Program and computer system
The computer system enhances game capture strategies by allowing target characters to become allies or be incorporated into the player's character, adjusting probabilities based on play progress and inputs, improving strategic and entertaining elements.
Patent Information
- Application Number
- JP2025098299
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-12
- Publication Date
- 2025-08-22
- Estimated Expiration
- 2041-03-11
AI Technical Summary
Existing game technologies lack strategic and entertaining elements in capturing target characters, as the success or failure of capture is determined by a fixed probability without varying the capture result.
A computer system that controls game progress based on player operations, allowing capture plays where the target character can become an ally or be incorporated into the player's character, changing appearance and settings, and adjusting success/failure probabilities based on play progress and continuous operation inputs.
Enhances strategic and entertaining aspects of capturing target characters by requiring players to consider and devise capture strategies, improving the game's interest and depth.
Smart Images

Figure 2025123335000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a computer system that controls the progress of a game based on the player's play operations. [Background technology]
[0002] In some games in which enemy characters appear, a player can attempt to capture an enemy character that the player encounters. Usually, the success or failure of the capture is determined according to a given probability of success, and if the capture is successful, the enemy character can become a friendly character owned by the player. There is known a technique for increasing or decreasing the success probability of capturing an enemy character according to the amount of damage inflicted on the enemy character and the amount of damage received by the character controlled by the player (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-58359 Summary of the Invention [Problem to be solved by the invention]
[0004] Thus, in the prior art, the probability of success in capturing an enemy character can be changed, but the result of a successful capture remains the same: the enemy character can be made into an ally and owned by the player. While the background art relating to the capture of enemy characters has been described, capturing an enemy character is an example of capturing a target character. The target character need not be an enemy character, but may be, for example, a neutral computer-controlled character. Furthermore, capturing may not necessarily mean capturing, but may instead mean taming the target character or incorporating the target character entirely into the player's controlled character.
[0005] The present invention has been made in consideration of the above circumstances, and its purpose is to provide a technology that can improve the strategic and entertaining aspects of capturing a target character in a game in which the target character can be captured. [Means for solving the problem]
[0006] The first invention to solve the above problem is: A program for causing a computer system to control the progress of a game based on a player's play operations, The game allows a capture play in which, by capturing a given target character, the player can obtain one of the following capture results: 1) making the target character an ally; and 2) incorporating part or all of the target character into the player's playable character, thereby changing the appearance and / or settings of the playable character. a capture play progress control means (for example, the capture play progress control unit 212 in FIG. 9) for controlling the progress of the capture play, including the initiation of the capture; an outcome content change means (for example, the outcome content change unit 216 in FIG. 9) for evaluating the progress of the capture play and changing the content of the capture outcome based on the evaluation result; It is a program for causing the computer system to function as a
[0007] Other inventions include: A computer system that controls the progress of a game based on a player's play operation, The game allows a capture play in which, by capturing a given target character, the player can obtain one of the following capture results: 1) making the target character an ally; and 2) incorporating part or all of the target character into the player's playable character, thereby changing the appearance and / or settings of the playable character. a capture play progress control means for controlling the progress of the capture play, including the initiation of the capture; an outcome content changing means for evaluating the progress of the capture play and changing the content of the capture outcome based on the evaluation result; A computer system may be configured to include the following.
[0008] According to the first invention, in a game in which a target character can be captured, the strategy and interest of the capture can be improved. In other words, the content of the capture result obtained by the capture is changed based on the progress of the capture play, including the initiation of the capture. Therefore, in order to obtain a better capture result for himself, the player will be forced to consider and devise how to proceed with the capture play and the best timing to capture, thereby improving the strategy and interest of the capture.
[0009] The second invention is the first invention, the capture achievement is to make the target character your ally; the achievement content changing means changes the parameter values of the target character to be an ally based on the evaluation result, thereby changing the content of the captured achievement; It is a program.
[0010] According to the second aspect of the present invention, the target character becomes an ally as a result of the capture. However, the parameter values of the ally target character are changed based on the evaluation value during the progress of the capture play. This allows the player to make the target character an ally as a result of the capture, but also encourages the player to consider and devise ways to proceed with the capture play so that the parameter values of the ally target character are as desired, thereby improving the strategic and entertaining aspects of the capture.
[0011] The third invention is the first or second invention, the capture result is to change a parameter value of the playable character to change a setting of the playable character; the achievement content changing means changes the parameter values of the playable character based on the evaluation result, thereby changing the content of the captured achievement; It is a program.
[0012] According to the third aspect of the present invention, the parameter values of the playable character that are changed as a result of the capture are changed based on the evaluation results of the progress of the capture play. This encourages the player to consider and devise ways to proceed with the capture play so that the parameter values of the playable character that are changed as a result of the capture are as desired, thereby increasing the strategic and entertaining nature of the capture.
[0013] A fourth invention is any one of the first to third inventions, a first success / failure determination parameter value changing means (for example, the success / failure probability changing unit 218 in FIG. 9) for changing a success / failure determination parameter value relating to the success / failure of the capture based on the progress of the capture play; causing the computer system to function as the capture play progress control means determines whether the capture has been successful or not by using the success / failure determination parameter value; It is a program.
[0014] According to the fourth aspect of the present invention, the parameter value for determining whether a capture is successful or not is changed based on the progress of the capture play, which allows the player to consider and devise ways to proceed with the capture play and the best timing to capture in order to successfully capture the target character, thereby further increasing the strategic and entertaining aspects of the capture.
[0015] A fifth invention is any one of the first to third inventions, a second success / failure determination parameter value changing means (for example, the success / failure probability changing unit 218 in FIG. 9 ) for changing a success / failure determination parameter value relating to the success or failure of the capture based on the success or failure of given successive operation inputs by the player; causing the computer system to function as the capture play progress control means determines whether the capture has been successful or not by using the success / failure determination parameter value; It is a program.
[0016] According to the fifth aspect of the present invention, the success / failure determination parameter value is changed based on the successive status of given successive operation inputs by the player, thereby adding a new level of interest to the game, in that the player performs successive operation inputs with the aim of changing the success / failure determination parameter value.
[0017] The sixth invention is the fifth invention, the second success / failure determination parameter value change means changes the success / failure determination parameter value based on at least one of the type of the consecutive operation input, the consecutive time period, and the number of consecutive times. It is a program.
[0018] According to the sixth aspect of the present invention, the success / failure determination parameter value is changed based on at least one of the type of consecutive operation input, the continuous time, and the number of consecutive times. The type of consecutive operation input, the continuous time, and the number of consecutive times are elements that are easy for a player to grasp, and this enables a game that is rich in strategy and interest, in that the player performs consecutive operation input while being conscious of the relationship with the success / failure determination parameter value.
