Game system, game control device, and program
Patent Information
- Application Number
- JP2025070081
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2015-02-27
- Filing Date
- 2025-04-22
- Publication Date
- 2025-12-19
AI Technical Summary
Users often struggle to select the appropriate game object for desired game control due to unclear correspondence between event-occurring characters and events, and the process of selecting game objects can be cumbersome.
A game system that includes display control to present options, setting means to define selection conditions based on user choices, selection means to choose game objects, and game control to execute desired actions based on selected objects.
Facilitates easy selection of game objects that enable desired game control, reducing user confusion and effort in selecting objects.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game system, a game control device, and a program.
Background Art
[0002] There is known a game that executes game control based on at least one game object selected by a user from among a plurality of game objects. For example, Patent Document 1 discloses a game in which a user grows a game character. In this growth game, by selecting an arbitrary game character from among a plurality of game characters different from the game character to be grown by the user as an event-occurring character and setting it in an event deck, an event corresponding to the event-occurring character occurs in the growth game.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the games as described above, in order for the user to perform desired game control, the user may be at a loss as to which game object to select. For example, in the case of the growth game described in Patent Document 1, since beginner users do not fully understand the correspondence between the event-occurring character and the event, they may be at a loss as to which game character to select as the event-occurring character in order to generate a desired event. Also, in the games as described above, the user may find the effort of selecting a game object itself troublesome.
[0005] The present invention has been made in view of the above problems, and an object thereof is to provide a game system, a game control device, and a program that enable a user to easily select a game object for performing desired game control.
Means for Solving the Problems
[0006] In order to solve the above problems, a game system according to the present invention is a game system that executes game control based on at least one game object selected from a plurality of game objects, and includes display control means for executing control to cause a display means to display a plurality of options regarding game control contents, setting means for setting a selection condition for selecting at least one game object corresponding to at least one option selected by the user from among the plurality of game objects based on at least one option selected by the user from among the plurality of options, selection means for selecting at least one game object from among the plurality of game objects based on the selection condition set by the setting means, and game control means for executing game control based on the at least one game object selected by the selection means.
[0007] A game control device according to the present invention is a game control device related to a game in which game control is performed based on at least one game object selected from a plurality of game objects, and includes setting means for setting a selection condition for selecting at least one game object corresponding to at least one option selected by the user from among the plurality of game objects based on at least one option selected by the user from among the plurality of options regarding game control contents, and selection means for selecting at least one game object from among the plurality of game objects based on the selection condition set by the setting means.
[0008] The program according to the present invention is a program for causing a computer to function as the above-described game system or the above-described game control device.
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
Figure 12
Figure 13
Figure 14
Embodiments for Carrying Out the Invention
[0010] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In the drawings, the same or corresponding components are denoted by the same reference numerals, and repeated descriptions may be omitted.
[0011] [1. Overall Configuration of the Game System] FIG. 1 is a diagram showing the overall configuration of a game system 1 according to an embodiment of the present invention. As shown in FIG. 1, the game system 1 according to the present embodiment includes a plurality of user terminals 10-1, 10-2, ···, 10-N and a server 30. Hereinafter, for the contents common to the user terminals 10-1, 10-2, 10-N, they may be described as "user terminal 10".
[0012] The user terminal 10 and the server 30 are connected to the network N. Therefore, data communication can be performed mutually between the user terminal 10 and the server 30.
[0013] The user terminal 10 is a terminal device (computer) used by a user. In the present embodiment, the user terminal 10 is a computer used by a user to play a game. For example, the user terminal 10 is a mobile phone (including a smartphone), a tablet computer, a laptop computer, a desktop computer, a portable game machine, a stationary game machine, an industrial game machine, or a multifunctional television receiver (smart TV) having an information processing function. Hereinafter, a case where a mobile phone (smartphone) equipped with a touch panel is the user terminal 10 and a program supplied from the server 30 is executed on the mobile phone (smartphone) will be described.
[0014] As shown in FIG. 1, the user terminal 10 includes a control unit 11, a storage unit 12, a communication unit 13, an input unit 14, and a display unit 15.
[0015] The control unit 11 includes, for example, at least one microprocessor or the like, and executes processing according to an operating system and other programs. The storage unit 12 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, a non-volatile semiconductor memory), and is for storing programs and data. For example, when the user terminal 10 is a stationary game machine, a business game machine, a laptop computer, or a desktop computer, etc., the storage unit 12 may include an auxiliary storage unit such as a hard disk drive or a solid state drive.
[0016] The communication unit 13 is for performing data communication via the network N. The input unit 14 includes, for example, a touch panel, buttons, etc., and is for the user to perform input operations such as game operations. The input unit 14 may be for the user to perform input operations by voice or gesture. When the user terminal 10 is a stationary game machine, a portable game machine, a business game machine, a laptop computer, or a desktop computer, etc., the input unit 14 may include keys, levers, a game controller (game pad), a mouse, a touch pad, or a keyboard, etc. The display unit 15 is, for example, a liquid crystal display panel or an organic EL display, etc., and displays a screen according to an instruction from the control unit 11. Note that the input unit 14 and the display unit 15 do not necessarily have to be built into the user terminal 10, and may be external devices connected to the user terminal 10.
[0017] The server 30 is realized by, for example, a server computer. As shown in FIG. 1, the server 30 includes a control unit 31, a storage unit 32, and a communication unit 33.
[0018] The control unit 31 and the communication unit 33 have the same functions as the control unit 11 and the communication unit 13 of the user terminal 10. The storage unit 32 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, a hard disk drive or a solid state drive), and is for storing programs and data.
[0019] Programs and data are supplied to the user terminal 10 or the server 30 via, for example, the network N. Note that the user terminal 10 or the server 30 may include components for reading programs or data stored in an information storage medium (for example, an optical disk or a memory card, etc.). And programs and data may be supplied to the user terminal 10 or the server 30 via the information storage medium.
[0020] [2. Overview of the Game] In the game system 1, the game is executed by executing a program on the user terminal 10. Various games can be executed in the game system 1. For example, various games can be executed regardless of the game format or genre, such as sports games (games themed on baseball, soccer, tennis, American football, basketball, volleyball, etc.), adventure games, simulation games, role-playing games, or breeding games.
[0021] For example, in the game system 1, a game is executed in which game control is executed based on at least one game object selected by the user from among a plurality of game objects. Hereinafter, a technique for enabling the user to easily select a game object for which desired game control is to be executed in such a game will be described.
[0022] Before explaining the above technique, terms such as "game object" and "game control" will be explained.
[0023] A "game object" is, for example, an object that can be operated, instructed, used, or bred in a game. Also, a "game object" is, for example, something given to the user in a game. Specifically, for example, game characters, game items, game cards, etc. correspond to an example of a "game object".
[0024] "Game control" refers to control related to a game. For example, causing an event to occur in a game corresponds to an example of "game control". Note that an "event" refers to various events that occur in a game. Also, for example, causing an advantageous effect for the user to occur in a game also corresponds to an example of "game control". Also, for example, granting a game object to the user also corresponds to an example of "game control". Also, for example, advancing the game story also corresponds to an example of "game control".
[0025] "Executing game control based on the selected game object" means, for example, changing the content of game control based on the selected game object.
[0026] For example, if "game control" is "causing an event to occur in a game", then "determining whether to cause an event to occur in the game based on the selected game object" or "determining the type or content of the event to be caused in the game based on the selected game object" corresponds to an example of "executing game control based on the selected game object".
[0027] Also, for example, if "game control" is "causing an advantageous effect for the user to occur in a game", then "determining whether to cause an effect to occur in the game based on the selected game object" or "determining the type or content of the effect to be caused in the game based on the selected game object" corresponds to the above example.
[0028] Also, for example, if "game control" is "granting a game object to the user", then "determining whether to grant a game object to the user based on the selected game object" or "determining the type of game object to be granted to the user based on the selected game object" corresponds to the above example.
[0029] For example, if "game control" is to "advance the game story", then "changing the progress or content of the game story based on the selected game object" corresponds to an example described above.
[0030] Hereinafter, as an example of the game as described above, a game in which "a user aims to change the parameters of a first game object, and an advantageous effect for changing the parameters of the first game object occurs based on at least one second game object selected from among a plurality of second game objects" will be described. Specifically, a baseball game having such characteristics will be described.
[0031] Here too, before describing the baseball game, terms such as "first game object", "second game object", and "parameter" will be explained.
[0032] The "first game object" is a game object for which a user changes parameters. For example, the "first game object" is a game character to be nurtured by the user.
[0033] The "second game object" is a game object different from the first game object. For example, the "second game object" is a game object for generating an advantageous effect for changing the parameters of the first game object in the game. Note that the "second game object" may be the same type of game object as the first game object or a different type of game object. For example, when the "first game object" is a game character, the "second game object" may be a game item.
[0034] The "parameter" is, for example, a performance parameter related to the performance (capability) of a game object. Note that the "performance parameter" may be information indicating the magnitude or level of performance, or may be information indicating the presence or absence of a specific performance. Or, the "parameter" may be a state parameter related to the state of the game object. Note that the "state parameter" is, for example, information indicating the goodness of the state. Alternatively, when the game object is a game character, the "parameter" may be information indicating the character of the game object. Note that the "parameter" may be information indicating performance, etc. by numerical values, or may be information indicated by other than numerical values.
[0035] The "game in which the user aims to vary the parameters of the first game object" is, for example, a game whose main purpose is to vary the parameters of the first game object. However, it is not limited to a game whose only purpose is to vary the parameters of the first game object, and may be a game in which varying the parameters of the first game object is one of the purposes.
[0036] "Causing an advantageous effect for varying the parameters of the first game object to occur in the game" means, for example, causing an effect of varying the parameters of the first game object to occur in the game. For example, generating an event that varies the parameters of the first game object, or giving the user a game item that varies the parameters of the first game object.
[0037] In addition, "causing an advantageous effect for varying the parameters of the first game object to occur in the game" may, for example, mean causing an effect in the game that makes it easier to vary the parameters of the first game object. For example, it may be generating a game event that makes it easier to improve the parameters of the first game object, or giving the user a game object that makes it easier to improve the performance of the first game object. Or, "causing an advantageous effect for varying the parameters of the first game object to occur in the game" may mean branching the game story into a game story that makes it easier to vary the parameters of the first game object.
[0038] FIG. 2 shows an example of an image of the main menu screen of a baseball game. As shown in FIG. 2, the main menu screen image G100 includes processing objects P110 and P120. Here, the "processing object" is, for example, an image, symbol, text, etc. associated with processing. Specifically, for example, a button, icon, link, etc. corresponds to an example of the "processing object". When a processing object is selected, the processing associated with the processing object is executed.
[0039] This baseball game includes a cultivation part and a battle part, and the main menu screen image G100 is a screen image for selecting either part. The cultivation part is a game part in which the user cultivates a game character (an example of the first game object) to create their own original character. A process for executing the cultivation part is associated with the processing object P110, and the user can play the cultivation part by selecting the processing object P110. On the other hand, the battle part is a game part in which the user forms their own baseball team using the original character created in the cultivation part and battles against the baseball teams formed by other users. A process for executing the battle part is associated with the processing object P120, and the user can play the battle part by selecting the processing object P120.
