Computer program, game system used for the same, and control method
The computer program dynamically adjusts training game rules and progress associations in response to in-game conditions, providing a more interactive and adaptive training experience.
Patent Information
- Application Number
- JP2024025865
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-22
- Publication Date
- 2025-09-03
- Estimated Expiration
- 2044-02-22
AI Technical Summary
Existing training games have predetermined rules that associate exercises with fixed types of experience points, leading to inflexible parameter changes and a lack of dynamic response to in-game situations, necessitating a method to change these rules during gameplay.
A computer program that allows for dynamic rule changes in training games based on predefined conditions, altering the association between gameplay progress and parameter changes, and granting progress in accordance with these new rules.
Enables a more responsive and adaptive training experience by allowing rule changes during gameplay, enhancing the dynamic interaction between player actions and character development.
Smart Images

Figure 2025128883000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a computer program, etc., that is applied to a computer incorporated into a game system that provides a training game in which a training object is trained through progress in accordance with predetermined rules that associate progress with changes in a predetermined type of parameter out of a plurality of types of parameters, using a display device that displays a game screen including a training object that is associated with a plurality of types of parameters as an object to be trained, and an input device that inputs instructions for progress to train the training object. [Background technology]
[0002] A game system is known that uses a display device that displays a game screen including a development object that is associated with multiple types of parameters as an object to be developed, and an input device that inputs instructions for development of the development object, to provide a development game in which the development object is developed through progress in accordance with predetermined rules that associate progress with changes in a predetermined type of parameter out of multiple types of parameters (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-006280 Summary of the Invention [Problem to be solved by the invention]
[0004] The game system of Patent Document 1 provides a baseball game in which a main character, whose basic ability parameters, such as trajectory, hitting, and power, are set as an example of a development object, is trained. In this baseball game, the main character is granted various experience points, such as strength, agility, technique, curveball, or spirit, through various exercises in the main part, such as batting practice, strength practice, and baserunning practice, which are examples of progression. In this case, the types of experience points earned for each exercise are predetermined, such as three types of experience points earned in baserunning practice: strength, agility, and technique. In other words, there are predetermined rules that associate each exercise with the type of experience points earned therefrom. Experience points are used to change basic ability parameters, but the type of experience points is separately associated with changes in basic ability parameters, such as requiring a predetermined amount of the three types of experience points (strength, technique, and spirit) to increase the trajectory parameter. Therefore, according to the predetermined rules, each exercise is directly associated with a type of experience point, and each exercise is indirectly associated with changes in predetermined types of basic ability parameters via experience points.
[0005] Furthermore, in the baseball game of Patent Document 1, the setting of an event deck is performed in a pre-part before the main part, and the event characters set in the event deck there have various effects on the training of the training target in the main part. Incidentally, in training games employing a training method similar to that of the baseball game of Patent Document 1, an effect called practice reform may be used as one of the effects on the training target. As described above, each practice is pre-associated with a predetermined type of experience points according to a predetermined rule, and practice reform affects this association (predetermined rule). For example, if an event character has a practice reform characteristic corresponding to strength, the presence of that event character (setting in the event deck) changes (reforms) a practice that would not normally earn experience points for strength to a practice that earns experience points for strength. In other words, setting a character with a practice reform characteristic in the event deck can cause a change in the predetermined rule, leading to the acquisition of experience points that were not originally intended. However, in this case, the presence or absence of practice reform is determined based on the setting of the event character before the start of training in the main part. In such training games, there is a need for practice reform that responds to the situation after training begins.
[0006] Therefore, an object of the present invention is to provide a computer program etc. that can change a predetermined rule that associates progress with changes in a predetermined type of parameter after the start of raising a raising object. [Means for solving the problem]
[0007] The computer program of the present invention is configured to cause a computer incorporated into a game system that provides a training game in which the training object is trained through progression in accordance with predetermined rules that associate the progression with changes in a predetermined type of parameter among the plurality of types of parameters, using a display device that displays a game screen including a training object that is associated with multiple types of parameters as an object to be trained, and an input device that inputs instructions for progression for training the training object, to function as: a rule change means that changes the predetermined rules to changed rules when a change condition is met during the training of the training object so that a change occurs in the type of the predetermined type of parameter; and a progress granting means that grants the progress so that it is associated with the changed change in the predetermined type of parameter in accordance with the changed rules when the progress is instructed.
[0008] On the other hand, the game system of the present invention is a game system that provides a training game in which the training object is trained through progression in accordance with predetermined rules that associate the progression with changes in a predetermined type of parameter among the plurality of types of parameters, using a display device that displays a game screen including a training object that is associated with multiple types of parameters as an object to be trained, and an input device that inputs instructions for progression for training the training object, and is equipped with a rule change means that, when a change condition is met during the training of the training object, changes the predetermined rules to changed rules so that a change occurs in the type of the predetermined type of parameter, and a progress granting means that, when the progression is instructed, grants the progression so that it is associated with the changed change in the predetermined type of parameter in accordance with the changed rules.
