown). The result screen may include the values of various game parameters after the change, the rewards and items obtained, etc.
[0099] In step S712, the terminal device 20 updates (stores) the values of the respective game parameters according to the attributes of the corresponding game parameters. For example, for a game parameter with a continuous attribute (that is, a parameter whose value is carried over without being reset at the start of the next main game part), its current value is stored.
[0100] FIG. 8 is a schematic flowchart showing an example of the sub-game part processing in step S612 of FIG. 6. The processing shown in FIG. 8 may be repeatedly executed at a predetermined cycle until the end. When the processing shown in FIG. 8 reaches the end, the processing from step S600 in FIG. 6 may be started.
[0101] In step S800, the terminal device 20 determines whether the current processing cycle is the first processing cycle. That is, it determines whether the current processing cycle is the first processing cycle of the newly started sub-game part processing. If the determination result is "YES", the process proceeds to step S802; otherwise, it proceeds to step S804.
[0102] In step S802, the terminal device 20 sets the values of each game parameter used in the sub-game part to the initial values or the current values, and starts the sub-game part. In this case, the values of the game parameters of the attributes other than attribute B shown in FIG. 5 are set to the initial values, and the value of the game parameter of attribute B is set to the current value. In the case of resuming after interruption of the sub-game part, the terminal device 20 may set the values of each game parameter to the values immediately before the interruption. However, in a modification example, unlike the main game part, the sub-game part may be made unable to resume from the middle after interruption. In this case, the processing related to interruption and resume in the sub-game part becomes simpler (omitted processing) than the processing related to interruption and resume in the main game part.
[0103] In step S804, the terminal device 20 determines whether a predetermined release condition related to the change of the game parameter of attribute D-1 or attribute D-2 shown in FIG. 5 is satisfied (an example of the first determination process). The predetermined release condition is arbitrary as described above, but may be set in such a manner that it becomes easier to be released as the progress of the sub-game part advances. If the determination result is "YES", the process proceeds to step S806, and otherwise, the process proceeds to step S808.
[0104] In step S806, the terminal device 20 sets the setting state of the game parameter of attribute D-1 or attribute D-2 to a state where it can be changed. For example, in the case of the game parameter of attribute D-1, the setting state is set to a state where the value can be changed. In the case of the game parameter of attribute D-2, the setting state is set to a state where the variation range of the value can be changed.
[0105] In step S808, the terminal device 20 maintains the setting state of the game parameter of attribute D-1 or attribute D-2 in a state where it cannot be changed. For example, in the case of the game parameter of attribute D-1, the setting state is set to a state where the value cannot be changed (i.e., a fixed value). In the case of the game parameter of attribute D-2, the setting state is set to a state where the variation range of the value cannot be changed (i.e., a fixed variation range).
[0106] In step S810, the terminal device 20 determines whether the parameter value variation condition is satisfied for each game parameter. The parameter value variation condition may be set for each game parameter. For some of the game parameters, the parameter value variation condition in the sub-game part may be the same as or different from (e.g., may be looser than) the parameter value variation condition in the main game part. If the determination result is "YES", the process proceeds to step S812; otherwise, it proceeds to step S814.
[0107] In step S812, the terminal device 20 varies (updates) the value of the game parameter for which the parameter value variation condition is satisfied. Note that the updated value of the game parameter may be temporarily stored in the RAM 112 or the like.
[0108] In step S814, the terminal device 20 determines whether the end condition of the sub-game part is satisfied. The end condition of the sub-game part is arbitrary. For example, it may be satisfied when there is an end instruction from the user, when the game over condition is met, when the clear condition is met and a transition to the result screen is made, etc. If the determination result is "YES", the process proceeds to step S816; otherwise, it starts from step S800 in the next processing cycle.
[0109] In step S816, the terminal device 20 ends the progress of the sub-game part and outputs a result screen (not shown). At this time, when the terminal device 20 ends the progress of the sub-game part because the clear condition is satisfied, etc., it varies (updates) the value of the game parameter for which the parameter value variation condition is satisfied thereby. For example, the parameter value variation conditions related to the game parameters of attribute B and attribute E may be satisfied when the clear condition is satisfied.
