Game system, method, and program
The game system enhances strategic depth in battle games by allowing players to strategically use and manage command effects, addressing the limitations of existing systems through a battle processing unit and right granting mechanism.
Patent Information
- Application Number
- JP2024001965
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-10
- Publication Date
- 2025-07-23
AI Technical Summary
Existing battle games lack strategic depth in the use of special commands, requiring trial and error to determine their effectiveness, limiting the strategic nature of gameplay.
A game system that includes a battle processing unit, a right granting unit, and a first processing unit, allowing players to strategically select and execute effects on battle processes, with the option to revert rights after use, enhancing strategic decision-making.
The system improves the strategic nature of battle games by enabling players to make informed decisions on command usage and manage resources effectively, enhancing gameplay experience.
Smart Images

Figure 2025108199000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game system, method, and program.
Background Art
[0002] Non-Patent Document 1 describes a game in which battles are conducted using a game medium, and a plurality of types of special commands can be used up to a predetermined upper limit number of times for each battle. In this game, the upper limit is set for each battle.
Prior Art Documents
Non-Patent Documents
[0003]
Non-Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the game of Non-Patent Document 1, the types of special commands that can be used are determined, and one has to try and error which special command to use and when. Therefore, there is room for improvement in terms of strategy for the special commands in the above-mentioned games.
[0005] One aspect of the present invention aims to realize a technology for enhancing the strategy in a battle game.
Means for Solving the Problems
[0006] In order to solve the above problems, a game system according to an aspect of the present invention is a game system that progresses a game including a battle process using a battle game medium, wherein the battle game medium is associated with first data used for the battle process and second data used to grant a user the right to execute a first process that exerts a predetermined first effect on the battle process, and includes a battle process unit that executes the battle process using the first data associated with the battle game medium, a right granting unit that grants the right to the user using the second data associated with the battle game medium, and a first process unit that executes the first process corresponding to the right in response to an instruction from the user. The first process unit further executes a process of returning to a state in which at least a part of the right is not granted after executing the battle process executed in a state where the first effect corresponding to the right is exerted.
[0007] In order to solve the above problems, a method according to an aspect of the present invention is a method executed by one or more computers included in a game system that progresses a game including a battle process using a battle game medium, wherein the battle game medium is associated with first data used for the battle process and second data used to grant a user the right to execute a first process that exerts a predetermined first effect on the battle process, and includes a battle process step of executing the battle process using the first data associated with the battle game medium, a right granting step of granting the right to the user using the second data associated with the battle game medium, and a first process step of executing the first process corresponding to the right in response to an instruction from the user. In the first process step, after executing the battle process executed in a state where the first effect corresponding to the right is exerted, a process of returning to a state in which at least a part of the right is not granted is further executed.
[0008] In order to solve the above problems, a program according to an aspect of the present invention causes one or more computers included in a game system that progresses a game including a battle process using a battle game medium. The battle game medium is associated with first data used for the battle process and second data used for granting a user the right to execute a first process that exerts a predetermined first effect on the battle process. A battle process step of executing the battle process using the first data associated with the battle game medium, a right granting step of granting the right to the user using the second data associated with the battle game medium, and in response to an instruction from the user, a first process step of executing the first process corresponding to the right. In the first process step, after executing the battle process executed in a state where the first effect corresponding to the right is exerted, a process of returning to a state where at least a part of the right is not granted is further executed.
Effect of the Invention
[0009] According to one aspect of the present invention, the strategic nature in a battle game can be further improved.
Brief Description of the Drawings
[0010]
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Mode for Carrying Out the Invention
[0011] [Embodiment 1] Hereinafter, the game system 1 according to the present embodiment will be described in detail. The game system 1 is a system that progresses a game including a battle process using a battle game medium. Hereinafter, the game including the battle process will also be referred to as a battle game. The battle game may be played among a plurality of users or between a user and a computer.
[0012] <Configuration of Game System 1> FIG. 1 is a block diagram showing an example of the configuration of the game system 1. As shown in FIG. 1, the game system 1 includes game terminals 10-1, 10-2, …, and a server 30. When there is no need to particularly distinguish and describe the game terminals 10-1, 10-2, …, each of them may be simply described as the game terminal 10. These devices are communicably connected via a network NW. The network NW includes, for example, but is not limited to, the Internet. Although FIG. 1 shows two game terminals 10, the number of game terminals 10 included in the game system 1 may be one, or may be three or more. Also, although FIG. 1 shows one server 30, the number of servers 30 included in the game system 1 may be plural. One or a plurality of game terminals 10 and the server 30 cooperate with each other to execute a game program to advance a battle game. The game system 1 in one aspect of the present invention does not necessarily include the server 30 and can be modified to include at least one game terminal 10. The at least one game terminal 10 does not necessarily have a function of communicating with the server 30. For example, the at least one game terminal 10 may advance a battle game between a user who uses the game terminal 10 and a computer using a pre-assigned player character and a coach character.
[0013] (Hardware Configuration of Game Terminal 10) The game terminal 10 is a terminal used by a user to play a battle game. Examples of the game terminal 10 include, but are not limited to, a home game console, a personal computer, a smartphone, a tablet, a smart TV, or a commercial game console. As shown in FIG. 1, for example, the game terminal 10 includes a processor 11, a memory 12, a communication interface 13, an input device 14, a display device 15, and an audio output device 16. These components are connected via a bus 19.
[0014] The processor 11 controls each part of the game terminal 10 by executing a program stored in the memory 12. The processor 11 is composed of, for example, integrated circuits such as a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit).
[0015] The memory 12 stores a program executed by the processor 11 and various data used by the processor 11. The memory 12 is composed of, for example, an HDD (Hard Disk Drive), an SSD (Solid State Drive), an EEPROM (registered trademark) (Electrically Erasable Programmable Read-Only Memory), a ROM (Read Only Memory), a RAM (Random Access Memory), or a combination thereof. Note that part or all of the memory 12 is not limited to being built into the game terminal 10 and may be externally attached via an input / output interface (not shown) such as a USB (Universal Serial Bus). Also, part or all of the memory 12 may be connected to the game terminal 10 via a network as a device independent of the game terminal 10.
[0016] The communication interface 13 is an interface for connecting to the network NW. The communication interface 13 is composed of, for example, a wired connection interface such as Ethernet (registered trademark) or a wireless connection interface such as WiFi (registered trademark).
[0017] The input device 14 is a device that accepts user operations and is configured, for example, by a controller, a keyboard, a mouse, a touchpad, a microphone, or a combination of some or all of these. The display device 15 is a device that displays a screen for advancing the battle game and is configured, for example, by a display. The input device 14 and the display device 15 may be separate devices, or at least a part of the input device 14 may be integrally formed with the display device 15 as a touch panel or the like. The audio output device 16 is a device that outputs audio and is configured, for example, by a speaker, headphones, or a combination of these. Some or all of the input device 14, the display device 15, and the audio output device 16 are not limited to being built into the game terminal 10 and may be externally connected as peripheral devices.
[0018] (Hardware Configuration of Server 30) The server 30 is a computer capable of communicating with the game terminal 10. As shown in FIG. 1, the server 30 includes, for example, a processor 31, a memory 32, and a communication interface 33. These components are connected via a bus 39. The processor 31, the memory 32, and the communication interface 33 are described in the same manner as the components with the same names provided in the game terminal 10, and thus detailed descriptions will not be repeated.
[0019] (Functional Configuration of Game System 1) FIG. 2 is a block diagram showing the functional configuration of the game system 1. As shown in FIG. 2, the game system 1 includes a control unit 110 and a storage unit 130. The control unit 110 is realized by one or both of the processor 11 of the game terminal 10 and the processor 31 of the server 30 executing a game program. In other words, the processor 11 of the game terminal 10 realizes at least some of the functions of the control unit 110 by executing the game program stored in the memory 12 and cooperating with the server 30 as necessary. Also, the processor 31 of the server 30 realizes at least some of the functions of the control unit 110 by executing the game program stored in the memory 32 and cooperating with the game terminal 10 as necessary. The storage unit 130 is composed of the memory 12 of the game terminal 10 and the memory 32 of the server 30.
[0020] As shown in FIG. 2, the control unit 110 includes a battle processing unit 111, a right granting unit 112, a first processing unit 113, a creation processing unit 114, a data specifying unit 115, and a second data granting unit 116. Hereinafter, these functional blocks will be described as being arranged in the game terminal 10. However, at least one of these functional blocks may be arranged in the server 30. Also, at least one of these functional blocks may be distributed and arranged in the game terminal 10 and the server 30. Further, the storage unit 130 stores information indicating a battle game medium, first data, and second data, respectively. Some or all of this information may be stored in the memory 12 of the game terminal 10, may be stored in the memory 32 of the server 30, or may be distributed and stored in the memory 12 and the memory 32.
[0021] The battle processing unit 111 executes battle processing using the first data associated with the battle game medium. Here, the battle game medium is associated with the first data used for the battle processing and the second data used to grant the user the right to execute the first processing that exerts a predetermined first effect on the battle processing.
[0022] Here, the "game medium" is a medium used for the progress of the game. Specific examples of the game medium include, for example, game objects such as characters like baseball players appearing in the game or character cards corresponding to the characters, various items used in the game (for example, items that exert a predetermined effect by being equipped on a character or used for a team), in-game values, media held by a user that is separate from the game terminal (for example, recording media such as cards on which data to be read by the game terminal is recorded), and the like.
[0023] Also, for example, the game medium is a unit that can be held by the user. The unit that can be held is, for example, the minimum unit when consuming or acquiring.
[0024] The in-game value is a value necessary for exchange with the game medium or service (such as the execution of a lottery), and examples include in-game currency, points for exchange with items, and the like. The game medium may be associated with non-fungible tokens managed by the holder on the blockchain.
[0025] Also, the "game medium for battle" is a game medium used for battle. The "first data" is data used for battle processing. The "second data" is data used to grant the user the right to execute the first process that exerts the first effect. The game medium for battle may be, for example, a single character or a team composed of a plurality of characters.
[0026] The first data is, for example, when the game medium for battle is a team composed of a plurality of characters, data indicating individual characters used in the battle. Each individual character is a game medium that can be independently acquired or consumed. When the game medium for battle includes a plurality of game media in this way, the first data can be data indicating the game media. For example, when the game medium for battle is a baseball team, the characters indicating individual players can be individual game media, and in this case, the first data is data indicating the individual game media. Hereinafter, the data indicating the game media as one aspect of the first data may also be simply referred to as "the first game medium". Also, the character indicating a player is also referred to as a player character.
[0027] Also, for example, when the game medium for battle is a single character, the first data is the parameter used in the battle among the parameters associated with the character. For example, when the battle is baseball, parameters indicating the strength (level of ability) associated with each player character (hereinafter also referred to as "ability parameters") can be cited. Ability parameters regarding various abilities (for example, power, hit, running speed, shoulder strength, defensive ability, ball speed, ball control, change-up ball, etc.) are associated with the characters of fielders and pitchers.
[0028] The second data can be in any form as long as it is used to grant the user the right to execute the first process. For example, in this embodiment, it is the "funds" described later.