[0019] A seventh aspect of the present invention is any one of the fourth to sixth aspects of the present invention, The capture play progress control means has a presentation means (for example, the presentation unit 214 of FIG. 9) for presenting to the player the parameter value for success / failure determination, or the content of the capture result that will be changed by the result content change means if the capture is successful. It is a program.
[0020] According to the seventh aspect of the present invention, the player is presented with a parameter value for determining whether or not a capture has been made, or with a capture result that will be changed if the capture has been changed. This provides the player with information to consider and devise how to proceed with the capture play and the timing of the capture.
[0021] The eighth invention is any one of the first to seventh inventions, the capturing result is to incorporate a part or all of the target character into the player's playable character to change the setting of the playable character; the achievement content change means changes the content of the captured achievement based on an attribute relationship between an attribute set for the target character and an attribute set for the playable character; It is a program.
[0022] According to the eighth aspect of the present invention, the settings of the playable character that are changed as a result of the capture are changed based on the attribute relationship between the attributes of the target character and the playable character, so that the player can use the attribute relationship as a basis for deciding which target character to capture.
[0023] A ninth aspect of the present invention is any one of the first to eighth aspects of the present invention, the result content change means performs the evaluation based on the amount of damage inflicted on the target character in the capture play. It is a program.
[0024] According to the ninth aspect of the present invention, the progress of a capture play is evaluated based on the amount of damage inflicted on the target character during the capture play. This allows the player to consider and devise the amount of damage to inflict on the target character in order to achieve the desired capture result, thereby improving the strategic and entertaining nature of the capture.
[0025] A tenth aspect of the present invention is any one of the first to ninth aspects of the present invention, the achievement content changing means performs the evaluation based on the amount of damage sustained by the playable character in the capture play. It is a program.
[0026] According to the tenth aspect of the present invention, the progress of a capture play is evaluated based on the amount of damage the playable character has sustained during the capture play. This allows the player to perform a capture play while paying attention to the amount of damage the playable character has sustained, thereby enhancing the strategic and entertaining aspects of the capture play.
[0027] An eleventh aspect of the present invention is any one of the first to tenth aspects of the present invention, the achievement content change means performs the evaluation based on a difference in physical strength between the target character and the operation character; It is a program.
[0028] According to the eleventh aspect of the present invention, the progress of a capture play is evaluated based on the difference in stamina between the target character and the operated character. This allows the player to perform a capture play while paying attention to the difference in stamina between the target character and the operated character, thereby improving the strategic and entertaining aspects of the capture play.
[0029] A twelfth aspect of the present invention is any one of the first to eleventh aspects of the present invention, the capture play progress control means selects one or more target characters from among a plurality of target candidate characters based on a selection operation by the player; the achievement content change means, when the capture of a plurality of the target characters is successful, changes the content of the capture achievement based on a combination of the plurality of the target characters; It is a program.
[0030] According to the twelfth aspect of the present invention, when a player successfully captures multiple target characters, the content of the capture result is changed based on the combination of the multiple target characters. This allows the player to consider and devise a combination of target characters to capture in order to obtain a desired capture result, thereby increasing the strategic and entertaining nature of the capture.
[0031] A thirteenth aspect of the present invention is any one of the first to twelfth aspects of the present invention, The game is multiplayer; the achievement content change means, when a plurality of participating players have succeeded in the capture, changes the content of the capture achievement based on the combination of the target characters that have been the subject of the capture. It is a program.
[0032] According to the thirteenth aspect, the content of the capture result is changed based on the combination of target characters that multiple participating players have successfully captured. This allows, for example, participating players in a team to decide among themselves which target characters to capture so that each participating player can obtain a desired capture result, thereby improving the strategic and entertaining aspects of capture.
[0033] The fourteenth invention is A program for causing a computer system to control the progress of a game based on a player's play operation input using a user interface, comprising: The game allows a capture play in which, by capturing a given target character, the player can obtain one of the following capture results: 1) making the target character an ally; and 2) incorporating part or all of the target character into the player's playable character, thereby changing the appearance and / or settings of the playable character. the user interface includes a touch panel and / or an acceleration sensor for detecting an action operation; a success / failure determination parameter value changing means (for example, the success / failure probability changing unit 218 in FIG. 9 ) for changing a success / failure determination parameter value relating to the success or failure of the capture of the target character based on the success or failure of the action operation; a capture play progress control means (for example, the capture play progress control unit 212 in FIG. 9) for controlling the progress of the capture play, including determining whether or not the capture of the target character has been successful using the success / failure determination parameter value; It is a program for causing the computer system to function as a
[0034] Other inventions include: A computer system that controls the progress of a game based on a player's play operation input using a user interface, The game allows a capture play in which, by capturing a given target character, the player can obtain one of the following capture results: 1) making the target character an ally; and 2) incorporating part or all of the target character into the player's playable character, thereby changing the appearance and / or settings of the playable character. the user interface includes a touch panel and / or an acceleration sensor for detecting an action operation; a success / failure determination parameter value changing means for changing a success / failure determination parameter value relating to the success or failure of the capture of the target character based on a continuous state of the action operation; a capture play progress control means for controlling the progress of the capture play, which includes determining whether or not the capture of the target character has been successful using the success / failure determination parameter value; A computer system may be configured to include the following.
[0035] According to the fourteenth aspect of the present invention, in a game in which a target character can be captured, the strategy and interest of the capture can be further improved. That is, the parameter value for determining success or failure is changed based on the successive status of action operations performed by the player. This forces the player to consider and devise ways to determine how many consecutive action operations should be performed in order to successfully capture, thereby improving the strategy and interest of the capture.
[0036] A fifteenth aspect of the present invention is the fourteenth aspect of the present invention, the capture play progress control means selects the target character from among a plurality of target candidate characters based on the continuous situation; It is a program.
[0037] According to the fifteenth aspect of the present invention, a target character to be captured is selected from among a plurality of target candidate characters based on the successive status of action operations. This allows the player to consider and devise ways to determine how many consecutive action operations should be performed to capture the desired target character, further increasing the strategic and entertaining aspects of the capture.