[0110] In step S818, the terminal device 20 updates (stores) the values of the respective game parameters according to the attributes of the corresponding game parameters. For example, the game parameters of attribute B and attribute E have their current values stored. Note that the value of attribute B whose current value has been updated in this way may be carried over in the main game part that may be started thereafter.
[0111] In this way, according to the present embodiment, by using common characters and common game parameters between the main game part and the sub-game part, it is possible to partially simplify the process of advancing the sub-game part (particularly the process related to fluctuations in game parameters) while maintaining the relevance. Thereby, each of the main game part and the sub-game part can be given characteristics, and the user can be encouraged to use them properly. Also, by using common characters and common game parameters between the main game part and the sub-game part, the amount of game resources can be suppressed.
[0112] Further, according to the present embodiment, since the game parameter of attribute B is set, it is also possible to give the sub-game part a function as an out-game that efficiently increases the value of the game parameter of attribute B while strengthening the relevance between the main game part and the sub-game part. For this purpose, the conditions for increasing the value of the game parameter of attribute B may be set more loosely in the sub-game part than in the main game part.
[0113] Next, with reference to FIG. 9 and later, further details such as the main game part and the sub-game part will be described.
[0114] FIG. 9 is an explanatory diagram of an example of a composite game part 60 that may form the main game part.
[0115] The main game part may be formed by the composite game part 60. In the example shown in FIG. 9, the composite game part 60 includes M battle game parts GP-1 to GP-M. The M battle game parts GP-1 to GP-M may have different stories, boss characters, etc. respectively. For example, the battle game part GP-1 may be incorporated into the story of the first episode. The same applies to the battle game parts GP-2 to GP-M. The battle game parts GP-1 to GP-M are made executable in order from the battle game part GP-1, and the battle game part GP-M is made executable last. That is, when the user clears the battle game part GP-1, the next battle game part GP-2 can be played, and when the battle game part GP-2 is cleared, the next battle game part GP-3 can be played, and so on, the user plays the composite game part 60. And when the battle game part GP-M is cleared, the entire composite game part 60 is cleared (ended).
[0116] In this case, the sub-game part may be constant regardless of the progress of the main game part, or may have changes according to the progress of the main game part. In the latter case, two or more types of sub-game parts are prepared, and different types of sub-game parts may be made executable according to the progress of the main game part. For example, types corresponding to each of the battle game parts GP-1 to GP-M may be prepared for the sub-game part. In this case, when the main game part progresses to the battle game part GP-3, the sub-game part of the type corresponding to the battle game part GP-3 may be made executable.
[0117] Also, in this case, the difficulty level of the sub-game part (the difficulty level for satisfying the clear condition) may be set lower than that of the main game part. In this case, it is possible to effectively give the user an incentive to play the sub-game part. For example, suppose there is a user who has obtained a new character through a gacha or the like. Since the character is new, the values of the associated game parameters tend to be relatively weak. Therefore, in this case, it is difficult for the user to use the character in the main game part. Under such circumstances, the user can use the character in the sub-game part and can obtain an opportunity to try or strengthen the character.
[0118] Also, while the difficulty levels of the battle game parts GP-1 to GP-M increase according to the progress thereof, the difficulty level of the sub-game part (the difficulty level for satisfying the clear condition) may be set to be substantially constant. Further, even when sub-game parts of types corresponding to each of the battle game parts GP-1 to GP-M are prepared, the difficulty level of the sub-game part may be set to be substantially constant, or may be adapted so as to have only a gentle increase compared to the main game part. Thereby, it is possible to construct a sub-game part that can be played without getting bored over a long period of time.
[0119] Also, in the present embodiment, the average value of the game time required to clear one sub-game part may be adjusted for each game parameter so as to be shorter than the average value of the game time required to clear one battle game part (the average value of the game time required to clear any one of the battle game parts GP-1 to GP-M (or the time required to end the story in which the one battle game part is incorporated)). In this case, it becomes easier for the user to play the sub-game part using the idle time or the like, and it is possible to improve the play frequency of the entire game.
