Game system, computer program used therefor and control method

The game system addresses the issue of inconsistent bonuses post-level cap by resetting experience values and granting consumable privileges, maintaining user engagement and balance.

JP2025109901APending Publication Date: 2025-07-25KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2025083734
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-05-20
Publication Date
2025-07-25

AI Technical Summary

Technical Problem

Existing game systems fail to maintain user engagement after reaching a level cap by providing inconsistent and potentially overwhelming bonuses, leading to a sense of discomfort and decreased motivation to continue playing, especially when non-consumable benefits persist without limits.

Method used

A game system that resets experience value to an initial state and grants consumable privileges when a predetermined experience value is reached, balancing gameplay experience by limiting level progression and providing consumable rewards.

Benefits of technology

This approach maintains gameplay balance and user engagement by ensuring consistent rewards and preventing excessive advantages, reducing the likelihood of users feeling overwhelmed and enhancing overall gameplay experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system, while suppressing a sense of incongruity, capable of suppressing lowering of game continuation motivation of users whose levels reach the level upper limit, as well as other users.SOLUTION: A game system 1 provides a game in which a rank value for regulating a maximum value of a physical strength value to be used in a progress, increases according to an acquisition value EV of an experience value, and in which an upper limit value as a limit of increase is set up to the rank value. Further, even after the rank value reaches the upper limit value, the game system 1 increases the acquisition amount EV of the experience value based on the play situation and, when the acquisition amount EV of the experience value increases to a rank-up reference amount, assigns, out of a consumption-type privilege and a non-consumption-type privilege included in the privilege for level increase associated with the increase in the level value, only the consumption-type privilege as a reference achieving privilege. With the assignment of the privilege, the game system 1 resets the acquisition amount EV of the experience value to an initial value.SELECTED DRAWING: Figure 6
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Description

Technical Field

[0001] The present invention relates to a game system or the like that provides a game in which a level value for defining a parameter used for progress increases according to the amount of acquired experience points to which a level value is assigned based on the play situation, and a level upper limit value as an upper limit of the increase is set for the level value.

Background Art

[0002] There exists a game system that provides a game in which a level value for defining a parameter used for progress increases according to the amount of acquired experience points to which a level value is assigned based on the play situation, and a level upper limit value as an upper limit of the increase is set for the level value. For example, as such a level value and the amount of acquired experience points, a game is known that uses the level of an object and experience points, and increases the level of the object according to the experience points (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the game of Patent Document 1, even after the level reaches the level cap, experience points are given to the object, and based on the experience points (surplus experience points) given beyond the level cap, effects (bonuses) such as buffs and unlocking new skills are given. And by giving such bonuses, it is intended to suppress the decline in the user's motivation to continue playing the game after reaching the level cap. However, regarding the relationship between such bonuses and the original bonuses (effects) associated with level - up, no mention is made. For this reason, it is considered that there is no special relationship between the bonuses based on such surplus experience points and the bonuses associated with level - up. On the other hand, although there is a difference in the timing (or conditions) of giving experience points before and after the level cap, whether it is experience points before the level cap or surplus experience points, there is no difference in that they are the same experience points. For this reason, it can be said that the bonuses based on surplus experience points should be positioned on the extension line of level - up, and it should preferably be the same as the original bonuses of level - up. As a result, if a difference occurs between these bonuses, there is a possibility that a difference in gameplay will occur before and after the level cap. At least, although they are the same experience points, it is certain that a difference in value will occur between them, and as a result, it may give the user a sense of discomfort.

[0005] On the one hand, the benefits when leveling up generally include the effect (benefit) of changing the regulations of various parameters (for example, the upper limit value of the parameters). The benefits such as the buff of the game in Patent Document 1 and the release of new skills are the same, but these benefits can be classified as benefits that are not consumed in relation to the progress of the game (hereinafter, may be called non-consumable benefits). However, when such non-consumable benefits are used as benefits based on surplus experience points (benefits after reaching the level cap), the difference in the progress situation in the game or the difference in superiority or inferiority in the game may become too large between users with the level cap and other users. Specifically, since non-consumable benefits exhibit a continuous (or persistent) effect, once such a benefit is granted, the effect will be continuously given thereafter. Also, since the level cap has already been exceeded, there is no limit to the granting of such non-consumable benefits, and the more one plays, the more benefits are granted. As a result, the probability that other users can catch up with the user with the level cap (or the probability of winning) becomes low, and rather, it may lead to a decrease in the willingness of other users to continue playing the game.

[0006] Therefore, an object of the present invention is to provide a game system or the like that can suppress the discomfort of users and also suppress the decrease in the willingness of other users to continue playing the game, not only for users whose level value has reached the level cap value.

Means for Solving the Problem

[0007] The game system of the present invention is a game system that provides a game in which a level value for defining parameters used in progress increases according to the amount of acquired experience points given based on the play situation, and a level upper limit value as an upper limit of the increase is set for the level value. The game system includes: an experience value increase means for increasing the amount of acquired experience points from an initial value after the level value reaches the level upper limit value based on the play situation after the level value reaches the level upper limit value; a privilege granting means for granting a privilege when the amount of acquired experience points increases from the initial value to a predetermined amount; and an experience value subtraction means for reducing the amount of acquired experience points by the predetermined amount along with the granting of the privilege. The privilege granting means grants only the consumable privilege among the consumable privilege and the non-consumable privilege, which are included in the privilege for level increase including a consumable privilege consumed in relation to the progress of the game and a non-consumable privilege not consumed in relation to the progress of the game, as the privilege when the privilege for level increase is granted.

[0008] On the other hand, the computer program of the present invention is configured to cause a computer to function as each means of the game system described above.

[0009] Further, in the control method of the present invention, a level value for defining parameters used in progress increases according to the amount of acquired experience value to which a level value is assigned based on the play situation, and a level upper limit value as an upper limit of the increase is set for the level value. In a computer incorporated in a game system that provides a game, an experience value increase procedure for increasing the amount of acquired experience value from an initial value after the level value reaches the level upper limit value based on the play situation after the level value reaches the level upper limit value, a privilege granting procedure for granting a privilege when the amount of acquired experience value increases from the initial value to a predetermined amount, and an experience value subtraction procedure for reducing the amount of acquired experience value by the predetermined amount along with the granting of the privilege are executed. The privilege granting procedure grants only the consumable privilege among the consumable privilege and the non-consumable privilege, which are privileges for level increase including a consumable privilege consumed in relation to the progress of the game and a non-consumable privilege not consumed in relation to the progress of the game, as the privilege when a privilege for level increase including the consumable privilege and the non-consumable privilege is granted.

Brief Description of Drawings

[0010]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Embodiments for Carrying Out the Invention

[0011] Hereinafter, an example of a game system according to an embodiment of the present invention will be described. First, with reference to FIG. 1, the overall configuration of the game system according to an embodiment of the present invention will be described. The game system 1 includes a center server 2 and a plurality of game machines 3 as client devices that can be connected to the center server 2 via a predetermined network NT. The center server 2 is configured as a single logical server device by combining server units 2A, 2B,... as a plurality of computer devices. However, the center server 2 may be configured by a single server unit. Alternatively, the center server 2 may be logically configured using cloud computing.

[0012] The network NT may be appropriately configured as long as the game machines 3 can be connected to the center server 2 respectively. As an example, the network NT may include the Internet as a WAN, a LAN for connecting the center server 2 and each of the game machines 3 to the Internet, or various connection facilities or devices such as an access point AP.

[0013] In the example of FIG. 1, game machines 3A, 3B, and 3C are shown as the game machine 3. The game machine 3 is an example of a game device that provides games. The game machine 3A is installed in a facility such as an amusement store, and is configured as a commercial game machine that allows a user to play a game within a range corresponding to the play fee in exchange for payment of a predetermined consideration. This type of game machine is sometimes called an arcade game machine. This type of game machine 3A (hereinafter sometimes referred to as the arcade game machine 3A) is often installed in a predetermined facility such as a store for the main purpose of allowing a large number of users to repeatedly play games to increase profits. On the other hand, the game machines 3B and 3C are home stationary game machines or portable game machines for personal use by the user. Such game machines 3B and 3C (hereinafter sometimes referred to as the stationary game machine 3B or the portable game machine 3C respectively, and sometimes referred to as the game machine 3 of the user terminal device type when not distinguishing them) may function as a mobile phone such as a smartphone or a portable information terminal (including a tablet terminal and a personal computer). In the example of FIG. 1, a plurality of types of game machines 3 are connected to the center server 2, but the game machine 3 connected to the center server 2 may be of one type.