[0040] The breeding part will be described in detail below. In the breeding part, while advancing a predetermined scenario, the user causes the main character (an example of the first game object) to practice, etc., thereby breeding the main character to create an original character of their own. The "predetermined scenario" is a game story developed according to the progress of the game.
[0041] As an example of the above scenario, it can be a game story from the summer of the second year of high school until the main character becomes a professional baseball player. For example, the main character belongs to the high school baseball team, wins a regular spot while practicing with teammates, and participates in baseball games (such as local preliminary tournaments and national tournaments). If the evaluation by a scout from a professional baseball team who observes the main character's practice and games is above the standard, the main character will be scouted as a professional baseball player.
[0042] In the breeding part, the breeding of the main character is completed when one scenario ends. The main character whose breeding is completed can be used as an original character in another game part (such as the battle part). After the scenario ends, another original character can be generated by starting the scenario from the beginning again.
[0043] Note that the user may be able to select an arbitrary scenario from among a plurality of scenarios prepared in advance. Also, in order to increase the variations of the scenarios, the user terminal 10 may be able to download additional scenarios from the server 30. For example, new scenarios may be provided regularly.
[0044] In the cultivation part, a plurality of commands are provided for the user to select the actions of the protagonist character in the game. Examples of commands include "Practice", "Rest", "Go out", etc. Each time the user selects one of the commands, for example, the virtual time in the game elapses by one week at a time. For example, the in-game period from the start to the end of the scenario is set to 50 weeks (virtual period in the game). That is, there are a total of 50 turns from the start to the end of the scenario, and the virtual time in the game elapses by one week per turn, and the scenario progresses.
[0045] The practice command is a command for improving the ability of the protagonist character. For example, a plurality of types of ability parameters are set for the protagonist character. For example, a plurality of types of parameters related to pitcher ability or fielder ability are set for the protagonist character.
[0046] The pitcher ability parameters include parameters that numerically indicate the level of basic abilities related to pitchers, such as, for example, "pitching speed", "control", "stamina", "changeup", etc. For example, the higher the parameter value, the higher the ability. Also, for example, the pitcher ability parameters may include parameters indicating the presence or absence of special abilities related to pitchers. For example, it may include parameters indicating whether the pitcher has special abilities such as "strong in pinch situations" or "strong against left-handed batters".
[0047] On the other hand, the fielder ability parameters include parameters that numerically indicate the level of basic abilities related to fielders, such as, for example, "hitting", "power", "speed", "shoulder strength", "fielding ability", etc. For example, the higher the parameter value, the higher the ability. Also, for example, the fielder ability parameters may include parameters indicating the presence or absence of special abilities related to fielders. For example, it may include parameters indicating whether the fielder has special abilities such as "strong in chance situations" or "strong against left-handed pitchers".
[0048] Hereinafter, a parameter that numerically indicates the level of basic ability is referred to as a "basic ability parameter", and a parameter that indicates the presence or absence of special ability is referred to as a "special ability parameter".
[0049] The practice command is a command for changing the ability parameters as described above. As practice commands, there are practice commands for pitchers and practice commands for fielders. As practice commands for pitchers, for example, multiple types of commands such as "ball speed", "control", "stamina", "change-up pitch", "defense", and "mental" are prepared. On the other hand, as practice commands for fielders, for example, multiple types of commands such as "hitting", "strength", "base running", "shoulder strength", "defense", and "mental" are prepared. When the user selects (executes) any practice command, practice points (experience points) are given to the protagonist character. As practice points, for example, multiple types of points such as "strength", "agility", "technique", "change-up pitch", and "spirit" are prepared.
[0050] For each practice command, the types and amounts of practice points given to the protagonist character are determined. That is, one or more types of practice points are associated with each practice command, and when any practice command is selected, the practice points associated with that practice command are given to the protagonist character. For example, the "hitting" practice command is associated with three types of practice points: "strength", "technique", and "spirit". When the "hitting" practice command is executed, three types of practice points, "strength", "technique", and "spirit", are given to the protagonist character.
[0051] Using the practice points given to the protagonist character as described above, the user can improve the ability of the protagonist character.
[0052] For example, in this baseball game, for each basic ability parameter, the types and amounts of practice points required to increase the value of the basic ability parameter are determined. For example, to improve the basic ability parameter of "Meat", practice points for "Muscle Strength", "Technique", and "Spirit" are required. By using the practice points for "Muscle Strength", "Technique", and "Spirit", the user can increase the value of the basic ability parameter of "Meat".
[0053] Also, for example, in this baseball game, for each special ability parameter, the types and amounts of practice points required to acquire the special ability are determined. For example, to acquire the special ability of "Strong in Opportunities", practice points for "Agility", "Technique", and "Spirit" are required. By using these practice points, the user can cause the protagonist character to acquire the special ability of "Strong in Opportunities".
[0054] As described above, when the practice command is selected, practice points are given to the protagonist character, and the user can improve the abilities of the protagonist character by using the practice points given to the protagonist character. Note that when the practice command is selected, instead of giving practice points to the protagonist character, the basic ability parameters and special ability parameters of the protagonist character may be directly updated.
[0055] When the practice command is selected, the physical strength parameter of the protagonist character decreases. For example, when the physical strength parameter of the protagonist character becomes low, it is easier to get injured when the practice command is executed. In this regard, when the rest command is selected, the physical strength parameter of the protagonist character recovers. Also, when the go out command is selected, the physical strength parameter and the motivation parameter of the protagonist character increase. Note that when the motivation parameter of the protagonist character becomes low, the protagonist character cannot exhibit his or her original abilities.
[0056] In the cultivation part, as shown in FIG. 3, various events occur from the start to the end of the scenario. For example, in each turn from the start to the end of the scenario, an event occurs based on predetermined probability information. In addition to the events that occur based on the probability information, events that are certain to occur when the progress of the game reaches a certain standard may also be provided. For example, when the scenario progresses to 10 turns, 20 turns, or 30 turns, a predetermined event (such as a game event, etc.) may be certain to occur.
[0057] For example, in the cultivation part, an event that is advantageous for improving the ability of the main character occurs. For example, in this event, practice points are given to the main character. Also, for example, in this event, options for the actions that the main character should take are presented to the user, and practice points are given to the main character according to the option selected by the user. In this case, when the most appropriate option is selected, the amount of practice points given to the main character is larger than when other options are selected.
[0058] In this baseball game, the events that occur during the cultivation part are not fixed, and various additional events occur according to one or more game characters incorporated into the event deck by the user. Hereinafter, this event deck will be described.
[0059] FIG. 4 shows an example of an event deck screen image. The event deck screen image G200 shown in FIG. 4 is a screen image for setting the event deck. As shown in FIG. 4, the event deck screen image G200 includes an event deck setting area A210. The event deck setting area A210 is an area for setting the event deck.
[0060] In the event deck setting area A210, five setting frames A211, A212, A213, A214, and A215 are provided for setting event characters (game characters for event occurrence) that are members of the event deck. In the example shown in FIG. 4, player character A and player character B are set in two of the setting frames A211 and A212 respectively. That is, in the example shown in FIG. 4, player characters A and B are incorporated into the event deck.
[0061] The event characters that can be set in the event deck setting area A210 are basically event characters owned by the user. The user can arbitrarily select the event characters to be set in the event deck setting area A210 from among the multiple event characters he / she owns. For example, in this baseball game, a predetermined number of event characters are given to the user at the start of the game. Also, the user can obtain event characters by lottery, obtain event characters as rewards in the game, or obtain event characters from other users. Note that event characters are given to the user in the form of game cards (digital cards), and the user can own event characters in the form of game cards.
[0062] For example, in the state shown in FIG. 4, no event character is set in the setting frame A213. The user can set an event character in the setting frame A213 by selecting the setting frame A213. For example, when the user touches the setting frame A213 to select it, an event character selection screen image for selecting any one of the multiple event characters owned by the user is displayed. FIG. 5 shows an example of the event character selection screen image. When the user selects any one of the event characters displayed in the event character selection screen image G300, the selected event character is set in the setting frame A213.
[0063] Also, in the state shown in FIG. 4, the player character A is set in the setting frame A211. By selecting the setting frame A211, the user can change the event character set in the setting frame A211 from the player character A to another game character. For example, when the user touches the setting frame A211 to select it, the event character selection screen image G300 is displayed. Then, when the user selects any of the event characters displayed on the event character selection screen image G300, the newly selected event character is set in the setting frame A211 instead of the player character A. Note that the user can also remove the player character A from the setting frame A211 by selecting the setting frame A211 and performing a predetermined setting cancellation operation.
[0064] As described above, the user sets event characters in each of the setting frames A211 to A215. Note that it is not necessary to set event characters in all of the setting frames A211 to A215, and event characters may be set in only a part of the setting frames A211 to A215.
[0065] In the example shown in FIG. 4, five setting frames A211 to A215 are included in the event deck setting area A210, and the upper limit of the number of event characters that can be incorporated into the event deck is set to "5". For example, the upper limit may be varied by satisfying a predetermined condition. Specifically, for example, the upper limit may increase when the progress of the game reaches a standard. Or, the upper limit may increase by charging (for example, by consuming a charged item). Or, the upper limit may increase by consuming a predetermined amount of in-game points, in-game currency, etc. In addition, the upper limit may be varied by satisfying various conditions.
[0066] Event characters incorporated into the event deck appear in the game. Event characters that appear in the game are depicted by two-dimensional or three-dimensional computer graphics in practices, matches, various events, etc. within the game.
[0067] For example, event characters incorporated into the event deck appear in the game as teammates of the protagonist character or as the manager of the baseball team to which the protagonist character belongs. Note that game characters incorporated into the event deck may appear in the game, for example, as players of a rival team. As described above, event characters owned by the user become characters that appear in the game by being incorporated into the event deck.
[0068] In addition, in the scenario, a predetermined number of game characters (for example, one coach, one scout, one manager, and four to eight player teammates) are set in advance as characters that appear. These game characters appear in the game even if they are not incorporated into the event deck. Therefore, event characters incorporated into the event deck can be said to be game characters added as characters that appear.
[0069] Moreover, unique events are associated with each individual event character that can be incorporated into the event deck. And the events associated with the event characters incorporated into the event deck can occur during the training part.
[0070] Here, for example, the "event associated with event character X" is an event related to event character X. For example, an event where event character X acts together with the protagonist character (such as practicing, competing, eating, playing, traveling, etc.) corresponds to an example of the above event. Also, for example, an event where event character X acts together with a game character other than the protagonist character, or an event where event character X acts alone (such as practicing, eating, drawing lots, etc.) corresponds to another example of the above event.
[0071] Note that the "event associated with event character X" is not limited to an event where event character X appears on the screen. For example, it may be an event where a quiz related to event character X is presented. In addition, it may be an event where another game character (friend, senior, junior, coach, rival, etc.) related to event character X talks about event character X, or an event where one practices to defeat event character X.