[0120] Note that, unlike the example shown in FIG. 9, M battle game parts GP-1 to GP-M may be prepared for each chapter of the story. The chapter of the story has M sections, and one corresponding one of the battle game parts GP-1 to GP-M may be associated with each section. In this case, M may be different for each chapter of the story.
[0121] FIG. 10 is an explanatory diagram of an example of a battle game part that may be commonly incorporated into each of the main game part and the sub-game part.
[0122] FIG. 10 shows a state in which a plurality of characters on the user side are fighting against a plurality of characters on the enemy side (an example of a battle opponent). Note that the plurality of characters on the enemy side are operated by a computer (that is, they are non-player characters (NPCs)), but they may be made operable by other users.
[0123] In this battle game part, as game parameters, for example, in addition to HP, a deflector point (DP) is used. The deflector point is the value of a shield that protects HP. It can be recovered by skills, but has the property that it cannot be revived except by specific skills when it is broken. Note that in FIG. 10, gauges related to HP and DP are displayed in association with each character. Each character on the user side is associated with one or more attributes out of a plurality of types and one role out of a plurality of roles. Also, for the character on the user side, a skill can be set as a game parameter, and there is a skill level as a game parameter. The skill level is a parameter that can be brought into the main game part (that is, the game parameter of attribute B shown in FIG. 5). Note that in this battle game part, when the HP of one of the plurality of characters becomes 0, the game is over (defeat).
[0124] By incorporating a similar battle game part commonly into each of the main game part and the sub-game part in this way, it becomes possible for a user who mainly plays the main game part to play without a sense of discomfort. As a result, it is possible to enhance the attractiveness (charm of the sub-game part) of the sub-game part and increase the factor (motivation) that increases the play frequency by the user of the game according to the present embodiment. Further, by incorporating a similar battle game part commonly into each of the main game part and the sub-game part, the amount of game resources can be suppressed.
[0125] Next, with reference to FIG. 11 and subsequent figures, a preferred specific example of the sub-game part will be described.
[0126] FIG. 11 is a diagram for explaining an example of the general flow of the sub-game part with a screen example.
[0127] As shown in FIG. 11, the sub-game part has a plurality of areas (or stages), and the user (player) plays the sub-game part in a mode of gradually advancing to the final area while clearing each area. Note that there may be a plurality of routes for gradually advancing to the final area, and branches or the like may be formed. Also, the final area may be an area that can be continuously played infinitely. Note that in the final area, ranking information for each player may be displayed according to the value of the game parameter.
[0128] In the example shown in FIG. 11, on the screen G11, images MK1 to MK9 of marks indicating each area are shown. The images MK1 to MK9 are connected by an image of a line representing a route. Note that on the screen G11, images CH1 to CH6 of various characters used in the sub-game part are shown. In this example, the number of characters used in the sub-game part is six, but the number is arbitrary. Note that the characters used in the sub-game part may be settable from among the characters owned by the user as described above.
[0129] In addition, in the modification example, the sub-game part may have only a single area. Also, according to the progress of the main game part, the number of areas of the sub-game part, the path to the final area, the content of each area, etc. may change.
[0130] FIG. 12 is a schematic flowchart showing a progress mode of an example of the sub-game part. FIGS. 13 to 17 are explanatory diagrams of the process of FIG. 12 and show the screens in various scenes when playing the sub-game part. Note that FIGS. 10, 11, and 13 to 17 described above show the screens on the display device 2623 in the terminal device 20.
[0131] In step S1200, the terminal device 20 determines whether the current processing cycle is the first processing cycle. That is, it determines whether the current processing cycle is the first processing cycle of the sub-game part processing newly started. If the determination result is "YES", it proceeds to step S1202, and otherwise, it proceeds to step S1204.
[0132] In step S1202, the terminal device 20 sets the values of each game parameter used in the sub-game part to the initial value or the current value, and sets the remaining turn count k to the initial value, and starts the sub-game part. The remaining turn count k is a parameter used only in the sub-game part (the game parameter of attribute E in FIG. 5). The remaining turn count k represents the number of turns to be consumed until the enemy boss character appears.
[0133] Note that the processes in step S1200 and step S1202 are substantially the same as step S800 and step S802 described above with reference to FIG. 8.
