Game system, method, and program
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-10
- Publication Date
- 2026-03-18
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing games lack sufficient variation in player and manager interactions, limiting the entertainment value and strategic depth.
A game system that incorporates a battle processing unit, situation information acquisition, and a first processing unit to dynamically apply effects based on battle conditions, enhancing player and manager interactions through situational gameplay mechanics.
Increases the strategic nature and entertainment value of competitive games by dynamically adjusting gameplay elements based on battle situations, thereby enriching player and manager interactions.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game system, a game method, and a game program. [Background technology]
[0002] There is a game in which a team made up of players selected by a user is used to play a sporting or other match. Non-Patent Document 1 describes a method in which a manager is set in addition to the players, and the parameters of players who have good compatibility with the manager are improved. [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] Inazuma Eleven GO Shine / Dark official website, game introduction, supervisor system, [online], [searched on December 11, 2023], Internet<URL:https: / / www.inazuma.jp / go / about / manager.html> Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the game of Non-Patent Document 1, the parameters of the players are changed only based on the compatibility with the manager. Therefore, there is room to improve the interest of the game by combining players and managers. In other words, there is room to improve the expression in the game based on the personality and tactics of the manager during the match, and to improve the interest of the game.
[0005] One aspect of the present invention aims to realize a technology that can further increase the entertainment value of competitive games. [Means for solving the problem]
[0006] In order to solve the above problems, a game system according to an aspect of the present invention includes a plurality of first game media, and a second game media used for executing a first process that exerts a predetermined first effect on at least a part of the first game media. The game system includes a battle processing unit that executes battle processing, a situation information acquisition unit that acquires situation information indicating the situation of the battle, and a first processing unit that executes the first process when a condition including at least a first condition set regarding the content of the situation information is satisfied. The first effect, the first condition, and the second game media are associated with each other. When the condition for executing the first process is satisfied, the first processing unit determines at least a part of the plurality of first game media as the first game media to which the first effect is exerted according to the content of the situation information at that time.
[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. The method includes a battle processing step of executing battle processing using a plurality of first game media and a second game media used for executing a first process that exerts a predetermined first effect on at least a part of the first game media, a situation information acquisition step of acquiring situation information indicating the situation of the battle, and a first processing step of executing the first process when a condition including at least a first condition set regarding the content of the situation information is satisfied. The first effect, the first condition, and the second game media are associated with each other. In the first processing step, when the condition for executing the first process is satisfied, at least a part of the plurality of first game media is determined as the first game media to which the first effect is exerted according to the content of the situation information at that time.
[0008] In order to solve the above problem, a program according to one embodiment of the present invention causes one or more computers included in a game system to execute a battle processing step using a plurality of first game media and a second game medium used to execute a first process that applies a predetermined first effect to at least some of the first game media, a situation information acquisition step to acquire situation information indicating a battle situation, and a first processing step to execute the first process when a condition including at least a first condition set with respect to the content of the situation information is satisfied, wherein the first effect and the first condition are associated with the second game media, and in the first processing step, at least some of the first game media among the plurality of first game media are determined as the first game media onto which the first effect is to be applied, depending on the content of the situation information when the condition for executing the first process is satisfied. Effect of the Invention
[0009] According to one aspect of the present invention, it is possible to further increase the interest in a competitive game. [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 for advancing 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 referred to 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. FIG. 1 shows two game terminals 10, but the number of game terminals 10 included in the game system 1 may be one, or may be three or more. Also, FIG. 1 shows one server 30, but 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. Note that 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 composed of, for example, a controller, a keyboard, a mouse, a touch pad, 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 composed of, for example, a display. The input device 14 and the display device 15 may be separate devices, or at least 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 composed of, for example, a speaker, headphones, or a combination of these. Part 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 situation information acquisition unit 112, a first processing unit 113, a first parameter determination unit 114, and a second processing unit 115. 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. The storage unit 130 stores information indicating a deck, a first game medium, and a second game medium, 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 a battle process using a plurality of first game media and a second game media used for executing a first process that exerts a predetermined first effect on at least some of the first game media. The battle processing unit 111 may further execute the battle process using a first parameter.
[0022] The situation information acquisition unit 112 acquires situation information indicating the situation of the battle. When a condition including at least a first condition set regarding the content of the situation information is satisfied, the first processing unit 113 executes the first processing. Further, the first effect, the first condition, and the second game medium are associated with each other, and the first processing unit 113 determines at least a part of the plurality of first game media as the first game media to which the first effect is applied according to the content of the situation information when the condition for executing the first processing is satisfied. Thereby, since the first processing for applying the first effect by the second game medium is executed according to the progress of the battle, the influence of the second game medium on the progress of the battle can be enhanced, and the interestingness of the battle can be improved.
[0023] Further, the condition for executing the first processing may further include satisfying a second condition set regarding the first game medium used in the battle process. Thereby, since it is necessary to satisfy the first condition and the second condition for executing the first processing, the strategic nature regarding the first effect is further increased. Also, a plurality of second conditions are set, and the condition for executing the first processing may include satisfying at least one of the plurality of second conditions. In this case, the first processing unit 113 may determine the content of the first effect according to the satisfied second condition. Thereby, since it is necessary to satisfy the desired second condition for executing the desired first processing, the strategic nature regarding the execution of the first effect is further increased.
[0024] 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 exhibit a predetermined effect by equipping a character or using it for a team), in-game values, media possessed by a user 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.
[0025] Also, for example, a game medium is a unit that can be possessed by a user. A unit that can be possessed is, for example, the minimum unit when consuming or acquiring. Also, the game medium used for the progress of the game may be one given to the user who plays (the game medium possessed by the said user), or may be one lent from another user, the game medium possessed by the said other user.
[0026] In-game value is the value required in exchange for a game medium or service (such as the execution of a lottery), and examples include in-game currency, points for exchanging items, etc. The game medium may be associated with a non-fungible token whose holder is managed on the blockchain.
[0027] Also, the "first game medium" is a game medium used for a battle. When the battle is a sport such as baseball, the first game medium is, for example, a character representing a player. Hereinafter, a character representing a player is also referred to as a player character.
[0028] Also, the "second game medium" is a game medium used for a battle and is a game medium used for the execution of the first process. When the battle is a sport such as baseball, the second game medium may be, for example, a game medium used in the game as a character other than the players of the game. Such a game medium may be, for example, a game medium that does not directly participate in the game, such as a character representing a coach or a character representing a manager. Hereinafter, a character representing a coach or a character representing a manager is also referred to as a coach character or a manager character.
[0029] In addition, "situation information" is information indicating the situation of the battle. The situation indicated by the situation information, when the battle is baseball, for example, includes the inning, the front or back of the inning, the score, the batter, the pitcher, which character the runner is, regardless of the character, which batting order, the position of the runner, whether the ally or the opponent has activated a skill (for example, the manager skill or counter skill described later, or a skill associated with a player character, manager character, or coach character other than the manager skill and counter skill), which skill has been activated, and so on. Note that the skill associated with the player character is also referred to as "player skill" below.
[0030] In addition, the "first condition" is at least part of the conditions that need to be satisfied to execute the first process, and is a condition set regarding the content of the situation information. The first condition includes, for example, that the information indicated by the situation information is of a predetermined content. The predetermined content includes, for example, that the situation is a specific inning (for example, the opening innings of the 1st to 3rd innings, the middle innings of the 4th to 6th innings, the final innings of the 7th to 9th innings), that there is a runner in the scoring position, a predetermined batter, a predetermined pitcher, a predetermined batting order, and so on. Also, the content of the situation information required to satisfy the first condition may be a combination of these, for example, the situation where there is a runner in the scoring position in the middle innings and the batting order is the 3rd to 5th.