[0014] The game machine 3 provides a character training game. The character training game is a type of game in which a character in the game is trained. As such a character, various jobs (occupations) such as monsters, sports players, or warriors, as well as various objects such as cars and animals may be used. Also, the characters to be trained may be one or a plurality. Hereinafter, as an example, the case where the game machine 3 provides a character training game of the type that trains a dance unit (a team of a plurality of characters) will be described.

[0015] In such a character cultivation game, each character that forms a dance unit is cultivated through various elements in the game. Such cultivation elements include mini-games. That is, each character is cultivated through playing such mini-games. Such mini-games may include various games, and as an example, they include music games. A music game is a type of timing game. A timing game is a type of game that evaluates the execution timing of appropriate play actions. In the case of a music game, the execution timing at which the appropriate play action should be executed is provided together with the music. Also, in a music game, the timing that matches the rhythm of the music is used as the execution timing. That is, a music game is a type of game that guides the user to match the execution timing of the appropriate play action to the rhythm of the music and evaluates the timing at which the play action is actually executed. Also, for example, a plurality of music pieces are prepared for playing in a music game, and the music piece selected from them is used for actual play. For example, such a music game is provided through a game screen displayed on a display device. Specifically, such a game screen includes an instruction marker corresponding to each execution timing and a reference marker that functions as a reference for the current time, and by using these instruction markers and reference markers to cause a relative displacement between the instruction marker and the reference marker so that their positions match at each execution timing, each execution timing is guided.

[0016] In the game system 1, the user terminal device 4 may be connected via the network NT. The user terminal device 4 is a computer device that can be connected to the network and is for personal use by the user. For example, a stationary or notebook personal computer 4A, or a mobile terminal device 4B such as a mobile phone (including a smartphone) is used as the user terminal device 4. In addition, various computer devices that can be connected to the network and are for personal use by the user, such as a stationary home game console, a portable game console, and a portable tablet terminal device, may be used as the user terminal device 4. The user terminal device 4 can enable the user to enjoy various services provided by the center server 2 by implementing various computer software. Note that such a user terminal device 4 may function as a game machine 3 through computer software.

[0017] The center server 2 provides various game machine services to the game machine 3 or its user. The game machine services include a distribution service that distributes and updates the program or data of the game machine 3 via the network NT. The center server 2 appropriately distributes and the like various programs or data necessary for providing a character cultivation game to each game machine 3 through such a distribution service. In addition, the game machine services include a matching service that matches users when a plurality of users play a common game via the network NT. The game system 1 may provide a character cultivation game (including cases that are part of a character cultivation game such as a music game) as a multi-player type game in which the progress is shared among a plurality of users through such a matching service.

[0018] In addition, the game console service may also include a service that receives the user's identification information from the game console 3 and authenticates the user. Further, it may include a service that receives and stores the play data of the authenticated user from the game console 3, or provides the game console 3 with play data to be stored. Furthermore, it may include a charging service for collecting fees from the user. Similarly, the center server 2 may provide various Web services to the users of the user terminal device 4 via the network NT. The Web services may include a game information service that provides various information related to the games provided by the game console 3, a distribution service that distributes various data or software (including updates of data, etc.) to each user terminal device 4, a community service that provides a place for communication such as information transmission, exchange, and sharing by the users, and a service that assigns a user ID for identifying each user, among other services.

[0019] Next, the main part of the control system of the game system 1 will be described with reference to FIG. 2. First, the center server 2 is provided with a control unit 21 and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various arithmetic processes and operation controls according to a predetermined computer program, and internal memory and other peripheral devices necessary for its operation.

[0020] The storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium such as a hard disk array (a computer-readable storage medium). The storage unit 22 may be configured to hold all data within one storage unit, or may be configured to store data distributed across a plurality of storage units. A program PG1 is recorded in the storage unit 22 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to the user. Also, server data necessary for providing various services is stored in the storage unit 22. Such server data includes various data for a character training game, and in the example of FIG. 2, play data PD is shown as one type of such various data. The play data PD is data in which information regarding the past play results of each user is described. The play data PD is used, for example, to carry over the previous play results (past achievements) to subsequent times, or to carry over the setting contents unique to each user. Details of the play data PD will be described later.

[0021] The server data may include various types of data for realizing various other services, for example. For example, such data may include music data, sequence data, video data, or ID management data, etc. The music data is data for playing music used in a music game. The sequence data is data in which each execution timing at which a play action should be executed by a user in a music game is described. The sequence data is used for guiding each execution timing and evaluating it. Therefore, the sequence data is described such that each execution timing and information on appropriate play actions to be executed at that execution timing are associated with each other. The video data is data for displaying a video during a music game. Such videos include dance videos (including dance animations by each character). The dance (movement) of the characters in such dance videos may be realized at any time by the program PG1 based on the video data, or may be realized, for example, by recording the trajectory of a person wearing a motion sensor and using the trajectory based on the detection result. Also, each video may be configured as a shooting result of shooting a virtual three-dimensional space with a virtual camera. The ID management data is data for managing various IDs such as user IDs. However, those illustrations are omitted.

[0022] In the control unit 21, a game machine service management unit 24 is provided as a logical device realized by a combination of the hardware resources of the control unit 21 and the program PG1 as software resources. The game machine service management unit 24 executes various processes for realizing the above-described game machine services for the game machine 3. In addition, various other logical devices may be provided in the control unit 21. For example, such logical devices include a web service management unit that executes various processes for realizing the above-described web service for the user terminal device 4 when the user terminal device 4 is connected. Similarly, an input device such as a keyboard and an output device such as a monitor may be connected to the control unit 21 as necessary. However, those illustrations are omitted.

[0023] On one hand, the game machine 3 is provided with a control unit 31 as a computer and a storage unit 32 as a storage means. The control unit 31 is configured as a computer that combines a CPU as an example of a processor that executes various processes according to a predetermined computer program and internal memory and other peripheral devices necessary for its operation.

[0024] The storage unit 32 is an external storage device realized by a storage unit including a non-volatile storage medium (a computer-readable storage medium) such as a hard disk and a semiconductor storage device. In the storage unit 32, a program PG2 is recorded as an example of a computer program for causing the control unit 21 to execute various processes necessary for providing various services to the user. In addition, game data necessary for providing a character training game is recorded in the storage unit 32. Such game data includes various data including data for a music game, and in the example of FIG. 2, play data PD is shown as one type thereof. The play data PD is provided from the center server 2 through a distribution service. Note that the game data may include music data, sequence data, video data, or ID management data provided through the distribution service in the same manner as the play data PD. In addition, the game data may include, for example, image data for displaying various images for the game and BGM data for playing various BGMs. However, these illustrations are omitted.

[0025] Various logical devices are configured in the control unit 31 by a combination of the hardware resources of the control unit 31 and the program PG2 as software resources. Then, various processes necessary for providing a character training game (including processes necessary for enjoying the game machine service provided by the game machine service management unit 24 of the center server 2) are executed through these logical devices. In the example of FIG. 2, a progress control unit 33 and a data management unit 34 are shown as logical devices related to the character training game.

[0026] The progress control unit 33 is a logical device that performs various processes for controlling the progress of the game. Such processes include a process of guiding each execution timing through an instruction label and a reference label, or a process for evaluating a play action based on each such execution timing, etc. Alternatively, it also includes a process for displaying various videos such as a dance by the dance unit. That is, it includes various processes for realizing the play of a music game.