[0029] The second data may be directly used or indirectly used to grant the user the right to execute the first process. For example, in the form where the second data is "funds", it may be consumed to acquire an item which is one aspect of the right. In the form where the second data is "the number of fans", points may be granted based on the number of fans, and the item can be acquired by consuming the points.
[0030] Also, the second data itself may or may not be used in the battle process. For example, the funds described later may be directly used in some form in the battle (baseball game) other than for the purpose of granting the user the right to execute the first process.
[0031] For example, the ability parameters of the player character may be increased or decreased based on the second data. More specifically, the second data is data indicating the number of fans of one's own side, and the ability parameters of the player character may be increased or decreased based on the number of fans.
[0032] The "first effect" is a predetermined effect on the battle process, and the "first process" is a process that exerts the first effect. The first effect may be an effect that is advantageous for the progress of the game, a disadvantageous effect, or an effect that is neither advantageous nor disadvantageous. The "effect that is advantageous for the progress of the game" is an effect that makes it easier to achieve the goal in the progress of the game. For example, effects related to battles such as making it easier to win the battle, and effects related to the progress of games other than battles can be cited.
[0033] As the "first process", in order to obtain the "effect that is advantageous for the progress of the game", for example, when the first data is a game medium such as a player character of one's own side used in the battle, a process of improving the ability of the game medium, a process of lowering the ability of the game medium such as the opponent's player character, etc. can be cited. Hereinafter, game media such as player characters and manager characters will be simply referred to as "player characters", "manager characters", etc.
[0034] Specific examples of the process of improving the ability of the game medium include increasing or decreasing the parameters associated with the game medium so as to make it easier to win. An aspect of increasing the parameter that the higher it is, the easier it is to win, and decreasing the parameter that the lower it is, the easier it is to win can be cited. Examples of parameters that the higher they are, the easier it is to win include ability parameters associated with each player character. Examples of parameters that the lower they are, the easier it is to win include fatigue level.
[0035] Also, as another aspect of the "first process", there is a parameter that combines a plurality of parameters. When the ease of winning changes depending on the amount of the parameter, an aspect of increasing or decreasing the parameter so as to make it easier to win can be mentioned. Examples of such parameters include a parameter representing the total value of a plurality of parameters of a certain first game medium (the number of stars in the embodiment), a parameter obtained by comprehensively evaluating the capabilities of a plurality of first game media, and the like. In addition, parameters that are set independently of the capabilities of the player character and the skills associated with the player character (hereinafter also referred to as "player skills") and that exert advantageous or disadvantageous effects according to the result of comparison with the opponent can be mentioned (for example, the fan power in the embodiment of the present application). For example, the parameter may be used for the purpose of increasing the ability parameter of the player character on one's own side according to the result of comparison with the opponent's parameter during the battle, may be used for the purpose of decreasing the ability parameter of the opponent's player character, or may be used for both purposes. For example, if the parameter exceeds the opponent, the ability parameter is increased, and if the parameter is lower than the opponent, the ability parameter is decreased.
[0036] Also, as another aspect of the "first process", there is a process of changing a part of the first data of the opponent into the first data of one's own side. For example, when the second data is an in-game value such as funds, the first process may be a process of consuming the in-game value and purchasing the opponent team's player character to become the player character of one's own team.
[0037] In addition, when the "effect advantageous to the progress of the game" is an effect other than the effect on the battle itself (for example, the effect on the battle result), for example, such an effect may include increasing the score and / or reward related to the battle given to the user. That is, in this case, the first process is a process of increasing the score, reward, etc. given to the user. Examples of the score related to the battle include, for example, the score obtained according to the result of one game, the score of one set (the total of the scores of a plurality of games), and the like. Examples of the reward related to the battle include, for example, the reward according to a single game, the reward according to a plurality of games, and the like. Examples of the reward according to a plurality of games include, for example, the reward according to the final ranking of the battle event described later.
[0038] A plurality of types of "first effects" may be prepared so that the user can select from among the plurality of first effects by exercising the right. Also, the first effect may be a combination of some or all of the plurality of types of effects. However, the first effect is not limited to the examples described above.
[0039] In addition, as the "effect that can be said to be neither advantageous nor disadvantageous" described above, for example, it may be an effect that can change the venue where the battle is held. When the battle is baseball, the venue is a baseball field. The user may change to their favorite baseball field, or may change to a baseball field of a desired size according to the ability of the player character. Note that an effect of increasing or decreasing the first data may be associated with the venue. Also, an ability indicating the compatibility with the venue (for example, "power-up at stadium A") may be associated with the player character. Thus, the effect of changing the venue may be an effect advantageous to the progress of the game and / or a disadvantageous effect.
[0040] In addition, the first effect may include both an effect advantageous to the progress of the game and a disadvantageous effect. For example, the first effect may be an effect that has a more advantageous effect in exchange for also having a disadvantageous effect.
[0041] The "right to execute the first process" is a right that enables the execution of the first process when exercised. Examples of the right to execute the first process include, for example, a game medium such as an item that enables the execution of the first process by use. Another example is enabling a user's operation on an operator for receiving an instruction to execute the first process. For example, in a screen that displays a command capable of instructing the first process, when the right to execute the first process is granted to the user, the command may be made executable.
[0042] When the second data is in-game value such as funds, in exchange for granting the user the right to execute the first process, a predetermined amount of the in-game value may be consumed.
[0043] The right granting unit 112 grants the user the right to execute the first process using the second data associated with the game medium for the battle. The first process unit 113 executes the first process corresponding to the right to execute the first process according to the user's instruction. Further, after the first process unit 113 executes a battle process that is executed in a state where the first effect corresponding to the right is exerted, the first process unit 113 further executes a process of returning to a state where at least a part of the right is not granted. Thereby, for the battle process, the user can select whether to acquire the right to execute the first process, so the strategic nature of the game is improved. Also, in a form where there are multiple types of the first effect, since the right to be acquired can be selected according to the desired first effect, the strategic nature of the game is further improved. Note that the "process of returning to a state where at least a part of the right is not granted" includes (1) a process of returning to a state where the second data is not used (for example, consumption for right granting has not occurred), (2) a process of returning to a state where the second data is not used and returning to a state where the first process corresponding to the right has not been executed, and the like.
[0044] Further, the first process unit 113 may execute the first process before starting the battle process that is the target of the first effect, and exert the first effect in the battle process. Thereby, the first effect can be determined before the battle.
[0045] Further, the first processing unit 113 may further execute a process of returning to a state where at least a part of the right to execute the first process is not given to at least a part of the battle processes specified by the user among a plurality of battle processes of a predetermined number of times, and applying the first effect to the battle processes. Thereby, since the first effect can be obtained every time a plurality of battle processes are executed, the strategic nature of the game can be further enhanced. In a form in which a plurality of types of first effects are set, since the right to obtain a desired first effect can be newly selected and executed every time a plurality of battle processes are executed, the strategic nature of the game is further improved. Also, for example, when affecting the progress of the game, such as giving some reward according to not only the result of each battle but also the results of a predetermined number of battles, the influence on the progress of the game changes depending on which battle the first process is executed on, so the strategic nature of the game is further enhanced.
[0046] The creation processing unit 114 executes a creation process for creating a game medium for battle. The data specifying unit 115 executes a process of specifying first data and second data associated with the game medium for battle according to the execution result of the creation process. Thereby, since a game medium for battle can be created, the strategic nature of the game is further improved.
[0047] Here, the creation process is a process of creating a game medium for battle. Examples of the creation process include, for example, when the battle is a sport such as baseball, a process of cultivating player characters that make up a team, which is a game medium for battle. Also, in an aspect where the game medium for battle is an integrated player character, a process of cultivating ability parameters associated with the player character as the first data is an aspect of the creation process.
[0048] The second data providing unit 116 provides the second data to the user at least before the creation process is completed. In this case, the creation process may include a second process that uses the second data to exert a predetermined second effect on the creation of the battle game media in the creation process. This allows the second data to be used in the creation of the battle game media, further improving the strategic nature of the game.
[0049] Here, the "second effect" refers to an effect exerted on the creation of the battle game medium in the creation process. The "second process" refers to a process that exerts the second effect. Examples of the second effect include an effect of increasing ability parameters associated with the battle game medium being created using the second data, an effect of supporting the increase of ability parameters (for example, when playing a game that increases ability parameters, increasing the amount of increase even if the play result is the same), and the like. In addition, in this aspect, if the second data is an in-game value, the in-game value may be consumed to increase the ability parameters, or the in-game value may be consumed to play a game different from the battle, and the ability parameters may be increased depending on the result of the game.
[0050] The second data may include an in-game value, and the first process may be a process of granting an effect game medium associated with the first effect to a user playing the game in exchange for spending the in-game value. This improves the strategic nature of the use of the second data, since there is a restriction that the in-game value, which is the second data, is consumed when used.
[0051] <Competitive games> An embodiment of a battle game in which the game system 1 progresses will be described. As the battle game in which the game system 1 progresses, various games in which battles are conducted between users or between a user and a computer, such as sports games, battle games, fighting games, etc., can be applied. Hereinafter, an embodiment in which a baseball game is applied as the battle game will be described. In the present embodiment, as a specific example of the game medium for battle, a baseball team composed of a plurality of characters is applied. As a specific example of the first data, each of the player characters and the manager character constituting the baseball team is applied. Further, as a specific example of the second data, the funds associated with the team are applied. In addition, the battle process in the present embodiment is a process of having the team organized by the user battle against another team by imitating baseball, and the battle is also referred to as a game. The other team may be a team organized by another user or a team organized by a computer.
[0052] FIG. 3 is a diagram schematically showing an overview of the baseball game according to the present embodiment. As shown in FIG. 3, the baseball game has a training part and a battle part. Further, the baseball game has a scouting function for obtaining player characters and the like used in the training part. In addition, the baseball game has a town-building function for creating a "town" that affects the training part. The training part is a mode in which a team is organized using a coach character and a secretary character in addition to the player characters and the manager character used in the game, and the team is strengthened while conducting baseball team management (procurement of operating funds and / or practice instructions to player characters, etc.). The battle part is a mode in which a game is played against the team of another user using the team created in the training part. In the present embodiment, an aspect of cultivating the player characters constituting the team through baseball team management will be described, but the training part is not limited to such an aspect. For example, it may be a part of cultivating each of the player characters obtained by the scouting function before setting them in the team.
[0053] In the training part, a process of training a player character (an example of creation process) is executed. Also, in the training part, a management command (an example of the second process) for strengthening the team by consuming funds is executed. Note that the funds consumed for executing the management command are given to the user in the training part (an example of the second data granting process). For example, the funds may be given to the user at the start of the training part, or a game for obtaining funds may be executed in the training part. The game for obtaining funds may be a part of the game for executing the management command, or may be a separate game independent of the management command.
[0054] Also, in the battle part, a battle process is executed by the battle processing unit 111. Also, in the battle part, there may be held a battle event in which a game is played under special rules. In the said battle event, a process (an example of a right granting process) in which an effect item (an example of an effect game medium) is purchased by the user, and a process (an example of the first process) in which the said effect item is consumed are executed.