[0031] In addition, for example, the first condition may be that the opponent has activated a skill (for example, the manager skill or counter skill described later, or a skill associated with a player character, manager character, or coach character other than the manager skill and counter skill). The "counter skill" in the embodiment described later is an aspect of the first process executed with the activation of the manager skill by the opponent as the first condition.
[0032] Here, in one aspect of the present invention, when the conditions for executing the first process are satisfied, the first game medium to which the first effect is applied is determined according to the content of the situation information. This determination is made, for example, as follows. That is, when the content of the situation information being "there is a runner in the scoring area in the middle innings" is the first condition, and the first effect is "increasing the probability of getting a hit when the batter hits", the first game medium to which the first effect is applied is determined to be the batter standing at the batter's box at that time.
[0033] Here, various methods may be adopted for the method of determining the first game medium to which the first effect is applied, and the timing of referring to the situation information may also be set as appropriate.
[0034] As an example of the determination method, when there may be a plurality of first game media to which the first effect is applied, the plurality of first game media may be determined collectively at the time when the conditions for executing the first process are satisfied. For example, when the first effect is "increasing the abilities of three batters in the scoring area", at the time when the conditions for executing the first process (for example, there are runners in the scoring area, etc.) are satisfied, it may be determined that the first effect extends to three batters in order from the batter standing at the batter's box.
[0035] Also, as another example of the determination method, when there may be a plurality of first game media to which the first effect is applied, each of the plurality of first game media may be determined one by one each time it is determined whether the conditions for executing the first process are satisfied. For example, for up to the third batter following the first batter standing at the batter's box when the condition is satisfied, it may be determined one by one whether the first effect applies. Specifically, after it is determined that the first effect applies to the first batter due to the condition being satisfied, if the condition is satisfied when the second batter stands at the batter's box (for example, there is still a runner in scoring position, etc.), the second batter is also determined to be a target to which the first effect applies. Also, if the condition is not satisfied when the second batter stands at the batter's box (for example, the runner in scoring position has disappeared during the process, etc.), the batters after the second batter are not determined to be targets to which the first effect applies. That is, in this case, the first effect may end at the second batter. Alternatively, in this case, if the condition is not satisfied when the second batter stands at the batter's box (for example, the runner in scoring position has disappeared during the process, etc.), first, only the second batter is not determined to be a target to which the first effect applies, and it may be determined again whether the condition is satisfied when the third batter stands at the batter's box (for example, when the second batter reaches base in scoring position, the third batter becomes a target to which the first effect applies).
[0036] Also, as yet another example of the determination method, when the fourth condition described later is satisfied while the first effect is being applied to at least any of the first game media, the number of first game media to which the first effect applies may increase or decrease (for example, the number of targets for enhancing ability changes from three to four, from three to two, etc.). Note that the increase or decrease is applicable whether the plurality of first game media to which the first effect applies are determined collectively or one by one.
[0037] Also, the "first effect" is an effect exerted on the first game medium. The "first process" is a process that exerts the first effect. The first effect may be an effect advantageous to the progress of the game or a disadvantageous effect. If it is an advantageous effect, the strategic nature for trying to satisfy the first condition increases, and if it is a disadvantageous effect, the strategic nature for trying to avoid satisfying the first condition increases. Note that the "effect advantageous to the progress of the game" is an effect that makes it easier for the user to achieve the goal in the game.
[0038] Examples of the first effect are as follows. That is, the first effect may be an effect that a process affecting the progress of the game is executed. The process affecting the progress of the game includes, for example, a process of increasing or decreasing a parameter that affects the progress of the game. Examples of such parameters affecting the progress of the game include, for example, when the battle is baseball, the probability of getting a hit, a home run, etc. when the batter hits, the probability of a fine play for defense, the probability of an error, etc. For example, skills for increasing or decreasing these probabilities are respectively associated with player characters, manager characters, coach characters, etc., and the first effect may be an effect that the skill is executed.
[0039] Also, other examples of the first effect are as follows. That is, a parameter that affects the progress of the game may be increased or decreased. When the first effect is an effect advantageous to the progress of the game, a parameter more advantageous to the progress of the game may be increased as it is higher, and when the first effect is a disadvantageous effect to the progress of the game, the parameter may be decreased.
[0040] Examples of parameters that affect the progress of the game include, for example, when the battle is baseball, in addition to the above-mentioned probabilities, the increase or decrease of a parameter indicating the ability of each player character (hereinafter also referred to as "ability parameter"). Ability parameters related to, for example, power, meat, running ability, shoulder strength, defensive ability, ball speed, ball control, and the degree of change when throwing a change-up ball are associated with outfielder and pitcher characters.
[0041] Also, as another example of a parameter that affects the progress of the game, there is a parameter that is set independently of the player character's ability and player skill and has an advantageous or disadvantageous effect according to the result compared with the opponent (for example, the fan power in the baseball game described later). For example, the parameter may be used for the purpose of increasing or decreasing the ability parameter according to the result compared with the opponent's parameter during the battle. 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.
[0042] The first game medium targeted by the first effect may be the player's own first game medium or the opponent's first game medium. For example, when the first effect is an advantageous effect, the ability parameter described later in the opponent's first game medium may be decreased so as to be advantageous to the player.
[0043] Note that parameters not used for the progress of the battle process may be associated with the player character. Examples of such parameters include parameters obtained by comprehensively evaluating the abilities of the player characters. It may be a parameter obtained by comprehensively evaluating the ability parameters associated with each player character (for example, a parameter calculated by a predetermined arithmetic process from each ability parameter, for example, the number of stars in the embodiment of the present application).
[0044] Also, another example of the first effect is as follows. That is, the parameter (for example, evaluation, score, reward, etc.) given to the user based on the result of the user's operation may be increased or decreased. For example, when scores, rewards, etc. are given to the user separately from the victory or defeat of the battle or points for obtaining rewards are given according to the results of hitting, pitching, etc., the points may be increased or decreased. Also, the first effect may be a combination of some or all of the above examples. However, the first effect is not limited to the above examples.
[0045] Also, the "second condition" is one of the conditions for executing the first process, and is a condition set for the first game medium. The condition set for the first game medium is, for example, a condition set according to the type, ability, etc. of the first game medium used in the battle. Also, for example, when the type and ability of the first game medium satisfy a predetermined condition, in the mode of executing a predetermined effect (for example, the manager combo in the baseball game described later), it may be set that executing the predetermined effect is the second condition, or it may be set that the number of the executed predetermined effects is a predetermined number as the second condition.
[0046] The first parameter determination unit 114 determines a first parameter associated with the first game medium or associated with a deck composed of the first game medium and the second game medium. When the second processing unit 115 satisfies a third condition set for the first game medium used in the battle process, the second processing unit 115 executes a second process that exerts a second effect of changing the first parameter on the first parameter. In this case, the second condition is a condition regarding the execution status of the second process. Thereby, since the effects by the second condition increase, the strategic nature regarding satisfying the second condition further increases. Note that the second condition and the second effect may be associated with the second game medium. Thereby, the strategic nature of selecting the second game medium to execute a desired second effect further increases.
[0047] Here, the "first parameter" is a parameter associated with the first game medium or associated with the deck. The first parameter includes, for example, a parameter that exerts an advantageous or disadvantageous effect according to the result of comparison with the opponent in the battle.