[0027] On the other hand, the data management unit 34 is a logical device that performs various processes related to the management of various data recorded in the storage unit 32. Such processes include a process of updating data that changes in relation to the progress of the game. Also, such data includes play data PD. That is, the processes executed by the data management unit 34 include a process of updating the play data PD in relation to the progress of the game. Specifically, as a process of updating such play data PD, the data management unit 34 executes, for example, an experience value increase process and a privilege granting process. The procedures of the experience value increase process and the privilege granting process will be described later.

[0028] In addition, various output devices and input devices may be appropriately provided in the game machine 3 according to the type, such as an arcade game machine 3A or a game machine 3 of the user terminal device type. In the example of FIG. 2, the monitor 37 and the speaker SP are shown as the output devices provided in the game machine 3. The monitor 37 and the speaker SP are a well-known display device for displaying a game screen and the like, and a well-known audio reproduction device for reproducing sound, respectively. Similarly, in the example of FIG. 2, as the input device provided in the game machine 3, an input device 36 for inputting a user's play action is shown. The input device 36 may be appropriately configured according to the type of the game machine 3. For example, in the case of the arcade game machine 3A, a stage with push buttons to be stepped on with the feet for a music game may be used as the input device 36. And on this stage, the user may play a music game. Alternatively, a control panel provided with a plurality of push buttons may be prepared. In such a case, an operation of pressing the push buttons with the feet or hands is used as the play action. Also, a touch pad or a touch panel display may be used as the input device 36. In this case, an act of touching these with the hands, feet, or a touch pen (so-called stylus pen) is used as the play action.

[0029] On the other hand, for example, in the case of the stationary game machine 3B, a keyboard including a plurality of push buttons or a dedicated controller (including a mat controller mainly used by laying on the floor or the like for operation with the feet) may be used as the input device 36. In this case, an operation of pressing those push buttons is used as the play action. Similarly, for example, in the case of the portable game machine 3C, a touch panel that outputs a signal corresponding to a touch operation (an operation of touching with a finger) of the user may be used as the input device 36. In this case, the touch operation and its position are used as the play action. Also, a dedicated controller (including the above-mentioned mat controller) may be connected to and used with the portable game machine 3C by wire or wirelessly.

[0030] In addition, for example, the arcade game machine 3A may be provided with a value collection device as an input device for collecting a predetermined value required for a game from a user using cash, substitute coins, medals, electronic currency (including points), a credit card function, or the like. Such a device may collect various values such as electronic currency via a card that records the remaining amount of electronic currency. In addition, for example, in the case of a user terminal type game machine 3, the user terminal type game machine 3 may provide a game for a fee (including a case where a part of the game is paid for for additional play, etc.) or free of charge (including a case where the software is purchased in advance). When a game is provided for a fee, the fee may be collected in the user terminal type game machine 3 through various well-known settlement processes.

[0031] Next, the progress of the character development game will be described. In the following, the progress of the character development game will be described with reference to an example of a game screen displayed on the monitor 37 of the portable game machine 3C using a touch panel as the input device 36 as an example. FIG. 3 is a diagram showing an example of a home screen. The home screen 40 is a game screen that mainly functions as a starting point to other game screens among various game screens displayed on the monitor 37 for the character development game. For this reason, the home screen 40 displays icons (hereinafter, may be called transition icons) that function as touch positions (positions where a touch operation should be performed) for transitioning to each screen. In addition, the home screen 40 may be provided with other management functions and information. Specifically, as shown in FIG. 3, the home screen 40 includes a “STORY” icon 41, a “DANCER” icon 42, a “TEAM” icon 43, a “lottery” icon 44, an “errand” icon 45, a “DANCE BATTLE” icon 46, a “MISSION” icon 47, an information area 48, and a character image CA.

[0032] The "STORY" icon 41 is a transition icon for transitioning to a story screen (not shown). The story screen is a game screen for selecting and viewing the individual histories of each character in the game, or the story (story) animations (videos) set for each character, such as conversation scenes of multiple people. Such stories may include those newly unlocked (made viewable) according to the play status, such as rewards obtained in the game and the levels of each character.

[0033] The "DANCER" icon 42 is a transition icon for transitioning to a character screen (not shown). The character screen is a game screen for presenting the details of each character. There are many characters prepared for the character cultivation game, and the details of each character are displayed on the character screen. For example, on the character screen, as the details of each character, information on the parameters of each character is displayed for each character.

[0034] The "TEAM" icon 43 is a transition icon for transitioning to a team (unit) formation screen (not shown). The team formation screen is a game screen for selecting each character that forms a dance unit. One dance unit may be formed by an appropriate number of characters. Hereinafter, the case where one dance unit is formed by three characters will be described.

[0035] The "Lottery" icon 44 is a transition icon for transitioning to a lottery result screen (not shown). The lottery result screen is a game screen for providing a lottery game for awarding various elements related to the character cultivation game by lottery. For example, in such a lottery game, as an element related to the character cultivation game, a card corresponding to each character is awarded by lottery. The card awarded in the lottery game may be used for the progress of the play in the character cultivation game, or may simply function as a collection or viewing card.

[0036] The "Errand" icon 45 is a transition icon for transitioning to an errand screen (not shown). The errand screen is a game screen for providing an errand event. The errand event is an event for obtaining various items. The errand event is provided in accompaniment with the consumption of a predetermined value set in the game.

[0037] The "DANCE BATTLE" icon 46 is a transition icon for transitioning to a music game screen (not shown). The music game screen is a game screen for actually allowing the user to play a music game through the display of instruction signs and the like as described above. Also, a dance video by a dance unit is displayed on such a music game screen.

[0038] The "MISSION" icon 47 is a transition icon for transitioning to a mission screen (not shown). The mission screen is a game screen for providing information regarding missions, such as a list of missions prepared during the game, achievement conditions, rewards accompanying achievement, or achievement history. A mission is a type of event for awarding a predetermined reward to the user by satisfying (achieving) the achievement conditions. During the game, such missions may be prepared, ranging from those for which it is possible to determine whether or not they have been achieved for each play, to those targeting relatively long-term plays that cannot be achieved with just this one play.

[0039] The information area 48 is an area for presenting various types of information related to the game. The information area 48 includes, for example, a name area 48A, a rank area 48B, a physical strength value area 48C, and a currency area 48D. The name area 48A is an area for displaying the name of the user during the game ("Gogo") and various titles for the user prepared during the game (which are often given according to the satisfied conditions when the play status satisfies various awarding conditions and correspond to some of the ranks described later, and often function as a type of information indicating the user's rank, but may be given independently of the rank). The title given to the user during play ("Gold Student of Flamingo Academy") is displayed in this area.

[0040] The rank area 48B is an area for displaying a rank value indicating the user's rank. A rank is a concept indicating a degree such as a position or a stage, and has a meaning corresponding to what is called a level. Therefore, the rank value functions as a level value indicating the degree of growth of the user in the game, and in many cases, the larger this value is, the more games the user has played. As the rank value, appropriate elements such as numerical values, characters such as alphabets, or symbols (which are distinguishable from each other and can specify a degree) may be used, but in the example of FIG. 3, a numerical value (“75”) is used. Also, the rank value is a value for defining various parameters. That is, various parameters such as the physical strength value described later are defined according to the rank value. The rank value increases according to the experience value given based on the play status of the character training game (for example, the play result such as the score obtained in the training music game). Therefore, information on the amount of experience value obtained is also displayed in the rank area 48B. Specifically, the rank area 48B includes an experience value gauge EG. The experience value gauge EG is an image that functions as a gauge indicating the amount of experience value obtained on the home screen 40. Information on the amount of experience value obtained so far (diagonal lines) and the remaining amount (white) until the next rank value increase is presented in the experience value gauge EG. The relationship between the amount of experience value obtained and the increase in the rank value will be described later.