[0072] For example, in the example shown in FIG. 4, "player character A" and "player character B" are incorporated into the event deck. In such a case, "event A" associated with "player character A" or "event B" associated with "player character B" may occur in the training part. For example, "event A" is an event where the protagonist character acts together with player character A (such as conducting special training). Similarly, "event B" is an event where the protagonist character acts together with player character B (such as conducting special training).
[0073] For example, Event A and Event B are events that are advantageous for improving the abilities of the protagonist character. For example, when the player character A is a pitcher, Event A is an event that involves conducting special training beneficial for improving the protagonist character's pitching ability together with player character A. For example, in Event A in this case, practice points that can be used to increase the basic ability parameters related to pitchers or acquire special abilities related to pitchers are given to the protagonist character. Or, in Event A in this case, the amount of practice points required to increase the basic ability parameters related to pitchers or acquire special abilities related to pitchers may be reduced. Alternatively, in Event A in this case, the basic ability parameters related to pitchers may be increased or special abilities related to pitchers may be given to the protagonist character.
[0074] Also for example, when the player character A is an infielder, Event A is an event that involves conducting special training beneficial for improving the protagonist character's infielding ability together with player character A. For example, in Event A in this case, practice points that can be used to increase the basic ability parameters related to infielders or acquire special abilities related to infielders are given to the protagonist character. Or, in Event A in this case, the amount of practice points required to increase the basic ability parameters related to infielders or acquire special abilities related to infielders may be reduced. Alternatively, in Event A in this case, the basic ability parameters related to infielders may be increased or special abilities related to infielders may be given to the protagonist character.
[0075] Note that events specific to a predetermined combination of event characters may be associated. And when a predetermined combination of event characters is incorporated into the event deck, the event associated with the combination may be made to occur during the training part.
[0076] For example, in the example shown in FIG. 4, "Player Character A" and "Player Character B" are included in the event deck. In such a case, "Event AB" corresponding to the combination of "Player Character A" and "Player Character B" may be made to occur during the training part. For example, "Event AB" is an event in which Player Character A and Player Character B face off. Also, in this face-off event, the protagonist character may participate in the face-off event by watching or cheering for the face-off. Note that in this case, not only "Event AB", but also the above-mentioned "Event A" and "Event B" may be made to occur. That is, when "Player Character A" and "Player Character B" are incorporated into the event deck, all three patterns of "Player Character A", "Player Character B", and "Player Character A" + "Player Character B" are valid, and any of "Event A", "Event B", and "Event AB" may be made to occur.
[0077] The above events are just examples, and various events can be made to occur according to the game characters incorporated into the event deck or combinations of game characters.
[0078] Note that the above events may be made to occur necessarily, may be made to occur with a predetermined probability, or may be made to occur when a predetermined condition is satisfied. When the above events are made to occur with a predetermined probability, since it becomes unclear at what timing the event will occur, the user will enjoy the game with a sense of tension while expecting the occurrence of the events associated with the game characters incorporated into the event deck.
[0079] Also, the probability of the occurrence of the above event may be varied according to the degree of relationship between the main character and the event character incorporated in the event deck. As the degree of relationship between the main character and the event character, for example, it may be the intimacy between the two, or it may be an evaluation value by which one evaluates the other. This degree of relationship may be determined in advance, or may vary depending on the actions of the main character. For example, when the main character practices or plays with the event character, the degree of relationship between the two is improved, and the probability of the occurrence of the event may be improved according to the improvement of the degree of relationship. In this way, the user can improve the probability of the occurrence of the event associated with the event character incorporated in the event deck by selecting the actions of the main character.
[0080] Also, when the degree of relationship between the main character and the event character incorporated in the event deck reaches a predetermined standard, the event associated with that event character may always occur. Here, regarding the timing of the occurrence of the event, it may be the timing immediately after the degree of relationship reaches the predetermined standard, or it may be the timing after a predetermined time has elapsed since the degree of relationship reached the predetermined standard. For example, when the degree of relationship between the main character and the player character A reaches a predetermined standard during the execution of a command in a certain turn of the scenario, an event associated with the player character A may occur at the end of the turn or at the start of the next turn.
[0081] When the above degree of relationship has not reached the predetermined standard, the above event may occur with a probability according to the degree of relationship (or with a predetermined probability regardless of the degree of relationship). Alternatively, when the above degree of relationship has not reached the predetermined standard, the above event may not occur.
[0082] Note that the number of events associated with an event character may be one or plural. Also, the number of events may vary for each event character. For example, rarity may be set for each event character, and a larger number of events may be associated with an event character with a higher rarity than with an event character with a lower rarity. Also, for an event character with a high rarity, the probability of the event occurring may be set higher than for an event character with a lower rarity.
[0083] Also, as shown in FIG. 4, the event deck screen image G200 includes a favorite practice display area A220. In this baseball game, a favorite practice item is associated with each individual event character that can be incorporated into the event deck. In the favorite practice display area A220, the favorite practice items associated with the event characters incorporated into the event deck are displayed. For example, if the favorite practice item of player character A is "hitting" and the favorite practice item of player character B is "shoulder strength", then as shown in FIG. 4, the practice items of "hitting" and "shoulder strength" are displayed in the favorite practice display area A220.
[0084] For example, when an event character whose favorite practice item is "hitting" is incorporated into the event deck, the amount of practice points given to the protagonist character when the user selects the "hitting" practice command is greater than when an event character whose favorite practice item is "hitting" is not incorporated into the event deck. That is, it becomes easier to improve the ability of the protagonist character.
[0085] After the user checks the practice items displayed in the favorite practice display area A220, the user can try to have the desired practice items displayed in the favorite practice display area A220 by replacing the event characters in the event deck. For example, when the protagonist character is a pitcher, if the practice items for improving the pitcher ability are not displayed in the favorite practice display area A220, the user can remove the event character from the event deck and incorporate another event character to adjust so that the practice items for improving the pitcher ability are displayed in the favorite practice display area A220.
[0086] In this baseball game, bonuses are associated with the individual event characters that can be incorporated into the event deck. For example, bonuses such as increasing the occurrence probability of a specific event are associated with the event characters. When such an event character is incorporated into the event deck, the occurrence probability of the specific event becomes higher.
[0087] As described above, in this baseball game, events associated with the game characters incorporated into the event deck can occur during the training part. For example, when an event character associated with an event advantageous for improving the pitcher ability is incorporated into the event deck, since the event occurs during the training part, the user can easily improve the pitcher ability of the protagonist character by incorporating such an event character into the event deck. Also, for example, when an event character associated with an event advantageous for improving the fielder ability is incorporated into the event deck, since the event occurs during the game, the user can easily improve the fielder ability of the protagonist character by incorporating such an event character into the event deck.
[0088] Also, in this baseball game, when a practice command corresponding to a favorite practice item associated with an event character incorporated in the event deck is selected, the amount of practice points given to the protagonist character becomes larger than usual. Therefore, for example, by incorporating into the event deck an event character with which a practice item for pitchers is associated as a favorite practice item, it becomes easier to improve the pitching ability of the protagonist character. Also for example, by incorporating into the event deck an event character with which a practice item for fielders is associated as a favorite practice item, it becomes easier to improve the fielding ability of the protagonist character.
[0089] By the way, when the user does not fully understand the events or favorite practice items associated with each event character, the user may be at a loss as to which event character to incorporate into the event deck. Also, the user may feel that the effort of setting the event deck itself is troublesome. To eliminate such inconveniences, this baseball game has an automatic setting function for the event deck. The following describes this function.
[0090] As shown in FIG. 4, the event deck screen image G200 includes a processing object P230. Associated with the processing object P230 is a process for automatically setting the event deck according to the user's request.
[0091] When the processing object P230 is selected, an automatic setting menu screen image for selecting a growth policy for the protagonist character is displayed. FIG. 6 shows an example of the automatic setting menu screen image. In the automatic setting menu screen image G400 shown in FIG. 6, it is possible to select either a first growth policy of "growing the protagonist character as a pitcher" or a second growth policy of "growing the protagonist character as a fielder".
[0092] The automatic setting menu screen image G400 includes a processing object P410. Associated with the processing object P410 is a process for selecting the first cultivation policy. In other words, associated with the processing object P410 is a process for automatically setting an event deck suitable for cultivating the protagonist character as a pitcher.
[0093] That is, when the processing object P410 is selected, for example, event characters associated with events advantageous for improving pitcher ability and event characters associated with practice items for pitchers as their favorite practice items are set as members of the event deck with higher priority than other event characters.
[0094] Figure 7 shows an example of an event deck screen image after the processing object P410 is selected. In the event deck screen image G500 shown in Figure 7, the practice items for pitchers, "ball speed", "control", "stamina", "changeup", and "mental", are displayed in the favorite practice display area A220 because event characters with these practice items set as their favorite practice items are incorporated into the event deck. Note that in the event deck screen image G500, the user may be able to replace the event characters automatically incorporated into the event deck as described above.
[0095] In addition, the automatic setting menu screen image G400 also includes a processing object P420. Associated with the processing object P420 is a process for selecting the second cultivation policy. In other words, associated with the processing object P420 is a process for automatically setting an event deck suitable for cultivating the protagonist character as an infielder.
[0096] That is, when the processing object P420 is selected, for example, an event character associated with an event advantageous for improving the fielder's ability or an event character associated with a practice item that the fielder is good at as a favorite practice item is set as a member of the event deck with priority over other event characters.
[0097] As described above, in this baseball game, when the user selects a desired option from a plurality of options (i.e., a plurality of options regarding the training policy) displayed on the automatic setting menu screen image G400, an event deck that matches the desired training policy is automatically set. As a result, the user can easily set an event deck that matches the desired training policy.
[0098] Note that on the automatic setting menu screen image G400 shown in FIG. 6, either one of the two training policies of "pitcher" and "fielder" can be selected, but it may also be possible to select any one of a plurality of training policies regarding "pitcher" or select any one of a plurality of training policies regarding "fielder". For example, the user may be able to select an ability that the user values from among a plurality of abilities regarding "pitcher" or "fielder". For example, as a training policy regarding "pitcher", any one of "emphasis on ball speed", "emphasis on control", and "emphasis on change balls" may be selectable. Also, for example, as a training policy regarding "fielder", any one of "emphasis on hitting", "emphasis on power", "emphasis on running speed", and "emphasis on defense" may be selectable.
[0099] For example, when the processing object P410 is selected to select the first training policy of "training the main character as a pitcher" on the automatic setting menu screen image G400 shown in FIG. 6, a screen image for selecting any one of a plurality of pitcher training policies may be displayed on the next transition screen. Also, a plurality of processing objects corresponding to the above "emphasis on ball speed", "emphasis on control", and "emphasis on change balls" may be displayed so as to be selectable on this screen image.
[0100] Alternatively, in the automatic setting menu screen image G400 shown in FIG. 6, instead of the processing objects P410 and P420, processing objects corresponding to the pitcher training policies of "emphasis on ball speed", "emphasis on control", and "emphasis on change balls", and processing objects corresponding to the fielder training policies of "emphasis on hitting", "emphasis on power", "emphasis on running ability", and "emphasis on defense" may be displayed respectively. By doing so, the user may be able to finely select the training policy on one screen.