[0048] Also, the "second effect" is the effect exerted on the first parameter by satisfying the second condition. The "second process" is the process that exerts the second effect. Examples of the second effect include, but are not limited to, the effect of increasing or decreasing the first parameter, the effect of increasing or decreasing the ability parameter, or a combination thereof. The second effect may be an effect advantageous for the progress of the game or a disadvantageous effect. When the first parameter is a parameter that is more advantageous for the progress of the game as the value is higher, such as a parameter indicating the level of ability, if the second effect is an advantageous effect, the parameter may be increased, and if the second effect is a disadvantageous effect, the parameter may be decreased.
[0049] In addition, when the targets of the first effect and the second effect are the same (for example, when both the first effect and the second effect are effects of increasing or decreasing the first parameter), the second effect may be obtained independently of the first effect. For example, both the increase or decrease of the first parameter by the first effect and the increase or decrease of the first parameter by the second effect may be performed, and finally, the first parameter may be set as the total value of these increases and decreases.
[0050] <Fighting game> An embodiment of the fighting game advanced by the game system 1 will be described. As the fighting game advanced by the game system 1, various games in which battles are performed between users or between a user and a computer, such as sports games, battle games, and fighting games, can be applied. Hereinafter, an embodiment in which a baseball game is applied as the fighting game will be described. In this embodiment, as a specific example of the first game medium, a player character is applied. Also, as a specific example of the second game medium, a coach character is applied. Also, as the deck, a team formed by including player characters and coach characters is applied. Further, the battle process in this embodiment is a process in which the team formed by the user battles against another team by imitating baseball, and the battle is also referred to as a game. The other team may be a team formed by another user or a team formed by a computer.
[0051] 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. The baseball game also has a scouting function for obtaining player characters and the like used in the training part. The training part is a mode in which a team is formed using player characters and manager characters, and the team is strengthened while conducting baseball team management (procuring operating funds and / or giving practice instructions to player characters, etc.). In the present embodiment, the mode of training player characters that make up a team through baseball team management will be described, but the present invention is not limited to such a mode. For example, it may be a part for training each of the player characters obtained by the scouting function before setting them in the team. Various training methods can be applied to the method of training player characters. The battle part is a mode in which a game is played against the teams of other users using the team created in the training part. In the battle part, battle processing is executed by the battle processing unit 111. Also, in the battle part, manager skills, which are an example of the first processing, are activated. Also, in the battle part, a manager combo, which is an example of the second processing, is achieved. However, playing the training part is not necessarily essential, and the battle part may be played using the team organized by the user without strengthening it.
[0052] (Scouting function) The scouting function is a so-called gacha for obtaining player characters and the like 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 pre-determined 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. 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, and the like.
[0053] In addition, in the training part, in addition to the player characters given by the scouting function, a manager character is required. In this embodiment, the manager character is distributed by the operation side at the start of the game or the like, or given as a reward for game play, rather than by the scouting function. However, the manager character may also be given by the scouting function. Also, the player characters may be distributed by the operation side or given as a reward for game play. That is, the giving of the manager character and the player character to the user may be performed by an appropriate method. Also, when the manager character and the player character are not particularly distinguished, they may simply be 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.
[0054] (Player Character) The player character will be described. The player character is an example of the first game medium used in the game in the battle part. When a player character is given to the user by a scouting function or the like, 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.
[0055] The player character possessed by the user can be used for forming a team for playing the training part and the battle part. Also, the player characters included in the formed team affect the achievement of a manager combo (an example of the second process) in the battle part.
[0056] 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 the "information indicating the first game medium" stored in the storage unit 130. The player character information includes data for each item. Changing at least a part of the data included in the player character information (in other words, the data possessed by the player character) so as to be advantageous in the game is also referred to as strengthening (or growing) the player character. By performing an operation of growing the player character in the training part, the player character can be strengthened. Also, the player character can be strengthened outside the training part.
[0057] The player character screen G1 is a screen on which at least a part of the data held by the player character can be viewed. 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 that is displayed when the player character is limit broken (an example of enhancement) outside the training part. The player character screen G1 includes an area G11 that contains information indicating an overview of the player character (e.g., appearance, main data held, enhancement status, etc.), an area G12 that contains data before enhancement, and an area G13 that contains data after enhancement. The player character screen G1 is not limited to being displayed when enhanced, and may be displayed for confirming the data held by the player character. In that case, the player character screen G1 does not necessarily include the area G12 that contains data before enhancement, and it is sufficient if the area G13 contains the data held at that time. The user can grasp the data held by the player character he / she has by viewing the player character screen G1.
[0058] A detailed specific example of the data held by the player character will be described. 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 level).
[0059] The profile indicates objective information such as, for example, the name of the player character, date of birth, and dominant arm (batter's box).
[0060] The rank indicates the rarity of the player character. The rank cannot be changed by the user.
[0061] Parameters indicate the abilities of player characters. For example, the parameters may include multiple types of parameters such as ability parameters, star ratings, and fan power (also referred to as FP). Ability parameters include information that numerically represents the abilities of player characters by category, such as meet, stamina, and position suitability. The ability parameters may be assigned ranks according to the numerical values of the ability parameters. Also, the ability parameters increase by a predetermined amount each time a predetermined amount of experience points is accumulated. Note that experience points can be obtained through practice in the training part or some events. There are also items that directly increase the ability parameters.
[0062] The star rating is an indicator that comprehensively evaluates the ability parameters of player characters and the player skills described later, and is an indicator that numerically represents the overall ability of players. For example, it is calculated by totaling the points determined according to the possessed ability parameters and player skills, such as 30 points if the numerical value of "meet" included in the ability parameters is 57 (D rank), and 40 points if it is a player skill of level 3. When strengthening player characters inside and outside the training part, the star rating also fluctuates. The star rating is information used to present the overall ability of player characters to users. Note that the star ratings of the player characters included in a team are totaled 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 users.
[0063] Fan power is a numerical value set for each player character, independent of ability and player skill, and is a numerical value that influences the game situation. Fan power can vary according to the number of fans that fluctuates 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 manager combo, which will be described later, during the game. Fan power is compared with the fan power of the opponent player character confronted during the game. Note that the opponent player character means, if the said player character is an attacking batter, the player character of the opponent pitcher in the said batter's box. Also, the opponent player character means, if the said player character is a defensive pitcher, the player character of the opponent batter in the said batter's box. When the fan power of the said player character is inferior to that of the opponent player character, the ability parameters of the said player character decrease. Also, when the fan power of the said player character is superior to that of the opponent player character, the ability parameters of the opponent player character decrease. Also, fan power may affect elements not directly related to the game, such as ticket income and goods income in the training part.
[0064] Note that the fan powers of the player characters included in the team are totaled to calculate the team's fan power. The team's fan power may vary depending on the manager combo, which will be described later. The team's fan power affects the development of the game, which will be 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. Note that the fan power of the player character is not limited to affecting the ability parameters and the like as described above, and may also affect the development of the game. Also, the team's fan power is not limited to affecting the development of the game as described above, and may also affect the ability parameters of the player character.
[0065] Player skills indicate processes that, when activated, enhance the abilities of the player character or reduce 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 magnitude also increases.
[0066] Cost is a numerical value set according to the abilities and / or ranks of player characters. There may be an upper limit on the total cost of the team.
[0067] Ability type is information that affects the way of growth in the training part. For each type, the experience values of each ability parameter that can be obtained are corrected.