[0041] The currency area 48D is an area that displays information about the currency value that functions as currency within the game (hereinafter sometimes referred to as in-game currency). In-game currency is a value that is consumed to utilize predetermined functions such as the purchase of items or the granting of various lottery opportunities (playing the above-mentioned lottery game). In-game currency is purchased, for example, in accompaniment with the consumption of real currency (which may be collected in the same way as the price for playing). In the currency area 48D, for example, a currency balance area 48D1 and a currency purchase icon 48D2 are provided. The currency balance area 48D1 is an area for presenting the balance of in-game currency currently owned by the user ("0"). The currency purchase icon 48D2 is an icon that functions as a touch position for purchasing in-game currency (increasing the balance). Specifically, the currency purchase icon 48D2 functions as a position where a touch operation is performed to request the purchase of in-game currency. Along with a touch operation on the currency purchase icon 48D2, for example, an additional area (so-called pop-up) for selecting the purchase amount or confirming the availability of purchase execution may be further presented.

[0042] The stamina value area 48C is an area that displays information about the stamina value. The stamina value is a value that is consumed to grant various progressions such as the utilization of events to a character cultivation game. The stamina value is set for each user as the user's stamina value. Such a stamina value may be used for granting various progressions, but is consumed, for example, for providing (utilizing) the above-mentioned errand event or playing a music game. The stamina value gradually recovers to the maximum value (which may change according to the level, etc.) over time. Also, in the character cultivation game, an item (hereinafter sometimes referred to as a recovery item) for recovering a predetermined amount of the stamina value is also prepared. There may be a limit (for example, a period, number of times, or amount up to the maximum value, etc.) set for the recovery of the stamina value by such a recovery item, or unrestricted use may be permitted.

[0043] In the physical strength value area 48C, for example, a physical strength value display area 48C1 and a recovery icon 48C2 are provided. The physical strength value display area 48C1 is an area for displaying the current value (remaining amount) and the maximum value of the physical strength value of each user. In the example of FIG. 3, both the current physical strength value (“the numerator of ‘30 / 30’ ”) and the maximum value (“the denominator of ‘30 / 30’ ”) of this user are displayed as “30”. Note that the recovery of the physical strength value may or may not be limited to the maximum value. For this reason, for example, when the recovery of the physical strength value is not limited to the maximum value, the current value (remaining amount) of the physical strength value may exceed the maximum value (denominator) of the physical strength value. The recovery icon 48C2 is an icon that functions as a touch position for recovering the physical strength value. More specifically, the recovery icon 48C2 functions as a position to be touched to request the recovery of the physical strength value. Along with the touch operation on the recovery icon 48C2, for example, a selection of a recovery item for recovering the physical strength value, or an additional area (so-called pop-up) for confirming the availability of using such a recovery item may be further displayed. And when such a recovery item is actually used (consumed) by such a touch operation, the physical strength value recovers by a predetermined amount.

[0044] The character image CA is an image corresponding to each character. On the home screen 40, character images CA corresponding to each character constituting the dance unit to be trained are appropriately displayed. In the example of FIG. 3, on the home screen 40, three character images CA corresponding to the three (all) characters constituting the dance unit are respectively displayed.

[0045] Note that the physical strength value display area 48C1 is not limited to the physical strength value of such a user. For example, information on the physical strength value of a character that meets appropriate conditions, such as a character specified by a predetermined specifying means such as a cursor, may be displayed. Alternatively, the physical strength values of all characters may be displayed in the physical strength value display area 48C1. Similarly, the arrangement of each character image CA on the home screen 40 may be appropriate. For example, a character most recommended by the user (so-called favorite member) may be determined according to conditions such as prior designation or play status, and the character image CA of such a character may be arranged most in the foreground on the home screen 40. Alternatively, the arrangement of each character image CA may be determined based on the user's designation. Furthermore, an appropriate level value (rank value) may be set for each character, or for each team (unit). Then, upper limit values and the like of various parameters defining each character or team may be appropriately defined according to such level values. Alternatively, either the user's rank value or the rank value of each character (or team) may be omitted. Similarly, the amount of experience points obtained is not limited to the experience point gauge EG in the rank area 48B, and may be presented in an appropriate manner at an appropriate location.

[0046] Referring to FIG. 4, the experience point gauge EG will be further described. In a character training game, a result screen may be displayed after a mini-game such as a music game. The result screen is a game screen for presenting the play result of the mini-game. The experience point gauge EG may be presented on such a result screen. FIG. 4 is a diagram schematically showing an example of such a result screen. Also, the example of FIG. 4 shows an example of a result screen displayed after a music game provided as a battle-type game. In this case, as shown in FIG. 4, the result screen 50F includes a battle result display area 50F1, a music information area 50F2, and an acquired information area 50F3.

[0047] The battle result display area 50F1 is an area for presenting the battle result in the music game (for example, "WIN" meaning victory). The music information area 50F2 is an area for presenting information on the music used in the music game. In the music information area 50F2, for example, the name ("Music A") and its difficulty level ("NORMAL") are displayed as information on the music. The acquired information area 50F3 is an area for presenting information on various values given according to the results of playing the music game. As such various values, appropriate values may be adopted, but in the example of FIG. 4, experience points and items are given as one type of such value. For this reason, the acquired information area 50F3 includes information on the amount of acquired experience points ("+957") and items ("Item A") as such value information. In addition, information on the rank value and the accumulated amount of experience points is also displayed as factors (values) influenced by the amount of acquired experience points.

[0048] Specifically, the acquired information area 50F3 includes an acquired experience value section F31, a rank information section F32, an accumulated experience value section F33, and a reward information section F34. The acquired experience value section F31 is a section for displaying information on the amount of experience value acquired through playing the current music game. Furthermore, the reward information section F34 is a section for displaying information on an item granted as a reward through playing the current music game. For this reason, the acquired experience value section F31 displays information on "+957" as the amount of experience value acquired this time, and the reward information section F34 displays information on "item A" as the item granted this time.

[0049] On the one hand, the rank information section F32 is a part for displaying the user's rank value after reflecting the amount of experience points obtained this time. In the example of FIG. 4, information of "1UP" and "76" is displayed in the rank information section F32. "1UP" indicates that the user's rank value increases by one due to the amount of experience points obtained this time, and "76" indicates the user's rank value after such an increase. That is, in the rank information section F32, in addition to the information of the user's rank value after reflecting the amount of experience points obtained this time, when the rank value increases due to such an amount of experience points obtained, information on the number of increased rank values is also displayed.

[0050] Also, the cumulative experience points section F33 is a part for displaying the cumulative amount of experience points obtained after reflecting the amount of experience points obtained this time. An experience points gauge EG is displayed in the cumulative experience points section F33 to indicate such a cumulative amount of experience points. In the experience points gauge EG, the cumulative amount of experience points EV (diagonal line on the right) obtained after reflecting the amount of experience points obtained this time is displayed. Also, the experience points gauge EG is formed in a strip shape extending in the left-right direction, with the left end as zero (initial value) and the right end as the cumulative amount of experience points required to reach the next rank value increase (rank up) (hereinafter sometimes referred to as the rank up reference amount), and the amount of experience points EV (diagonal line on the right) changes so as to function respectively. For this reason, the unacquired part (white part) of the experience points in the experience points gauge EG functions as the remaining amount required for the next rank up. And numerical values corresponding to these cumulative amounts of experience points EV (the part corresponding to the diagonal line on the right of the experience points gauge EG) and the next rank up reference amount are respectively displayed above the experience points gauge EG. Specifically, in the example of FIG. 4, "597" is displayed as the numerical value corresponding to the cumulative amount of experience points EV, and "785" is displayed as the numerical value corresponding to the next rank up reference amount. Also, these are displayed in a fractional form ("597 / 785") with the former as the numerator and the latter as the denominator.