[0055] (Scouting function) The scouting function is a so-called gacha for obtaining player characters etc. used in the training part. In the scouting function, based on the operation of the user instructing the execution of the gacha, any one of a plurality of predetermined player characters is determined based on the discharge probability, and the determined player character is given to the user. A rarity (rank) is set for the player character, and a discharge probability in the gacha is set for each rarity. The discharge probability is set to be smaller as the rarity is higher. For example, when there are three ranks of S rank, A rank, and B rank in descending order of rarity, the discharge probability of S rank may be set to 2.5%, the discharge probability of A rank may be set to 8.5%, and the discharge probability of B rank may be set to 89%. However, the number of rank levels and the numerical values of the discharge probabilities are not limited to these examples. Also, in addition to the normal gacha, there may be a gacha with an increased discharge probability of a specific player character, a gacha with a limited period or number of executions, etc.
[0056] In the training part, in addition to the player characters given by the scouting function, a manager character, a coach character, and a secretary character are required. In this embodiment, the manager character, the coach character, and the secretary character are not given by the scouting function, but are distributed by the operation side at the start of the game or as a reward for game play. However, part or all of the manager character, the coach character, and the secretary character may also be given by the scouting function. Also, the player character may be distributed by the operation side or given as a reward for game play. That is, the manager character, the coach character, the secretary character, and the player character may be given to the user in an appropriate manner. Also, when the player character, the manager character, the coach character, and the secretary character are not particularly distinguished, they are simply referred to as "characters". The characters given to the user are also referred to as the characters possessed by the user. Also, each data included in the character information indicating the character is also referred to as the data possessed by the character. There may be a case where there are a plurality of different characters of the same person (for example, different versions of the same person). The data possessed by such a plurality of different characters of the same person are at least partially different from each other.
[0057] (Player Character) The player character will be described. The player character is an example of the first data used in the game in the battle part. When the player character is given to the user by the scouting function or the like, the player character information indicating the player character is associated with the user and stored in the storage unit 130. Part or all of the player character information may be stored in the memory 12 of the game terminal 10 of the user who possesses the player character, or may be stored in the memory 32 of the server 30. Note that the player character may be lendable among users.
[0058] The player characters held by the user can be used for team formation to play the training part and the battle part. Also, the player characters included in the formed team affect the achievement of the manager combo in the battle part.
[0059] FIG. 4 is a diagram showing an example of player character information and a player character screen. The player character information is an example of "information indicating first data" stored in the storage unit 130. The player character information includes data for each item. To strengthen (or for the player character to grow) the player character means to change at least a part of the data included in the player character information (in other words, the data held by the player character) to be advantageous for the game. By performing an operation to train the player character in the training part, the player character can be strengthened. Also, the player character can be strengthened outside the training part.
[0060] The player character screen G1 is a screen on which at least a part of the data held by the player character can be visually recognized. The player character screen G1 is displayed on the display device 15 of the game terminal 10 according to the player character information stored in the storage unit 130. In the example of FIG. 4, the player character screen G1 shows an example of a screen displayed when the player character is limit broken (an example of strengthening) outside the training part. The player character screen G1 includes a region G11 containing information indicating the outline of the player character (for example, appearance, main data held, strengthening status, etc.), a region G12 containing data before strengthening, and a region G13 containing data after strengthening. The player character screen G1 is not limited to being displayed when strengthened, and may be displayed for confirming the data held by the player character. In that case, the player character screen G1 does not have to include the region G12 containing data before strengthening, and it is sufficient if the region G13 contains the data held at that time. By visually recognizing the player character screen G1, the user can grasp the data held by the player character he / she has.
[0061] Describe a detailed specific example of the data held by the player character. As shown in FIG. 4, the player character holds data indicating each item such as, for example, profile, rank, parameters, player skills, cost, ability type, number of limit breaks, condition, and physical strength (fatigue).
[0062] The profile indicates objective information such as, for example, the name, date of birth, and dominant arm (at-bat) of the player character.
[0063] The rank indicates the rarity of the player character. The rank cannot be changed by the user.
[0064] The parameters indicate the abilities of the player character. For example, the parameters may include multiple types of parameters such as ability parameters, star ratings, and fan power (also referred to as FP). The ability parameters include information that numerically categorizes the abilities of the player character, such as meet, stamina, and position suitability. In some cases, a rank corresponding to the numerical value of the ability parameter is assigned. Also, the ability parameters increase by a predetermined amount each time a predetermined amount of experience points is accumulated. Note that the experience points can be obtained through practice in the training part or some events. There are also items (as an example, ability-up items described later) that directly increase the ability parameters.
[0065] The star rating is an indicator that comprehensively evaluates the ability parameters of the player character and the player skills described later, and is an indicator that numerically represents the overall ability of the player. For example, if the numerical value of "Meet" included in the ability parameter is 57 (D rank), it is 30 points, and if it is a player skill of level 3, it is 40 points, etc. It is calculated by summing up the points determined according to the possessed ability parameters and player skills. When strengthening the player character inside and outside the training part, the star rating also fluctuates. The star rating is information used to present the overall ability of the player character to the user. Note that the star ratings of the player characters included in the team are summed up to calculate the star rating of the team. The star rating of the team is information used to present the overall ability of the team to the user.
[0066] Fan power is a numerical value set for each player character, independent of the ability and player skills, and is a numerical value that affects the game situation. Fan power can vary according to the number of fans that fluctuate in the training part. Note that the fluctuation of fan power according to the number of fans may be effective only within the training part, or may be carried over to the battle part. Also, fan power may vary depending on the coach combo described later during the game. Fan power is compared with the fan power of the player character of the opponent faced during the game. Note that the player character of the opponent is the player character of the pitcher of the opponent in that batter's box if the player character is the batter on the attacking side. Also, the player character of the opponent is the player character of the batter of the opponent in that batter's box if the player character is the pitcher on the defensive side. When the fan power of the player character is inferior to that of the player character of the opponent, the ability parameters of the player character decrease. Also, when the fan power of the player character is superior to that of the player character of the opponent, the ability parameters of the player character of the opponent decrease. Also, fan power may affect elements not directly related to the game such as ticket income and goods income in the training part.
[0067] Note that the fan power of the player characters included in the team is totaled to calculate the team's fan power. The team's fan power may vary depending on the coach combo described later. The team's fan power affects the progress of the game described later. For example, if the team's fan power exceeds that of the opponent team, the automatic progress part and / or the action part will progress advantageously. For example, in the automatic progress part, if the fan power exceeds that of the opponent, the probability of scoring increases and the probability of conceding a goal decreases. In the action part, if the fan power exceeds that of the opponent, the probability of hitting a home run or getting a hit as a result of a strike increases. Note that the fan power of the player character is not limited to affecting the ability parameters as described above, but may also affect the progress of the game. Also, the team's fan power is not limited to affecting the progress of the game as described above, but may also affect the ability parameters of the player character.
[0068] Player skills indicate processes that, when activated, have the effect of increasing the abilities of the player character or decreasing the abilities of the opponent's player character. There are also player skills with activation conditions related to the game situation. Each player skill has a set level, and as the level increases, the effect amount also increases.
[0069] Cost is a numerical value set according to the abilities and / or ranks of the player characters. There may be an upper limit on the total cost of the team.
[0070] The ability type is information that affects the way of growth in the training part. For each type, the experience values of the ability parameters that can be obtained are corrected.
[0071] The number of limit breaks indicates the number of times of "limit break" where the level of parameters or player skills is increased by consuming player characters of the same name. The limit break can be performed up to 5 times. Limit break is an example of a process in which, by consuming a specific game medium such as the player character of the same name, the effects of parameters or associated player skills are changed to be more advantageous as the game progresses. In the example of FIG. 4, the numerical value "5" assigned to the rank "S" in region G11 indicates the number of times of limit break. Also, region G12 containing the data before enhancement includes "Limit break count 4 / 5", and region G13 containing the data after enhancement includes "Limit break count 5 / 5". That is, the screen G1 shown in FIG. 4 is an example of a screen displayed when the 5th limit break is performed on this player character.
[0072] Condition is a parameter that affects the ability parameters in a game and / or the activation of player skills. It is divided into 5 levels from extremely poor condition to extremely good condition. If the condition is poor, a debuff is applied, and if it is good, a buff is applied. When the condition is normal, the ability parameters do not change.
[0073] Stamina (fatigue level) is a parameter that increases or decreases when participating in a game. The amount of increase or decrease varies according to the role in the game (the position played) or the playing time (the number of innings played). The player's ability decreases according to the degree of decrease in stamina, and the player's ability increases according to the degree of increase in stamina.
[0074] Among the above-mentioned data possessed by the player character, the level-up and limit break of player skills are performed outside the training part. Other data can be enhanced in the training part. Here, the enhancement of the player character outside the training part does not affect the training within the training part.
[0075] FIG. 5 is a diagram schematically showing the relevance of the enhancement of the player character inside and outside the training part. As shown in FIG. 5, in the storage unit 130, player character information D1 indicating a certain player character owned by the user is stored. Further, when the user performs an operation of forming a team using the player character in order to play the training part, information T1 indicating the team is generated and stored in the storage unit 130. The information T1 includes player character information D1', which is a copy of the player character information D1 at the time when the operation of adding the player character to the team is performed. When the user performs an operation of training the player character in the training part, the player character information D1' included in the information T1 changes to player character information D2. Further, after the operation of adding the player character to the team, when the user performs an operation of enhancing the player character outside the training part, the player character information D1 changes to player character information D3. At this time, the change of the player character information from D1 to D3 outside the training part does not affect the change of the player character information from D1' to D2 inside the training part. After that, when the user newly plays the training part and performs an operation of forming a team using the player character enhanced outside the training part, information T2 indicating the team is generated and stored in the storage unit 130. The information T2 includes player character information D3', which is a copy of the player character information D3 indicating the player character at the time of formation. When the user performs an operation of training the player character in the training part, the player character information D3' included in the information T2 changes to player character information D4.
[0076] (Coach Character) The coach character will be described. The coach character is an example of the first data used in the game in the battle part. When the coach character is given to the user by distribution, reward, or the like, coach character information indicating the coach character is associated with the user and stored in the storage unit 130. For example, part or all of the coach character information may be stored in the memory 12 of the game terminal 10 of the user who holds the coach character, or may be stored in the memory 32 of the server 30.
[0077] The supervisor characters held by the user can be used for forming a team to play the training part and the battle part. Also, the supervisor characters included in the formed team are used to activate supervisor skills or counter skills in the battle part.
[0078] FIG. 6 is a diagram showing an example of supervisor character information and a supervisor character screen. The supervisor character information is an example of "information indicating first data" stored in the storage unit 130. The supervisor character information includes data for each item. It is also said that strengthening the supervisor character is to change at least a part of the data included in the supervisor character information (in other words, the data held by the supervisor character) so as to be advantageous in the game. In the present embodiment, the supervisor character can be strengthened outside the training part. However, the supervisor character may be strengthenable within the training part.