[0068] The number of limit breaks indicates the number of times of "limit break" where the parameters or the levels of player skills are 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 Figure 4, the numerical value "5" attached to the rank "S" in area G11 indicates the number of times of limit break. Also, area G12 containing the data before enhancement includes "Limit break times 4 / 5", and area G13 containing the data after enhancement includes "Limit break times 5 / 5". That is, the screen G1 shown in Figure 4 is an example of the screen displayed when the 5th limit break is performed for this player character.
[0069] Condition affects the ability parameters in the game and / or the parameters that determine the activation of player skills. It is divided into 5 levels from extremely poor condition to extremely good condition. When the condition is poor, a debuff is applied, and when it is good, a buff is applied. When the condition is normal, the ability parameters do not change.
[0070] Physical strength (fatigue level) is a parameter that increases and 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 physical strength and increases according to the degree of increase in physical strength.
[0071] Among the above-mentioned data possessed by the player character, the level-up and limit breakthrough of the player skill are carried out outside the training part. Other data can be strengthened in the training part. Here, the strengthening of the player character outside the training part does not affect the training within the training part.
[0072] FIG. 5 is a diagram schematically showing the relevance of strengthening player characters 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 possessed 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 strengthening 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. Thereafter, when the user newly plays the training part and performs an operation of forming a team using the player character strengthened 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.
[0073] (Coach Character) The coach character will be described. The coach character is an example of a second game medium used in the game in the battle part. When the coach character is given to the user by distribution or 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 possesses the coach character, or may be stored in the memory 32 of the server 30.
[0074] The supervisor characters held by the user can be used for team formation to play the training part and the battle part. Also, the supervisor characters included in the formed team are used to activate supervisor skills (an example of the first process) or counter skills (an example of the first process) in the battle part.
[0075] 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 the second game medium" 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 for the game. In the present embodiment, the supervisor character can be strengthened outside the training part. However, the supervisor character may be strengthened within the training part.
[0076] 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 containing information indicating an overview of the supervisor character (for example, appearance, main data held, etc.) and an area G22 containing the data held. By visually recognizing the supervisor character screen G2, the user can grasp the data held by the supervisor character he or she has.
[0077] 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, profile, rank, cost, supervisor combo, supervisor skill, and counter skill.
[0078] The profile indicates objective information such as, for example, the name and date of birth of the manager character.
[0079] 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 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 manager character is. The rank of the manager character can be increased outside the training part in exchange for the consumption of items associated with the user.
[0080] The cost indicates a numerical value set according to the ability of the manager character, etc. There may be an upper limit on the total cost of the team.
[0081] (Manager Combo) The manager combo is an example of a second process that, when executed, has an effect (an example of a second effect) that changes the fan power of the team or the fan power of the player character (an example of a first parameter). The execution of the manager combo is also referred to as the manager combo being achieved. The manager combo is achieved when the player characters included in the formed team satisfy the combo condition (an example of a third condition). Examples of the combo condition include, for example, that a team formed by player characters whose ability parameters satisfy a predetermined condition contains a predetermined number or more, but are not limited to this.
[0082] 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.
[0083] FIG. 7 is a diagram showing an example of supervisor combo information. The supervisor combo information shown in FIG. 7 includes information indicating 20 supervisor combos held by a certain supervisor. The supervisor combo information includes the priority, name, combo ID, fan power increment, and combo conditions of each supervisor combo. The supervisor combo information is stored in the storage unit 130 in association with supervisor character information indicating the certain supervisor character. Also, part or all of the supervisor combo information may be stored in the memory 12 of the game terminal 10 of the user who holds the supervisor character that holds the plurality of supervisor combos, or may be stored in the memory 32 of the server 30.
[0084] Also, not all of the plurality of supervisor combos held by a supervisor character are necessarily valid. In order from the highest priority, the number of supervisor combos corresponding to the rank of the supervisor character becomes valid. The higher the rank, the greater the number of valid supervisor combos. For example, it may be defined that 5 supervisor combos are valid for rank D, 8 for rank C, 12 for rank B, 16 for rank A, and 20 for rank S. However, the number of rank levels and the number of valid supervisor combos corresponding to each rank are not limited to these. When the combo conditions of a valid supervisor combo are satisfied, the fan power of the team increases by the increment specified for the supervisor combo. Note that the fan power that increases when a supervisor combo is achieved is not limited to the fan power of the team, and may be the fan power of the player characters included in the team.
[0085] In this way, when the combo conditions of a valid supervisor combo are satisfied, the supervisor combo is achieved. Note that even if it is a valid supervisor combo, it is not achieved unless the combo conditions are satisfied. Also, an invalid supervisor combo is not achieved even if the combo conditions are satisfied.
[0086] For example, in the example of FIG. 7, assuming that the manager character is Rank D, out of the 20 manager combos held, the 5 manager combos corresponding to Rank D (up to Combo IDs 1 to 5) with the higher priority will be valid. In this case, if the combo condition of Combo ID1, "the power of the first one is 60 or more", is satisfied by the player characters included in the team, the manager combo of the said Combo ID1 is valid and thus achieved. As a result, the increment of 1000 defined for the manager combo of Combo ID1 is added to the team's fan power. On the other hand, if the combo condition of Combo ID2, "the second meat and power are 50 or more", is not satisfied by the player characters included in the team, the manager combo of the said Combo ID2 will not be achieved even if it is valid. Also, even if the combo condition of Combo ID20, "the total power value of the fielders is 1350 or more", is satisfied by the player characters included in the team, the manager combo of the said Combo ID20 will not be achieved because it is not valid.
[0087] (Manager Skills and Counter Skills) Continuing the explanation of the data held by the supervisor character with reference to FIG. 6 again. The supervisor skill is an example of a first process that, when executed, has an effect (an example of a first effect) advantageous to the progress of the game. The execution of the supervisor skill is also referred to as the activation of the supervisor skill. The supervisor skill becomes active when the number of achieved supervisor combos reaches a threshold or more. The number of achieved supervisor combos is an example of the execution status of a second process. Also, the condition that "the number of achieved supervisor combos is at least the threshold" is an example of a "second condition set for the first game medium" because the combo condition set for the player character needs to be satisfied to meet this condition. Also, the activated supervisor skill activates when the activation condition (an example of a first condition) set for the supervisor skill is satisfied. That is, the supervisor skill activates when the conditions including the first condition and the second condition are satisfied. The activation condition is a condition related to the situation of the game (an example of "the situation of the battle"). Note that, in addition to the activation condition (an example of a first condition), one or more other conditions related to the activation of the supervisor skill may be set for the supervisor skill. As an example, as another condition, a fourth condition for extending the effect of the activated supervisor skill may be set for the supervisor skill. The fourth condition may be a condition related to the situation information of the game. As an example of the fourth condition, there is a condition such as "the target batter affected by the effect of the supervisor skill hits", but it is not limited to this. Also, as an example of the extended effect, there is an effect such as "one additional target batter affected by the effect of the supervisor skill is added", but it is not limited to this.
[0088] It is assumed that one manager character has one management skill. However, one manager character may have multiple management skills. As an example of the effect of activating a management skill, there is an effect that a buff is applied to the player character of one's own team standing at the batting position during the activation of the management skill. Note that the effect amount of the buff may change according to the achievement count of the manager combo (the relationship between the achievement count and the change in the effect amount may be common to all manager characters). That is, multiple second conditions such as the second condition that the achievement count of the manager combo is equal to or greater than the first threshold value, and the second condition that the achievement count of the manager combo is equal to or greater than a second threshold value different from the first threshold value may be set. When the second threshold value is larger than the first threshold value, the effect amount of the buff corresponding to the case where the achievement count of the manager combo is equal to or greater than the second threshold value is larger than the effect amount of the buff corresponding to the case where the achievement count of the manager combo is equal to or greater than the first threshold value and less than the second threshold value.