[0051] Next, with reference to FIGS. 5 and 6, the relationship between the amount of acquired experience points and the increase in rank value (rank up) will be further described. An upper limit value is set as the limit of the increase for the rank value. This is because an unlimited increase in the rank value is not preferable due to issues such as resources. Also, if the rank value were to increase without limit, the differences in the progress of the game or the differences in superiority and inferiority in the game among users might become too large. As a result, the probability for other users to catch up with the top users (or the probability of winning) would become low, and there is also a possibility that the willingness of other users to continue playing the game would decline. For this reason, an upper limit value is set for the rank value. In many games of the same type, after the rank value (level value) reaches the upper limit value (level upper limit value), the amount of acquired experience points is often not accumulated, but in the experience point gauge EG, the amount of acquired experience points is reflected even after reaching such an upper limit value. However, since the rank value has already reached the upper limit value, the amount of acquired experience points cannot contribute to the increase in the rank value. Therefore, a change occurs in the relationship between the amount of acquired experience points and rank up (reaching the reference amount for rank up) before and after reaching such an upper limit value.

[0052] FIG. 5 is an explanatory diagram for explaining the relationship between the amount of acquired experience points and rank up before the rank value reaches the upper limit value. The example of FIG. 5 shows the experience point gauge EG corresponding to three states: (a) before rank up, (b) at the time of rank up, and (c) immediately after rank up. As shown in FIG. 5, the amount of acquired experience points EV of the experience point gauge EG gradually increases based on the play situation, and when it reaches the rank up reference amount, it is reset to zero (initial value) along with the granting of rank up benefits.

[0053] Specifically, first, as shown by the experience value gauge EG in (a), before the rank-up, as the experience value is acquired based on the play situation, the amount of experience value EV gradually increases. Such an increase is represented in the experience value gauge EG such that, for example, the amount of experience value EV fills the white portion of the experience value gauge EG. That is, the amount of experience value EV continues to expand within the range of the white portion so as to gradually approach the rank-up reference amount. The rank-up reference amount is a value (acquisition amount) that functions as a reference for rank-up. Such a rank-up reference amount may be set as appropriate. For example, as the rank value increases, the rank-up reference amount may be set for each rank value (or at predetermined intervals) so that the amount of experience value EV required to reach rank-up gradually increases. That is, the rank-up reference amount may vary according to the rank value to which the reference amount is applied. Alternatively, the rank-up reference amount may be a uniform acquisition amount regardless of the rank value.

[0054] Subsequently, as shown by the experience gauge EG in (b), when the amount of acquired experience EV reaches the rank-up reference amount (the amount of acquired experience EV matches the rank-up reference amount), the rank value increases by one. Also, such a rank-up (increase in rank value) is accompanied by a rank-up bonus (effect). That is, at the time of rank-up, a rank-up bonus is granted. The rank-up bonus may be configured as appropriate, and includes, for example, consumable bonuses (effects) and non-consumable bonuses. A consumable bonus is a type of bonus that is consumed in relation to the progress of the game (including the passage of time). Such consumable bonuses include items that are consumed (disappear) with use (e.g., recovery items, etc.), or the recovery of values of parameters that decrease (are consumed) with progress. In the example of FIG. 5, the recovery of physical strength value is adopted as the recovery of such parameter values. The recovery of physical strength value is a bonus that recovers the physical strength value by a predetermined amount. That is, with rank-up, the physical strength value is recovered by a predetermined amount as a rank-up bonus. Such a predetermined amount may be set as appropriate. For example, an amount equivalent to the maximum value of the physical strength value may be adopted as the predetermined amount (in this case, recovery exceeding the maximum value, i.e., the upper limit value of the parameter, may be allowed), or an amount that is recovered up to the maximum value (an amount that changes according to the remaining amount) may be adopted. Also, such a predetermined amount may be related to, for example, the recovery amount by a recovery item, or may be unrelated.

[0055] On the one hand, non-consumable bonuses are bonuses of the type that are not consumed even as the game progresses (the effects are maintained for a predetermined period and are fixed). Non-consumable bonuses include, for example, effects that increase the upper limit values of various parameters (the denominator in the case of consumable parameters, the value itself in the case of non-consumable parameters, etc.). The increase in such upper limit values (maximum values) of parameters is the original effect intended by the increase in rank value. Various parameters may be used as such parameters, but in the example of FIG. 5, the physical strength value is adopted. That is, as the rank increases, the maximum value of the physical strength value increases as a rank-up bonus. Similarly, as such non-consumable bonuses, various bonuses such as items that do not disappear even when used (for example, costumes for characters, etc.) or the granting of special events (progress) may be used, but in the example of FIG. 5, story unlocking is adopted. Story unlocking is a bonus that newly unlocks stories that can be viewed on the story screen. That is, as the rank increases, new stories are unlocked on the story screen as a rank-up bonus.

[0056] Furthermore, with the granting of such rank-up bonuses (or rank-up), as shown by the experience gauge EG in (c), the amount of experience EV obtained by the experience gauge EG is reset to zero (the initial value). Specifically, the entire experience gauge EG returns to a white-filled display. That is, the experience obtained until this rank-up is cleared, and the accumulation of the amount of experience EV starts anew from zero. In this way, until the level upper limit value is reached, the increase in the amount of experience EV based on the play situation, the rank-up (granting of rank-up bonuses) accompanying the reaching of the rank-up reference amount, and the clearing (reset) of the amount of experience EV are repeated. Also, in this example, the rank-up bonus functions as a bonus for level increase in the present invention. Note that the rank-up bonus may be appropriate as described above, and may be only the original bonus such as an increase in the upper limit value of a parameter (for example, an increase in the maximum value of the physical strength value). That is, it may not include other incidental bonuses such as consumable bonuses or other non-consumable bonuses such as story unlocking.

[0057] On the other hand, FIG. 6 is an explanatory diagram for explaining the relationship between the amount of acquired experience points and the rank-up reference amount after the rank value reaches the upper limit value. The example of FIG. 6, similar to the example of FIG. 5, shows the experience point gauge EG corresponding to three states: (a) before reaching the rank-up reference amount, (b) when reaching the rank-up reference amount, and (c) after reaching the rank-up reference amount. As shown in FIG. 6, the amount of acquired experience points EV of the experience point gauge EG gradually increases based on the playing situation, similar to the example of FIG. 5, and is reset to zero (initial value) when reaching the rank-up reference amount. On the other hand, the privilege when reaching the rank-up reference amount is different from that before the rank value reaches the upper limit value (example of FIG. 5).

[0058] Specifically, when the amount of acquired experience points EV of the experience point gauge EG reaches the rank-up reference amount (for example, corresponding to the next time after reaching the upper limit value) after the rank value reaches the upper limit value (increased from the initial value to the rank-up reference amount), instead of the rank-up privilege, a reference achievement privilege (effect) is granted. As such a reference achievement privilege, an appropriate privilege may be used. For example, a part of the rank-up privilege is used. Specifically, among the rank-up privileges, only the consumable privileges are used as the reference achievement privilege. That is, in order to clarify the difference from rank-up (or to avoid having substantially the same effect as rank-up), the granting of non-consumable privileges such as the original privileges associated with rank-up among the rank-up privileges is omitted. For this reason, in the example of FIG. 6, the recovery of the physical strength value (recovery effect) is granted as the reference achievement privilege, and the amount of acquired experience points EV of the experience point gauge EG is reset (cleared) to the initial value. In this case, after the physical strength value is recovered with the reaching of the rank-up reference amount, the accumulation of the amount of acquired experience points EV starts again from the initial value. Such a difference occurs in the relationship between the amount of acquired experience points and rank-up (or reaching the rank-up reference amount) before and after reaching the upper limit value. In this example, the rank-up reference amount (the corresponding amount of acquired experience points) functions as the predetermined amount of the present invention. Also, the recovery of the physical strength value (consumable privilege) functions as a part of the privilege for level-up of the present invention. Similarly, the physical strength value functions as the value for progress of the present invention.

[0059] In addition, as the rank-up reference amount after the rank value reaches the upper limit value, the same reference amount as before the rank value reaches the upper limit value may be adopted, or another unique (peculiar after reaching the upper limit value) reference amount may be adopted as appropriate. For example, in order to make it easier for a user whose rank value has reached the upper limit value to achieve the rank-up reference amount (that is, it is easier to be given the privilege of achieving the standard), a reference amount less than that before the rank value reaches the upper limit value may be adopted as the rank-up reference amount. Also, the privilege of achieving the standard is not limited to a part of the rank-up privilege. As the privilege of achieving the standard, a unique privilege completely different from the rank-up privilege may be adopted as appropriate. Furthermore, as the privilege of achieving the standard, as long as it is substantially different from rank-up, a non-consumable privilege may be permitted.