[0134] When the process of step S1202 ends, an initial screen as shown in FIG. 13 may be displayed on the screen. Here, the sub-game part uses card display (hereinafter, also simply referred to as "card") (an example of the second game medium) as the game medium. There are, for example, three types of card attributes, and hereinafter, they may be distinguished and used as "enemy card", "item card", and "trap card". Each type of card is displayed in a predetermined area within the screen in a manner of being placed on the "field" with a predetermined upper limit number (here, 6 cards). FIG. 13 shows a state where six cards CD1 to CD6 are placed on the field.
[0135] Enemy cards appear randomly within certain conditions according to the progress of the sub-game part. Specific enemy characters (and values of various game parameters such as their attributes and ranks) are associated with the enemy cards. When the user selects an enemy card, a battle game part against the enemy character associated with the enemy card can be started. Note that when winning a battle against an enemy character, experience points, which is one of the game parameters, are obtained, and the value of a game parameter related to the state (for example, level) increases.
[0136] Note that the enemy characters appearing in the sub-game part may completely match the enemy characters appearing in the main game part, may partially overlap, or may not overlap at all. In any case, in order to enhance the relevance (continuity) between the main game part and the sub-game part, the enemy characters may have common attributes, features, etc.
[0137] The item card is associated with one or more of a plurality of types of game-related effects. The game-related effects may include effects that enhance the abilities of characters, effects that reduce the abilities of enemy characters, and the like. Further, the game-related effects may include effects also referred to as "enchantments". That is, the game-related effects may include effects that increase the values of specific one or more game parameters among various game parameters by a predetermined amount. At this time, the predetermined amount may differ for each item card even for the same game parameter. When the user selects an item card, the corresponding effect can be manifested.
[0138] For example, the game-related effects may include effects that vary one or more of the game parameters from Attribute A-1 to E described above with reference to FIG. 5 in a direction advantageous to the user. Further, the game-related effects may include effects that satisfy a predetermined release condition related to Attribute D-1 and / or Attribute D-2 described above with reference to FIG. 5, and effects that vary the value of the game parameter related to the predetermined release condition in a direction in which the predetermined release condition is more likely to be released.
[0139] Further, the game-related effects may also include effects that temporarily increase the upper limit number of cards that can be placed on the field, or effects that make it possible to change the characters to be used (that is, make it possible to change the formation).
[0140] The game-related effects associated with the item card may be specific effects that are activated in the battle game part. In this case, the game-related effects associated with the item card may be the same as or of the same nature as the specific effects that can be activated in the battle game part in the main game part. The number and types of game-related effects associated with the item card as a whole in the sub-game part may be more than, the same as, or less than the number and types of specific effects that can be activated as a whole in the main game part. However, when the number and types of game-related effects associated with the item card as a whole in the sub-game part are more than the number and types of specific effects that can be activated as a whole in the main game part, the variations of the item card in the sub-game part increase, the gameplay increases, and the interest can be enhanced.
[0141] Also, a character is associated with the item card. The image of the item card may include a picture of the associated character. In this case, the game-related effects associated with the item card may include effects related to the character (effects according to the abilities and attributes of the character). Also, the game-related effects associated with the item card may be changed depending on the relationship with the character used. For example, when the character associated with an item card matches the character used, the game-related effects associated with the item card may be enhanced compared to when they do not match.
[0142] The trap card is associated with a disadvantageous effect that will be applied to the enemy cards on the field. The disadvantageous effect is arbitrary and may include effects such as the ability to perform a stronger preemptive attack than usual. When the user draws a trap card, the corresponding disadvantageous effect is applied to the enemy cards on the field. Note that when the user draws a trap card and there are no enemy cards on the field, the trap card may disappear without functioning.
[0143] In step S1204, the terminal device 20 determines whether a card process described later is being executed. If the determination result is "YES", the process proceeds to step S1208; otherwise, it proceeds to step S1206.
[0144] In step S1206, the terminal device 20 determines whether a card selection operation has been performed by the user. The card selection operation is an operation of selecting one card from among one or more cards placed on the scene. If the determination result is "YES", the process proceeds to step S1208; otherwise, it proceeds to step S1218.