[0079] The supervisor character screen G2 is a screen on which at least a part of the data held by the supervisor character can be visually recognized. The supervisor character screen G2 is displayed on the display device 15 of the game terminal 10 according to the supervisor character information stored in the storage unit 130. In the example of FIG. 6, the supervisor character screen G2 shows an example of a screen that is displayed for confirmation within or outside the training part. The supervisor character screen G2 includes an area G21 that contains information indicating an overview of the supervisor character (for example, appearance, main data held, etc.) and an area G22 that contains the data held. The user can grasp the data held by the supervisor character that the user has by visually recognizing the supervisor character screen G2.
[0080] A detailed specific example of the data held by the supervisor character will be described. As shown in FIG. 6, the supervisor character holds data indicating each item such as, for example, a profile, a rank, a cost, a supervisor combo, a supervisor skill, and a counter skill.
[0081] The profile indicates objective information such as, for example, the name and date of birth of the manager character.
[0082] The rank indicates the rarity of the manager character. For example, as ranks, five levels of D, C, B, A, and S may be set in ascending order from the lowest rank, but the number of rank levels and their names are not limited to this. It can be said that the higher the rank, the more powerful the manager character. The rank of the manager character can be upgraded outside the training part in exchange for the consumption of items associated with the user.
[0083] The cost indicates a numerical value set according to the abilities of the manager character, etc. There may be an upper limit on the total cost of the team.
[0084] The manager combo has an effect of changing the fan power of the team or the fan power of the player characters when executed. The execution of the manager combo is also referred to as the achievement of the manager combo. The manager combo is achieved when the player characters included in the formed team meet the combo conditions. Examples of the combo conditions include, for example, that the formed team includes a predetermined number or more of player characters whose ability parameters meet the predetermined conditions, but are not limited to this.
[0085] Note that one manager character may be able to hold multiple manager combos. For example, the number of manager combos held by multiple manager characters of the same rank is the same for each other, but at least some types are different from each other.
[0086] The manager skill has an effect that is advantageous for the progress of the game when executed. The execution of the manager skill is also referred to as the activation of the manager skill. The manager skill becomes active when the number of achieved manager combos reaches a threshold or more. Also, the activated manager skill is activated when the activation conditions set for the manager skill are met. The activation conditions are conditions related to the situation of the game.
[0087] Assume that one supervisor character has one supervision skill. However, it is also possible that one supervisor character has multiple supervision skills. As an example of the effect caused by the activation of the supervision skill, there is an effect that a buff is applied to the player character of one's own team standing at the batter's box during the activation of the supervision skill. Note that the effect amount of the buff may change according to the achievement count of the supervisor combo (the relationship between the achievement count and the change in the effect amount may be common to all supervisor characters). For example, when the second threshold is larger than the first threshold, the effect amount of the buff corresponding to the case where the achievement count of the supervisor combo is equal to or greater than the first threshold and less than the second threshold, the effect amount of the buff corresponding to the case where the achievement count of the supervisor combo is equal to or greater than the second threshold is larger.
[0088] The counter skill has an effect that is advantageous for the progress of the game when executed. Similar to the supervision skill, the counter skill becomes active when the achievement count of the supervisor combo reaches a threshold or higher. Also, the activated counter skill is activated when the supervision skill of the opponent team is activated during the game. Note that the thresholds of the achievement count of the supervisor combo for the supervision skill and the counter skill to become active respectively may be the same or different. One supervisor character has one counter skill. As an example of the effect caused by the activation of the counter skill, there is an effect that a debuff is applied to the player character of the opponent team standing at the batter's box during the activation of the counter skill. Note that the effect amount of the debuff may change according to the achievement count of the supervisor combo.
[0089] (Coach Character) A coach character will be described. The coach character is an example of a game medium that has a predetermined effect such as an advantageous effect on the progress of the training part. As an example of the predetermined effect, there is an effect of changing the degree of enhancement of the player character. When the coach character is given to the user by distribution or reward, etc., coach character information indicating the coach character is associated with the user and stored in the storage unit 130. For example, part or all of the coach character information may be stored in the memory 12 of the user's game terminal 10 that holds the coach character, or may be stored in the memory 32 of the server 30.
[0090] The coach characters possessed by the user can be used for forming a team for playing the training part. The upper limit of the number of coach characters that can be included in the team can vary according to the level of the facility described later. Also, the coach characters included in the formed team are used to strengthen the player characters in the training part. Specifically, a plurality of types of practice menus executable in the training part are prepared, and in any of the practice menus, the coach characters included in the team are temporarily associated by a predetermined process (such as random, etc.). When the practice menu associated with the coach character is executed, an advantageous effect on strengthening the player character by the practice menu occurs. Associating the coach character with the practice menu is also referred to as "the coach character appears in the practice menu".
[0091] FIG. 7 is a diagram showing an example of coach character information and a coach character screen. The coach character information includes data for each item. Changing at least a part of the data included in the coach character information (in other words, the data possessed by the coach character) to be advantageous for the game is also referred to as strengthening the coach character. In the present embodiment, the coach character can be strengthened outside the training part. However, the coach character may be able to be strengthened within the training part.
[0092] The coach character screen G3 is a screen on which at least a part of the data held by the coach character can be viewed. The coach character screen G3 is displayed on the display device 15 of the game terminal 10 according to the coach character information stored in the storage unit 130. In the example of FIG. 7, the coach character screen G3 shows an example of a screen that is displayed for confirmation within or outside the training part. The coach character screen G3 includes a region G31 that contains information indicating an overview of the coach character (e.g., appearance, main data held, etc.) and a region G32 that contains the data held. By viewing the coach character screen G3, the user can grasp the data held by the coach character that the user has.
[0093] A detailed specific example of the data held by the coach character will be described. As shown in FIG. 7, the coach character holds data indicating each item such as a profile, rank, cost, training type, favorite drill, enthusiasm gauge, and special ability.
[0094] The profile indicates objective information such as, for example, the name and date of birth of the coach character.
[0095] The rank indicates the rarity of the coach character. For example, as the rank, five levels of D, C, B, A, and S may be set in order from the lowest rank, but the number of rank levels and the names are not limited to this. It can be said that the higher the rank, the more powerful the coach character. The rank of the coach character can be upgraded outside the training part in exchange for the consumption of items associated with the user.
[0096] The cost indicates a numerical value set according to the ability of the coach character, etc. There may be an upper limit on the total cost of the team.
[0097] The training type indicates a parameter that corrects the growth of the player character in the training part. As the rank of the coach character increases, the effect of the correction also increases.
[0098] The favorite practice is information indicating a practice menu with high practice efficiency. When the practice menu set as the favorite practice is executed when the coach character appears in the practice menu, the experience points that can be obtained increase.
[0099] The enthusiasm gauge is a numerical value that is added when the practice menu where the coach character appears is executed. When the value reaches a predetermined value, that is, when the gauge is filled and the practice menu where the coach character appears is executed, the effect of the practice menu is enhanced, and a special ability (skill) may be granted to the player character. Note that when the practice menu is executed with the enthusiasm gauge filled, the enthusiasm gauge is reset to the initial value (for example, zero). As the rank of the coach character increases, it becomes easier to reach the state where "the enthusiasm gauge is filled (the numerical value of the enthusiasm gauge reaches the predetermined value)". For example, it may be the case that the higher the rank of the coach character, the smaller the predetermined value.
[0100] The special ability is a skill that may be granted to the player character when the practice menu where the coach character with the filled enthusiasm gauge appears is executed. As the rank of the coach character increases, the number of special abilities possessed by the coach character increases.
[0101] (Secretary character) The secretary character will be explained. The secretary character is an example of a game medium that has a predetermined effect such as a beneficial effect on the progress of the training part. As an example of the predetermined effect, there is an effect on the execution result of the management command. When the secretary character is given to the user by distribution or reward, etc., the secretary character information indicating the secretary character is associated with the user and stored in the storage unit 130. For example, part or all of the secretary character information may be stored in the memory 12 of the game terminal 10 of the user who possesses the secretary character, or may be stored in the memory 32 of the server 30.
[0102] The secretary characters possessed by the user can be used for team formation to play the training part. The upper limit of the number of secretary characters that can be included in the team can vary according to the level of the facility described later. Also, the secretary characters included in the formed team are used to execute management commands in the training part. Specifically, it may be a mode in which the management command is executed by performing a user operation of requesting any one of the secretary characters included in the team to perform a "job" indicating the management command.
[0103] FIG. 8 is a diagram showing an example of secretary character information and a secretary character screen. The secretary character information includes data for each item. Changing at least a part of the data included in the secretary character information (in other words, the data possessed by the secretary character) to be advantageous for the game is also referred to as strengthening the secretary character. In the present embodiment, the secretary character can be strengthened outside the training part. However, the secretary character may also be strengthenable within the training part.
[0104] The secretary character screen G4 is a screen on which at least a part of the data possessed by the secretary character can be visually recognized. The secretary character screen G4 is displayed on the display device 15 of the game terminal 10 according to the secretary character information stored in the storage unit 130. In the example of FIG. 8, the secretary character screen G4 shows an example of a screen displayed for confirmation within or outside the training part. The secretary character screen G4 includes an area G41 containing information indicating an overview of the secretary character (for example, appearance, main data possessed, etc.) and an area G42 containing the possessed data. By visually recognizing the secretary character screen G4, the user can grasp the data possessed by the secretary character he / she has.
[0105] A detailed specific example of the data possessed by the secretary character will be described. As shown in FIG. 8, the secretary character possesses data indicating each item such as, for example, profile, rank, cost, personality, secretary ability, secretary skill, unique management command, and secretary physical strength.
[0106] The profile indicates objective information such as, for example, the name and date of birth of the secretary character.
[0107] The rank indicates the rarity of the secretary character. For example, as ranks, five levels of D, C, B, A, and S may be set in ascending order from the lowest rank, but the number of rank levels and their names are not limited to this. It can be said that the higher the rank, the more powerful the secretary character. The rank of the secretary character can be upgraded outside the training part in exchange for the consumption of items associated with the user.
[0108] The cost indicates a numerical value set according to the ability of the secretary character. There may be an upper limit on the total cost of the team.
[0109] The personality indicates a parameter that corrects the results of management commands (such as success rate, rewards, etc.). The object to be corrected varies according to the personality. Also, even if they are secretary characters of the same person, if they have different personalities, they are treated as different game media. In this case, the data such as secretary abilities of multiple secretary characters of the same person with different personalities may be different from each other. Also, the growth by strengthening of multiple secretary characters of the same person with different personalities is carried out independently of each other. However, it is impossible to include secretary characters of the same person in the same team.
[0110] The secretary ability indicates the basic ability of the secretary character and includes planning ability, production ability, and execution ability. The planning ability is the ability that affects the success rate of work related to contracts. The production ability is the ability that affects the success rate of work related to fan service. The execution ability is the ability that affects the success rate of work related to training equipment.
[0111] The secretary skill indicates a special ability that acts within the management command. The secretary skill is a so-called passive skill that acts without the need for user operation by forming the secretary character into a team.