[0089] FIG. 8 is a diagram showing an example of management skill information. The management skill information indicates the management skills possessed by a certain manager character. The management skill information includes a skill name, an effect type, an activation condition, an effect, and activation effects 1 to 4. The management skill information is stored in the storage unit 130 in association with the manager character information indicating the certain manager character. Also, for example, part or all of the management skill information may be stored in the memory 12 of the game terminal 10 of the user who possesses the manager character having the management skill, or may be stored in the memory 32 of the server 30.
[0090] In the example of FIG. 8, a coaching skill with the skill name "Hitting Boost" is defined. The coaching skill has an effect type of "batting average type" and an activation condition of "there is a runner in the scoring position in the middle innings" defined. The effect type affects the compatibility with counter skills. Also, the effect when the coaching skill is activated is that "the batting average of the batter increases". When the coaching skill is activated, the player character as a batter to whom the effect applies is determined. Also, when there can be a plurality of player characters as batters to whom the effect applies, the plurality of player characters may be determined collectively, or it may be determined whether the effect applies one by one each time the player character stands at the batter's box. Also, four levels of thresholds (first threshold < second threshold < third threshold < fourth threshold) are provided for the number of achieved coaching combos (that is, four second conditions are defined). Activation effect 1 indicates the effect that occurs when the coaching skill becomes active when the number of achieved coaching combos is equal to or greater than the first threshold and the game situation satisfies the activation condition. For activation effects 2, 3, and 4, they are similarly explained by replacing the first threshold with the second threshold, third threshold, and fourth threshold in the explanation of activation effect 1. Activation effects 1, 2, 3, and 4 increase in effect amount in this order. For example, activation effect 1 shows that 0.5 is added to the batting average of the batter. Activation effect 4 shows that 1.0 is added to the batting average of the batter. Note that the activation effect is not limited to adding, subtracting, multiplying, or dividing a predetermined value to / from ability parameters such as the batting average of the batter, and may be one that changes the ability parameter to a predetermined value regardless of the value before the effect is exerted.
[0091] A counter skill is an example of a first process that, when executed, has an effect (an example of a first effect) beneficial to the progress of the game. Similar to the coaching skill, the counter skill becomes active when the number of achieved coaching combos reaches a threshold or higher (i.e., an example of a second condition is satisfied). Also, once the counter skill becomes active, it is activated when the opponent's coaching skill is activated during the game. That is, the activation condition (an example of a first condition) of the counter skill is the condition that the opponent's coaching skill is activated. Note that the thresholds for the number of achieved coaching combos for the coaching skill and the counter skill to become active respectively may be the same or different. One coaching character has one counter skill. As an example of the effect of activating 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 amount of the debuff effect may change according to the number of achieved coaching combos.
[0092] Figure 9 is a diagram showing an example of counter skill information. The counter skill information indicates the counter skill possessed by a certain coaching character. Each item included in the counter skill information shown in Figure 9 is the same as each item included in the coaching skill information shown in Figure 8. For each item, detailed explanations will not be repeated for the content that is explained in the same way as in Figure 8. Here, specific examples of each item will be explained.
[0093] In the example of FIG. 9, a counter skill with the skill name of "Decrease in slugging percentage of opponent" is defined. The effect type of the counter skill is "slugging percentage related", and the activation condition of "the manager skill of the opponent in the battle is activated" is defined. The effect type affects the compatibility with the manager skill. Also, the effect when the counter skill is activated is that "the slugging percentage of the batter of the opponent in the battle decreases". Also, in this example, similar to the example of FIG. 8, activation effects 1, 2, 3, and 4 are defined by setting four levels of thresholds for the achievement number of the manager combo. For example, activation effect 1 shows that 0.3 is subtracted from the home run probability of the batter of the opponent in the battle. Activation effect 4 shows that 0.7 is subtracted from the home run probability of the batter of the opponent in the battle. That is, the effect amount of activation effect 4 is larger than that of activation effect 1.
[0094] Also, the manager skill can change the degree of the effect according to the compatibility with the counter skill. Similarly, the counter skill can change the degree of the effect according to the compatibility with the manager skill.
[0095] FIG. 10 is a diagram showing an example of compatibility information indicating the compatibility between supervision skills and counter skills. The compatibility information shows the compatibility between a supervision skill (or counter skill) activated by the attacking side and a counter skill (or supervision skill) activated by the defending side. In this example, the compatibility is determined according to the combination of the effect type of the supervision skill and the effect type of the counter skill. ◎ indicates that the command of the supervision character is most advantageous, indicating that the counter skill of the defending side is invalidated. 〇 indicates that the command is relatively advantageous, and the effect by the counter skill of the defending side is halved. △ indicates that the command is relatively disadvantageous, and the effect by the supervision skill of the attacking side is halved. × indicates that the command is most disadvantageous, indicating that the supervision skill of the attacking side is invalidated. Note that the invalidation or halving of the effect of the supervision skill (or counter skill) according to the compatibility may be applied regardless of the magnitude of the effect amount defined in the supervision skill (or the counter skill). Or, whether to apply the invalidation or halving of the effect of the supervision skill (or counter skill) according to the compatibility may be determined according to the magnitude of the effect amount defined in the supervision skill (or the counter skill), and / or the difference in the effect amount.
[0096] For example, assume that the attacking side activates the supervision skill "Hit Up" shown in FIG. 8 and corresponds to activation effect 1 according to the number of supervision combos achieved. Assume that the defending side activates the counter skill "Doubling Rate Down" shown in FIG. 9 and corresponds to activation effect 4 according to the number of supervision combos achieved. In this case, the effect type of the supervision skill of the attacking side is "Batting Average type", and the effect type of the supervision skill of the defending side is "Doubling Rate type". Therefore, the compatibility information is "◎", that is, the counter skill of the defending side is invalidated. That is, the activation effect 1 "Add 0.5 to the batting average" by the supervision skill "Hit Up" of the attacking side is applied, and the activation effect 4 "Subtract 0.7 from the home run probability" by the counter skill "Doubling Rate Down" of the defending side is not applied.
[0097] (Team) The formation of a team using player characters and coach characters will be described. The team formed by the user is used to play the training part or the battle part. As an example, the team formed by the user may be strengthened in the training part, and the battle part may be played using the strengthened team. However, playing the training part is not necessarily essential, and the battle part may be played using the team formed by the user without strengthening it.
[0098] The formation of the team is performed based on the user's operation using the player characters and coach characters possessed by the user. FIG. 11 is a diagram showing an example of a team formation screen. The team formation screen G5 is a screen that accepts operations for forming a team, and is displayed on the display device 15 of the game terminal 10. As shown in FIG. 11, the team formation screen G5 includes an area G51, G52, G55, and operation objects G501 to G505.