[0101] Note that, for example, in a setting screen (such as an option screen or a customization screen) for performing various settings, the user may be allowed to select any one of a plurality of pitcher training policies or any one of a plurality of fielder training policies. For example, when the user has previously selected "emphasis on ball speed" from among a plurality of pitcher training policies and "emphasis on hitting" from among a plurality of fielder training policies, if the processing object P410 (pitcher) of the automatic setting menu screen image G400 is selected, an event deck suitable for improving the ball speed of the main character may be automatically set based on the previously selected "emphasis on ball speed". In this way, if any one of a plurality of pitcher training policies or any one of a plurality of fielder training policies is selected once, it is sufficient to select either "pitcher" or "fielder" on the automatic setting menu screen image G400, and the trouble of selecting any one of a plurality of pitcher training policies or a plurality of fielder training policies each time a new main character is trained is eliminated.
[0102] In addition, on the automatic setting menu screen image G400, information about real baseball players, such as the name of the baseball player (real name, nickname, or pet name, etc.), photo, or image, etc. may be displayed as options. By doing so, the user may be able to select a training policy by selecting a real baseball player. In this case, game characters associated with advantageous events or training items (favorite training items) for making the abilities of the protagonist character approach the abilities of the real baseball player selected by the user may be preferentially incorporated into the event deck. In this way, since the user can overlay the image of the player they like or admire on the protagonist character, the gameplay can be enhanced.
[0103] Also, on the automatic setting menu screen image G400, a plurality of questions may be presented to the user. And event characters that match the answers to those plurality of questions may be preferentially incorporated into the event deck. In this way, the desired training policy of the user may be judged from the answers to the plurality of questions, and event characters suitable for the desired training policy of the user may be preferentially incorporated into the event deck. Note that, as the above plurality of questions, a plurality of questions regarding the personality diagnosis of the user may be presented. By doing so, event characters suitable for training the protagonist character to be similar to the user's personality may be preferentially incorporated into the event deck.
[0104] [3. Functional Blocks of the Game System] The functional blocks realized in the game system 1 will be described. FIG. 8 is a functional block diagram showing the functions related to the present invention (event deck automatic setting function) among the functions realized in the game system 1.
[0105] As shown in FIG. 8, the server 30 includes a data storage unit 300 and a processing unit 310. For example, the data storage unit 300 is realized by the storage unit 32, and the processing unit 310 is realized by the control unit 31 executing processing according to a program. Note that the data storage unit 300 may be realized by a storage unit included in another device capable of data communication with the server 30.
[0106] Also, as shown in FIG. 8, the user terminal 10 (an example of a game control device) includes a personal data storage unit 100, a request unit 110, a display control unit 120, a selection condition setting unit 130, a game object selection unit 140, and a game control unit 150. The personal data storage unit 100 is realized by the storage unit 12, and the functional blocks other than the personal data storage unit 100 are realized by the control unit 11 executing processing according to a program.
[0107] First, the data storage unit 300 will be described. The data storage unit 300 stores data necessary for the game executed in the game system 1. Hereinafter, as an example of the data stored in the data storage unit 300, a part of the data necessary for the baseball game described with reference to FIGS. 2 to 7 will be described. Note that data other than the data described below is also stored in the data storage unit 300, but here, the data related to the event deck automatic setting function will be described.
[0108] For example, an event character table TBL301 is stored in the data storage unit 300. The event character table TBL301 is a data table showing a list of event characters owned by each user. FIG. 9 shows an example of the event character table TBL301. As shown in FIG. 9, the event character table TBL301 includes the fields described below.
[0109] The "user ID" field indicates identification information for identifying a user. The "event character ID" field indicates identification information for identifying an event character owned by the user. The "name" field indicates the name of the event character.
[0110] The "rarity" field indicates the rarity of the event character. For example, any of multiple levels of rarity information such as "super rare (SR)", "rare (R)", "normal (N)", etc. is associated with each event character. Here, "rarity" indicates, for example, the difficulty of obtaining the event character. The higher the rarity of the event character, the more difficult it is to obtain that event character. Generally, the higher the rarity of the event character, the higher its usefulness (abilities, effects, etc.). Therefore, it can also be said that "rarity" indicates the usefulness of the event character. Note that, like the player character A in the example shown in FIG. 9, there can be event characters of three types of rarity: super rare (SR), rare, and normal, even for the same event character. Also, "rarity" can be represented in ways other than the above, for example, "1, 2,...", "A, B,...", "gold, silver,...", etc.
[0111] The "position" field indicates the baseball position that the event character is good at. The "favorite practice" field indicates the practice items that the event character is good at.
[0112] The "level" field indicates the level of the event character. Note that the level of the event character may be increased by synthesizing the event character with other event characters. Also, the content of the following events, bonuses, or ability parameters may be updated according to the increase in the level of the event character.
[0113] The "event" field indicates event information regarding the event associated with the event character. In other words, the "event" field indicates event information regarding the events that can occur during the game when the event character is incorporated into the event deck. The event information is information indicating the name and content of the event. For example, the event information includes information regarding the type and amount of practice points given to the protagonist character by the occurrence of the event.
[0114] The "Bonus" field indicates bonus information regarding the bonus associated with the event character. In other words, the "Bonus" field indicates bonus information regarding the bonus that occurs during the game when the event character is incorporated into the event deck. The bonus information is information indicating the name and content of the bonus. For example, if the occurrence probability of a specific event increases when the event character is incorporated into the event deck, the bonus information includes information indicating the event and information indicating the degree of increase in the occurrence probability.
[0115] The "Ability Parameter" fold indicates the ability parameters of the event character. For example, when a game event occurs in the training part, the event character incorporated into the event deck participates in the game as a teammate of the protagonist character. The ability parameters of the event character are referred to when such a game event is executed.
[0116] Also, for example, the event deck table TBL302 is stored in the data storage unit 300. The event deck table TBL302 is a data table indicating the state of the event deck of each user. FIG. 10 shows an example of the event deck table TBL302. As shown in FIG. 10, the event deck table TBL302 includes the fields described below.
[0117] Similar to FIG. 9, the "User ID" field indicates identification information for identifying a user. The "First Setting Frame" field indicates the event character ID of the event character set in the setting frame A211 of the event deck setting area A210. When no event character is set in the setting frame A211, the "First Setting Frame" field is blank. Similarly, the "Second Setting Frame" field indicates the event character ID of the event character set in the setting frame A212. The "Third Setting Frame" field indicates the event character ID of the event character set in the setting frame A213. The "Fourth Setting Frame" field indicates the event character ID of the event character set in the setting frame A214. The "Fifth Setting Frame" field indicates the event character ID of the event character set in the setting frame A215.
[0118] Also, for example, the training character table TBL303 is stored in the data storage unit 300. The training character table TBL303 is a data table showing a list of protagonist characters trained or being trained by each user. FIG. 11 shows an example of the training character table TBL303. As shown in FIG. 11, the training character table TBL303 includes the fields described below.
[0119] Similar to FIG. 9, the "User ID" field indicates identification information for identifying a user. The "Training Character ID" field indicates identification information for identifying the protagonist character trained or being trained by the user. The "Name" field indicates the name of the protagonist character trained or being trained by the user. The "Position" field indicates the baseball position that the protagonist character trained or being trained by the user is good at.
[0120] The "Ability Parameter", "Physical Strength Parameter", and "Motivation Parameter" fields respectively indicate the ability parameter, physical strength parameter, and motivation parameter of the protagonist character trained or being trained by the user.
[0121] The "Practice Points" field indicates the amount of practice points assigned to the protagonist character being nurtured by the user. Also, the "Nurturing Status" field indicates the current nurturing status. That is, the "Nurturing Status" field indicates whether the nurturing is completed or in progress. Also, when it is in progress, the "Nurturing Status" field also indicates the current in-game time.
[0122] Next, the individual data storage unit 100, the request unit 110, and the processing unit 310 will be described. The individual data storage unit 100 is for storing data related to the user of the user terminal 10 among the data stored in the data storage unit 300. Also, the request unit 110 and the processing unit 310 obtain data related to the user of the user terminal 10 from among the data stored in the data storage unit 300, store the data in the individual data storage unit 100, or, when the data stored in the individual data storage unit 100 is updated, similarly update the data stored in the data storage unit 300.
[0123] The request unit 110 requests the server 30 to return the data associated with the user ID by transmitting the user ID of the user of the user terminal 10 to the server 30 at a predetermined timing. Note that the "predetermined timing" is, for example, the timing when the game program is started, the timing when the main menu screen image G100 is displayed, or the timing when the nurturing part is started.
[0124] When the above request is received by the server 30, the processing unit 310 acquires data stored in association with the received user ID from the data storage unit 300, and transmits the data to the user terminal 10. For example, the processing unit 310 acquires event character data stored in association with the user ID from the event character table TBL301, and transmits the event character data to the user terminal 10. Similarly, the processing unit 310 acquires event deck data and character training data stored in association with the user ID from the event deck table TBL302 and the character training table TBL303, and transmits the event deck data and the character training data to the user terminal 10.
[0125] When the data returned from the server 30 is received by the user terminal 10, the request unit 110 stores the data in the individual data storage unit 100.
[0126] For example, the request unit 110 stores the event character data returned from the server 30 in the event character table TBL101 included in the individual data storage unit 100. Note that the event character table TBL101 is a data table for storing only the event characters of the user of the user terminal 10, and is, for example, a data table including fields similar to those of the event character table TBL301 shown in FIG. 9 (the "user ID" field may be excluded).
[0127] In addition, the request unit 110 stores the event deck data returned from the server 30 in the event deck table TBL102 included in the individual data storage unit 100. Note that the event deck table TBL102 is a data table for storing only the event decks of the user of the user terminal 10, and is, for example, a data table including fields similar to those of the event deck table TBL302 shown in FIG. 10 (the "user ID" field may be excluded).
[0128] Furthermore, the request unit 110 stores the cultivated character data returned from the server 30 in the cultivated character table TBL103 included in the individual data storage unit 100. Note that the cultivated character table TBL103 is a data table for storing only the cultivated characters of the user of the user terminal 10, and is, for example, a data table including fields similar to the cultivated character table TBL303 shown in FIG. 11 (the "user ID" field may be excluded).
[0129] Note that the data stored in the individual data storage unit 100 is referred to or updated during the execution of the baseball game. When the data stored in the individual data storage unit 100 is updated, the request unit 110 requests, at a predetermined timing, the server 30 to update the data stored in the data storage unit 30 in the same manner by notifying the update content together with the user ID of the user of the user terminal 10. Note that the "predetermined timing" is, for example, the timing every predetermined time or the timing when the user finishes playing.
[0130] When the above request is received by the server 30, the processing unit 310 updates the data stored in the data storage unit 30 (that is, the data stored in association with the received user ID) in accordance with the update content notified from the user terminal 10.
[0131] Next, the display control unit 120 will be described. The display control unit 120 executes control for causing the display means to display a plurality of options regarding the game control content.