[0112] The proprietary management commands are data that only some secretary characters have and can differ for each secretary character. The proprietary management commands indicate management commands that are more effective than normal management commands.
[0113] The secretary's physical strength is a parameter consumed when the secretary character performs work. It is possible to perform work even when the physical strength reaches zero. However, the success rate of work decreases as the physical strength decreases.
[0114] (Overview of the training part) The training part can be played using the above-mentioned player characters, manager characters, coach characters, and secretary characters. The overview of the training part will be explained.
[0115] The training part is a part where a team composed of player characters, manager characters, coach characters, and secretary characters is strengthened while conducting team management. In this embodiment, in the training part, a one-year league battle is simulated by executing one or both of "management" and "training" every turn. "Management" is a play that acquires and consumes funds. "Training" is a play that instructs the execution of the practice menu.
[0116] In this embodiment, the schedule of the simulation of the one-year league games is set by imitating the schedule of the league games (including the Climax Series and the Japan Series) in real professional baseball. Specifically, the ten months from February to October are divided into Sections 1 to 4, and each month is configured to play four turns. Each turn of each month is also referred to as a "week" or the like. Section 1 includes February and March. February includes spring training. March includes the opening game. Section 2 includes April, May, and June. April starts the season from the first week. May includes the interleague games starting from the fourth week. June includes the interleague games until the second week. Section 3 includes July, August, and September. July includes the All-Star game in the fourth week. Section 4 includes October. October includes the Climax Series and the Japan Series. If a team fails to advance to the Climax Series, the play in Section 4 is omitted. Also, when a team advances to the Climax Series and Section 4 is played, Section 4 ends when the team is eliminated.
[0117] To play the training part, first, the difficulty level is selected based on the user's operation. For example, five levels of difficulty are set, but it is not limited to this. The higher the difficulty level, the stronger the opponents in the league games, but there is also a possibility of creating a stronger team. Specifically, the higher the difficulty level, the higher the "team fan power" and "team star rating" indicating the strength of the opponent team in the league games, but the funds and experience points obtained according to the game results are also higher. As a result, at the end of the simulation of the one-year league games, more funds can be obtained, and a team can be created with strong player characters. Note that in order to select a high level of difficulty, it is necessary to select a lower level of difficulty and become the best in Japan.
[0118] Information indicating the team strengthened through the simulation of the league games over one year is generated and stored in the storage unit 130 for use in the later-described battle part. The information indicating the team is an example of "information indicating the game medium for battle". The information indicating the team includes, at the time when the simulation of the league games over one year is completed, (1) data held by each character included in the team, and (2) data of the funds acquired through management. The generation and storage of the "information indicating the team" in the storage unit 130 is also referred to as "writing out the team".
[0119] In the present embodiment, the written-out team cannot be the object to be nurtured again in the nurturing part. That is, it is not possible to conduct the management of the baseball team in the second year. However, the "town" created by "town construction" executable as a management command in the nurturing part for a certain team affects the nurturing part for the newly organized team. Also, the baseball game of the present embodiment may be modified to enable the management of the baseball team in the second year.
[0120] (Team formation) To play the nurturing part, it is necessary to form a team using the above-mentioned characters. The team formation will be described. Through the play of the nurturing part, the team formed by the user is strengthened and funds are associated. The battle part is played using the team strengthened in the nurturing part and the associated funds.
[0121] The team formation is performed based on the user's operation using the player characters, manager characters, coach characters, and secretary characters held by the user. FIG. 9 is a diagram showing an example of the team formation screen. The team formation screen G5 is a screen for receiving operations for forming a team and is displayed on the display device 15 of the game terminal 10. As shown in FIG. 9, the team formation screen G5 includes regions G51 to G56 and operation objects G501 to G505.
[0122] The area G51 is an area where starting and bench player character and one manager character for team formation are arranged in each position. By operating the operation object G503 (pitcher button), the user can select a pitcher such as a starter, a reliever, a reserve, a setup man, etc. from the list screen (not shown) of the player characters the user possesses. In the area G51, the player character selected as the starting pitcher is displayed. Also, by operating the operation object G504 (fielder button), the user can select any one as a fielder from the list screen (not shown) of the player characters the user possesses and include it in the area G51. Further, by operating the operation object G505 (manager button), the user can select bench and reserve fielders from the list screen (not shown) of the manager characters the user possesses. In the area G51, the player character selected as the bench fielder is displayed. Note that for the above-mentioned manager combo, combo conditions regarding the starting or bench player character may be set, or combo conditions regarding player characters other than the starting or bench (for example, "there is a player with power of 60 or more in the reserve") may be set.
[0123] Area G53 is an area that includes one or more coach characters for forming a team. The user can select one from a list screen (not shown) of the coach characters they possess and include it in area G53 by operating the operation object G506 (coach button). Area G54 is an area that includes one or more secretary characters for forming a team. The user can select one from a list screen (not shown) of the secretary characters they possess and include it in area G54 by operating the operation object G506 (secretary button). Note that the total cost of each character for forming a team needs to be below the threshold value defined as the total team cost. Area G56 includes the total cost 641 of each selected character (multiple player characters, one manager character, one or more coach characters, and one or more secretary characters) and the threshold value 1000. By checking area G56, the user can select each character so that the total cost does not exceed the threshold value. Also, position suitability (for example, suitability of defensive position, suitability of pitcher employment, etc.) is defined according to the player characters. Therefore, the user needs to form a team considering the total cost and the suitability of each player character.
[0124] Area G52 includes the player characters of the starting lineup included in the team in the order of the order. The initial order of the order before the user updates may be the order in which the user selects the player characters, or may be the order determined by the computer. Also, the user can transition to a screen where the order of the plurality of player characters can be changed by operating the operation object G501 (order button). Since the player characters to be included in the team and their order affect the achievement of the manager combo, the user can determine the order considering the manager combo.
[0125] Area G55 includes the team's fan power and the team's star rating. "FP70000" indicates the team's fan power, to which the total fan power of the player characters forming the team is applied. The fan power of the said team is subject to an increment by the manager combo when a game in the battle part is played using the said team. Note that area G55 may further include the said increment. As an example, the increment may be displayed separately, such as "FP70000 + 4000". As another example, the value after the increment is added may be displayed, such as "FP74000". Also, "A" in "Fan Power A" indicates the rank of the fan power corresponding to the said "FP70000". Also, "★13418" is the team's star rating, to which the total star rating of the player characters forming the team is applied. Note that "A" in "Combat Power A" indicates the rank of the team's combat power corresponding to the said "★13418".
[0126] When the operation object G502 (OK button) is operated, information indicating the team is generated according to the formation of each selected character and the order in area G52. The information indicating the team includes, for example, the characters constituting the team (player character, coach character, manager character, and secretary character), the order, and parameters associated with the team itself (e.g., funds, team atmosphere, team fan power, team star rating, etc.). The information indicating the team can change depending on the play in the training part. For example, the data held by the player character can be strengthened. Also, for example, the funds or the team atmosphere can fluctuate. Here, the team atmosphere is a numerical value indicating the atmosphere of the team and can fluctuate depending on events in the training part, the physical strength of the secretary character, the game results, the execution results of management commands, etc. Note that the initial value of the funds associated with the team before playing the training part may be zero or a predetermined value. Also, the team atmosphere associated with the team before playing the training part may be a predetermined reference value. The team fan power may change depending on the coach combo described later during the game. Also, the team fan power affects the development of the automatic progress part of the game. The information indicating the team is stored in the storage unit 130. Part or all of the information indicating the team may be stored in the memory 12 of the game terminal 10 used by the user who formed the team, or may be stored in the memory 32 of the server 30.
[0127] (Training) An example of training in the training part will be described. In the training part, an operation is performed to select a training menu to be given to the player characters included in the team for each turn. For example, in each turn, a training menu for pitchers and a training menu for fielders are selected respectively. When the training menu for pitchers is selected, all the pitcher player characters included in the team perform the said training menu. When the training menu for fielders is selected, all the fielder player characters included in the team perform the said training menu. When the training menu is performed, experience points corresponding to the said training menu are given to the player characters. The experience points given to the player characters may be calculated by the following formula (1) as an example. Experience points = Basic experience points per difficulty level × Coach correction + Facility correction points + Equipment experience points (maximum 4 types)…(1)
[0128] In formula (1), the difficulty level indicates the difficulty level of the training part. The coach correction is a correction value in the training menu where the coach character appears. When the training menu where the coach character appears matches the coach character's favorite training, a higher correction value is set compared to other cases. The facility correction points are defined as the effects corresponding to the facilities constructed in the town building function described later. The equipment correction points are defined as the effects corresponding to the training equipment purchased by executing the management command described later.
[0129] FIG. 10 is a diagram showing an example of a training screen for training player characters. The training screen G6 is an example of a screen where the user selects a training menu to instruct a pitcher in a certain turn of the training part, and is displayed on the display device 15 of the game terminal 10. As shown in FIG. 10, the training screen G6 includes regions G61 to G66. Regions G61 to G65 are regions showing the options of the training menu. In the example of FIG. 10, options for five types of training menus, namely "Pitch in (Fastball)", "Enhance change range", "Running", "Enhance the power of the changeup", and "Enhance the control of the changeup", are shown. When any of the regions G61 to G65 is focused by the user operation, detailed information about the training menu of the focused region is displayed in region G66.
[0130] Region G66 includes regions G661 to G665 as detailed information regarding the practice menu "Throw (Fastball)" in region G61. Region G661 includes the name of the practice menu, "Throw (Fastball)". Region G663 shows the effects obtained by performing the practice menu. Here, it shows the effect that the experience value of the ball speed, which is one of the ability parameters of the player character, increases by 200, and the experience value of the pitching power increases by 200. Region G662 shows the types and quantities of practice equipment that can be used in the practice menu, as well as the increment of the effect "BONUS+25%" obtained by performing the practice menu using the practice equipment. As the practice equipment, the practice equipment granted by the management command described later is applicable. Region G664 includes a list of player characters among the multiple player characters included in the team for whom effects can be obtained by performing the practice menu.
[0131] Also, region G664 may include a coach character. This indicates that the coach character appears in the practice menu. In a practice menu where a coach character appears, the favorite practice, hot-blood gauge, or special ability held by the coach character may have an advantageous effect on the growth of the player character. Region G665 shows the hot-blood gauge stored in the coach character when the coach character appears. If the hot-blood gauge is stored, when the practice menu is performed, the special ability possessed by the coach character is granted to the player character. By visually recognizing region G66, the user can select the practice menu considering details of the effects by the practice menu, who the player characters affected by the effects are, whether a coach character appears, whether the hot-blood gauge is stored, etc.
[0132] (Management Command) In the cultivation part, management commands can be executed. By executing the management commands, virtual tasks for strengthening the team are performed by the secretary character. When the management commands are executed, the funds associated with the team may increase or decrease. The management commands are also referred to as "jobs" that can be requested from the secretary character.