[0060] Next, the details of the play data PD will be described. FIG. 7 is a diagram showing an example of the configuration of the play data PD. The play data PD is data for managing the play results of each user related to the game as described above. Such play results include information such as the above-mentioned rank value, physical strength value, or experience value. Therefore, as shown in FIG. 7, the play data PD includes a play record PDR that manages and attaches these rank values, etc. for each user. And the play record PDR includes information on "user ID", "rank", "physical strength value (maximum)", "physical strength value (remaining amount)", "experience value", "story", and "item".

[0061] "User ID" is information that indicates a unique user ID for each user to identify each user (as long as each user's account can be identified, one user may use multiple user IDs and does not necessarily have a one-to-one correspondence with the user). "Rank" is information that indicates the rank value of each user. "Maximum Stamina" and "Remaining Stamina" are both information that indicates stamina. Specifically, "Maximum Stamina" is information that indicates the maximum value of stamina. On the other hand, "Remaining Stamina" is information that indicates the remaining amount of stamina (usable amount). For example, the current value (remaining amount) in the stamina display area 48C1 shows the remaining amount of stamina indicated by "Remaining Stamina" (the numerator in the example of FIG. 3), and the maximum value shows the maximum value of stamina indicated by "Maximum Stamina" (the denominator in the example of FIG. 3). "Experience Points" is information that indicates the amount of experience points acquired. For example, the experience gauge EG shows the amount of experience points acquired indicated by "Experience Points" (for example, the right diagonal line EV in the example of FIG. 5 or FIG. 6). "Story" is information that indicates the story that can be viewed on the story screen. When there are multiple stories, information on the story ID for identifying each story is described in "Story". Also, for example, when there is a story released by story release, information on the story ID corresponding to such a story is described in "Story". "Item" is information that indicates the items owned by each user. For example, in "Item", information on a unique item ID is described for each item (it may be in units of type. In that case, "Item" may further include information on the quantity). And, similar to the story, information on the item ID corresponding to the item given to the user as a reward or the like is described in "Item". These pieces of information are recorded in the play record PDR so as to be associated with each other.

[0062] Note that the play data PD is not limited to these pieces of information and may include various types of play performance information to be managed. Alternatively, for example, in the case where the maximum value of the physical strength value is fixedly set (uniquely obtained) according to the rank value, information such as "physical strength value (maximum)" may have some of these pieces of information appropriately omitted. Further, for example, some of these pieces of information may be appropriately managed as separate data.

[0063] Next, with reference to FIGS. 8 to 9, the experience value increase process and the privilege granting process will be described. The experience value increase process is a process for increasing the amount of experience value obtained based on the play situation. The data management unit 34 starts the experience value increase process of FIG. 8 every time the play of a training mini-game (a game to which experience value is given), such as a music game, ends, and first obtains the play situation of the training mini-game (for example, a music game) (step S101). For example, when the training game is a music game, the data management unit 34 obtains the obtained score (play result) obtained by playing the music game as such a play situation.

[0064] Subsequently, the data management unit 34 calculates the amount of experience value to be given this time (to be obtained by the user) based on the play situation obtained in step S101 (step S102). Such calculation may be realized via appropriate conversion data (not shown) that associates (maps) the obtained score and the amount of experience value, for example. Note that such calculation may be executed for presenting the play result through the progress control unit 33 after the game ends as a part of the game progress. In that case, the data management unit 34 may obtain the calculated amount of experience value as the play situation in step S101 and omit the process of step S102. Alternatively, conversely, the progress control unit 33 may use (obtain) the processing result of the experience value increase process for presenting the play result.

[0065] Next, the data management unit 34 assigns the amount of experience points calculated in step S102 (or acquired in step S101) to the user (step S103). Specifically, the data management unit 34 realizes such assignment by increasing the acquisition amount managed by the "experience points" of the play data PD. That is, the data management unit 34 updates the play data PD so that the acquisition amount managed by the "experience points" increases by the amount of experience points calculated in step S102. Then, after such assignment, the data management unit 34 ends the current experience point increase process. As a result, the acquisition amount managed by the "experience points" of the play data PD, such as in a music game, increases according to the play situation. Also, such an increase in the acquisition amount is executed regardless of whether the rank value has reached the upper limit value. For this reason, such an increase in the acquisition amount is executed even after the rank value has reached the upper limit value. And based on the acquisition amount managed by the "experience points" of the play data PD, the acquisition amount of experience points is presented to the experience point gauge EG in the rank area 48B. That is, such an increase in the acquisition amount of experience points is reflected in the experience point gauge EG regardless of whether the rank value has reached the upper limit value.

[0066] On the one hand, the privilege granting process is a process for granting a rank-up privilege or a criterion achievement privilege. The data management unit 34 starts the privilege granting process of FIG. 9 every time, for example, the experience value increase process ends, and first determines whether or not the rank-up conditions are satisfied (step S201). The rank-up conditions are conditions for determining whether or not it corresponds to a rank-up. As the rank-up conditions, appropriate conditions such as the use of special items may be used. For example, conditions such as whether or not the above-described rank-up reference amount has been reached are used. That is, the data management unit 34 determines whether or not the acquired amount of experience value (the acquired amount of "experience value" in the play data PD) has reached the rank-up reference amount as the rank-up condition. More specifically, when the data management unit 34 determines that the rank-up condition is satisfied if the acquired amount of experience value has reached the rank-up reference amount, and determines that the rank-up condition is not satisfied if the acquired amount of experience value has not reached the rank-up reference amount. Then, when it is determined that the rank-up condition is not satisfied, that is, when the acquired amount of experience value has not reached the rank-up reference amount, the data management unit 34 skips the subsequent process and ends the current privilege granting process.

[0067] On the other hand, when it is determined that the rank-up conditions are satisfied, that is, when the acquired amount of experience value has reached the rank-up reference amount, the data management unit 34 determines whether or not the rank value has reached the upper limit value (step S202). When the rank value has not reached the upper limit value, the data management unit 34 grants a rank-up privilege (step S203). When the rank-up privilege includes the recovery of the physical strength value, the increase in the upper limit value of the physical strength value, and the story release, for example, such granting is realized by updating the information of "physical strength value (remaining amount)", "physical strength value (maximum)", and "story" in the play data PD. That is, the data management unit 34 updates "physical strength value (maximum)" so that the maximum value of the physical strength value increases, and updates "physical strength value (remaining amount)" so that the "physical strength value (remaining amount)" recovers by a predetermined amount. Similarly, the data management unit 34 updates the information of "story" in the play data PD so that, for example, the story ID corresponding to the story released by the story release is added.

[0068] On the other hand, when the rank value reaches the upper limit value, the data management unit 34 grants a standard achievement privilege (step S204). When the recovery of the physical strength value similar to the rank-up privilege is used as the standard achievement privilege, such granting is realized by updating the "physical strength value (remaining amount)" of the play data PD in the same manner as the rank-up privilege. After granting such a standard achievement privilege, or after granting the rank-up privilege in step S203, the data management unit 34 resets the acquired amount of experience points to the initial value (step S205). In other words, the data management unit 34 reduces the increase amount (the acquired amount corresponding to the rank-up standard amount) from the acquired amount of experience points from the previous privilege grant to the current privilege grant. Specifically, the data management unit 34 realizes such reset by updating the play data PD so that the acquired amount managed by "experience points" becomes the initial value (for example, zero) (or decreases by the corresponding increase amount). And after such reset, the data management unit 34 ends the current privilege grant process.