[0038] A sixteenth aspect of the present invention is the fourteenth or fifteenth aspect of the present invention, an outcome content change means (e.g., the outcome content change unit 216 in FIG. 9) for evaluating the progress of the capture play based on the continuous situation and changing the content of the capture outcome based on the evaluation result; It is a program for causing the computer system to function as a
[0039] According to the sixteenth aspect of the present invention, the content of the capture result obtained by capturing the target character is changed based on the successive status of the action operations. This encourages the player to consider and devise how many consecutive action operations to perform in order to obtain a better capture result for himself, thereby further improving the strategic and entertaining nature of the capture. [Brief explanation of the drawings]
[0040] [Figure 1] 10 shows an example of the configuration of a user device. [Figure 2] An example of a game screen during capture play. [Figure 3] An example of continuous operation input. [Figure 4] An example of a successful capture outcome. [Figure 5] 10 is an explanatory diagram of evaluation of the progress of capture play. [Figure 6] An explanatory diagram of the capture results obtained. [Figure 7] 10 is an example of a capture outcome setting table. [Figure 8] FIG. 10 is a diagram illustrating the probability of capture success or failure. [Figure 9] FIG. 2 is a functional configuration diagram of a user device. [Figure 10] An example of target character setting data. [Figure 11] 10 is a flowchart of a process related to capture play. [Figure 12] 10 shows an example of a game screen in the first modified example. [Figure 13] 10 shows an example of an additional capture result setting table in the first modified example. [Figure 14] FIG. [Figure 15] FIG. 10 is an explanatory diagram of a capture result obtained in the second modified example. [Figure 16] 13 shows an example of the configuration of a game system according to a third modified example. [Figure 17] FIG. 11 is a functional configuration diagram of a server system according to a third modified example. [Figure 18] FIG. 11 is a functional configuration diagram of a player terminal according to a third modified example. [Figure 19] FIG. 10 is an explanatory diagram of a fourth modified example. DETAILED DESCRIPTION OF THE INVENTION
[0041] Hereinafter, an example of a preferred embodiment of the present invention will be described with reference to the drawings. Note that the present invention is not limited to the embodiment described below, and the forms to which the present invention can be applied are not limited to the following embodiment. In addition, in the description of the drawings, the same elements are given the same reference numerals.
[0042] [User device] Fig. 1 is a front view showing an example of the configuration of a user device 1500, which is a computer system according to this embodiment. The user device shown in Fig. 1 is a device known as a smartphone, but the user device may be a computer system such as a portable game device, a home-use game device, a game controller for a home-use game device, an arcade game device, a tablet computer, a personal computer, or a wearable computer such as a smartwatch or smart glasses.
[0043] 1, user device 1500 includes directional input keys 1502, button switches 1504, a touch panel 1506 that functions as an image display device and a contact position input device, an internal battery 1508, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data from and to a memory card 1540, which is a computer-readable storage medium. Other components, not shown, include a power button, a volume control button, and the like. An IC card reader that can contactlessly read and write data from IC card-type credit cards or prepaid cards may also be provided.
[0044] The control board 1550 is equipped with various microprocessors such as a CPU 1551, a GPU, a DSP, etc., various IC memories 1552 such as a VRAM, a RAM, a ROM, etc., a wireless communication module 1553 for wireless communication with a mobile phone base station or a wireless LAN base station connected to a given communication network, an inertial sensor 1554 such as a three-axis acceleration sensor or a three-axis gyro sensor, and an interface circuit 1555. The interface circuit 1555 includes a circuit for receiving signals from the direction input keys 1502 and the button switches 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting audio signals to the speaker 1510, an audio signal generation circuit for generating an audio signal collected by the microphone 1512, a circuit for inputting image data of an image captured by the camera 1520, a circuit for inputting a detection signal from the inertial sensor 1554, and a signal input / output circuit for the memory card reader 1542. These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like to enable reading and writing of data and sending and receiving of signals. A part or all of the control board 1550 may be configured using an ASIC, FPGA, or SoC. The IC memory 1552 stores programs and various data for implementing the functions of the user device 1500. The programs may be downloaded from a given server system or read from a storage medium such as a separately obtained memory card 1540.
[0045] [Game Overview] In this embodiment, the game played on the user device 1500 is a game that allows capture play, in which a capture result is obtained by capturing a target character. A capture result is, for example, incorporating part or all of the captured target character into the player's control character, thereby changing the appearance and / or settings of the control character. Specifically, the game in this embodiment is an RPG (Role Playing Game). When the control character 10 controlled by the player encounters a target character 14, which is an NPC (Non-Player Character), the game transitions to a battle mode in which a battle with the target character 14 takes place. A play performed in this battle mode is a capture play. In this embodiment, a transition to battle mode is described, but a capture play may also be performed in an open field without transitioning to a mode dedicated to battling.
[0046] Fig. 2 is an example of a game screen during capture play. As shown in Fig. 2, the game screen during capture play displays a state in which the playable character 10 and the target character 14 are facing each other. The playable character 10 and the target character 14 are accompanied by stamina gauges 12, 16 that indicate their stamina values.
[0047] Also displayed are a message 18 indicating the capture result that may be obtained by capturing the target character 14, and a success / failure probability gauge 20. The success / failure probability gauge 20 indicates the success / failure probability, which is a parameter value used to determine whether the capture will be successful or not (success / failure). As will be described later, the capture result obtained changes based on the progress of the capture play, so the capture result indicated by the message 18 may differ from the capture result obtained after the capture is performed. The success / failure probability is the probability that the capture of the target character 14 will be successful. The success / failure probability gauge 20 also displays the success / failure probability percentage value. These indications allow the player to determine the timing to instruct the capture.
[0048] When the player performs a capture instruction operation during capture play, the target character 14 performs an action of attempting capture. The act of attempting capture will be referred to as "performing a capture" hereinafter as appropriate. FIG. 3 is an example of a game screen during capture. As shown in FIG. 3, during capture, the playable character 10 is displayed attempting to prey on the target character 14, as an action that incorporates part or all of the target character into the playable character. During capture, the target character 14 is controlled to resist capture, resulting in a state of melee combat, and the stamina values of the playable character 10 and the target character 14 may change.
[0049] Furthermore, during the capture, the player can perform a predetermined continuous operation input to increase the probability of success or failure of the capture. The continuous operation input is a continuous action operation by the player, and is based on an action that can be detected by the inertial sensor 1554 or the touch panel 1506 that the user device 1500 has as a user interface. For example, it can be an operation such as shaking the user device 1500 in a predetermined direction using the detection of the inertial sensor 1554, or a continuous flick operation or tap operation using the detection of the touch panel 1506. A "continuous" flick operation or tap operation means that the operation is repeated at high speed, and refers to an operation state in which the operation is continued with short intervals (for example, intervals of 0.5 seconds or less).