[0133] In the cultivation part, one job is requested from the secretary character every turn. When there are multiple secretary characters in the team, one job can be requested from each secretary character in one turn. After a predetermined number of turns have passed since the turn when the job was requested, as a result of the success of the job, items (for example, training equipment, ability-up items, material items, etc.) are given to the team, or parameters (funds, number of fans, etc.) associated with the team increase. Note that when a job is requested from the secretary character, the physical strength of the secretary character decreases. Also, when a job is requested from a secretary character with reduced physical strength, the success rate of the job decreases. When the success rate of the job decreases, only an effect lower than the effect defined for the job can be obtained. By resting the secretary character, the physical strength of the secretary character recovers.
[0134] FIG. 11 is a diagram showing an example of a job request screen for requesting a job from a secretary. The job request screen G7 is displayed on the display device 15 of the game terminal 10 in the cultivation part. In the example of FIG. 11, the job request screen G7 includes regions G71 to G74 and operation objects G701 to G705. The region G71 is a region including the current turn (1st week of February) and the remaining period (8 weeks remaining) in the current section. The user can confirm the progress of the in-game period in the cultivation part based on the region G71. The region G72 is a region including the funds currently associated with the target team and the stadium atmosphere.
[0135] The area G73 is an area that includes an overview of the secretary character who requests work (for example, appearance, main data held, etc.). The area G73 is displayed according to the secretary character information stored in the storage unit 130 and indicating the secretary character included in the target team. The user can switch the secretary character displayed in the area G73 to another secretary character included in the team by operating the operation object G731 (secretary switching button) included in the area G73.
[0136] The area G74 is an area that includes a list of jobs that can be requested from the secretary character. The user can display the jobs included in the corresponding category in the area G74 by operating the operation objects G702 to G705 (category selection buttons). The area G74 is displayed according to the job information stored in the storage unit 130 and indicating the executable management commands.
[0137] Details of specific examples of each item constituting the job information will be described. As shown in FIG. 11, the job information includes data indicating each item of the name, category, effect, period, success rate, consumed physical strength, and consumed amount of the job.
[0138] The name of the job indicates the virtual job content of the job. The category indicates the category of the job. As an example, the categories of the job include five categories according to the virtual job content: (1) rights contract (for example, screening rights contract, etc.), (2) fan service (for example, signing event, etc.), (3) prop provision (for example, purchase of a bat, etc.), (4) purchase of training equipment (for example, purchase of a batting machine, etc.), and (5) town construction (for example, procurement of construction materials, etc.). Each of the categories (1) to (4) corresponds to any one of the operation objects G702 to G705 on the job request screen G7. That is, on the job request screen G7, jobs in each of the categories (1) to (4) can be requested from the secretary character. Note that the screen for requesting the job of (5) town construction will be described later.
[0139] Also, as shown in FIG. 11, each category of work is associated with a level. Here, as an example, the levels of each of the categories (1) to (4) are Level 1 (Lv.1). When work is performed by a secretary character, experience points for raising the level of the category to which the work belongs are given to that category. When the level of a category rises, the types of work that can be requested in that category increase.
[0140] The effect indicates the funds or items obtained as a result of performing the work. An example of the effect obtained according to the category of work is as follows. For example, as a result of performing work belonging to the category "Rights Contract", the funds may increase. Also, for example, as a result of performing work belonging to the category "Fan Service", the number of fans may increase. Also, for example, as a result of performing work belonging to the category "Tool Provision", an ability-up item may be given. Also, for example, as a result of performing work belonging to the category "Practice Equipment", a practice effect-up item may be given. Also, as a result of performing work belonging to the category "Town Building", a material item necessary for the construction of a facility may be given.
[0141] The period indicates the length of the in-game period from when the work is requested until the effect defined for that work is obtained. During this period, new work cannot be requested for the secretary character performing the work. Basically, the longer the period, the higher the effect obtained and the more physical strength is consumed.
[0142] The success rate indicates the probability that the work will succeed when the secretary character performs the work. It changes according to the remaining physical strength of the secretary character. The consumed physical strength indicates the physical strength of the secretary consumed by performing the work. The consumed amount indicates the amount of funds consumed by performing the work.
[0143] In addition to the funds associated with the team being able to increase or decrease by executing management commands, they can also increase or decrease according to the number of fans of the team or the atmosphere of the team. For example, every turn, funds corresponding to the number of fans of the team or the atmosphere of the ball club can be granted as "merchandise income" or "ticket income". Note that the number of fans can increase or decrease as an effect of executing management commands, and can also increase or decrease according to the results of the games in the training part. Also, corrections according to the difficulty level of the league are applied to the increase or decrease in the number of fans. Also, the atmosphere of the ball club rises when winning a game in the training part. For example, the ticket income may be calculated by the following formula (2). Ticket income = (Number of seats in the stadium × Ticket price) × Weekly atmosphere of the ball club…(2)
[0144] By visually recognizing area G74, the user can check the data set for each of the multiple jobs that can be requested. For example, in the example of FIG. 11, the job of "stadium equipment sponsor contract" surrounded by a thick frame has been selected by the user's operation. The user can request the selected job to the secretary character displayed in area G73 by operating the operation object G701 (decision button) in the state of having selected the job. Here, when the in-game period of "3 weeks" set for the job of "stadium equipment sponsor contract" has elapsed (in other words, 3 turns after the turn when the job was requested), funds of "189 million" based on the effects set for the job are granted.
[0145] (Event) In the cultivation part, events can occur. The events may occur based on a predetermined occurrence probability or may occur when predetermined conditions are met. When an event occurs, effects related to the cultivation of player characters or the execution of management commands can be obtained. As an example, the types of events include, for example, (1) normal events, (2) team ranking-related events, (3) events based on choices, (4) events based on secretary characters, and (5) events based on coach characters. Also, as an example of the effects obtained by the occurrence of an event, there are effects related to player characters (for example, fluctuations in motivation, acquisition of experience points, etc.), effects related to secretary characters (for example, fluctuations in physical strength, granting of secretary skills, etc.), and effects related to management commands (for example, fluctuations in the funds obtained, fluctuations in the funds consumed, fluctuations in the physical strength consumed, fluctuations in the work period, occurrence of new management commands, etc.), but it is not limited to these.
[0146] (Town development function) As described above, the town development function is one of the management commands in the cultivation part and is a function of constructing a facility that generates an advantageous effect on the cultivation part by consuming material items. The material items required for the town development function can be obtained by management commands. The facility can be created by consuming the material items after meeting predetermined conditions in the cultivation part. The material items and the facility are managed independently of the team targeted by the cultivation part. Therefore, by changing the team and repeatedly playing the cultivation part, the material items and the facility are accumulated. A level is set for the facility, and when the level is increased, the effect of the facility on the cultivation part is enhanced.
[0147] FIG. 12 is a diagram showing an example of a facility creation screen in the town creation function. The facility creation screen G8 is displayed on the display device 15 of the game terminal 10 based on the user's operation. The facility creation screen G8 is an example of a screen for constructing a shopping mall, which is an example of a facility. As shown in FIG. 12, the facility creation screen G8 includes regions G81 to G84 and an operation object G801. Region G81 includes the appearance of the facility to be constructed. Region G82 includes an outline of the facility. Region G83 includes an explanation of the advantageous effects that occur in the cultivation part when the facility is constructed. Region G84 includes the types of material items consumed for constructing the facility. Also, region G84 includes the number of each material item held by the user. By checking regions G81 to G84, the user can determine whether to construct a facility having such an effect in exchange for the consumption of the material items held by himself / herself. When the user operates the operation object G801 (creation button), the material items included in region G84 are consumed and the facility is constructed. Information indicating the constructed facility is stored in the storage unit 130 in association with the user. Part or all of the information indicating the facility may be stored in the memory 12 of the game terminal 10 used by the user who operated the operation object G801, or may be stored in the memory 32 of the server 30.
[0148] (Versus Part) In the versus part, using the team written out in the cultivation part, a set of games consisting of a plurality of games for a specific number of times is performed one set or a plurality of sets. For example, in the versus part, a versus event consisting of one set or a plurality of sets of games is held. Note that the number of games included in one set does not necessarily have to be a plurality of times, and may be once.
[0149] (Game) A game may include an automatic progress part and an action part. Note that the game may progress only in the automatic progress part, may progress only in the action part, or may progress while switching between the automatic progress part and the action part.
[0150] The automatic progress part is the part where the game progresses without the user's operation. In the game, the team formed by the user is used. The team formed by the user used in the game is simply referred to as the "user's team". The battle processing unit 111 changes the game situation without the user's operation based on the information indicating the user's team and the information indicating the opponent's team in the automatic progress part. The information indicating the team includes the data respectively held by the player characters and the coach character included in the team, and the data associated with the team itself due to the formation of the team (for example, the fan power of the team, the star rating of the team, etc.). In the automatic progress part, a game screen that is automatically updated according to the change of the game situation is displayed on the display device 15 of the game terminal 10.
[0151] The action part is the part where the game progresses by the user's operation. Examples of the user's operation include, but are not limited to, batting operation, base running operation, pitching operation, fielding operation, etc. For example, the operations that the user can perform in the action part may be some or all of the batting operation, base running operation, pitching operation, and fielding operation. The battle processing unit 111 changes the game situation based on the user's operation in addition to being based on the information indicating the user's team and the information indicating the opponent's team. In the action part, for example, a game screen including the player character making a motion according to the user's operation is displayed on the display device 15 of the game terminal 10. Also, the game screen is updated to correspond to the change of the game situation corresponding to the motion.
[0152] Note that the above-mentioned supervision combo is determined as to whether it has been achieved according to the information indicating the user's team before either the automatic progress part or the action part starts (in other words, when the game starts). Also, the above-mentioned supervision skill or counter skill can be activated according to the game situation in either the automatic progress part or the action part. Further, the first effect by the supervision skill (or counter skill) activated in the automatic progress part (or action part) may extend until after switching to the action part (or automatic progress part).
[0153] Note that the opponent team is determined by the control unit 110. For example, the processor 31 of the server 30 constituting the control unit 110 may determine the team organized by the user of another game terminal 10 as the opponent team. Also, for example, the processor 11 of the game terminal 10 constituting the control unit 110 may determine the team organized by the processor 11 as the opponent team.
[0154] (Versus Event) The versus event is an event in which a game is played against the team of another user using the team written out in the training part, and is held for a limited period. The versus event includes a plurality of sets of games. In the versus event, rankings are determined based on the game results among the multiple users who have entered.
[0155] Here, in the battle event, entry is made using the team written out in the training part. In the entered team, the strategy can be changed, but additional training is not possible. Examples of strategy changes include, but are not limited to, editing the order, changing the employment method, changing the team policy, swapping the manager skills or the player skills of the player characters. For example, as the team policy, it is possible to change whether to actively or passively perform each item such as substitution employment and relief pitching. In other words, in the entered team, the formation can be changed, but the data itself related to the team cannot be changed. Note that the change in the strategy of the entered team does not affect the strategy of the team written out in the training part. Also, even if the strategy of the team written out in the training part is changed after entry into a certain battle event, it does not affect the strategy of the team that has already entered the said battle event. That is, it is possible to apply different strategies for each battle for one team written out in the training part.