[0145] In step S1208, the terminal device 20 executes or continues a process corresponding to the selected card (hereinafter also referred to as "card process"). For example, if the selected card is an enemy card, the process of advancing the battle game part with the corresponding enemy character (see, for example, FIG. 10) is the card process. Also, if the selected card is an item card, the process of activating the corresponding game-related effect is the card process. FIG. 14 illustrates a screen G14 when an item card is selected. The screen G14 includes character information MS14 indicating that the corresponding game-related effect has been manifested (activated). Note that step S1208 may include the process of varying various game parameters executed in substantially the same manner as steps S804 to S816 described above with reference to FIG. 8.
[0146] In step S1210, the terminal device 20 determines whether the card process has ended. If the determination result is "YES", the process proceeds to step S1212; otherwise, it starts from step S1200 in the next processing cycle and enters a state of waiting for the end of the card process.
[0147] In step S1212, the terminal device 20 erases from the scene the card on which the card process has been executed (hereinafter also referred to as the "used card"), and updates the remaining turn count k by decreasing it by a predetermined number j. The predetermined number j may be different for each card (used card) selected in step S1206. In this case, the predetermined number j may be pre-associated with the card. Also, in the case of an enemy card, the predetermined number j may change according to the result in the battle game part. Alternatively, the predetermined number j may always be a constant value (for example, "1").
[0148] Note that in a configuration where the predetermined number j can be greater than 1, when the value obtained by decreasing the remaining turn count k by the predetermined number j becomes negative, the remaining turn count k may be updated to k = 0.
[0149] In step S1214, the terminal device 20 determines whether the remaining turn count k is 0. If the determination result is "YES", the process proceeds to step S1216; otherwise, it starts from step S1200 in the next processing cycle.
[0150] In step S1216, the terminal device 20 shifts to the battle game part with the boss character. The battle game part with the boss character may be executed in the same manner as the battle game part with a normal enemy character (see, for example, FIG. 10), or may be executed in another special manner. The process of the battle game part with the boss character is optional, but may include the variation process of various game parameters executed in substantially the same manner as steps S804 to S816 described above with reference to FIG. 8.
[0151] In step S1218, the terminal device 20 determines whether a card draw operation has been performed by the user. The card draw operation is an operation of drawing (dragging) a new card placed on the table, and may be realized by operating the draw button BT. The draw button BT becomes inoperable (inactive) when the number of cards placed on the table reaches the upper limit, and becomes operable (active) when the number of cards placed on the table is less than the upper limit. In the state shown in FIG. 15, since there are only two cards on the table, the draw button BT is operable and may be highlighted in a manner that prompts the operation. If the determination result is "YES", the process proceeds to step S1220; otherwise, it starts from step S1200 in the next processing cycle.
[0152] In step S1220, the terminal device 20 determines the card to be replenished and arranges (displays) the determined card on the table. The method for determining the card to be replenished is arbitrary. For example, the card to be replenished may be determined by randomly selecting from among the card data for replenishment. Also, when replenishing a single card, a method may be used in which one card selected by the user from among a plurality of cards is determined as the card to be replenished. Specifically, as shown in the screen G16 of FIG. 16, for example, three cards CD21 to CD23 may be displayed face down, and the user may be asked to select one of the three cards CD21 to CD23. This can give the user freedom of choice. Also, since the user's "draw" will affect the outcome of the subsequent battle game part, exciting card draws can be realized, enhancing the gameplay and increasing the interest. In this case, a specific message may be output according to the attributes and contents of the three cards CD21 to CD23. For example, in the example shown in FIG. 16, an example of the message M16 that appears when one of the three cards CD21 to CD23 is a trap card is shown. In this case, more exciting card draws can be realized and the interest can be effectively increased.
[0153] In step S1220, the number of cards to be replenished may be the number obtained by subtracting the number of cards currently placed on the field from the upper limit number so that a state where the upper limit number of cards is placed on the field is formed. Alternatively, the number of cards to be replenished may be a fixed value (for example, one card). In this case, the user can draw a desired number of cards by operating the draw button BT a plurality of times. FIG. 17 shows a state in which four cards CD11 to CD14 have been drawn from the state shown in FIG. 15.