[0132] Here, the "game control content" refers to the content of game control. For example, if the "game control" is to "generate an event in the game", then the type or content of the event, etc. corresponds to an example of the "game control content". Also, for example, if the "game control" is to "generate an advantageous effect for the user in the game", then the type or content of the effect, etc. corresponds to an example of the "game control content". Also, for example, if the "game control" is to "give a game object to the user", then the type of the game object, etc. corresponds to an example of the "game control content". Also, for example, if the "game control" is to "advance the game story", then the content of the game story, etc. corresponds to an example of the "game control content".
[0133] The "plurality of options regarding game control content" is, for example, an option presented to the user for the purpose of enabling the user to specify the desired game control content. The user can specify the desired game control content by selecting at least one option. In other words, the "plurality of options regarding game control content" is, for example, an option presented to the user for the purpose of the game system 1 determining the game control content desired by the user. The game control content desired by the user is determined based on which option the user selects.
[0134] The "display means" is, for example, the display device used by the user. For example, the "display means" is a terminal used by the user and having a display unit. For example, the "display means" is a mobile phone (including a smartphone), a tablet computer, a laptop computer, or a portable game machine, etc. For example, the "display means" may also be a display device connected to the terminal used by the user. For example, the "display means" may also be a display device connected to a stationary game machine or a desktop computer.
[0135] "Causing a display means to display a plurality of options" may, for example, mean causing the display means to display a plurality of options at once, or may mean causing the display means to display the plurality of options sequentially in multiple portions. For example, after causing a portion of the plurality of options to be displayed on the display means, the remainder may be caused to be displayed on the display means.
[0136] "Executing control for displaying a plurality of options" means, for example, generating a screen image showing the plurality of options and causing the display means to display the screen image. Also, "executing control for displaying a plurality of options" may mean, for example, generating data necessary for displaying a screen image showing the plurality of options and transmitting the data to the display means or a terminal connected to the display means, thereby causing the display means to display the screen image. Note that the "data necessary for displaying a screen image" may be data indicating the screen image itself or may be data necessary for generating the screen image.
[0137] For example, in the case of the baseball game shown in FIGS. 2 to 7, the display control unit 120 executes control for causing the display unit 15 to display a plurality of options related to the content of the advantageous effect for varying the ability parameter of the main character (an example of the parameter of the first game object).
[0138] Specifically, the display control unit 120 executes control for causing the display unit 15 to display the automatic setting menu screen image G400 shown in FIG. 6. That is, the display control unit 120 executes control for causing the display unit 15 to display the processing objects P410 and P420 as the above-described plurality of options. That is, the display control unit 120 executes control for causing the display unit 15 to display, as the above-described plurality of options, the effect (processing object P410) that makes it easier for the pitcher ability parameter to improve and the effect (processing object P420) that makes it easier for the fielder ability parameter to improve.
[0139] In other words, the display control unit 120 executes control to cause the display unit 15 to display, as the plurality of options, options regarding the policy for varying the ability parameters of the protagonist character. That is, the display control unit 120 executes control to cause the display unit 15 to display, as the plurality of options, a policy for improving the pitcher ability parameter (processing object P410) and a policy for improving the fielder ability parameter (processing object P420).
[0140] Next, the selection condition setting unit 130 will be described. The selection condition setting unit 130 sets selection conditions for selecting at least one game object corresponding to at least one option selected by the user from among a plurality of game objects based on at least one option selected by the user.
[0141] The "selection condition" is a condition for selecting at least one game object corresponding to at least one option selected by the user from among a plurality of game objects. That is, the "selection condition" is a condition for selecting at least one game object such that game control of the content desired by the user is executed. For example, conditions regarding the parameters of the game object are set as the "selection condition". As will be described later, when selecting at least one from among a plurality of game objects, at least one game object is selected so that this selection condition is satisfied. In other words, at least one game object that satisfies this selection condition is selected.
[0142] "Setting selection conditions based on the option selected by the user" means, for example, selecting at least one from among a plurality of predetermined selection conditions based on the option selected by the user.
[0143] For example, the selection condition setting unit 130 selects at least one selection condition corresponding to at least one option selected by the user from among a plurality of selection conditions based on data in which the correspondence between a plurality of options and a plurality of selection conditions is defined.
[0144] The "data in which the correspondence between a plurality of options and a plurality of selection conditions is defined" may be, for example, data in which an option and a selection condition are associated one-to-one, or data in which a selection condition is associated with a combination of options. Further, this data may be, for example, table-form data in which a selection condition is associated with an option (or a combination of options), or a program in which a process for setting a selection condition is associated with an option (or a combination of options).
[0145] For example, in the baseball game shown in FIGS. 2 to 7, as described above, a plurality of options related to the content of the advantageous effect for changing the ability parameters of the main character are displayed on the display unit 15. Therefore, the selection condition setting unit 130 sets a selection condition for selecting at least one event character (an example of a plurality of second game objects) corresponding to the content of the effect corresponding to at least one option selected by the user from among a plurality of event characters.
[0146] That is, the selection condition setting unit 130 sets a selection condition for selecting at least one event character associated with effect information corresponding to at least one option selected by the user. Here, the "effect information" is information indicating the type and content of the effect. For example, the event information and the favorite practice information stored in the "event" and "favorite practice" fields of the event character table TBL101 correspond to an example of the "effect information".
[0147] For example, when the processing object P410 of the automatic setting menu screen image G400 shown in FIG. 6 is selected, it means that the effect of facilitating the improvement of the pitcher's ability is selected. Therefore, the selection condition setting unit 130 sets selection conditions for selecting an event character having such an effect. In this case, selection conditions for selecting an event character associated with an event advantageous for improving the pitcher's ability or an event character associated with a practice item that the pitcher is good at practicing are set.
[0148] On the other hand, when the processing object P420 is selected, it means that the effect of facilitating the improvement of the fielder's ability is selected. Therefore, the selection condition setting unit 130 sets selection conditions for selecting an event character having such an effect. In this case, selection conditions for selecting an event character associated with an event advantageous for improving the fielder's ability or an event character associated with a practice item that the fielder is good at practicing are set.
[0149] Note that when the processing object P410 is selected, it can be said that the policy of improving the pitcher's ability is selected. Therefore, it can be said that the selection condition setting unit 130 sets selection conditions for selecting at least one event character associated with effect information that matches the policy. Here, "effect information that matches the policy" is an effect (effect information) that is advantageous for improving the ability of the event character along the policy. In this case, selection conditions for selecting an event character associated with an event advantageous for improving the pitcher's ability or an event character associated with a practice item that the pitcher is good at practicing are set.
[0150] On the one hand, when the processing object P420 is selected, it can be said that the policy of improving the fielder's ability is selected. Therefore, it can be said that the selection condition setting unit 130 sets selection conditions for selecting at least one event character associated with effect information that matches the policy. In this case, selection conditions for selecting an event character associated with an event advantageous for improving the fielder's ability or an event character associated with a practice item that the fielder is good at practicing are set.
[0151] The game object selection unit 140 will be described. The game object selection unit 140 selects at least one game object from among a plurality of game objects based on the selection conditions set (selected) by the selection condition setting unit 130.
[0152] Here, "selecting at least one game object based on the selection conditions" means selecting at least one game object so that the selection conditions are satisfied. In other words, it is to select at least one game object that satisfies the selection conditions.
[0153] For example, in the case of the baseball game shown in FIGS. 2 to 7, the game object selection unit 140 selects at least one event character from among a plurality of event characters (an example of a plurality of second game objects) owned by the user based on the selection conditions set by the selection condition setting unit 130.
[0154] That is, based on the selection conditions set by the game object selection unit 140, the game object selection unit 140 selects at least one event character from among the plurality of event characters owned by the user, and incorporates the selected at least one event character into the event deck. For example, the game object selection unit 140 refers to the event character table TBL101, and selects, as the event character to be incorporated into the event deck, an event character that satisfies the selection conditions set by the selection condition setting unit 130 from among the plurality of event characters owned by the user. Further, the game object selection unit 140 accesses the event deck table TBL102 and registers the selected event character in the event deck table TBL102.
[0155] When an event character is selected by the game object selection unit 140, the display control unit 120 executes control for causing the display unit 15 (an example of display means) to display information regarding the content of the effect indicated by the effect information associated with the event character (an example of the second game object) selected by the game object selection unit 140.
[0156] "Executing control for causing display of information" means, for example, generating a screen image indicating the information and causing the display unit 15 to display the screen image. Further, "executing control for causing display of information" may mean, for example, generating data necessary for displaying a screen image indicating the information and transmitting the data to the display means or a terminal connected to the display means, thereby causing the display means to display the screen image. Note that the "data necessary for displaying a screen image" may be data indicating the screen image itself or data necessary for generating the screen image.
[0157] "Information regarding the content of the effect" is information indicating the content of the effect. In other words, "information regarding the content of the effect" is text information, image information, or the like that enables the user to grasp the content of the effect.
[0158] For example, the display control unit 120 executes control to cause the display unit 15 to display the event deck screen image G500 shown in FIG. 7. As shown in FIG. 7, the display control unit 120 causes the favorite practice item of the event character (that is, the event character incorporated in the event deck) selected by the game object selection unit 140 (for example, information related to the content of the effect indicated by the effect information associated with the event character) to be displayed in the favorite practice display area A220 of the event deck screen image G500.
[0159] The game control unit 150 will be described. The game control unit 150 executes game control based on at least one game object selected by the game object selection unit 140.
[0160] For example, in the case of the baseball game shown in FIGS. 2 to 7, the game control unit 150 executes a training part based on at least one event character incorporated in the event deck by the game object selection unit 140 (that is, at least one event character selected by the game object selection unit 140 (an example of the second game object)). That is, the game control unit 150 causes an effect advantageous for changing the ability parameters of the protagonist character to occur in the training part based on at least one event character incorporated in the event deck by the game object selection unit 140.
[0161] For example, the game control unit 150 causes the effect indicated by the effect information associated with at least one event character incorporated in the event deck by the game object selection unit 140 to occur in the training part.
[0162] Specifically, the game control unit 150 refers to the event character table TBL101 and the event deck table TBL102, and causes the effect indicated by the event information or the favorite practice information associated with at least one event character incorporated in the event deck to occur in the training part.
[0163] That is, the game control unit 150 causes the event indicated by the above event information to occur in the training part. When the ability parameters of the protagonist character are updated by an event, the game control unit 150 accesses the training character table TBL103 and updates the ability parameters of the protagonist character being trained. In addition, when a training command corresponding to the training item indicated by the above favorite training information is selected, the game control unit 150 gives more training points to the protagonist character than in the normal case. When giving training points to the protagonist character, the game control unit 150 accesses the training character table TBL103 and increases the training points of the protagonist character being trained.
[0164] [4. Processing Executed in the Game System] Next, an example of the processing executed in the game system 1 will be described. FIG. 12 is a diagram for explaining an example of the processing executed in the user terminal 10 when the processing object P230 of the event deck screen image G200 is selected. The control unit 11 of the user terminal 10 executes the processing shown in FIG. 12 based on the program stored in the storage unit 12.