[0050] A task 22 indicating the content of a continuous operation input that can efficiently increase the probability of capturing the target character 14 is displayed on the game screen while the capture is being performed. In the example of FIG. 3, a continuous operation input, such as a large continuous swing of the user device 1500 in the up and down direction, using the detection of the inertial sensor 1554, is shown as the task 22. There are multiple types of continuous operation inputs, and the continuous operation input corresponding to the type of target character to be captured is shown as the task 22. The success or failure probability efficiently increases depending on the continuous conditions, such as the continuous time and number of consecutive times of the continuous operation inputs shown in the task 22. The increase in the success or failure probability can be confirmed on the success or failure probability gauge 20.
[0051] The increase in the success / failure probability due to continuous operation inputs may be gradually reduced over time by not performing continuous operation inputs. Continuous operation inputs may also be initiated and accepted before the capture is performed. In this case, the start of continuous operation inputs may be considered as an instruction to perform the capture.
[0052] The capture attempt is performed for a predetermined time (for example, 10 seconds) and ends when the predetermined time has elapsed. The success or failure of the capture is then determined according to the success or failure probability, and if the capture is successful, a capture result is obtained. Specifically, the success or failure of the capture is determined according to the success or failure probability at the time when the predetermined time has elapsed, and then for a certain period of time (for example, 4 seconds), performance control is performed according to the success or failure of the determined capture.
[0053] FIG. 4 is a diagram illustrating a capture result obtained by capturing. As shown in FIG. 4, if the capture of the target character 14 is successful, the capture result is obtained. Furthermore, the capture play (battle mode) ends. In the example of FIG. 4, the capture results obtained are a change in the settings of the playable character 10 and a change in the appearance of the playable character 10. The change in the settings of the playable character 10 is the acquisition of a new skill ("fly" or "levitate"), and the change in the appearance of the playable character 10 is the acquisition of a new feather (accessory). The obtained capture result is changed based on the evaluation result of the progress of the capture play. On the other hand, if the capture fails, the capture play (battle mode) continues.
[0054] The content of the capture result obtained when the capture is successful is changed based on the evaluation result of the progress of the capture play. FIG. 5 is a diagram explaining the evaluation of the progress of the capture play. The progress of the capture play is evaluated based on multiple evaluation elements related to the capture play. In this embodiment, an individual evaluation value is calculated for each of the multiple evaluation elements, and these evaluation values are combined to determine the final evaluation result.
[0055] FIG. 5 shows an example of an overview of the relationship between each of a plurality of evaluation elements and the evaluation value V calculated from the evaluation elements. That is, evaluation value V1 is calculated using the elapsed time from the start of capture play as the evaluation element, evaluation value V2 is calculated using the amount of damage inflicted on the target character 14 during capture play as the evaluation element, evaluation value V3 is calculated using the amount of damage sustained by the playable character 10 during capture play as the evaluation element, evaluation value V4 is calculated using the difference in stamina between the stamina of the playable character 10 and the stamina of the target character 14 during capture play as the evaluation element, and evaluation value Vx is calculated using the continuous status of continuous operation inputs made during capture play as the evaluation element. For evaluation value Vx, which uses the continuous status of continuous operation inputs as the evaluation element, evaluation values Vx (Vx1, Vx2, . . .) are calculated for each type of continuous operation input ("vertical vibration," "vertical flick," . . .). The continuous status of continuous operation inputs is determined as the continuous time, the number of continuous inputs, etc., depending on the type of continuous operation input. The evaluation result is determined from a predetermined decision function fv, which uses the evaluation value V (V1, V2, ...) calculated for each evaluation element as a variable. The decision function fv can be set as an appropriate function, such as calculating the average value, calculating the total value, selecting the maximum value, or selecting the median value. It is preferable to set the decision function fv so that the higher the evaluation value V of each evaluation element, the higher the evaluation result determined by the decision function fv.
[0056] The content of the capture result is determined or changed based on the evaluation result of the progress of the capture play. FIG. 6 is a diagram for explaining the determination or change of the content of the capture result. As shown in FIG. 6, a plurality of capture result setting tables 326 are defined in association with each target character 14. As shown in an example in FIG. 7, the capture result setting table 326 is a table that defines the association between the evaluation result and the resulting capture result, and the application conditions of the table are defined.
[0057] The application conditions are determined, for example, as conditions such as the type and attributes of the playable character 10. However, since the capture result setting table 326 itself is determined for each target character 14, the application conditions ultimately become conditions for the combination of the types and attributes of the target character 14 and playable character 10. The application conditions are not exclusive conditions. There may be cases where the application conditions of multiple capture result setting tables 326 are met. In such cases, the respective capture result setting tables 326 whose application conditions are met are selected.
[0058] The capture results set in the capture result setting table 326 are changes to the appearance and / or settings of the playable character. For example, changes to the playable character's settings include acquiring skills, increasing ability values such as stamina, attack power, and defense power, and leveling up. Changes to the playable character's appearance include acquiring accessories and equipment, changing the skin color or pattern, changing the shape or size of the playable character, and so on.
[0059] Of the capture outcome setting tables 326 associated with the target character 14, a capture outcome setting table 326 for which the playable character 10 satisfies the application conditions is selected. Then, in each selected capture outcome setting table 326, the capture outcome associated with the evaluation result determined as described above is given to the playable character 10.
[0060] The example of FIG. 6 shows that the three capture result setting tables 326a to 326c shown in FIG. 7 satisfy the application conditions. For example, capture result setting table 326a uses the attributes of the playable character 10 as the application condition, and defines a change in stamina value, which is a change in the settings of the playable character 10, as the capture result. Capture result setting table 326b uses the type of playable character 10 as the application condition, and defines the acquisition of a skill, which is a setting of the playable character 10, as the capture result. Capture result setting table 326c uses the attributes of the playable character 10 as the application condition, and defines the acquisition of a "feather" accessory, which is a change in the appearance of the playable character 10, as the capture result.
[0061] The probability of success or failure of a capture is changed based on the progress of the capture play. FIG. 8 is a diagram illustrating the change in the probability of success or failure. The change in the probability of success or failure of a capture is made based on multiple change factors related to the capture play. In this embodiment, an individual probability value is calculated for each of the multiple change factors, and these probability values are combined to determine the final probability of success or failure.