[0156] Figure 13 is a diagram schematically explaining the configuration of the battle event in the present embodiment. As shown in Figure 13, the battle event includes each phase of an entry period, a first round period, an interval, a second round period, an interval, a final round period, a final tally, and result confirmation.
[0157] The entry period is a period for accepting the user's entry to the battle event and is provided for, for example, three days. The battle event is held by class. There may be restrictions set for entry into the class. There is also a class (also called an open class) with no restrictions set. As an example, the restriction is, for example, the upper limit value of the team's fan power. For the class with the said upper limit value set, entry by a team having a fan power exceeding the upper limit value is not possible. The user performs an operation of selecting and entering any of a plurality of classes. It is only possible to change the class during the entry period, and it is not possible to change the class during the subsequent period (for example, after the start of the first round).
[0158] In the first round period, the users who entered by class are grouped, and sets of matches are held. In this embodiment, one group consists of 6 people, one set consists of 5 matches, and the total score of the 5 matches is calculated as the score of one set. Note that when a match is executed, the consumption items held by the user are consumed. Also, the opponents in the match are determined not only within the group to which the user belongs, but based on the class to which the user belongs. More specifically, among the users in the class to which the user belongs, the users participating in the team with a fan power close to that of the user's team are presented to the user as candidates for opponents. The user selected by the user among the candidates for opponents is determined as the opponent. Also, in the first round period, the sets of matches can be repeatedly executed, and the highest score among them is stored in the storage unit 130 as the score of the user in the first round period.
[0159] During the interval, the scores in the first round period are aggregated, and the rankings within each user's group are determined. The interval is provided for, for example, one day. The users in the upper group (for example, the top 3 out of 6 people) advance to the second round high-class league. The users in the lower group (for example, the bottom 3 out of 6 people) advance to the second round normal league.
[0160] In the second round period, the users who advanced to the second round high-class league are grouped, and sets of matches are held. Also, the users who advanced to the second round normal league are grouped, and sets of matches are held. Regarding other points, it can be similarly explained by replacing "first" with "second" in the description of the first round period.
[0161] During the interval, the scores of the second-round period are aggregated, and the rankings within each group of users are determined. The interval is set for, for example, one day. Users in the upper group in the second-round high-class league advance to the final-round high-class league. Users in the lower group in the second-round high-class league and users in the upper group in the second-round normal league advance to the final-round normal league. Users in the lower group in the second-round normal league advance to the exhibition.
[0162] During the final-round period, the users who advanced to the final-round high-class league are grouped, and sets of matches are held. Also, the users who advanced to the final-round normal league are grouped, and sets of matches are held. Also, the users who advanced to the exhibition are grouped, and sets of matches are held. Regarding other points, it is similarly explained by replacing "first" with "final" in the description of the first-round period.
[0163] In the phase of final aggregation, the scores of the final-round period are aggregated, and the rankings within each group of users are determined. Also, according to the league to which the user belongs in the final round and the ranking within the group, rewards are given to the users. The rewards given to the users are presented to the users in the phase of result confirmation.
[0164] Here, the calculation of the score in each match is performed based on the number of coaching combos achieved, the number of player skills activated, the number of coaching skills activated, the win or loss of the match, the number of hits in the match, etc. Also, the fan power of the opposing team affects the calculation of the score. A bonus corresponding to the fan power of the opposing team is added to the score. The higher the fan power of the opposing team, the larger the bonus added. Also, according to the special rules described later, the score is corrected. The correction of the score is, for example, but not limited to, fluctuations in the coefficients in the calculation of the score, addition of different calculation items, etc.
[0165] (Special Rules) In the battle part, there may be a battle event to which special rules apply. Examples of the special rules include (1) a special rule for applying a correction to the score calculation, and (2) a special rule that allows the use of effect items.
[0166] First, the special rule for applying a correction to the score calculation will be explained. As an example of the special rule, there is a special rule for increasing the score per home run in order to increase the value of a home run. By applying this special rule, it is possible to encourage participation by teams including player characters with a high probability of hitting a home run, prevent the event from becoming routine, and enhance the strategic nature. Also, as another example of a special rule, there is a special rule in which a bonus is added to the score as the team's funds or the number of fans increases. Further, as another example of a special rule, there is a special rule of awarding a bonus to the play result of a player character designated by the user (for each game). Thus, by applying various special rules for correcting the score calculation to the battle event, the strategic nature of the battle event can be enhanced.
[0167] Next, the special rules for using effect items will be explained. The special rules are rules that allow the use of effect items (an example of an effect game medium) using the funds obtained by the team in the training part. An effect item is an item that, when consumed, produces a predetermined effect in the game. Effect items can be purchased or consumed at any point during the game or before the start. However, an upper limit (for example, up to 2) may be set for the number of effect items that can be used in one set. Effect items are reset for each set of the game. That is, the effect items purchased in a set of a certain game cannot be carried over and used in the next set of the game. Also, the funds consumed to purchase effect items in a certain set will return to the amount before consumption in the next set of the game. That is, for each set of the game, effect items can be purchased up to the limit of the funds obtained in the training part. Examples of the effects of effect items include changing the stadium, increasing or decreasing the condition of player characters, applying corrections to scores, increasing or decreasing the fan power of the team, etc., but are not limited to these.
[0168] Note that the baseball game according to this embodiment may include other parts that allow the use of the team written out in the training part in addition to the above-described training part and battle part. Examples of such other parts include a part where the league game progresses automatically, a part where a game (for example, also called a trial) for obtaining enhancement items for player characters is conducted, etc., but are not limited to these.
[0169] <Processing of Game System 1> The game system 1 configured as described above executes method S1. The flow of method S1 will be described with reference to FIG. 14. FIG. 14 is a flowchart showing the flow of method S1 executed by the game system 1. Hereinafter, it will be described on the assumption that the battle game in which the game system 1 progresses is the baseball game described above. Also, it is assumed that the manager character, the coach character, and the secretary character have already been assigned to the user. Method S1 includes a step S100 of acquiring a player character, steps S110 to S116 of playing a training part, and steps S130 to S150 of playing a battle part.
[0170] In step S100, the control unit 110 assigns a player character to the user. For example, based on the user's operation, the control unit 110 executes a scouting function to determine one of a plurality of player characters based on the discharge probability, and assigns the determined player character to the user. In addition, the control unit 110 stores player character information indicating the assigned player character in the storage unit 130. As a result, the user possesses the player character. In step S100, instead of or in addition to assigning a player character to the user by the scouting function, the control unit 110 may lend a player character possessed by another user to the user.
[0171] Next, steps S110 to S116 of playing the training part will be described. Steps S110 to S116 are an example of creation processing and are a series of steps in which the league games for one year described above are simulated.
[0172] In step S110, the creation processing unit 114 forms a team using the player character, manager character, coach character, and secretary character possessed by the user based on the user's operation. In step S110, for example, a team formation screen as shown in FIG. 9 is displayed on the display device 15 of the game terminal 10.
[0173] In step S112, the creation processing unit 114 executes an operation command (an example of the second process) based on a user operation of requesting a secretary character to perform work. Depending on the type of operation command to be executed, the funds associated with the team are consumed. Also, by executing the operation command, an effect (an example of the second effect) is exerted on the team creation process. As an example of such an effect, there is an effect of adding funds. That is, in order to cause such an effect, the second data granting unit 116 adds the funds associated with the team (an example of the second data granting process). The funds associated with the team may be consumed to execute the operation command again, or may be used to purchase effect items in the battle part described later. Also, as examples of other effects by the operation command, an increase in the number of fans, granting of an ability-up item, granting of a practice effect-up item, granting of a material item, etc. can be mentioned.
[0174] In step S114, the creation processing unit 114 executes a process of cultivating the player characters included in the team based on a user operation. In step S116, for example, a cultivation screen as shown in FIG. 10 is displayed on the display device 15 of the game terminal 10.
[0175] Note that the processes of steps S112 and S114 are not limited to being executed in this order, and may be executed in any order. Also, each of the processes of steps S112 and S114 may be executed not only once but a plurality of times during the simulation of the league battle for one year. However, the number of times each of the processes of steps S112 and S114 is executed may be the same or different. When the simulation of the league battle for one year ends, the next step S116 is executed.
[0176] In step S116, the data identification unit 115 writes out a team based on the play results of the training part. By writing out the team, the player characters (an example of the first data), the coach character (an example of the first data), and the funds (an example of the second data) included in the team are identified. That is, this step S116 is an example of data identification processing.
[0177] Next, steps S130 to S150 for playing the battle part will be described.
[0178] In step S130, the control unit 110 performs a process of starting a battle event. The process of starting a battle event includes a process of entering the user into any class based on the user's operation. Hereinafter, a battle event of a certain class will be described.
[0179] In step S132, the control unit 110 performs a process of starting the first round. The process of starting the first round includes a process of grouping the entered multiple users and a process of determining the opposing team of each user's team.
[0180] In step S134, the right granting unit 112 executes a process of consuming the funds associated with the team based on the user's operation to purchase an effect item for the user (an example of right granting processing). The funds for purchasing the effect item are consumed from the funds associated with the team.
[0181] In step S136, the first processing unit 113 executes a first process for causing a first effect on the progress of the game based on an operation of the user instructing to consume the purchased effect item. For example, when an effect (an example of the first effect) is defined such that the ability parameters of each player character included in the team are increased by the effect item, the first processing unit 113 executes a process (an example of the first process) of increasing the ability parameters of each player character included in the team. Note that the user may further perform an operation of specifying a game in the set of games to which the first effect due to the consumption of the effect item applies.
[0182] In step S138, the battle processing unit 111 progresses a set of games (five games in this embodiment) between the user's team and the opponent's team. A part or all of the set of games progresses in a state where the first effect due to the consumed effect item has occurred.
[0183] Note that when the processes of steps S134, S136, and S138 are executed in this order, that is, the consumption of the effect item is executed before the game to which the first effect due to the consumption applies starts. However, the processes of steps S134, S136, and S138 are not limited to being executed in this order and may be executed in any order. Also, each of the processes of steps S134, S136, and S138 may be executed not only once but also a plurality of times. Further, the number of times each of the processes of steps S134, S136, and S138 is executed may be the same or different. That is, the user may purchase the effect item at any time before the start of the set of games or during the progress of the set of games. Also, the user may consume the purchased effect item at any time before the start of the set of games or during the progress of the set of games. Also, the user does not necessarily have to consume the purchased item.
[0184] In step S140, the battle processing unit 111 determines whether one set of the game has ended. If one set has not ended, the processing from step S134 is repeated. If one set has ended, the processing of the next step S142 is executed.
[0185] In step S142, the first processing unit 113 executes a process of resetting the purchased effect items and the consumed funds. That is, the effect items purchased by the user disappear. Also, the first effect caused by the effect items is reset. For example, if an effect (an example of the first effect) is obtained in which the ability parameters of each player character included in the team are increased due to the consumption of an effect item, the first processing unit 113 resets the ability parameters of each player character to the values at the start of the battle event. Further, the first processing unit 113 performs a process of resetting the funds associated with the team to the amount at the start of the battle event. Thereby, the user can purchase effect items with the upper limit being the amount of funds acquired by the team in the training part for each set of the game.