[0165] When the processing object P230 of the event deck screen image G200 is selected, as shown in FIG. 12, the control unit 11 of the user terminal 10 causes the automatic setting menu screen image G400 to be displayed on the display unit 15 (S100). Then, while the automatic setting menu screen image G400 is being displayed, the control unit 11 determines whether either the training policy of "pitcher" or "fielder" has been selected by the user (S102). That is, the control unit 11 determines whether either the processing object P410 or P420 has been selected by the user. Then, when either training policy has been selected by the user, the control unit 11 determines whether the training policy selected by the user is "pitcher" (S104).
[0166] For example, when the processing object P410 is selected by the user, the control unit 11 determines that the training policy selected by the user is "pitcher". In this case, the control unit 11 refers to the event character table TBL101 and obtains a list of event characters having an effect of facilitating the improvement of the pitcher ability from among the event characters owned by the user (S106). Note that the "event character having an effect of facilitating the improvement of the pitcher ability" is an event character associated with an event advantageous for the improvement of the pitcher ability, or an event character associated with a practice item for pitchers as a favorite practice item.
[0167] On the other hand, when the processing object P420 is selected by the user, the control unit 11 determines that the training policy selected by the user is "fielder". In this case, the control unit 11 refers to the event character table TBL101 and obtains a list of event characters having an effect of facilitating the improvement of the fielder ability from among the event characters owned by the user (S108). Note that the "event character having an effect of facilitating the improvement of the fielder ability" is an event character associated with an event advantageous for the improvement of the fielder ability, or an event character associated with a practice item for fielders as a favorite practice item.
[0168] After step S106 or S108 is executed, the control unit 11 selects an event character to be incorporated into the event deck based on the list obtained in step S106 or S108 (S110).
[0169] For example, when the number of event characters included in the list is 5 or less, the control unit 11 selects the event characters included in the list as the event characters to be incorporated into the event deck. Further, when the number of event characters included in the list is less than 5, the control unit 11 selects five event characters as the event characters to be incorporated into the event deck by selecting other event characters from among the event characters owned by the user.
[0170] On the other hand, when the number of event characters included in the list is 6 or more, the control unit 11 selects five event characters from among the event characters included in the list.
[0171] Here, as a selection criterion for selecting five event characters from among the event characters included in the list, for example, the selection criteria as described below can be used. In the following, assuming that step S110 is executed after step S106 is executed, an example of the above selection criterion will be described. That is, an example of the above selection criterion will be described assuming a case where five event characters are selected from the list of event characters having an effect of facilitating the improvement of pitcher ability acquired in step S106.
[0172] 〔Example 1〕For example, the control unit 11 may preferentially select an event character associated with an event advantageous for improving pitcher ability over an event character associated with a practice item that the pitcher is good at as a practice item for pitchers.
[0173] 〔Example 2〕Conversely, the control unit 11 may preferentially select an event character associated with a practice item that the pitcher is good at as a practice item for pitchers over an event character associated with an event advantageous for improving pitcher ability.
[0174] [Example 3] For example, the control unit 11 may preferentially select an event character associated with a specific event among the events advantageous for improving the pitcher's ability over other event characters.
[0175] [Example 4] For example, the control unit 11 may preferentially select an event character associated with a specific practice item for pitchers as a favorite practice item over other event characters.
[0176] [Example 5] For example, among the event characters associated with events advantageous for improving the pitcher's ability, the control unit 11 may preferentially select an event character with a large event effect (for example, the amount of practice points given by the event or the degree of ability improvement by the event) over an event character with a small event effect.
[0177] [Example 6] For example, among the event characters associated with practice items for pitchers as favorite practice items, the control unit 11 may preferentially select an event character with a large favorite practice effect (for example, the degree of increase in practice points by favorite practice) over an event character with a small favorite practice effect.
[0178] [Example 7] For example, the control unit 11 may preferentially select an event character with a high rarity among the event characters included in the list (that is, the event characters that satisfy the selection conditions) over an event character with a low rarity.
[0179] [Example 7-1] For example, the control unit 11 may select event characters with the 1st to 5th highest rarities among the event characters included in the list.
[0180] [Example 7-2] Also, for example, as described above, even for event characters with the same name, such as the player character A in the example shown in FIG. 9, there may be those with different scarcities. Therefore, when a plurality of event characters with the same name are included in the list, the control unit 11 may preferentially select the event character with a higher scarcity over the event character with a lower scarcity among those plurality of event characters with the same name. For example, the control unit 11 may select only the event character with the highest scarcity among those plurality of event characters with the same name and not select the remaining event characters.
[0181] Note that there may be a case where a plurality of event characters with the same set scarcity are included among the plurality of event characters with the same name. In such a case, it may be possible to consider the levels of those event characters.
[0182] As described when explaining the "Level" field of the event character table TBL301, in this baseball game, the level of an event character increases by synthesizing the event character with other event characters. Therefore, even for event characters with the same name and the same scarcity, there may be those with different levels.
[0183] Therefore, when a plurality of event characters with the same name include a plurality of event characters with the same scarcity, the control unit 11 may preferentially select the event character with a higher level over the event character with a lower level among those plurality of event characters with the same scarcity.
[0184] For example, among a plurality of event characters with the same name, if there are a plurality of event characters with the highest rarity level, namely "Super Rare (SR)", set, the control unit 11 may preferentially select the event character with a higher level over the event character with a lower level from among those plurality of event characters with "Super Rare (SR)" set. For example, the control unit 11 may select only the event character with the highest level and not select the remaining event characters. Note that the above example targets a plurality of event characters with the same rarity level and the same name, and selects the event character with a higher level from among them. However, as another variation, it may target a plurality of event characters with the same rarity level but different names, and select the event character with a higher level from among them.
[0185] 〔Example 7-3〕Also, for example, when selecting an event character from among event characters associated with an event advantageous for improving pitcher ability, the control unit 11 may preferentially select the event character with a higher rarity level over the event character with a lower rarity level.
[0186] 〔Example 7-4〕Or, when preferentially selecting the event character with a greater event effect over the event character with a smaller event effect from among event characters associated with an event advantageous for improving pitcher ability, in a case where there are a plurality of event characters with similar event effects, the control unit 11 may preferentially select the event character with a higher rarity level over the event character with a lower rarity level from among those plurality of event characters.
[0187] 〔Example 7-5〕Or, when selecting an event character from among event characters associated with a practice item for pitchers as their proficient practice item, the control unit 11 may preferentially select the event character with a higher rarity level over the event character with a lower rarity level.
[0188] In [Example 7-6], when preferentially selecting an event character with a large favorable practice effect over an event character with a small favorable practice effect from among event characters associated with a practice item that the pitcher is good at as a favorable practice item, if there are a plurality of event characters with comparable favorable practice effects, the control unit 11 may preferentially select an event character with a high rarity over an event character with a low rarity from among those plurality of event characters.
[0189] Note that the user may be able to preset a desired selection criterion as the above selection criterion.
[0190] For example, when using the selection criterion of the above Example 3, the user may be able to specify a specific event in advance on a setting screen (such as an option screen or a customization screen, etc.) for making various settings. Then, the control unit 11 may preferentially select an event character associated with a specific event specified in advance by the user from among the events that are advantageous for improving the pitcher's ability over other event characters.
[0191] Specifically, for example, the user may be able to specify in advance any one of events such as "speed - oriented", "control - oriented", "change - up - oriented", and "balance - oriented". And when the event specified in advance by the user is "speed - oriented", the control unit 11 may preferentially select an event character associated with an event that is advantageous for improving "speed" over other event characters.
[0192] For example, the user may be able to specify in advance any event such as a "humorous event", a "tense event", and a "moving event". And when the event specified in advance by the user is a "moving event", the control unit 11 may preferentially select an event character associated with an event classified as a "moving event" among the events advantageous for improving the pitcher's ability over other event characters.
[0193] Similarly, when using the selection criteria of the above Example 4, in a setting screen (such as an option screen or a customization screen) for making various settings, the user may be able to specify a specific practice item in advance. And the control unit 11 may preferentially select an event character associated with the practice item specified by the user as a proficient practice item among the practice items for the pitcher over other event characters.
[0194] Note that above, the case where step S110 is executed after step S106 is executed (that is, when selecting five event characters from the list of event characters having an effect of making it easier to improve the pitcher's ability) is assumed, and the above examples of selection criteria have been described. However, when step S110 is executed after step S108 is executed (that is, when selecting five event characters from the list of event characters having an effect of making it easier to improve the fielder's ability), the same selection criteria can be used.
[0195] After step S110 is executed, the control unit 11 updates the user's event deck based on the selection result in step S110 (S112). That is, the control unit 11 registers the event character selected in step S110 in the event deck table TBL102. That is, the control unit 11 accesses the event deck table TBL102 and registers the event character ID of the event character selected in step S110 in the "first setting frame" to "fifth setting frame" fields. After that, the control unit 11 causes the display unit 15 to display an event deck screen image G500 showing the updated event deck (S114). At this time, the event deck screen image G500 is generated based on the event character table TBL101 and the event deck table TBL102.
[0196] In the game system 1 (user terminal 10) described above, if the user selects any one of a plurality of options (processing objects P410, P420) displayed on the automatic setting menu screen image G400, an event character that causes a desired event (desired effect) to occur is selected. According to the game system 1 (user terminal 10), by selecting a desired option, an event character that causes a desired event to occur is selected, so that it is possible to assist the user in easily selecting an event character that causes a desired event to occur.
[0197] Also, a plurality of options regarding the growth policy of the protagonist character are displayed on the automatic setting menu screen image G400. If the user selects a desired growth policy, an event character that causes an event corresponding to the desired growth policy to occur is selected, and an event corresponding to the event character occurs. According to the game system 1 (user terminal 10), by selecting a desired growth policy, an event character that causes an event corresponding to the desired growth policy to occur is selected, so that it is possible to assist the user in easily selecting an event character corresponding to the desired growth policy.
[0198] In addition, on the event deck screen image G500, the proficiency practice information of the event characters incorporated into the event deck by the automatic setting of the event deck is displayed. Therefore, the user can grasp the proficiency practice items of the event characters incorporated into the event deck. Therefore, the user can grasp what effects will occur in the game.
[0199] In the embodiment described above, the display control unit 120, the selection condition setting unit 130, the game object selection unit 140, and the game control unit 150 are realized on the user terminal 10, and the processing of these functional blocks (the processing shown in FIG. 12) is executed based on the data stored in the individual data storage unit 100 of the user terminal 10. As a result, access from the user terminal 10 to the server 30 when executing the above processing is reduced. That is, it is designed so that the server 30 is not overloaded by being accessed simultaneously from a large number of user terminals 10.
[0200] [5. Modification Example] The present invention is not limited to the embodiments described above.
[0201] [1] In the embodiments described above, the data related to each user (for example, FIGS. 9 to 11) is collectively managed by the server 30, and the user terminal 10 is configured to acquire the data related to the user from the server 30. However, the data related to each user may not be collectively managed by the server 30. That is, the data related to the user may be individually managed by the user terminal 10. In this case, the request unit 110, the processing unit 310, and the data storage unit 300 shown in FIG. 8 can be omitted.