[0062] FIG. 8 shows an example of an overview of the relationship between each of a plurality of change factors and the probability value B calculated from the change factor. For example, a probability value B1 is calculated using the elapsed time from the start of capture play as a change factor. A probability value B2 is calculated using the amount of damage inflicted on the target character 14 during capture play as a change factor. A probability value B3 is calculated using the amount of damage the playable character 10 sustained during capture play as a change factor. A probability value B4 is calculated using the stamina difference, which is the difference in stamina between the playable character 10 and the target character 14 during capture play, as a change factor. A probability value Bx is calculated using the successive status of consecutive operation inputs made during capture play as a change factor. For the probability value Bx using the successive status of consecutive operation inputs as a change factor, probability values Bx (Bx1, Bx2, ...) are calculated for each type of consecutive operation input ("vertical vibration," "vertical flick," ...). The successive status of consecutive operation inputs may be a continuous time, a continuous number of times, or the like, depending on the type of consecutive operation input. The success / failure probability is then determined from a predetermined decision function fb, which uses the probability values B (B1, B2, ...) calculated for each of these change factors as variables. The decision function fb can be set as an appropriate function by calculating the average value, calculating the sum, selecting the maximum value, or selecting the median value. It is preferable to set the success / failure probability determined by the decision function fb so that the higher the probability value B of each change factor, the higher the success / failure probability determined by the decision function fb.
[0063] [Function Configuration] 9 is a block diagram showing the functional configuration of user device 1500. According to Fig. 9, user device 1500 includes operation input unit 102, image display unit 104, sound output unit 106, communication unit 108, processing unit 200, and storage unit 300.
[0064] The operation input unit 102 is a user interface, and outputs operation input signals corresponding to various operation inputs made by the player to the processing unit 200. For example, it can be realized by a push switch, a joystick, a touch panel, a touch pad, a trackball, an acceleration sensor, a gyro, a camera module, etc. Examples of this include the direction input keys 1502, button switches 1504, touch panel 1506, and inertial sensor 1554 in FIG. 1.
[0065] The processing unit 200 is realized by, for example, a microprocessor such as a CPU or GPU, or electronic components such as an IC memory, and controls the input and output of data between the processing unit 200 and various functional units including the operation input unit 102 and the storage unit 300. The processing unit 200 executes various types of arithmetic processing based on predetermined programs, data, operation signals from the operation input unit 102, and the like, to control the operation of the user device 1500. This corresponds to various microprocessors such as the CPU 1551 mounted on the control board 1550 in FIG. 1. The processing unit 200 also has a game calculation unit 210, a timing unit 220, an image generation unit 224, a sound generation unit 226, and a communication control unit 228. Of course, other functions may also be included as appropriate.
[0066] The game calculation unit 210 controls the progress of the game based on the player's play operations input using the user interface in accordance with the game program 302. The game of this embodiment is a game that allows capture play, in which a player captures a given target character and incorporates part or all of the target character into the player's playable character, thereby changing the appearance and / or settings of the playable character, as a capture result. Specifically, the game calculation unit 210 constructs a game space using the game initial setting data 310, and performs processes such as controlling NPCs including the target character 14 placed in the game space, and controlling the playable character 10 in accordance with the player's playable character input input from the operation input unit 102.
[0067] The game initial setting data 310 is initial setting data required for controlling the execution of the game, and includes setting data for constructing the game space, initial setting data for various characters appearing in the game, and target character setting data 320.
[0068] Fig. 10 is a diagram showing an example of target character setting data 320. As shown in Fig. 10, target character setting data 320 is prepared for each type 321 of target characters 14 appearing in the game, and stores attributes 322 of the target character, setting parameters 323, evaluation definition data 324, success / failure probability definition data 325, a capture result setting table 326, and preferred continuous operation input setting data 327.
[0069] The setting parameters 323 store ability parameters such as stamina, attack power, and defense power, as well as skill types and levels.
[0070] The evaluation definition data 324 is data that defines the evaluation of the progress of capture play, and stores multiple evaluation value calculation functions for calculating evaluation values V1, V2, ..., Vx from multiple evaluation elements related to capture play, and an evaluation result determination function fv for determining the evaluation result using these evaluation values V (V1, V2, ..., Vx) as variables (see Figure 5).
[0071] The success / failure probability definition data 325 is data that defines changes in the success / failure probability based on the progress of the capture play, and stores multiple probability value calculation functions for calculating probability values B1, B2, . . . , Bx from multiple change factors related to the capture play, and a success / failure probability determination function fb for determining the success / failure probability using these probability values B (B1, B2, . . . , Bx) as variables (see Figure 8).
[0072] The capture result setting table 326 is a table that defines the capture result obtained based on the evaluation result of the progress of the capture play (see FIGS. 6 and 7).
[0073] The preferred continuous operation input setting data 327 is data that defines a preferred continuous operation input that the player should perform in order to increase the probability of success in capturing the target character.
[0074] The game calculation unit 210 also has a capture play progress control unit 212 , an outcome content change unit 216 , and a success / failure probability change unit 218 .
[0075] The capture play progress control unit 212 controls the progress of the capture play, including the initiation of capture, and determines whether the capture will be successful or not using a success / failure probability, which is a parameter value for success / failure determination.
[0076] The capture play progress control unit 212 also has a presentation unit 214. The presentation unit 214 presents to the player a success / failure probability, which is a parameter value for determining success / failure, or a presentation indicating the content of the capture result that will be changed by the result content change unit 216 if the capture is successful. Specifically, on the game screen during the capture play, a message 18, which is a presentation indicating the capture result that may be obtained by capturing the target character 14, and a success / failure probability gauge 20, which is a presentation indicating the success / failure probability, which is a parameter value for determining success / failure related to the success / failure of the capture, are displayed (see FIG. 2).
[0077] The result content change unit 216 evaluates the progress of the capture play and changes the content of the capture result based on the evaluation results. The evaluation is based on the amount of damage inflicted on the target character during the capture play, the amount of damage sustained by the playable character, the difference in stamina between the target character and the playable character, and the sequence of given continuous operation inputs by the player. The result content of the capture result is changed by changing the parameter values of the playable character based on the evaluation results. The result content of the capture result is also changed based on the attribute relationship between the attributes set for the target character and the attributes set for the playable character.
[0078] Specifically, the evaluation result of the progress of the capture play is determined according to the evaluation definition data 324 in the target character setting data 320 associated with the target character. Next, based on the determined evaluation result, the capture result to be given to the operated character is determined and acquired according to the capture result setting table 326.
[0079] The success / failure probability change unit 218 changes the success / failure probability, which is a parameter value for determining whether a capture is successful or not, based on the progress of the capture play. The success / failure probability change unit 218 also changes the success / failure probability of the parameter value for determining whether a capture is successful or not based on the continuity of given continuous operation inputs, which are action operations by the player. The continuity of continuous operation inputs is, for example, at least one of the type of continuous operation input, the continuous time, and the number of times of continuous operation. Specifically, the success / failure probability of a capture is determined in accordance with the success / failure probability definition data 325 in the target character setting data 320 corresponding to the type of target character (see FIG. 8).