[0069] According to the procedure of FIG. 9, a privilege associated with rank-up is granted. Specifically, until the rank value reaches the upper limit value, a rank-up privilege is granted as such a privilege. For example, when the recovery of the physical strength value, the story release, and the increase in the maximum value of the physical strength value in the example of FIG. 5 are used as the rank-up privilege, along with the fulfillment of the rank-up condition (for example, rank-up), the maximum value of the physical strength value increases, the physical strength value recovers by a predetermined amount, and a new story is released. On the other hand, after the rank value reaches the upper limit value, a standard achievement privilege is granted as such a privilege. For example, when the recovery of the physical strength value in the example of FIG. 6 is used as the standard achievement privilege, along with the fulfillment of the rank-up condition (for example, the reach of the acquired amount of experience points to the rank-up standard amount), the physical strength value recovers by a predetermined amount. That is, after the rank value reaches the upper limit value, unlike before reaching such an upper limit value, only a part of the privilege at the time of rank-up is granted.

[0070] As described above, according to this form, even after the rank value reaches the upper limit value, the amount of acquired experience points increases based on the play situation of a music game or the like. Therefore, even after the rank value reaches the upper limit value (level upper limit value), the play situation can be reflected in the amount of acquired experience points. Further, when the amount of acquired experience points has increased (reached) up to the rank-up reference amount after reaching such a level upper limit value, instead of the rank-up privilege, a reference achievement privilege is granted. Specifically, as the reference achievement privilege, a consumable privilege (for example, recovery of physical strength value), which is a part of the rank-up privilege, is granted. Therefore, the amount of acquired experience points after reaching the level upper limit value can be utilized for the grant of such a privilege. As a result, the amount of acquired experience points after reaching the level upper limit value can be effectively utilized as compared with the case where it is not counted and wasted. Further, since the reference achievement privilege is the same as the rank-up privilege although it is a part of it, it is possible to suppress the sense of discomfort that may occur due to the difference in the value of experience points around the level upper limit value.

[0071] Furthermore, along with the grant of such a privilege, for example, the amount of acquired experience points EV (the increase amount after rank-up, that is, after reaching the level upper limit value) of the experience point gauge EG is reset to zero. That is, the price for the grant of the privilege decreases from the amount of acquired experience points. As a result, for example, when the amount of acquired experience points contributes to rank-up again with an increase in the level upper limit value (change), the experience points that contributed to the grant of the privilege later contribute to another privilege (for example, rank-up) again, that is, it is possible to suppress the increase amount of experience points after rank-up from being repeatedly used for another privilege. Alternatively, it is possible to reduce the demerits such as the processing load or the increase in resources that may occur when the amount of acquired experience points increases without limit. By these, it is possible to suppress the decrease in the user's motivation for the game and promote the use of the game.

[0072] On the other hand, the bonus given when the amount of experience points increases to the rank-up reference amount after the level value reaches the upper limit value is only a consumable bonus among the bonuses for level-up. More specifically, among the bonuses for level-up, it is only the recovery effect (bonus) of the physical strength value. Even if such physical strength value is recovered once, it is consumed in relation to the progress of the game. Therefore, the difference that occurs between the users with the level upper limit value and other users due to the granting of such a bonus can be limited to a temporary period. For this reason, it is possible to suppress the difference in progress status or the difference in superiority or inferiority that may occur between the users with the level upper limit value and other users. By these means, while suppressing the discomfort of the user, it is also possible to suppress the decline in the continuous willingness of not only the users whose level value has reached the upper limit value but also other users towards the game.

[0073] In the above form, the data management unit 34 of the game machine 3 functions as the experience point increase means of the present invention by executing the process of step S103 in FIG. 8. Further, the data management unit 34 of the game machine 3 functions as the bonus granting means and the experience point subtraction means of the present invention by executing the procedure of FIG. 9. Specifically, the data management unit 34 functions as the bonus granting means by executing the process of step S204 in FIG. 9, and functions as the experience point subtraction means by executing the process of step S205 in FIG. 9, respectively.

[0074] The present invention is not limited to the above-described form, and may be implemented in a form with appropriate modifications or changes. For example, in the above form, the amount of experience points obtained is uniformly reset to the initial value as the rank-up reference amount is reached, both at the time of rank-up and after reaching the level upper limit value. However, the present invention is not limited to such a form. For example, the amount of experience points obtained may be cumulatively counted until the level upper limit value is reached, and only the increase amount after reaching the level upper limit value may be reset to the initial value (the cumulative value until reaching the level upper limit value).

[0075] FIG. 10 is an explanatory diagram for explaining an example of the relationship between the amount of acquired experience points and the rank-up reference amount according to a modified example. Similar to the example of FIG. 6, the example of FIG. 10 shows the experience gauge EG corresponding to three states: (a) before reaching the rank-up reference amount, (b) when reaching the rank-up reference amount, and (c) after reaching the rank-up reference amount. In this example, as shown in FIG. 10 and different from the example of FIG. 6, the amount of acquired experience points EV is cumulatively counted until the level upper limit value is reached. That is, until the level upper limit value is reached, even if the rank is up, the amount of acquired experience points EV remains without being reset. For this reason, the increase amount exceeding the amount of EV acquired at the time of reaching the upper limit value is used for granting the reference achievement privilege and is reset.

[0076] Specifically, for example, as shown by the experience gauge EG in (a), since the amount of acquired experience points EV is cumulatively counted until the level upper limit value is reached, the amount of acquired experience points EV at the level upper limit value remains after reaching the level upper limit value, and thereafter, the experience points increase beyond that amount of EV. In other words, until the rank-up reference amount is reached even after reaching the level upper limit value, the amount of acquired experience points EV is still cumulatively counted. Then, as shown by the experience gauge EG in (b), when the amount of acquired experience points EV reaches the rank-up reference amount (corresponding to the next time after reaching the level upper limit value), that is, when the increase amount exceeding the amount of acquired experience points EV at the level upper limit value reaches a predetermined amount, a reference achievement privilege is granted in the same manner as in the example of FIG. 6.

[0077] On the one hand, as shown by the experience value gauge EG in (c), with the attainment of the rank-up reference amount (grant of the reference achievement privilege), such an increment is reset. That is, the amount of acquired experience value EV that has increased beyond the amount of acquired experience value EV at the level upper limit is returned to the amount of acquired experience value EV at the level upper limit. After reaching the level upper limit, such a process is repeated. Thus, the reset destination after reaching the rank-up reference amount, that is, the initial value reset with the grant of the reference achievement privilege, may be set to zero or appropriately set to the amount of acquired experience value at the level upper limit, etc., according to the way (holding method) of counting the amount of acquired experience value EV. Similarly, the predetermined amount of experience value corresponding to the grant of the reference achievement privilege may be appropriately set, such as the rank-up reference amount (the corresponding amount of acquired experience value) in the case of being reset to zero as the initial value, or the increment in the case of being reset to the amount of acquired experience value at the level upper limit (the increment from the amount of acquired experience value at the level upper limit to the rank-up reference amount, that is, the amount obtained by subtracting the rank-up reference amount from the amount of acquired experience value at the level upper limit).

[0078] Also, in the above-described form, for example, when the amount of acquired experience value EV reaches the rank-up reference amount after reaching the level upper limit value, a reference achievement privilege is automatically granted along with the reaching. However, the present invention is not limited to such a form. For example, the granting of such a reference achievement privilege may be executed at an appropriate time such as by the user's designation. In such a case, for example, depending on the time, the amount of acquired experience value EV may be accumulated exceeding the rank-up reference amount. In such a case, the amount of acquired experience value EV may or may not be reset when reaching rank-up. When reset at the time of reaching rank-up, information indicating the right to grant a reference achievement privilege along with reaching rank-up may be counted separately. In such a case, such a right (or information indicating it) may function as a privilege of the present invention. On the other hand, when not reset at the time of reaching rank-up, the amount of acquired experience value EV may be reset along with the subsequent granting of a reference achievement privilege. Also, when the amount of acquired experience value EV is not reset at the time of reaching rank-up in this way, the amount of acquired experience value EV is accumulated exceeding the rank-up reference time. Therefore, the reset of the amount of acquired experience value EV is not limited to resetting to the initial value. In this case, a predetermined amount as the experience value for granting a reference achievement privilege (for example, the increase from zero to the rank-up reference time in the example of FIG. 6, or the increase from the amount of acquired experience value at the level upper limit value to the rank-up reference amount in the example of FIG. 10) may be subtracted from the amount of acquired experience value EV so as to be reset. That is, in this case, the amount of acquired experience value EV may not be uniformly reset to the initial value but may decrease by a predetermined amount.