[0202] 〔2〕In the game system 1, the game may be executed by performing data communication between the user terminal 10 and the server 30. For example, the game may be executed by displaying a screen image on the display unit 15 of the user terminal 10 based on data provided from the server 30 based on a request from the user terminal 10. FIG. 13 is a functional block diagram of the game system 1 in such a case.
[0203] As shown in FIG. 13, the server 30 (an example of a game control device) includes a data storage unit 300, a display control unit 320, a selection condition setting unit 330, a game object selection unit 340, and a game control unit 350. The functional blocks other than the data storage unit 300 are realized by the control unit 31 executing processing according to a program. Since the data storage unit 300 is the same as the data storage unit 300 in FIG. 8, the description thereof is omitted here.
[0204] Also, as shown in FIG. 13, the user terminal 10 includes a display control unit 160 and an automatic setting request unit 170. These functional blocks are realized by the control unit 11 executing processing according to a program.
[0205] The display control unit 320 will be described. The display control unit 320 executes control for causing a display means to display a plurality of options regarding the game control content. Since the function of the display control unit 320 is basically the same as that of the display control unit 120 in FIG. 8, the description thereof is omitted here. However, since the display control unit 320 is provided in the server 30, for example, the display control unit 320 transmits data necessary for displaying the automatic setting menu screen image G400 or the event deck screen image G500 to the user terminal 10. Then, based on this data, the display control unit 160 of the user terminal 10 causes the automatic setting menu screen image G400 or the event deck screen image G500 to be displayed on the display unit 15.
[0206] Next, the automatic setting request unit 170 and the selection condition setting unit 330 will be described. The automatic setting request unit 170 transmits information indicating at least one option selected by the user from among a plurality of options displayed on the display unit 15 by the display control unit 320 to the server 30. The selection condition setting unit 330 sets a selection condition for selecting at least one game object corresponding to at least one option selected by the user from among a plurality of game objects based on the at least one option selected by the user. Since the function of the selection condition setting unit 330 is basically the same as that of the selection condition setting unit 130 in FIG. 8, the description thereof will be omitted here.
[0207] Next, the game object selection unit 340 and the game control unit 350 will be described. The game object selection unit 340 selects at least one game object from among a plurality of game objects based on the selection condition set (selected) by the selection condition setting unit 330. The game control unit 350 executes game control based on the at least one game object selected by the game object selection unit 340. Since the functions of the game object selection unit 340 and the game control unit 350 are basically the same as those of the game object selection unit 140 and the game control unit 150 in FIG. 8, the description thereof will be omitted here.
[0208] Next, an example of the processing executed by the game system 1 to realize the functional blocks shown in FIG. 13 will be described. FIG. 14 is a diagram for explaining an example of the processing executed in the game system 1 when the processing object P230 of the event deck screen image G200 is selected. Among the processing shown in FIG. 14, the processing related to the user terminal 10 is executed by the control unit 11 of the user terminal 10 based on the program stored in the storage unit 12, and the processing related to the server 30 is executed by the control unit 31 of the server 30 based on the program stored in the storage unit 32. Hereinafter, the processing shown in FIG. 14 will be described assuming that the user X selects the processing object P230.
[0209] When the processing object P230 of the event deck screen image G200 is selected, as shown in FIG. 14, the control unit 11 of the user terminal 10 requests the server 30 for the data of the automatic setting menu screen image G400 (S120). The data of the automatic setting menu screen image G400 is the data necessary for displaying the automatic setting menu screen image G400 on the display unit 15 of the user terminal 10. The control unit 31 of the server 30 receives the above request (S300), and returns the data of the automatic setting menu screen image G400 to the user terminal 10 (S302). The control unit 11 of the user terminal 10 receives the data returned from the server 30 (S122). If the data necessary for displaying the automatic setting menu screen image G400 is stored in the user terminal 10 in advance, these processes (steps S120, S300, S302, S122) may be omitted.
[0210] The control unit 11 of the user terminal 10 causes the display unit 15 to display the automatic setting menu screen image G400 (S124). Then, while the automatic setting menu screen image G400 is being displayed, the control unit 11 determines whether a training policy for either "pitcher" or "fielder" has been selected (S126). That is, the control unit 11 determines whether either the processing object P410 or P420 has been selected.
[0211] If either training policy is selected, the control unit 11 sends a request for automatic setting of the event deck to the server 30 (S128). In this case, information indicating whether "pitcher" or "fielder" has been selected as the training policy is sent to the server 30 together with the user ID of user X. For example, when the processing object P410 is selected, information indicating that "pitcher" has been selected as the training policy is sent to the server 30. On the other hand, when the processing object P420 is selected, information indicating that "fielder" has been selected as the training policy is sent to the server 30.
[0212] The control unit 31 of the server 30 receives a request for automatic setting of the event deck (S304). In this case, the control unit 31 determines whether the training policy selected by user X is "pitcher" (S306).
[0213] If the training policy selected by user X is "pitcher", the control unit 31 refers to the event character table TBL301 and obtains a list of event characters having an effect of facilitating the improvement of pitcher ability from among the event characters owned by user X (S308). Basically, the process of step S308 is the same as step S106 in FIG. 12.
[0214] On the other hand, if the training policy selected by user X is "fielder", the control unit 31 refers to the event character table TBL301 and obtains a list of event characters having an effect of facilitating the improvement of fielder ability from among the event characters owned by user X (S310). Basically, the process of step S310 is the same as step S108 in FIG. 12.
[0215] After step S308 or S310 is executed, the control unit 31 selects an event character to be incorporated into the event deck based on the list obtained in step S308 or S310 (S312). Basically, the process of step S312 is the same as step S110 in FIG. 12.
[0216] Thereafter, the control unit 31 updates the event deck of user X based on the selection result in step S312 (S314). That is, the control unit 31 registers the event character selected in step S312 in the event deck table TBL302. That is, the control unit 31 accesses the event deck table TBL302 and registers the event character ID of the event character selected in step S312 in the "first setting frame" to "fifth setting frame" fields associated with the user ID of user X.
[0217] After that, the control unit 31 generates data of the event deck screen image G500 showing the updated event deck of user X, and transmits the data to the user terminal 10 (S316). The control unit 11 of the user terminal 10 receives the above data (S130), and based on the data, causes the display unit 15 to display the event deck screen image G500 (S132).
[0218] As described above, even when the game is executed by performing data communication between the user terminal 10 and the server 30, it becomes possible to assist the user in easily selecting an event character such that a desired event occurs.
[0219] In steps S106 and S108 of FIG. 12 and steps S308 and S310 of FIG. 14, a list of event characters was acquired (that is, selection conditions for event characters were set) in consideration of the training policy selected by the user, but elements other than the training policy selected by the user may also be considered.
[0220] For example, a list of event characters may be acquired in consideration of the type or content of the scenario (game story) executed in the training part. For example, in step S106 of FIG. 12, a list of event characters that have the effect of making it easier to improve the pitcher ability parameter and that match the type or content of the scenario may be acquired.
[0221] For example, when the scenario executed in the training part is a scenario that progresses in a place where there are many characters of a specific type, in step S106 of FIG. 12, a list of event characters that have the effect of making it easier to improve the pitcher ability parameter and that are of the above specific type of event characters may be acquired.
[0222] Specifically, for example, when the scenario executed in the training part is a scenario in which there are many characters of a specific gender (for example, a school attended only by students of a specific gender, or a school where the number of students of one gender is much larger than the number of students of the other gender, etc.), in step S106 of FIG. 12, an event character having an effect of making it easier to improve the pitcher ability parameter and belonging to the list of event characters of the specific gender may be acquired.
[0223] In addition, in order to execute the above-described processing, for example, data defining the correspondence between the type of scenario and the event characters suitable for the type, or data defining the correspondence between the scenario and the event characters suitable for the content of the scenario may be stored in advance, and based on this data, event characters suitable for the type or content of the scenario may be specified.
[0224] 〔4〕The user may be able to build a relationship (for example, a friendship or a companionship) with another user. That is, the user may be associated with another user. And when the user has a relationship with another user, a setting frame (for example, a helper frame or a friend frame, etc.) that can set the event characters owned by the other user may be added to the event deck setting area A210 of the event deck screen image G200.
[0225] 〔5〕In the embodiment described above, the user can select a desired training policy (in other words, a desired effect) on the automatic setting menu screen image G400, but on the automatic setting menu screen image G400, the user may be able to select a desired event. For example, when a travel event is selected as the desired event, the event characters associated with the travel event may be selected as the event characters to be incorporated into the event deck and incorporated into the event deck.
[0226] Alternatively, in the automatic setting menu screen image G400, the user may be able to select a desired game item. For example, when a bat is selected as the desired game item, an event character associated with an event given to the user by the bat (or an event that is likely to be given to the user by the bat) may be selected as the event character to be incorporated into the event deck and incorporated into the event deck. Note that the "bat" may be a special bat that improves fielder ability parameters such as "meat" or "power" when used.
[0227] 〔6〕In the embodiment described above, the event character to be incorporated into the event deck was selected from among the event characters owned by the user. However, for example, the event character to be incorporated into the event deck may be selected from among a predetermined group of event characters. In this case, the "group of event characters" may be a common group of event characters that can be arbitrarily selected by all users. Furthermore, even if a certain user selects a predetermined event character, the same event character may be selectable by other users without being monopolized by that user.
[0228] 〔7〕Game objects other than event characters (game characters) may be incorporated into the event deck. For example, game items (such as bats, balls, or mitts) may be incorporated into the event deck. At this time, only game items may be incorporated into the event deck, or both game characters and game items may be incorporated into the event deck.
[0229] For example, when a bat is incorporated into an event deck, events associated with the bat may occur in the training part. For example, events such as those where hitting practice points are awarded or events where more hitting practice points than usual are awarded may occur.
[0230] [8] Above, a baseball game has been described as an example of the game executed by the game system 1, but the present invention can also be applied to games other than baseball games. The present invention can be applied to a game in which game control is executed based on at least one game object selected from among a plurality of game objects.
[0231] [6. Supplementary Note] From the above description, the present invention is understood as follows. For the sake of easy understanding of the present invention, the reference numerals described in the drawings are appropriately described in parentheses, but the present invention is not limited to the illustrated embodiments thereby.
[0232] 1) In a game system (1) according to an aspect of the present invention, which executes game control based on at least one game object selected from a plurality of game objects (for example, a plurality of event characters), there are provided: display control means (120 or 320) for executing control to cause a display means (15) to display a plurality of options (P410, P420) regarding game control content; setting means (130 or 330) for setting selection conditions for selecting at least one game object corresponding to at least one option selected by a user from among the plurality of options, from among the plurality of game objects; selection means (140 or 340) for selecting at least one game object from among the plurality of game objects based on the selection conditions set by the setting means (130 or 330); and game control means (150 or 350) for executing game control based on the at least one game object selected by the selection means (140 or 340).