[0080] The timekeeping unit 220 uses a system clock to keep track of the current date and time.
[0081] The image generation unit 224 generates various image data and controls the generation and output of image signals for displaying those images on the image display unit 104. The image display unit 104 displays images based on the image signals input from the image generation unit 224. For example, this is realized by an image display device such as a flat panel display or a projector. The touch panel 1506 in FIG. 1 corresponds to this.
[0082] The sound generation unit 226 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec capable of reproducing audio files, etc., and generates sound signals such as various operation sounds and background music related to game play, and outputs them to the sound output unit 106. The sound output unit 106 outputs (emits) sound based on the sound signals input from the sound generation unit 226. This corresponds to the speaker 1510 in FIG. 1.
[0083] The communication control unit 228 executes data processing related to data communication and realizes data exchange with external devices via the communication unit 108. The communication unit 108 realizes communication by connecting to a given communication network. For example, this is realized by a wireless communication device, a modem, a jack for a wired communication cable, a control circuit, etc. The wireless communication module 1553 in FIG. 1 corresponds to this.
[0084] The storage unit 300 stores programs and various data for causing the processing unit 200 to realize given functions. It is also used as a working area for the processing unit 200, temporarily storing results of calculations executed by the processing unit 200 in accordance with the various programs, input data from the operation input unit 102, and the like. For example, it may be implemented by an IC memory such as RAM or ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or DVD, online storage, or the like. This corresponds to the IC memory 1552 and memory card 1540 mounted on the control board 1550 in FIG. 1. The storage unit 300 stores a game program 302, game initial setting data 310 required for controlling the execution of the game, play data 330, and the current date and time 340 displayed on the clock unit 220.
[0085] The game program 302 is a program for realizing the control of the game of this embodiment.
[0086] The play data 330 is data related to the game play by the player, and includes data such as setting values that determine the current state of the playable character 10. The play data 330 may also include so-called save data.
[0087] [Processing flow] 11 is a flowchart illustrating the flow of game processing. This processing is related to the execution control of one capture play, and is executed by the game calculation unit 210.
[0088] First, the capture play progress control unit 212 starts controlling the progress of a capture play in which the target character 14 and the playable character 10 appear (step S1). Next, the game calculation unit 210 sets initial setting values for the capture success / failure probability and the capture result (step S3). The initial values may be, for example, values predetermined for each type of target character 14, or may be random. Next, the success / failure probability change unit 218 starts changing the success / failure probability based on the progress of the capture (step S5). Furthermore, the result content change unit 216 starts changing the capture result based on the progress of the capture play (step S7). Then, the presentation unit 214 starts presenting the changed success / failure probability and the capture result (step S9).
[0089] Thereafter, if a capture instruction is given by the player (step S11: YES), the capture is performed (step S13). Then, after a predetermined time has elapsed since the start of the capture, the capture play progress control unit 212 determines whether the capture has been successful or not according to the success or failure probability at that time (step S15).
[0090] If it is determined that the capture is successful (step S17: YES), the target character 14 is controlled to ensure that the capture is successful, and when the capture is complete, the result content change unit 216 determines the content of the capture result (step S19). Then, the playable character acquires the determined capture result (step S21). Once the above processing is complete, the current capture play ends.
[0091] On the other hand, if it is determined that the capture has failed (step S17: NO), the target character 14 is controlled so that the capture fails, and the capture is terminated. Then, the capture play continues. Thereafter, it is determined whether the capture play termination condition has been met, and if not (step S23: NO), the process returns to step S11. If the termination condition has been met (step S23: YES), the current capture play is terminated.
[0092] [Action and effect] As described above, according to this embodiment, in a game in which the target character 14 can be captured, it is possible to improve the strategic and entertaining aspects of the capture. In other words, the content of the capture result obtained by the capture is changed based on the progress of the capture play, including the initiation of the capture. This encourages the player to consider and devise ways to proceed with the capture play and the best timing to capture in order to obtain a better capture result for themselves, thereby improving the strategic and entertaining aspects of the capture.
[0093] [Variations] It should be noted that the embodiments to which the present invention can be applied are not limited to the above-described embodiments, and can of course be modified as appropriate within the scope of the present invention.
[0094] (First Modification) When a plurality of target candidate characters appear in a capture play, one or more target characters 14 may be selected and captured from among the plurality of target candidate characters based on a selection operation by the player.
[0095] Fig. 12 is a diagram showing an example of a game screen in a game in which multiple target candidate characters appear. In the example of Fig. 12, a state is displayed in which the playable character 10 faces off against three target candidate characters 14a to 14c, and vitality gauges 16a to 16c and success / failure probability gauges 20a to 20c are displayed for each of the target candidate characters 14a to 14c.
[0096] The target characters 14 may be selected by touching the target characters 14 in order, for example. Alternatively, the target characters 14 may be selected based on the successive status of consecutive operation inputs, which are action operations by the player. For example, as the number of consecutive operation inputs or the duration of consecutive operation inputs increases, the target characters 14 may be selected in order according to a predetermined order, such as in order of proximity to the playable character in the game space or in order of ease of capture (high probability of success or failure).
[0097] Then, a capture is performed in which an attempt is made to capture each of the multiple target characters 14. If the capture of multiple target characters 14 is successful, the content of the capture result may be changed based on the combination of the multiple target characters 14. Specifically, as in the above-described embodiment, a capture result defined in the capture result setting table 326 associated with each captured target character 14 is acquired, and further, an additional capture result based on the combination of captured target characters 14 is acquired.
[0098] An example of an additional capture result setting table 350 that defines additional capture results is shown in Figure 13. The additional capture result setting table 350 shown in Figure 13 stores combinations of successfully captured target characters in association with additional capture results. The combinations of target characters include information about the types and attributes of multiple target characters.
[0099] (Second Modification) In the above-described embodiment, the capture result obtained when capturing the target character is changed by changing the appearance and / or settings of the playable character 10, but the target character may also be made an ally or may be selectable as a playable character.
[0100] FIG. 14 is a diagram showing an example of making a captured target character an ally as a capture result. As shown in the figure, in a capture play, when a player issues a command to perform a capture, the target character 14A is captured. During the capture, the player can increase the probability of success or failure of the target character 14A by performing successive operation inputs, which are action operations. If the capture is successful, the target character 14A becomes an ally as a capture result. In this case, similar to the above-described embodiment, the content of the capture result, i.e., the parameter values of the target character 14A who has become an ally, are changed based on the evaluation results of the progress of the capture play. For example, the ability values, skills, attributes, level, etc. of the target character 14A who has become an ally are changed or determined. On the other hand, if the capture fails, the capture play continues.