[0099] Area G51 is an area where starting and relief player characters and one manager character for forming a team 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 they possess. The player character selected as the starting pitcher is displayed in area G51. Also, by operating the operation object G504 (fielder button), the user can select fielders for the starting lineup and reserves from the list screen (not shown) of the player characters they possess. The player character selected as the starting fielder is displayed in area G51. Note that for the above-mentioned manager combo, combo conditions regarding the starting or relief player characters may be set, or combo conditions regarding player characters other than starting or relief (for example, "there is a player with power 60 or more among the reserves", etc.) may be set. Also, by operating the operation object G505 (manager button), the user selects one from the list screen (not shown) of the manager characters they possess and includes it in area G51. Note that the total of the costs of the player characters and the cost of the manager character needs to be below the threshold determined as the total cost of the team. Area G56 includes the total cost 641 of each selected character (multiple player characters and one manager character) and the threshold 1000. By checking area G56, the user can select each character so that the total cost does not exceed the threshold. Also, position suitability (for example, suitability of defensive position, suitability of pitcher employment, etc.) is determined according to the player character. Therefore, the user needs to form a team considering the total cost and the suitability of each player character.
[0100] Area G52 includes the player characters of the starters 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 included in the team and their order affect the achievement of the manager combo, the user can determine the order in consideration of the manager combo.
[0101] Area G55 includes the team's fan power and the team's star rating. "FP70000" indicates the team's fan power, and the total value of the fan power of the player characters forming the team is applied. The fan power of the team is the target to which an increment by the manager combo is added when a game in the battle part is played using the team. Note that the area G55 may further include the increment. As an example, the increment may be displayed separately, such as "FP70000 + 4000". As another example, the numerical value after the increment is added, such as "FP74000", may be displayed. Also, "A" in "Fan Power A" indicates the rank of the fan power corresponding to the "FP70000". Also, "★13418" is the star rating of the team, and the total value of the star ratings 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 "★13418".
[0102] When the operation object G502 (OK button) is operated, information indicating the team is generated according to the formation of the selected player character and coach character and the order in area G52. The information indicating the team includes, for example, the characters (player characters and coach characters) constituting the team, the order, and parameters associated with the team itself (for example, the fan power of the team, the star rating of the team, etc.). As described above, the fan power of the team is calculated by the first parameter determination unit 114 by summing up the fan powers of each player. The fan power of the team may vary depending on the coach combo described later during the game. Also, the fan power of the team affects the development of the automatic progress part of the game. The information indicating the team (an example of the information indicating the deck) 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.
[0103] (Game) The game in this embodiment will be described. The game may include an automatic progress part and an action part. Note that the game may proceed only with the automatic progress part, only with the action part, or may proceed while switching between the automatic progress part and the action part.
[0104] The automatic progress part is the part where the game progresses without the user's operation. In the game, the team compiled by the user is used. The team compiled 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 held by the player characters and the manager character included in the team, and the data associated with the team itself due to the team compilation (for example, the team's fan power, the team's star rating, etc.). In the automatic progress part, a game screen that is automatically updated according to the change in the game situation is displayed on the display device 15 of the game terminal 10.
[0105] 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, hitting operation, base running operation, pitching operation, fielding operation, etc. For example, the operations that the user can perform in the action part may be part or all of the hitting 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 performing 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 in the game situation corresponding to the motion.
[0106] Note that the above-mentioned coaching combo may be determined 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). Further, the coaching combo may be determined as to whether it has been achieved during the progress of the automatic progress part or the action part. For example, when the first batter switches with the runner on deck and the combo condition is no longer satisfied, the coaching combo may not be achieved. That is, the determination as to whether the second condition (the number of achieved coaching combos exceeds the threshold) is satisfied may be made before the start of the game or during the progress of the game. Further, the above-mentioned coaching skill or counter skill may be activated according to the game situation in either the automatic progress part or the action part. Further, the first effect by the coaching skill (or counter skill) activated in the automatic progress part (or action part) may extend until after the switch to the action part (or automatic progress part).
[0107] 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 formed by the user of another game terminal 10 as the opponent team. Further, for example, the processor 11 of the game terminal 10 constituting the control unit 110 may determine the team formed by the processor 11 as the opponent team.
[0108] <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. 12. FIG. 12 is a flowchart showing the flow of method S1 executed by the game system 1. Hereinafter, it is assumed that the battle game in which the game system 1 progresses is the above-mentioned baseball game. Further, it is assumed that the coaching character has already been given to the user. Method S1 includes a step S100 of acquiring player characters, a step S102 of forming a team, and steps S104 to S126 of executing battle processing. Steps S104 to S126 are an example of battle processing steps.
[0109] In step S100, the control unit 110 assigns a player character to the user. For example, the control unit 110 executes a scouting function based on the user's operation, determines one of a plurality of player characters based on the elimination probability, and assigns the determined player character to the user. Further, the control unit 110 stores player character information indicating the assigned player character in the storage unit 130. Thereby, the user possesses the player character. Note that 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.
[0110] In step S102, the control unit 110 forms a team using the player character and the manager character possessed by the user based on the user's operation. In step S102, for example, a team formation screen as shown in FIG. 11 is displayed on the display device 15 of the game terminal 10.
[0111] In step S104, the control unit 110 performs a process of starting a battle process based on the user's operation. The process of starting a battle process includes a process of determining the opponent team. As described above, the opponent team may be a team of another user or a team formed by the computer.
[0112] In step S106, the control unit 110 activates, in order from the highest priority, the number of manager combos corresponding to the rank of the manager character among the plurality of manager combos possessed by the manager character included in the user's team.
[0113] Steps S108 to S110 can be executed for each enabled supervision combo. In step S108, the second processing unit 115 determines whether the combo condition (an example of the third condition) of each enabled supervision combo is satisfied (the supervision combo is achieved), with reference to the player characters included in the user's team and their order. If none of the enabled supervision combos are achieved, it is determined as No, and if one or more of the enabled supervision combos are achieved, it is determined as Yes. If it is determined as No in step S108, step S110 is not executed. If it is determined as Yes in step S108, step S110 is executed.
[0114] In step S110, the second processing unit 115 executes a process (an example of the second process) of adding the increment of fan power defined for each achieved supervision combo to the team's fan power. When the processing of step S108 or steps S108 to S110 is completed for each enabled supervision combo, the processing after step S112 is executed.
[0115] In step S112, the first processing unit 113 determines whether the number of achieved supervision combos is equal to or greater than a threshold value (an example of the second condition). For example, when multiple levels of threshold values are defined, the first processing unit 113 determines whether it is equal to or greater than any level of the threshold value (Yes), or not greater than any level of the threshold value (No). The case where it is determined as No in step S112 will be described later. When it is determined as Yes in step S112, the processing after step S114 is executed.
[0116] In step S114, the first processing unit 113 activates the supervision skills and counter skills possessed by the supervision characters included in the user's team.
[0117] In step S116, the battle processing unit 111 performs a process of advancing the game between the user's team and the opponent team. The game advances including one or both of the automatic progress part and the action part.
[0118] In step S118, the situation information acquisition unit 112 acquires situation information indicating the situation of the game. Also, the first processing unit 113 determines whether the situation information satisfies an activation condition (an example of the first condition). For example, when the user's team is on the attacking side, it is determined whether the activation condition defined in the manager skill is satisfied. Also, when the user's team is on the defending side, it is determined whether the manager skill of the opponent has been activated. If it is determined No in step S118, the processing from step S116 is repeated. If it is determined Yes in step S118, the processing after step S120 is executed.
[0119] Step S120 is an example of the first processing step. In step S120, the first processing unit 113 activates a manager skill or a counter skill. When the user's team is on the attacking side, the manager skill is activated. When the manager skill is activated, as the target to which the effect of the manager skill applies, for example, any one of the player characters included in the user's team is determined according to the situation of the game at the activation time. Also, when the user's team is on the defending side, the counter skill is activated. When the counter skill is activated, as the player character targeted by the effect of the counter skill, for example, any one of the player characters included in the opponent's team is determined according to the situation of the game at the activation time.