[0079] In the above-described form, it is not particularly mentioned whether the upper limit value of the rank value is fixed or variable, and it may be either. That is, after reaching the upper limit value of the rank value, the same state may continue thereafter, or the upper limit value of the rank value may be appropriately changed according to predetermined conditions (such as the play situation or the administrator's designation, etc.). For this reason, for example, when the upper limit value is changed, even after reaching the upper limit value of the rank value, with such a change in the upper limit value, an opportunity for rank-up may be provided again. That is, it may return from the state where the achievement bonus is granted upon reaching the rank-up reference amount to the state where the rank-up bonus is granted again.

[0080] Also, in the above-described form, the amount of experience value EV obtained after reaching the upper limit value of the rank value is also uniformly managed as the information of the same "experience value" by the play data PD. However, the present invention is not limited to such a form. For example, the amount of experience value obtained after reaching the upper limit value of the rank value may be managed as information different from the amount of experience value obtained to reach such an upper limit value. In this case, those obtained amounts (the obtained amounts before and after reaching the upper limit value) may be managed by the same play data PD as separate information, or may be managed by separate data.

[0081] In the above-described form, the game machine 3 provides a character training game. However, the game provided by the game machine 3 is not limited to such a game. The game machine 3 may provide an appropriate game including experience value and a rank (level) that utilizes it. And various experience values (or values corresponding thereto) included in such a game may be configured as described above.

[0082] Alternatively, the center server 2 may execute all or part of the roles (such as various processes) of the game machine 3 in the above-described form. That is, the game system of the present invention may be configured such that the center server 2 and the game machine 3 cooperate appropriately to realize each function of the game machine 3 and the center server 2 in the present embodiment. On the other hand, the center server 2 may be omitted. In this case, a single game machine 3 may function as the game system of the present invention. Alternatively, conversely, the center server 2 may function alone as the game system of the present invention.

[0083] Various aspects of the present invention derived from each of the above-described embodiments and modifications will be described below. In the following description, corresponding members illustrated in the accompanying drawings are appended in parentheses to facilitate understanding of each aspect of the present invention, but the present invention is not limited to the illustrated forms thereby.

[0084] The game system of the present invention is a game system (1) that provides a game in which a level value for defining a parameter used in progress increases according to an amount of acquired experience value (EV) to which a level value is assigned based on a play situation, and a level upper limit value as an upper limit of the increase is set for the level value, and includes an experience value increasing means (34) for increasing the amount of the acquired experience value from an initial value after the level value reaches the level upper limit value based on the play situation after the level value reaches the level upper limit value, a privilege granting means (34) for granting a privilege when the amount of the acquired experience value increases from the initial value to a predetermined amount, and an experience value subtracting means (34) for reducing the amount of the acquired experience value by the predetermined amount along with the granting of the privilege. The privilege granting means grants only the consumable type of privilege among the consumable type of privilege and the non-consumable type of privilege, which are included in a privilege for level increase including a consumable type of privilege consumed in relation to the progress of the game and a non-consumable type of privilege not consumed in relation to the progress of the game, as the privilege when the privilege for level increase is granted.

[0085] According to the present invention, even after the level value reaches the upper limit value of the level, the amount of acquired experience points increases based on the play situation. Therefore, even after the level value reaches the upper limit value of the level, the play situation can be reflected in the amount of acquired experience points. Also, when the amount of acquired experience points increases by a predetermined amount after reaching such an upper limit value of the level, a privilege is granted. Therefore, the amount of acquired experience points after reaching the upper limit value of the level can be utilized for granting the privilege. As a result, the amount of acquired experience points after reaching the upper limit value of the level can be effectively utilized as compared with the case where it is not counted and wasted. Furthermore, with the granting of such a privilege, the amount of acquired experience points is decreased by a predetermined amount. That is, the price for granting the privilege is decreased from the amount of acquired experience points. Thereby, for example, when the amount of acquired experience points comes to contribute to level-up again with an increase (change) in the upper limit value of the level, the experience points that contributed to the granting of the privilege thereafter contribute to another privilege (for example, level-up) again, that is, it is possible to suppress that a predetermined amount of experience points is repeatedly used for another privilege. Alternatively, it is possible to reduce demerits such as a processing load or an increase in resources that may occur when the amount of acquired experience points increases without limit. By these, it is possible to suppress a decrease in the user's motivation for the game after reaching the upper limit value of the level and promote the use of the game.

[0086] On the one hand, the bonus given when the amount of experience points increases from the initial value to a predetermined amount after the level value reaches the upper limit is only a consumable bonus among the bonuses for level up. And such a consumable bonus is consumed in relation to the progress of the game even if it is given once. For this reason, the difference that occurs between the user with the level upper limit value and other users due to the granting of such a bonus can be limited to a temporary period. For this reason, it is possible to suppress the difference in progress status or the difference in superiority or inferiority that may occur between the user with the level upper limit value and other users. Also, although a part of the bonus after the level value reaches the upper limit is the same as the bonus for level up, it is possible to suppress the sense of discomfort that may arise from the difference in the value of experience points before and after the level value reaches the upper limit. By these means, while suppressing the sense of discomfort of the user, it is possible to suppress the decrease in the continuing motivation of not only the user whose level value has reached the upper limit but also other users for the game.

[0087] On the other hand, in one aspect of the game system of the present invention, the bonus granting means includes a value for progress that is consumed to grant a predetermined progress and gradually recovers over time, and when the recovery effect for recovering the value for progress is used as the consumable bonus, the recovery effect may be granted as the bonus.

[0088] On the one hand, the computer program of the present invention is configured to cause a computer (31) to function as each means of the game system described above.

[0089] In addition, in the control method of the present invention, a level value for defining parameters used for progress increases according to the amount of acquired experience value (EV) to which a level value is assigned based on the play situation, and a level upper limit value as an upper limit of the increase is set for the level value. In a computer (31) incorporated in a game system (1) that provides a game, an experience value increase procedure for increasing the amount of acquired experience value from an initial value after the level value reaches the level upper limit value based on the play situation after the level value reaches the level upper limit value, a privilege granting procedure for granting a privilege when the amount of acquired experience value increases from the initial value to a predetermined amount, and an experience value subtraction procedure for reducing the amount of acquired experience value by the predetermined amount along with the granting of the privilege are executed. The privilege granting procedure is such that when a privilege for level increase including a consumable privilege that is consumed in relation to the progress of the game and a non-consumable privilege that is not consumed in relation to the progress of the game is granted, only the consumable privilege among the consumable privilege and the non-consumable privilege is granted as the privilege. By executing the computer program or the control method of the present invention, the game system of the present invention can be realized.

Explanation of Signs

[0090] 1 Game system 3 Game machine 31 Control unit (computer) 34 Data management unit (experience value increase means, privilege granting means, experience value subtraction means) EV Amount of acquired experience value PG2 Program (computer program)

Claims

【Claim 1】 A game system that provides a game in which a level value for defining parameters used in the progress increases according to the amount of acquired experience points given based on the play situation, and a level upper limit value as an upper limit of the increase is set for the level value, an experience value increase means for increasing the amount of acquired experience points from an initial value after the level value reaches the level upper limit value based on the play situation after the level value reaches the level upper limit value; a privilege granting means for granting a privilege when the amount of acquired experience points increases from the initial value to a predetermined amount; an experience value subtraction means for reducing the amount of acquired experience points by the predetermined amount along with the granting of the privilege; comprising when the privilege granting means grants a privilege for level up including a consumable privilege consumed in relation to the progress of the game and a non-consumable privilege not consumed in relation to the progress of the game as the level value increases in the game, only the consumable privilege among the consumable privilege and the non-consumable privilege is granted as the privilege, the game system.

Citation Information

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