[0186] Note that in step S142, the first processing unit 113 does not necessarily reset all of the effect items purchased by the user, and may reset some of them. Also, the first processing unit 113 does not necessarily return the funds associated with the team to the amount at the start of the battle event. For example, the first processing unit 113 may return the unused (unconsumed) effect items to the state before they were granted, and return the funds associated with the team to the amount consumed corresponding to the effect items that were not reset.
[0187] In step S144, the control unit 110 determines whether the current round has ended. If the round has not ended, the processing from step S134 is repeated. That is, the user can execute the sets of the game multiple times until the current round ends. If the round has ended, the next step S146 is executed.
[0188] In step S146, the control unit 110 determines whether the completed round is the final round. If it is not the final round, the next step S148 is executed.
[0189] In step S148, the control unit 110 calculates the score of each user in the completed round and determines the ranking of each user. Also, the control unit 110 determines the league in which each user will progress in the next round based on the ranking of that user. Further, the control unit 110 executes a process to start the next round. The process to start the next round includes processes such as dividing a plurality of users into groups in each league of the next round, and determining the team of the opponent team for each user's team. Subsequently, the processes from step S134 are repeated in the next round.
[0190] On the other hand, in step S146, if the completed round is the final round, the next step S150 is executed.
[0191] In step S150, the control unit 110 calculates the score of each user in the completed final round and determines the ranking in the league to which each user belongs. Also, the control unit 110 awards a reward to each user based on the league and ranking to which that user belongs.
[0192] <Modification Example> Note that in the above-described embodiment, there may be effect items that can be purchased only in a specific round. Also, the effect items and funds are not limited to being reset for each set of matches, and may be reset for each round. Further, the funds for purchasing the effect items may be consumed from the funds specially added for each round in addition to the funds associated with the team at the start of the battle event.
[0193] [Appendix] The present invention can be understood as follows, for example. For the sake of easy understanding of the present invention, reference numerals in the accompanying drawings are appended in parentheses for convenience, but the present invention is not limited to the illustrated embodiments by this.
[0194] The game system (1) according to Aspect 1 is a game system that progresses a game including a battle process using a battle game medium. The battle game medium is associated with first data used in the battle process and second data used to grant a user the right to execute a first process that exerts a predetermined first effect on the battle process. A battle processing unit (111) that executes the battle process using the first data associated with the battle game medium, a right granting unit (112) that grants the right to the user using the second data associated with the battle game medium, and a first processing unit (113) that executes the first process corresponding to the right in response to an instruction from the user. The first processing unit (113) further executes a process of returning to a state where at least a part of the right is not granted after executing the battle process executed in a state where the first effect corresponding to the right is exerted. According to the above configuration, the user can select whether to acquire the right to execute the first process for the battle process, so the strategic nature of the game is improved. Also, in a form where there are multiple types of first effects, the acquired right can be selected according to the desired first effect, so the strategic nature of the game is further improved.
[0195] The game system (1) according to Aspect 2 further includes, in Aspect 1, a creation processing unit (114) that executes a creation process for creating the battle game medium, and a data specifying unit (115) that executes a process of specifying the first data and the second data to be associated with the battle game medium according to the execution result of the creation process. According to the above configuration, a game medium for battle can be created, so the strategic nature of the game is further improved.
[0196] The game system (1) according to Aspect 3, in Aspect 2, includes a second data granting unit (116) that grants the second data to the user at least before the completion of the creation process, and the creation process includes a second process that uses the second data to exert a predetermined second effect on the creation of the game medium for the battle in the creation process. According to the above configuration, the second data can also be used for the creation of the game medium for the battle, and the strategic nature of the game is further improved.
[0197] The game system (1) according to Aspect 4, in any one of Aspects 1 to 3, the first processing unit (113) executes the first process before starting the battle process that is the target of the first effect, and exerts the first effect in the battle process. According to the above configuration, the first effect can be determined before the battle.
[0198] The game system (1) according to Aspect 5, in any one of Aspects 1 to 4, the first processing unit (113) exerts the first effect on at least a part of the battle processes specified by the user among a plurality of battle processes of a specified number of times in advance, and further executes a process of returning to a state where at least a part of the rights has not been granted at least before executing the next plurality of battle processes. According to the above configuration, since the first effect can be executed each time a plurality of battle processes are executed, the strategic nature of the game can be further enhanced. In a form in which a plurality of types of first effects are set, since the right to obtain a desired first effect can be newly selected and executed each time a plurality of battle processes are executed, the strategic nature of the game is further improved. Also, for example, when affecting the progress of the game such as giving some reward according to not only the results of individual battles but also the results of a predetermined plurality of battles, the influence on the progress of the game changes depending on which battle the first process is executed on, so the strategic nature of the game is further enhanced.
[0199] The game system (1) according to aspect 6, in any one of aspects 1 to 5, the second data includes in-game value, and the first process provides an effect game medium associated with the first effect to a user who plays the game in exchange for consumption of the in-game value. According to the above configuration, since there is a limitation that the in-game value, which is the second data, is used and consumed, the strategic nature of the use of the second data is improved.
[0200] The method (S1) according to aspect 7 is a method executed by one or more computers included in a game system that progresses a game including a battle process using a battle game medium. The battle game medium is associated with first data used for the battle process and second data used to grant a user the right to execute a first process that exerts a predetermined first effect on the battle process. The method includes a battle process step (S138) of executing the battle process using the first data associated with the battle game medium, a right-granting step (S134) of granting the user the right using the second data associated with the battle game medium, and a first process step (S136) of executing the first process corresponding to the right in response to an instruction from the user. In the first process step (S136), after executing the battle process executed in a state where the first effect corresponding to the right is exerted, a process of returning to a state where at least a part of the right is not granted is further executed. According to the above configuration, the same effect as in aspect 1 is achieved.
[0201] A program according to an eighth aspect of the present invention causes one or more computers included in a game system that progresses a game including a battle process using a battle game medium to execute a battle process, the battle game medium being associated with first data used in the battle process and second data used to grant a user the right to execute the first process that exerts a predetermined first effect on the battle process, a battle process step (S138) of executing the battle process using the first data associated with the battle game medium, a right granting step (S134) of granting the right to the user using the second data associated with the battle game medium, and a first processing step (S136) of executing the first process corresponding to the right in response to an instruction from the user, and in the first processing step (S136), after executing the battle process in a state in which the first effect corresponding to the right has been exerted, a process of returning to a state in which at least a part of the right has not been granted is further executed. According to the above configuration, the same effect as in the first aspect of the present invention is achieved.
[0202] [Software implementation example] The functions of the game terminal 10 and server 30 (hereinafter referred to as "devices") that constitute the game system 1 can be realized by a program for causing a computer to function as the device, and a program for causing a computer to function as each control block of the device (particularly each part included in the control unit 110).
[0203] In this case, the device includes a computer having at least one control device (e.g., a processor) and at least one storage device (e.g., a memory) as hardware for executing the program. The control device and storage device execute the program to realize each function described in each of the above embodiments.
[0204] The above program may be recorded on one or more computer-readable recording media, rather than temporarily. This recording medium may or may not be provided in the above device. In the latter case, the above program may be supplied to the above device via any wired or wireless transmission medium.
[0205] In addition, part or all of the functions of each of the above control blocks can also be realized by a logic circuit. For example, an integrated circuit in which a logic circuit functioning as each of the above control blocks is formed is also included in the scope of the present invention. In addition to this, for example, it is also possible to realize the functions of each of the above control blocks by a quantum computer.
[0206] Also, each process described in each of the above embodiments may be executed by AI (Artificial Intelligence). In this case, the AI may operate in the above control device, or may operate in another device (for example, an edge computer or a cloud server, etc.).
[0207] The present invention is not limited to the above-described embodiments, and various modifications are possible within the scope shown in the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention.
Explanation of Reference Numerals
[0208] 1 Game system 10 Game terminal 30 Server 11, 31 Processor 12, 32 Memory 13, 33 Communication interface 14 Input device 15 Display device 16 Audio output device 19, 39 Bus 110 Control unit 111 Battle processing unit 112 Authorization unit 113 First processing unit 114 Creation processing unit 115 Data identification unit 116 Second data addition unit 130 Memory unit
Claims
1. A game system that progresses a game including battle processing using a battle game medium, wherein the battle game medium is associated with first data used for the battle processing and second data used to grant a user the right to execute a first process that exerts a predetermined first effect on the battle processing, a battle processing unit that executes the battle processing using the first data associated with the battle game medium, a right granting unit that grants the right to the user using the second data associated with the battle game medium, and includes a first processing unit that executes the first process corresponding to the right in response to an instruction from the user, wherein the first processing unit further executes a process of returning to a state where at least a part of the right is not granted after executing the battle processing executed in a state where the first effect corresponding to the right is exerted, a game system.
2. a creation processing unit that executes a creation process for creating the battle game medium, and further includes a data specifying unit that executes a process of specifying the first data and the second data to be associated with the battle game medium according to the execution result of the creation process, The game system according to claim 1.
3. including a second data granting unit that grants the second data to the user at least before the creation process is completed, wherein the creation process includes a second process that exerts a predetermined second effect on the creation of the battle game medium in the creation process using the second data, The game system according to claim 2.
4. The first processing unit executes the first process before starting the battle processing on which the first effect is exerted, and exerts the first effect in the battle processing, The game system according to claim 1.
5. The first processing unit, exerts the first effect on at least a part of the battle processes specified by the user among a plurality of battle processes for a predetermined number of times, and further executes a process of returning to a state where at least a part of the right is not granted at least before executing the next plurality of battle processes, The game system according to claim 1.
6. The second data includes in-game value, and the first process grants an effect game medium associated with the first effect to a user who plays the game in exchange for consumption of the in-game value, The game system according to claim 1.
7. A method executed by one or more computers included in a game system that progresses a game including a battle process using a battle game medium, comprising: The battle game medium is associated with first data used for the battle process and second data used to grant a user the right to execute a first process that exerts a predetermined first effect on the battle process; A battle process step of executing the battle process using the first data associated with the battle game medium; A right granting step of granting the right to the user using the second data associated with the battle game medium; A first process step of executing the first process corresponding to the right in response to an instruction from the user, wherein in the first process step, after executing the battle process executed in a state where the first effect corresponding to the right is exerted, a process of returning to a state where at least a part of the right is not granted is further executed.
8. One or more computers included in a game system that progresses a game including a battle process using a battle game medium, The battle game medium is associated with first data used for the battle process and second data used to grant a user the right to execute a first process that exerts a predetermined first effect on the battle process; A battle process step of executing the battle process using the first data associated with the battle game medium; A right granting step of granting the right to the user using the second data associated with the battle game medium; Causing execution of a first process step of executing the first process corresponding to the right in response to an instruction from the user, wherein in the first process step, after executing the battle process executed in a state where the first effect corresponding to the right is exerted, a process of returning to a state where at least a part of the right is not granted is further caused to be executed.