[0101] 15 is a diagram illustrating a change in the content of a capture result. As shown in the figure, the change in the content of a capture result is made in accordance with a capture result setting table 326A that is defined in association with the target character 14A. The capture result setting table 326A has the same configuration as the capture result setting table 326 in the above-described embodiment, and defines, as capture results, changes to the skill level of the target character's skills and changes to ability parameter values such as stamina, attack power, and defense power.
[0102] (Third Modification) In the above embodiment, the game is executed by the user device 1500 alone, but the game may be executed in a different manner. For example, the game may be executed in a game system in which a server system and player terminals are connected for communication.
[0103] Fig. 16 is a diagram showing an example of the configuration of the game system 1. According to Fig. 16, the game system 1 includes a server system 1000 connectable to a communication network N, and a plurality of player terminals 1200 that can access the server system 1000 via the communication network N and communicate with the server system 1000.
[0104] The communication network N refers to a communication path that allows data communication. In other words, the communication network N includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) using Ethernet (registered trademark), etc., as well as a communication network such as a telephone communication network, a cable network, or the Internet, and the communication method can be either wired or wireless.
[0105] The server system 1000 is a computer system that includes a main unit 1010, a keyboard 1002, a display 1004, and a storage 1030, and has a control board 1020 mounted on the main unit 1010.
[0106] The control board 1020 is equipped with various processors such as a CPU (Central Processing Unit) 1021, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1022 such as a VRAM, RAM, and ROM, and a communication device 1023. Note that part or all of the control board 1020 may be implemented using an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or an SoC (System on a Chip). These arithmetic circuits can also be considered processors. The server system 1000 realizes the game of this embodiment by the control board 1020 performing arithmetic processing based on predetermined programs and data. For example, the control board 1020 realizes a player management function related to player registration and a game management function that manages game execution control on the player terminals 1200. In other words, the game provided by the game system 1 is realized as a type of client-server online game.
[0107] 16, the server system 1000 may be configured to include multiple blade servers each performing a different function, connected to each other via an internal bus for data communication. Alternatively, the server system 1000 may be configured to function as a whole by having multiple independent servers installed in remote locations communicate with each other via a communication line.
[0108] The player terminal 1200 is a computer system that is used individually by a player to play a game, and is an electronic device that can access the server system 1000 via the communication network N. In terms of hardware, the player terminal 1200 of this embodiment may be a device known as a smartphone, as well as a portable game device, a game controller, a personal computer, a tablet computer, a wearable computer, etc. Furthermore, the player terminal 1200 is not limited to the single device shown in FIG. 16 , and may be configured as multiple devices working together to function as an integrated unit.
[0109] 17 is a diagram showing an example of the functional configuration of the server system 1000. According to Fig. 17, the server system 1000 includes an operation input unit 402, an image display unit 404, a sound output unit 406, a communication unit 408, a server processing unit 500, and a server storage unit 600.
[0110] The operation input unit 402 outputs operation input signals to the server processing unit 500 in response to various operation inputs for managing the server system 1000. This corresponds to the keyboard 1002 in FIG.
[0111] The server processing unit 500 is realized by, for example, a processor such as a CPU or GPU, or electronic components such as an ASIC or IC memory, and controls data input / output between the server processing unit 500 and each functional unit including the operation input unit 402 and the server storage unit 600. The server processing unit 500 performs various arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 402, data received from the player terminals 1200, and the like, thereby comprehensively controlling the operation of the server system 1000. This corresponds to the control board 1020 in FIG. 16. The server processing unit 500 also includes a player management unit 502, a game management unit 510, a timing unit 520, an image generation unit 524, a sound generation unit 526, and a communication control unit 528. Of course, other functions may also be included as appropriate.
[0112] The player management unit 502 performs various processes related to player registration management. For example, it has functions such as assigning unique player accounts to registered players, managing registration information that registers and manages personal information for each player account, and managing game data. Of course, it can also include a function for managing data linked to other accounts as appropriate. The player management unit 502 manages data related to each player by assigning a unique account (player ID) to a player who has completed the player registration procedure and generating player management data 610.
[0113] The game management unit 510 is a functional unit equivalent to the game calculation unit 210 of the user device 1500 in the above-described embodiment, and performs various processes related to the execution management of the game provided to each online-connected user device 1500. Since the game provided by the game system 1 is a client-server online game, the game management unit 510 controls the provision of data necessary for game play while communicating with the player terminals 1200. In this embodiment, the game progress on the player terminals 1200 is controlled according to the server program 602.
[0114] The timekeeping unit 520 uses a system clock to keep track of the current date and time.
[0115] The image generation unit 524 generates images related to system management of the server system 1000, images to be displayed on the player terminal 1200, etc., and outputs image signals related to system management to the image display unit 404. The image display unit 404 displays various images for system management based on the image signals input from the image generation unit 524. This can be realized by an image display device such as a flat panel display or a projector, for example. The display 1004 in FIG. 16 corresponds to this.
[0116] The sound generation unit 526 is realized by executing an IC or software that generates or decodes audio data, and generates or decodes audio data such as operation sounds and background music related to system management and game play of the server system 1000. Then, the sound generation unit 526 outputs an audio signal related to system management to the sound output unit 406. The sound output unit 406 emits sound based on the audio signal. This corresponds to a speaker (not shown) provided in the main device 1010 or display 1004 in FIG. 16.
[0117] The communication control unit 528 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 408. The communication unit 408 realizes communication by connecting to a communication network N. For example, this is realized by a wireless communication device, a modem, a jack for a wired communication cable, a control circuit, etc. The communication device 1023 in FIG. 16 corresponds to this.
[0118] The server storage unit 600 stores programs and various data for implementing various functions that allow the server processing unit 500 to comprehensively control the server system 1000. It is also used as a work area for the server processing unit 500, and temporarily stores results of calculations executed by the server processing unit 500 in accordance with the various programs. For example, it may be implemented by an IC memory such as RAM or ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or DVD, online storage, etc. The server storage unit 600 stores a server program 602, a distribution client program 604, player management data 610, game initial setting data 310 required for controlling game execution, and play data 620.
[0119] The server program 602 is a program for realizing the function of the game server of the online game of this embodiment. The distribution client program 604 is an original of the client program 902 (see FIG. 18) downloaded to the player terminal 1200.
[0120] The play data 620 is data relating to game play (including capture play) executed on the player terminal 1200.