[0154] Also, in step S1220, when the terminal device 20 arranges (displays) the replenishment cards on the field, it may generate a specific display effect under certain conditions. For example, when the character associated with one item card to be placed on the field matches the character to be used, the display of the item card may be emphasized temporarily (for example, at the time of placement) or while it is placed. Also, instead of or in addition to such emphasis, an advantageous effect may be activated for the player (and / or the matching character to be used), or a state in which an advantageous effect can be activated may be formed.
[0155] In step S1222, the terminal device 20 determines whether the replenishment card satisfies a predetermined condition (an example of the second determination process). The predetermined condition is arbitrary, but may be determined based on the information associated with the replenishment card. For example, the predetermined condition may be determined based on the relationship between the value of the game parameter associated with the replenishment card and the value of the game parameter associated with the character being used. For example, the predetermined condition may be satisfied when the replenishment card is an item card and the character associated with the item card matches the character being used. If the determination result is “YES”, the process proceeds to step S1224, and otherwise, it starts from step S1200 in the next processing cycle.
[0156] In step S1224, the terminal device 20 executes special processing for simplifying card processing. The special processing includes executing card processing related to a plurality of cards (for example, all or a certain number of item cards present on the field) without consuming (decreasing) the remaining number of turns. At this time, drawing for increasing the cards present on the field may be enabled. Alternatively, apart from the cards present on the field, card processing related to a plurality of newly drawn cards may be executed without consuming (decreasing) the remaining number of turns. In any case, the user can use the item cards without consuming the remaining number of turns, which facilitates the subsequent development advantageously.
[0157] According to the processing shown in FIG. 12 in this way, the sub-game part progresses while card processing is executed for each card. Then, when the remaining number of turns becomes 0, the battle game part with the boss character can be executed.
[0158] Note that in the processing shown in FIG. 12, the game progress is managed up to the battle game part with the boss character using the game parameter of the remaining number of turns, but the game progress may also be managed using game parameters related to the number of cards, such as the number of cards to be drawn and the number of cards to be used (selected).
[0159] The various functions realized by the various components (server device 10 and / or terminal device 20) described in the above specification may be implemented in circuitry or processing circuitry including a general-purpose processor, a specific-purpose processor, an integrated circuit, ASICs (Application Specific Integrated Circuits), a CPU (a Central Processing Unit), a conventional circuit, and / or a combination thereof, programmed to realize the described functions. The processor includes transistors and other circuits and is regarded as circuitry or processing circuitry. The processor may be a programmed processor that executes a program stored in a memory.
[0160] In this specification, circuitry, unit, and means are hardware programmed to realize the described functions or hardware that executes them. The hardware may be any hardware disclosed in this specification or any hardware known to be programmed or execute to realize the described functions.
[0161] When the hardware is a processor regarded as a type of circuitry, the circuitry, means, or unit is a combination of hardware and software used to configure the hardware and / or the processor.
[0162] Although each embodiment has been described in detail above, it is not limited to a specific embodiment, and various modifications and changes are possible within the scope described in the claims. It is also possible to combine all or a plurality of the components of the above-described embodiments.
Description of Reference Numerals
[0163] 1 Game system 10 Server device 20 Terminal device 30 Network 60 Composite game part 114 Auxiliary storage device 115 Drive device 116 Recording medium 117 Communication interface 119 Bus 125 Wired transceiver 126 Wireless transceiver 214 Auxiliary storage device 215 Drive device 216 Recording medium 217 Communication interface 219 Bus 225 Wired transceiver 226 Wireless transceiver 260 Peripheral device 270 Setting processing unit 280 Main game part processing unit 282 Sub - game part processing unit 290 Parameter value storage unit 2623 Display device 2624 Input device
Claims
1. A setting process for setting a first game medium to be used in a game based on a setting input from a user, a first game process for starting a first game in response to a first input from a user and proceeding with the first game based on a value of a first game parameter and the set first game medium, causing a computer to execute a second game process for starting a second game in response to a second input different from the first input from the user and proceeding with the second game based on a value of a second game parameter and the set first game medium, wherein the second game proceeds in a manner different from that of the first game, and the second game process includes a process that simplifies at least a part of the first game process, a program.