[0120] FIG. 13 is a diagram showing an example of a skill activation screen displayed on the display device 15 of the game terminal 10 in step S120. In this example, it is assumed that the user's team is on the attacking side. As shown in FIG. 13, the skill activation screen G6 includes regions G61 to G66. Region G61 includes, for example, the situation of the game, such as the front or back of the current inning, the baserunning situation, the scoring situation, the ball count, the out count, etc. Region G62 includes information regarding the player character (player name PJJ), who is the pitcher of the opponent team (defensive side) in the game. Region G63 includes information regarding the player character (player name PYY), who is the batter of the user's team (offensive side) in the game. Here, assuming that the manager character (manager name MAA) included in the user's team has the manager skill "Batting Up" shown in FIG. 8, the game situation "Bottom of the 4th inning, there is a runner on second base" shown in region G61 satisfies the activation condition "There is a runner in the scoring position in the middle innings". Therefore, the manager skill "Batting Up" is activated, and in response to the activation, region G64 is superimposed on the game screen. Region G64 includes the appearance of the manager character included in the user's team and the name of the activated manager skill. In this case, as the player characters affected by the effect of the manager skill, a total of three player characters, namely the said player character "PYY" and the next two players, are specified according to the game situation (at the time of activation, the batter of the user's team is the player character "PYY"). Whether the next two player characters are the targets of the effect of the said manager skill may be determined collectively at this point, or may be determined individually each time the next two player characters come to bat according to whether the situation information satisfies the activation condition at that time. Also, in that case, when the situation information no longer satisfies the activation condition when the second player character comes to bat, it may be determined that the player characters after the second player character are not the targets of the first effect.
[0121] Also, assuming that the manager character (manager name MBB) included in the opponent's team has the counter skill "Reduced slugging percentage" shown in FIG. 9, the activation condition that the opponent's manager skill is activated is satisfied. Therefore, the counter skill "Reduced slugging percentage" is activated, and in response to the activation, area G65 is superimposed on the game screen. Area G65 includes the appearance of the manager character included in the opponent's team and the name of the activated counter skill. In this case, as the player characters affected by the effect of the counter skill, according to the game situation (the opponent's batter at the time of activation being the player character "PYY"), a total of 3 player characters, namely the player character "PYY" and the next 2 players, are specified.
[0122] Thereby, the user can recognize that the manager skill has been activated for their own team. Also, the user can expect the batting average of the next 3 batters to increase. Also, assuming that the compatibility information shown in FIG. 10 is applied, the compatibility information of the manager skill and the counter skill is "◎", that is, the counter skill of the opponent's team is invalidated. Therefore, when the compatibility information is disclosed to the user, the user can know that the batting average of the next 3 batters will increase. Also, when the compatibility information is not disclosed to the user, the user can expect the batting average of the next 3 batters to increase.
[0123] In addition, when the user's team is the defensive team in FIG. 13, in the above description, the "user's team" and the "opponent's team" can be similarly described by reading them interchangeably. Also, in this case, when the compatibility information is disclosed to the user, the user can know that the counter skill has been activated but the home run probability of the opponent does not decrease. Also, when the compatibility information is not disclosed to the user, the user can expect the home run probability of the opponent to decrease.
[0124] Thus, the effects of the coaching skills or counter skills that can be activated during the game can improve the interest of the game because they are obtained according to various factors such as (i) which coaching characters with which coaching skills and counter skills the user includes in the team, (ii) which player characters the user includes and in what order, and (iii) how the game progresses with the team compiled by the user.
[0125] Referring again to FIG. 12, the description from step S122 will be continued. In step S122, the battle processing unit 111 determines whether the game has ended. If it is determined No in step S122, the processing from step S116 is repeated. If it is determined Yes in step S122, method S1 ends.
[0126] Also, the case where it is determined No (the combo achievement count is not equal to or greater than the threshold value) in step S112 will be described. In this case, the processing from step S124 is executed.
[0127] In step S124, the battle processing unit 111 performs processing to advance the game between the user's team and the opponent's team. The game advances including one or both of an automatic progress part and an action part. In step S126, the battle processing unit 111 determines whether the game has ended. If it is determined No in step S126, the processing from step S124 is repeated. If it is determined Yes in step S126, method S1 ends. That is, when the combo achievement count is not equal to or greater than the threshold value, the game progresses without activating the coaching skill or the counter skill regardless of the game situation.
[0128] <Modification Example 1> Note that in the above-described method S1, the determination of whether the combo achievement count is equal to or greater than the threshold value is made before the start of the game. Method S1 can be modified to also determine whether the combo achievement count is equal to or greater than the threshold value during the progress of the game.
[0129] In this case, if it is determined in step S122 that the game has not ended (No), the process from step S108 is repeated instead of step S116. For example, even if the combo achievement count was equal to or greater than the threshold value in the previous step S112, there may be a coaching combo that has not been achieved depending on the game situation. Therefore, by repeating the process from step S108 that determines the success or failure of each valid coaching combo, there is a possibility that the combo achievement count may change to less than the threshold value during the progress of the game. In this case, the coaching skill or counter skill that was active becomes inactive.
[0130] Also, in this case, if it is determined in step S126 that the game has not ended (No), the process from step S108 is repeated instead of step S124. For example, even if the combo achievement count was less than the threshold value in the previous step S112, there may be a newly achieved coaching combo depending on the game situation. Therefore, by repeating the process from step S108 that determines the success or failure of each valid coaching combo, there is a possibility that the combo achievement count may change to equal to or greater than the threshold value during the progress of the game. In this case, the coaching skill or counter skill that was not active becomes active.
[0131] <Modification Example 2> In addition to the player character and the coach character, the team may be configured to include a game medium that has a predetermined effect such as a beneficial effect on the progress of the training part. An example of the game medium is a coach character. In this case, as an example of the second game medium used to activate the coaching skill or the counter skill, a coach character may be applied. In this case, the coach character has a skill corresponding to the coaching skill or the counter skill, in addition to the skill that has a predetermined effect on the progress of the training part. The skill possessed by the coach character included in the team can be activated during the game when it becomes active according to the number of achieved coaching combos. Also, the coach character may possess a combo corresponding to the coaching combo. In this case, the skill possessed by the coach character included in the team can be activated during the game when it becomes active according to the number of achieved combos. Further, when a compatibility is set between the coach character and the coach character, the effect amounts of the combo and the skill possessed by the coach character may change according to the compatibility.
[0132] Also, as an example of the second game medium used to activate the coaching skill or the counter skill, a special player character different from the normal player character may be applied. The special player character is a player character that has a skill corresponding to the coaching skill. In this case, the skill possessed by the special player character included in the team can be activated during the game when it becomes active according to the number of achieved coaching combos. Also, in this case, the special player character may possess a combo corresponding to the coaching combo. In this case, the skill possessed by the special player character included in the team can be activated during the game when it becomes active according to the number of achieved combos.
[0133] <Modification Example 3> Also, the second condition for activating the coaching skill or the counter skill is not limited to the condition regarding the number of achieved coaching combos (an example of the execution status of the second process) described above. The second condition may be any condition set for the player character. For example, it may be that the order of the player characters satisfies a predetermined condition.