[0233] 8) In a game control device (10 or 30) related to a game in which game control is performed based on at least one game object selected from a plurality of game objects (for example, a plurality of event characters), according to an aspect of the present invention, there are provided: setting means (130 or 330) for setting selection conditions for selecting at least one game object corresponding to at least one option selected by a user from among a plurality of options (P410, P420) regarding game control content, from among the plurality of game objects; and selection means (140 or 340) for selecting at least one game object from among the plurality of game objects based on the selection conditions set by the setting means (130 or 330).
[0234] 9) The program according to one aspect of the present invention is a program for causing a computer to function as the game system described in 1) above or the game control device described in 8) above.
[0235] 10) The information storage medium according to one aspect of the present invention is a computer-readable information storage medium on which the program described in 9) above is recorded.
[0236] 11) A control method for a game system (1) according to one aspect of the present invention is a control method for a game system (1) that executes game control based on at least one game object selected from a plurality of game objects (for example, a plurality of event characters). The control method includes a display control step (S100, S124, or S302) for executing control to cause a display means (15) to display a plurality of options (P410, P420) regarding game control content; a setting step (S104, S106, S108, or S306, S308, S310) for setting a selection condition for selecting at least one game object corresponding to at least one option selected by the user from among the plurality of game objects based on at least one option selected by the user from among the plurality of options; a selection step (S106, S108, S110, or S308, S310, S312) for selecting at least one game object from among the plurality of game objects based on the selection condition set by the setting step (S104, S106, S108, or S306, S308, S310); and a game control step for executing game control based on at least one game object selected by the selection step (S106, S108, S110, or S308, S310, S312).
[0237] 12) The control method of the game control device (10 or 30) according to an aspect of the present invention is a control method of a game control device (10 or 30) for a game in which game control is performed based on at least one game object selected from a plurality of game objects (for example, a plurality of event characters). In the control method, based on at least one option selected by the user from a plurality of options (P410, P420) regarding game control content, a selection condition for selecting at least one game object corresponding to the at least one option selected by the user is set from among the plurality of game objects (setting steps S104, S106, S108, or S306, S308, S310), and based on the selection condition set by the setting step (S104, S106, S108, or S306, S308, S310), at least one game object is selected from among the plurality of game objects (selection steps S106, S108, S110, or S308, S310, S312).
[0238] In the inventions described in 1), 8) to 12) above, if the user selects at least one option corresponding to the desired game control content from among a plurality of options regarding game control content, a game object corresponding to the desired game control content is selected, and game control is executed based on the game object. According to the present invention, by selecting an option regarding the desired game control content, a game object that enables the execution of the desired game control is selected, so that it becomes possible to assist the user in easily selecting a game object for which the desired game control is performed.
[0239] 2) In one aspect of the present invention, in the game system (1) described in 1) above, the setting means (130 or 330) selects at least one selection condition corresponding to at least one option selected by the user from among the plurality of selection conditions based on data in which the correspondence between the plurality of options and the plurality of selection conditions is defined, and the selection means (140 or 340) may select at least one game object from among the plurality of game objects based on at least one selection condition selected by the setting means (130 or 330).
[0240] According to the invention described in 2) above, if the user selects at least one option corresponding to the desired game control content from among the plurality of options regarding the game control content, at least one selection condition corresponding to the option selected by the user is selected from among the plurality of selection conditions. That is, at least one selection condition corresponding to the game control content desired by the user is selected from among the plurality of selection conditions, and as a result, a game object is selected such that the game control desired by the user is executed.
[0241] 3) In one aspect of the present invention, in the game system (1) described in 1) or 2) above, in the game system (1), a game is executed in which the user aims to vary parameters of a first game object (for example, ability parameters of a main character), and in the game, based on at least one second game object selected from a plurality of second game objects (for example, a plurality of event characters), an advantageous effect for varying the parameters of the first game object is generated in the game. The plurality of options are options related to the content of the effect, and the setting means (130 or 330) sets selection conditions for selecting at least one second game object corresponding to at least one option selected by the user from among the plurality of second game objects based on at least one option selected by the user. The selection means (140 or 340) selects at least one second game object from among the plurality of second game objects based on the selection conditions set by the setting means (130 or 330), and the game control means (150 or 350) may cause the effect to occur in the game based on at least one second game object selected by the selection means (140 or 340).
[0242] In the invention described in 3) above, if the user selects at least one option corresponding to a desired effect from among a plurality of options related to the content of the effect, a second game object corresponding to the desired effect is selected, and based on the second game object, an advantageous effect for varying the parameters of the first game object is generated in the game. According to the present invention, by selecting an option corresponding to a desired effect, a second game object that causes the desired effect to occur is selected, so that it becomes possible to assist the user in easily selecting a second game object that causes the desired effect to occur.
[0243] 4) In one aspect of the present invention, in the game system (1) described in 3) above, effect information (for example, event information or proficiency training information) indicating the effect is associated with each of the plurality of second game objects, and the setting means (130 or 330) sets selection conditions for selecting at least one second game object associated with the effect information corresponding to at least one option selected by the user from among the plurality of second game objects, based on the at least one option selected by the user, and the game control means (150 or 350) may cause an effect indicated by the effect information associated with the second game object selected by the selection means (140 or 340) to occur in the game.
[0244] In the invention described in 4) above, if the user selects at least one option corresponding to a desired effect from among a plurality of options regarding the content of the effect, a second game object associated with the effect information corresponding to the desired effect is selected, and an effect indicated by the effect information associated with the second game object occurs in the game. According to the present invention, by selecting an option corresponding to the content of the desired effect, since a second game object associated with the desired effect is selected, it becomes possible to assist the user in easily selecting a second game object associated with the desired effect.
[0245] 5) In one aspect of the present invention, in the game system (1) described in 4) above, the plurality of options are options regarding how to vary parameters of the first game object (for example, a policy for cultivating a protagonist character), and the setting means (130 or 330) may set the selection conditions for selecting at least one second game object associated with the effect information that matches the policy corresponding to at least one option selected by the user from among the plurality of second game objects.
[0246] In the invention described in 5) above, if the user selects at least one of a plurality of options regarding how to vary the parameters of the first game object, a second game object associated with effect information matching the desired policy of the user is selected, and the effect indicated by the effect information associated with the second game object occurs in the game. That is, an effect matching the desired policy of the user occurs in the game. According to the present invention, by selecting an option regarding how to vary the parameters of the first game object, a second game object associated with an effect matching the desired policy is selected, so that it becomes possible to assist the user in easily selecting the second game object matching the desired policy.
[0247] 6) In one aspect of the present invention, in the game system (1) described in 4) or 5) above, means (120 or 320) for executing control to cause the display means to display information regarding the content of the effect indicated by the effect information associated with the second game object selected by the selection means (140 or 340) may be included.
[0248] In the invention described in 6) above, since information regarding the content of the effect indicated by the effect information associated with the selected second game object is displayed on the display means, the user can grasp the content of the effect associated with the selected second game object. For this reason, the user can grasp what effects will occur in the game.
[0249] 7) In one aspect of the present invention, rarity information indicating rarity is associated with each of the plurality of game objects, and when the selection means (140 or 340) selects at least one game object from among the plurality of game objects based on the selection conditions set by the setting means (130 or 330), the game object with a higher rarity may be preferentially selected over the game object with a lower rarity.
[0250] In the invention described in the above item 7), when at least one game object is selected from a plurality of game objects based on selection conditions, game objects with a higher rarity are preferentially selected over game objects with a lower rarity. Generally, since it is considered that users hope that game objects with a higher rarity are selected rather than game objects with a lower rarity, by doing so, it becomes possible to make a selection that meets the user's wishes, and the user's satisfaction can be increased. Also generally, since game objects with a higher rarity have higher utility (for example, performance or effect) than game objects with a lower rarity, by doing so, game objects with high utility are preferentially selected, so the user's satisfaction can also be increased in this regard.
Explanation of Signs
[0251] 1 Game system, N Network, 10-1, 10-2, 10-N User terminals, 11 Control unit, 12 Storage unit, 13 Communication unit, 14 Input unit, 15 Display unit, 30 Server, 31 Control unit, 32 Storage unit, 33 Communication unit, 100 Individual data storage unit, 110 Request unit, 120 Display control unit, 130 Selection condition setting unit, 140 Game object selection unit, 150 Game control unit, 160 Display control unit, 170 Automatic setting request unit, 300 Data storage unit, 310 Processing unit, 320 Display control unit, 330 Selection condition setting unit, 340 Game object selection unit, 350 Game control unit, TBL101 Event character table, TBL102 Event deck table, TBL103 Training character table, TBL301 Event character table, TBL302 Event deck table, TBL303 Training character table, G100 Main menu screen image, G200 Event deck screen image, G300 Event character selection screen image, G400 Automatic setting menu screen image, G500 Event deck screen image, P110, P120, P230, P410, P420 Processing objects, A210 Event deck setting area, A211, A212, A213, A214, A215 Setting frames, A220 Favorite practice display area.
Claims
1. A game is provided that includes a first game that progresses based on a scenario, in which a second character is developed by changing or setting parameters of the second character, and a second game that uses the second character developed in the first game, The character card is associated with any one of a plurality of first characters, and at least one of the plurality of character cards is associated with user identification information and stored in a storage device; In the game system, in the first game, a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set is organized based on a user operation, and the parameters of the second character are changed or set by the occurrence of an event related to the character cards set in the deck; an acquisition means for acquiring information about a scenario to be progressed in the first game, the scenario being selected by a user from among a plurality of scenarios; a selection means for selecting at least one first character suitable for raising the second character based on the information; a display control means for displaying the selected at least one first character in a state where the selected at least one first character is set on a deck; A game system comprising:
2. A game is provided that includes a first game that progresses based on a scenario and in which a second character is developed by changing or setting parameters of the second character, and a second game that uses the second character developed in the first game, The character card is associated with any one of a plurality of first characters, and at least one of the plurality of character cards is associated with user identification information and stored in a storage device; In the game device, in the first game, a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set is organized based on a user operation, and the parameters of the second character are changed or set by the occurrence of an event related to the character cards set in the deck; an acquisition means for acquiring information about a scenario to be progressed in the first game, the scenario being selected by a user from among a plurality of scenarios; a selection means for selecting at least one first character suitable for raising the second character based on the information; a display control means for displaying the selected at least one first character in a state where the selected at least one first character is set on a deck; A game device comprising:
3. A game is provided that includes a first game that progresses based on a scenario and in which a second character is developed by changing or setting parameters of the second character, and a second game that uses the second character developed in the first game, The character card is associated with any one of a plurality of first characters, and at least one of the plurality of character cards is associated with user identification information and stored in a storage device; In the game control method, in the first game, a deck in which a predetermined number of the character cards among the plurality of character cards associated with the user identification information are set is organized based on a user operation, and the parameters of the second character are changed or set by the occurrence of an event related to the character cards set in the deck, acquiring information about a scenario to be progressed in the first game, selected by a user from among a plurality of scenarios; a selection step of selecting at least one first character suitable for raising the second character based on the information; a display step of displaying the selected at least one first character in a state where the selected at least one first character is set on a deck; A game control method comprising:
4. A program for causing a computer to operate as a game device described in claim 1 or a game system described in claim 2, wherein the program causes the computer to function as each of the means provided by the game device or the game system.