2. The second game parameter includes a part of two or more of the first game parameters, and the second game process proceeds with the second game with the remainder of the two or more first game parameters, excluding the part, as fixed values or without using the remainder, according to the program of claim 1.
3. The second game parameter includes a part of two or more of the first game parameters, the second game process includes a first determination process for determining whether a predetermined release condition is satisfied, and the second game process expands a variation range of a specific game parameter among the part of the two or more first game parameters when the predetermined release condition is satisfied, according to the program of claim 1.
4. The program according to claim 1, wherein the two or more first game parameters and the two or more second game parameters include at least one common parameter.
5. The at least one common parameter includes a first common parameter, and the first game process proceeds with the first game based on a value of the first common parameter after change when the value of the first common parameter is changed by the second game process, according to the program of claim 4.
6. The second game process proceeds with the second game based on a value of the first common parameter after change when the value of the first common parameter is changed by the first game process, according to the program of claim 5.
7. The at least one common parameter includes a second common parameter, The program according to claim 4 , wherein the first game process and the second game process vary the value of the second common parameter independently of each other.
8. the at least one common parameter includes a third common parameter; The program according to claim 4 , wherein the second game process allows the value of the third common parameter to vary within a narrower range than the first game process.
9. the at least one common parameter includes a fourth common parameter; 5 . The program according to claim 4 , wherein the second game process causes a larger amount of variation per amount of operation of the value of the fourth common parameter to vary than the first game process.
10. the at least one common parameter includes a fifth common parameter; 5. The program according to claim 4, wherein the first game processing, when a value of the fifth common parameter fluctuates, progresses the first game based on the value of the fifth common parameter after the fluctuating, whereas the second game processing, even if the value of the fifth common parameter fluctuates in one of the second games, resets the value of the fifth common parameter to an initial value at a predetermined timing in another of the second games.
11. The first game medium includes a fighting character; The program according to claim 1 , wherein the setting process sets the character for the first game or the second game from among a plurality of common characters associated with an identifier related to a user.
12. The program according to claim 1 , wherein the second game processing progresses the second game further based on a second game medium that is different from the first game medium and is not used in the first game processing.
13. The program according to claim 12 , wherein the second game processing progresses the second game by performing processing related to the second game medium for each of the second game media.
14. the second game process includes a second determination process for determining whether a predetermined condition is met, The program according to claim 13 , wherein the second game process simplifies a process relating to the second game medium when the predetermined condition is met.
15. the first game parameters include medium-related parameters associated with the first game medium; The program according to claim 13, wherein processing related to the second game medium is changed according to the value of the medium-related parameter.
16. The processing related to the second game medium includes processing for generating a specific effect that can also occur in the first game, The program according to claim 13, wherein the number or type of the specific effects that can be generated by the processing related to the second game medium is greater than the number or type of the specific effects that can be generated in the first game.
17. The program according to claim 13, wherein the processing related to the second game medium includes processing for starting and proceeding with a battle against an opponent.
18. A setting processing unit that sets a first game medium to be used in a game based on a setting input from a user, A first processing unit that starts the first game in response to a first input from the user and performs first game processing for proceeding with the first game based on the value of the first game parameter and the set first game medium, A second processing unit that starts the second game in response to a second input different from the first input from the user and performs second game processing for proceeding with the second game based on the value of the second game parameter and the set first game medium, The second game proceeds in a mode different from that of the first game, The second game processing includes processing that simplifies at least a part of the first game processing, an information processing apparatus.
19. A step of setting a first game medium to be used in a game based on a setting input from a user, A step of starting the first game in response to a first input from the user and performing first game processing for proceeding with the first game based on the value of the first game parameter and the set first game medium, A step of starting the second game in response to a second input different from the first input from the user and performing second game processing for proceeding with the second game based on the value of the second game parameter and the set first game medium, The second game proceeds in a mode different from that of the first game, The second game processing includes processing that simplifies at least a part of the first game processing, an information processing method executed by a computer.
Citation Information
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