[0134] Also, an example of the second condition for executing the coaching skill (an example of the first process) was described in relation to the condition regarding the number of achieved coaching combos (an example of the execution status of the second process) by satisfying the combo condition (an example of the third condition). However, the coaching skill (an example of the first process) and the coaching combo (an example of the second process) do not necessarily have such a relationship. That is, the coaching skill may be activated when the game situation is of a predetermined content (the first condition is satisfied) regardless of the coaching combo. In this case, a function for executing the coaching combo may be provided independently of the coaching skill. In that case, the combo condition for executing the coaching combo may be a condition set for the first game medium (for example, forming a predetermined order).
[0135] [Appendix] The present invention can be understood as follows from the above description. For ease of 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 thereby.
[0136] A game system (1) according to a first aspect includes a battle processing unit (111) that executes a battle process using a plurality of first game media and a second game medium used to execute a first process that exerts a predetermined first effect on at least some of the first game media, a situation information acquisition unit (112) that acquires situation information indicating a battle situation, and a first processing unit (113) that executes the first process when a condition including at least a first condition set for the content of the situation information is satisfied, the first effect and the first condition are associated with the second game media, and the first processing unit determines at least some of the first game media among the plurality of first game media as first game media on which the first effect is exerted, according to the content of the situation information when the condition for executing the first process is satisfied. According to the above configuration, the first process that exerts the first effect by the second game medium is executed according to the progress of the battle, so that the influence of the second game medium on the progress of the battle can be increased, and the interest of the battle can be improved.
[0137] In the game system (1) according to aspect 2, in aspect 1, the condition for executing the first process further includes satisfying a second condition set for a first game medium used in the battle process. With the above configuration, since the first condition and the second condition must be satisfied to execute the first process, the first effect becomes more strategic.
[0138] A game system (1) according to aspect 3 is the same as aspect 2, in which a plurality of the second conditions are set, the condition for executing the first process includes satisfying at least one of the plurality of the second conditions, and the first processing unit (113) determines the content of the first effect according to the second condition that is satisfied. With the above configuration, since the desired second condition needs to be satisfied to execute the desired first process, the execution of the first effect becomes more strategic.
[0139] The game system (1) according to Aspect 4, in Aspect 3, includes a first parameter determination unit (114) that determines a first parameter associated with a deck composed of the first game medium and the second game medium, and a second processing unit (115) that executes a second process that, when a third condition set for the first game medium used in the battle process is satisfied, exerts a second effect of changing the first parameter on the first parameter. The battle processing unit executes the battle process using the first parameter, and the second condition is a condition related to the execution status of the second process. According to the above configuration, since the effects by the second condition increase, the strategy regarding satisfying the second condition further increases.
[0140] The game system (1) according to Aspect 5, in Aspect 3 or 4, has the second condition and the second effect associated with the second game medium. According to the above configuration, the strategy of selecting the second game medium to execute a desired second effect further increases.
[0141] The method according to Aspect 6 is a method executed by one or more computers included in a game system (1), and includes a battle process step (S104 to S126) of executing a battle process using a plurality of first game media and a second game medium used for executing a first process that exerts a predetermined first effect on at least some of the first game media, a situation information acquisition step (S118) of acquiring situation information indicating the situation of the battle, and a first process step (S120) of executing the first process when a condition including at least a first condition set regarding the content of the situation information is satisfied. The first effect, the first condition, and the second game medium are associated with each other, and in the first process step (S120), at least some of the plurality of first game media are determined as the first game media to which the first effect is to be exerted according to the content of the situation information when the condition for executing the first process is satisfied. According to the above configuration, the same effect as in Aspect 1 is achieved.
[0142] The program according to Aspect 7 causes one or more computers included in the game system (1) to execute a battle process step (S104 to S126) of executing a battle process using a plurality of first game media and a second game media used for executing a first process that exerts a predetermined first effect on at least some of the first game media, a situation information acquisition step (S118) of acquiring situation information indicating the situation of the battle, and a first process step (S120) of executing the first process when a condition including at least a first condition set regarding the content of the situation information is satisfied. The first effect, the first condition, and the second game media are associated with each other. In the first process step (S120), at least some of the plurality of first game media are determined as the first game media to which the first effect is exerted according to the content of the situation information when the condition for executing the first process is satisfied. According to the above configuration, the same effect as in Aspect 1 is achieved.
[0143] 〔Example of Realization by Software〕 The functions of the game terminal 10 and the server 30 (hereinafter referred to as "devices") constituting the game system 1 can be realized by a program for causing a computer to function as the device, and by a program for causing a computer to function as each control block of the device (particularly each part included in the control unit 110).
[0144] In this case, the above device includes a computer having at least one control device (for example, a processor) and at least one storage device (for example, a memory) as hardware for executing the above program. By executing the above program by this control device and storage device, each function described in each of the above embodiments is realized.
[0145] 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.
[0146] 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.
[0147] 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.).
[0148] 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
[0149] 1 Game system 10, 10-1 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 Situation information acquisition unit 113 First processing unit 114 First parameter determination unit 115 Second processing unit 130 Memory unit
Claims
1. A battle processing unit that performs battle processing using a plurality of first game media and a second game media used to perform a first process that exerts a predetermined first effect on at least some of the first game media, A situation information acquisition unit that acquires situation information indicating the status of the match, A first processing unit that executes the first process when a condition is met that includes at least a first condition set with respect to the content of the aforementioned status information, The first effect and the first condition are associated with the second game medium, The first processing unit determines, in accordance with the content of the situation information when the conditions for executing the first processing are met, at least some of the plurality of first game media as the first game media to which the first effect is applied. The conditions for performing the first process further include satisfying a second condition set with respect to the first game medium used in the match process. Game system.
2. Multiple second conditions are set, and the condition for executing the first process includes satisfying at least one of the multiple second conditions. The first processing unit determines the content of the first effect according to the second condition that has been met. The game system according to claim 1.
3. A first parameter determination unit that determines a first parameter, which is associated with the first game medium or associated with a deck composed of the first game medium and the second game medium, The system includes a second processing unit that, when a third condition set with respect to the first game medium used in the aforementioned battle processing is met, performs a second processing that applies a second effect to the first parameter, thereby changing the first parameter, The battle processing unit further uses the first parameter to perform the battle processing, The second condition is a condition relating to the execution status of the second process. The game system according to claim 2.
4. The game system according to claim 3, wherein the second condition and the second effect are associated with the second game medium.
5. A method executed by one or more computers included in a game system, A battle processing step that performs battle processing using a plurality of first game media and a second game media used to perform a first processing that exerts a predetermined first effect on at least some of the first game media, A situation information acquisition step to obtain situation information that shows the status of the match, A first processing step is performed when a condition is met that includes at least a first condition set with respect to the content of the aforementioned situation information, The first effect and the first condition are associated with the second game medium, In the first processing step, depending on the content of the situation information when the conditions for performing the first processing are met, at least some of the plurality of first game media are determined to be the first game media to which the first effect is applied. The conditions for performing the first process further include satisfying a second condition set with respect to the first game medium used in the match process. method.
6. One or more computers included in the game system A battle processing step that performs battle processing using a plurality of first game media and a second game media used to perform a first processing that exerts a predetermined first effect on at least some of the first game media, A situation information acquisition step to obtain situation information that shows the status of the match, A first processing step is performed, which involves executing the first process when a condition is met that includes at least a first condition set with respect to the content of the aforementioned situation information, The first effect and the first condition are associated with the second game medium, In the first processing step, depending on the content of the situation information when the conditions for executing the first processing are met, at least some of the plurality of first game media are determined to be the first game media to which the first effect is applied. The conditions for performing the first process further include satisfying a second condition set with respect to the first game medium used in the match process. program.