[0121] Fig. 18 is a block diagram showing an example of the functional configuration of the player terminal 1200. According to Fig. 18, the player terminal 1200 includes an operation input unit 702, an image display unit 704, a sound output unit 706, a communication unit 708, a terminal processing unit 800, and a terminal storage unit 900. In the game system 1, the player terminal 1200 performs the function of a man-machine interface.
[0122] The operation input unit 702 outputs operation input signals in response to various operation inputs by the player to the device processing unit 800. For example, it can be realized by a touch panel, a push switch, a joystick, a touch pad, a trackball, an acceleration sensor, a gyro, a CCD module, or the like.
[0123] The device processing unit 800 is realized by, for example, a microprocessor such as a CPU or GPU, or electronic components such as an IC memory, and controls the input and output of data between the device and each functional unit including the operation input unit 702 and the device storage unit 900. The device processing unit 800 executes various types of arithmetic processing based on predetermined programs and data, operation signals from the operation input unit 702, data received from the server system 1000, and the like, to control the operation of the player terminal 1200. The device processing unit 800 also includes a device calculation unit 810, a timing unit 820, a sound generation unit 826, and a communication control unit 828.
[0124] The terminal calculation unit 810 has an operation signal transmission control unit 812 and a display control unit 814 , and performs control to make the player terminal 1200 function as a client device that communicates with the server system 1000 .
[0125] The operation signal transmission control unit 812 executes processing for transmitting various data and requests to the server system 1000 in response to operations performed on the operation input unit 702 .
[0126] The display control unit 814 performs control to display game screens, various operation screens, and the like based on various image data received from the server system 1000. Then, it generates image signals for displaying these images and outputs them to the image display unit 704. The image display unit 704 displays various images based on the image signals input from the display control unit 814. For example, this can be realized by an image display device such as a touch panel, a flat panel display, a projector, or a head-mounted display.
[0127] The timekeeping unit 820 uses a system clock to keep track of the current date and time.
[0128] The sound generation unit 826 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec for reproducing audio files, etc., and generates sound signals such as sound effects and background music related to the game, various operation sounds, etc., and outputs them to the sound output unit 706. The sound output unit 706 outputs sound effects, background music, etc. based on the sound signals input from the sound generation unit 826.
[0129] The communication control unit 828 executes data processing related to data communication and realizes data exchange with external devices via the communication unit 708. The communication unit 708 realizes communication by connecting to a communication network N. For example, this is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc.
[0130] The terminal storage unit 900 stores system programs for causing the terminal processing unit 800 to realize given functions, various data, etc. It is also used as a work area for the terminal processing unit 800, and temporarily stores the results of calculations executed by the terminal processing unit 800 in accordance with the various programs, input data from the operation input unit 702, etc. For example, it may be realized by an IC memory such as RAM or ROM, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD. The terminal storage unit 900 stores a client program 902 and operation input data 910. The operation input data 910 is operation data input from the operation input unit 702.
[0131] Although a client-server system has been described as an example of the game system 1, the game system 1 is not limited to this. For example, the game system may be realized by a computer system in which multiple player terminals 1200 are connected in a peer-to-peer manner. In this case, one of the player terminals 1200 is made to perform the functions of the server system 1000 of the above-described embodiment. Alternatively, the functions of the game management unit 510 may be shared among multiple player terminals 1200.
[0132] (Fourth Modification) The above-described game may be a multiplayer game in which multiple players can participate. For example, the game provided by the game system 1 described in the third modified example may be an online multiplayer game. In this case, when multiple participating players succeed in capturing a character, the content of the capture result may be changed based on the combination of target characters that were the subject of the capture.
[0133] FIG. 19 shows an example of a game in which multiple players participate. In the example shown in FIG. 19, two players 3a and 3b are teaming up to participate in the same capture play, and the game screen shows the playable characters 10a and 10b of the players 3a and 3b facing off against two target characters 14a and 14b. When each of the two players 3a and 3b successfully captures a target character 14 (14a or 14b), the players 3a and 3b are each granted a capture result defined in the capture result setting table 326 associated with the target character 14 captured by the player 3, as in the first modified example described above. Furthermore, the players 3a and 3b are each granted an additional capture result based on the combination of the target characters 14a and 14b they have captured, for example, according to the additional capture result setting table 350 shown in FIG. 13. [Explanation of symbols]
[0134] 1500...User device 200...Processing section 210...Game calculation unit 212...Capture play progress control unit 214…Presentation part 216…Results Content Change Department 218…Success / Failure Probability Change Section 300...Storage section 302...Game Program 310... Game initial setting data 320...Target character setting data 324...Evaluation definition data 325...Success / failure probability definition data 326...Capture achievement setting table 330...Play data 10...Playable character 12... Character's health gauge 14...Target character 16...Target character's stamina gauge 18...Message 20...Success / Failure Probability Gauge 22...Topic
Claims
1. A program for causing a computer system to control the progress of a game based on a player's play operation input using a user interface, comprising: The game allows a capture play in which, by capturing a given target character, one of the following can be obtained as a capture result: 1) making the target character an ally; or 2) incorporating part or all of the target character into the player's playable character, thereby changing the appearance and / or settings of the playable character; the user interface includes a touch panel and / or an acceleration sensor capable of detecting a plurality of types of action operations; a success / failure probability setting means for variably setting a success / failure probability relating to the success or failure of the capture of the target character based on the successive states of the types of action operations and the type of the target character; a capture play progress control means for controlling the progress of the capture play, which includes determining whether or not the capture of the target character is successful using the success / failure probability; A program for causing the computer system to function as a
2. the success / failure probability setting means sets the success / failure probability using a continuous time and / or a continuous number of times for each type of action operation as the continuous status. The program according to claim 1.
3. the success / failure probability setting means sets the success / failure probability based on a difference between a vitality value of the operated character and a vitality value of the target character; The program according to claim 1 or 2.
4. an outcome content changing means for evaluating the progress of the capture play based on the continuous situation and changing the content of the capture outcome based on the evaluation result; 4. The program according to claim 1, for causing the computer system to function as:
5. A computer system that controls the progress of a game based on a player's play operation input using a user interface, The game allows a capture play in which, by capturing a given target character, one of the following can be obtained as a capture result: 1) making the target character an ally; or 2) incorporating part or all of the target character into the player's playable character, thereby changing the appearance and / or settings of the playable character; the user interface includes a touch panel and / or an acceleration sensor capable of detecting a plurality of types of action operations; a success / failure probability setting means for variably setting a success / failure probability relating to the success or failure of the capture of the target character based on the successive states of the types of action operations and the type of the target character; a capture play progress control means for controlling the progress of the capture play, which includes determining whether or not the capture of the target character is successful using the success / failure probability; A computer system comprising:
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