[0009] In addition, the control method of the present invention utilizes a display device that displays a game screen including a development object that is associated with multiple types of parameters as an object to be developed, and an input device that inputs instructions for progress for developing the development object, and causes a computer incorporated into a game system that provides a development game in which the development object is developed through the progress in accordance with predetermined rules that correspond to the progress and changes in a predetermined type of parameter among the multiple types of parameters, to execute a rule change procedure that changes the predetermined rules to changed rules when a change condition is met during the development of the development object so that a change occurs in the type of the predetermined type of parameter, and a progress granting procedure that grants the progress so that it corresponds to the change in the predetermined type of parameter after the change in accordance with the changed rules when the progress is instructed. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a diagram showing a schematic configuration of a network system to which a game system according to an embodiment of the present invention is applied; [Figure 2] FIG. 2 is a functional block diagram showing the main parts of a control system of the network system. [Figure 3] FIG. 2 is a diagram schematically illustrating an example of a home screen. [Figure 4] FIG. 10 is an explanatory diagram for explaining an overview of the training part. [Figure 5] FIG. 10 is an explanatory diagram for explaining an overview of the development in the main part. [Figure 6] FIG. 10 is an explanatory diagram illustrating an example of a method for calculating experience points. [Figure 7] FIG. 10 is a diagram schematically illustrating an example of a sorting screen. [Figure 8] An explanatory diagram to explain the details of the practice reform. [Figure 9] An explanatory diagram to explain an example of when practice reform occurs during development in the main part. [Figure 10] FIG. 10 is an explanatory diagram illustrating an example of an item. [Figure 11]FIG. 10 is a diagram schematically illustrating an example of a level-up screen. [Figure 12] 10 is a flowchart showing an example of a procedure for a practice execution process. [Figure 13] FIG. 10 is a diagram schematically illustrating an example of a level-up preparation screen. DETAILED DESCRIPTION OF THE INVENTION
[0011] Hereinafter, a game system in which a computer program according to an embodiment of the present invention is implemented (a game system according to an embodiment of the present invention) will be described with reference to the accompanying drawings.
[0012] (Overall composition) First, the overall configuration of a network system to which a game system according to one embodiment of the present invention is applied will be described with reference to Fig. 1. As shown in Fig. 1, the network system 1 is configured as a client-server system including a center server 2 and a plurality of game machines 3 as client devices connectable to the center server 2 via a predetermined network 5.
[0013] The center server 2 is configured as a single logical server device by combining server units 2A, 2B, etc., which are multiple computer devices. However, the center server 2 may also be configured as a single server unit. Alternatively, the center server 2 may be configured logically using cloud computing.
[0014] The game machine 3 is an example of a game device, and is a computer device that provides a predetermined game. The game machine 3 is equipped with a computer program according to an embodiment of the present invention, and functions as a game system according to an embodiment of the present invention in the network system 1. The game machine 3 may include various game devices (computer devices) that provide games, but in the example of FIG. 1, three (three types of) game machines 3A, 3B, and 3C are shown as the game machines 3.
[0015] The game machine 3A is configured as a commercial (business) game machine 3 that allows users to play games within a range corresponding to the payment of a predetermined fee in exchange for the payment of the fee. This type of game machine 3 is sometimes called an arcade game machine. The game machine 3A (hereinafter sometimes called an arcade game machine 3) is often installed in a predetermined facility such as a store, with the main purpose of generating revenue by having many users repeatedly play games.
[0016] On the other hand, game machines 3B and 3C are configured as user terminal devices for personal use by users. User terminal devices are computer devices that can be connected to a network and are provided for personal use by users. User terminal devices include various computer devices that can be connected to a network and are provided for personal use by users, such as stationary or notebook personal computers (PCs), stationary home game consoles, portable game consoles, portable tablet terminal devices, and mobile phones including smartphones. Various user terminal devices can be used as game machines 3B and 3C, but in the example of FIG. 1, a PC and a smartphone are used, respectively. Hereinafter, game machines 3B and 3C may be referred to as PC 3B and smartphone 3C, respectively, and when there is no need to distinguish between them, they may be referred to as personal game machines 3. Note that in the example of FIG. 1, multiple types of game machines 3 are connected to the center server 2, but the center server 2 may be connected to only one type of game machine 3, and the number of game machines 3 connected to the center server 2 may be any appropriate number.
[0017] The personal game machine 3 can be equipped with various computer software programs to allow users to enjoy various services provided by the center server 2. The personal game machine 3 functions as a game machine 3 that provides games by installing game applications (hereinafter, sometimes referred to as game apps) as such software. Game apps may be distributed for a fee or free of charge. Furthermore, whether the game app is distributed for a fee or free of charge, it may include billing elements as appropriate depending on the progress of the game, etc.
[0018] The predetermined game is configured as a training game in which a character to be trained (hereinafter, sometimes referred to as a training character) is trained. "Training" is a concept that includes changing the values of various parameters associated with the training character in a direction that increases abilities, etc. A change in the value of a parameter in a direction that increases abilities, etc. is hereinafter referred to as "growth," and a change in the value of a parameter in such a direction may be referred to as a "change in the direction of growth." However, in addition to changes in parameter values, "training" may also include the addition of elements (new items) that differ from changes in existing parameters, such as the target character acquiring a "skill" as a special ability that exerts a unique advantageous effect in the game. Furthermore, "training" may allow changes in parameter values in a direction that decreases ability values, etc., so that, for example, a training failure scenario can be realized. In other words, "training" may also include changes in parameters other than growth.
[0019] The training game is provided with an appropriate number of progressions for training a training character, and each progression is associated with a change in a predetermined type of parameter among multiple types of parameters associated with the training character through a predetermined rule. In other words, the training game is configured to train the training character through each progression in accordance with a predetermined rule that associates each progression with a change in the predetermined type of parameter.
[0020] The development characters include not only the concept of people who appear in the game, but also various concepts such as animals and objects (e.g., vehicles) that are given personal characteristics. Furthermore, the development characters are represented via a game screen that includes the development characters as objects, and may be represented appropriately on the game screen, such as as virtual three-dimensional objects that actually move, or as objects that resemble cards of each character. The development game may be provided as an appropriate game that uses various development characters, and may be provided as part or all of various games such as action games, role-playing games, or simulation games, but the following description will be given of the case where the development characters are provided as part of a baseball game.
[0021] A baseball game is a type of game that simulates playing the sport of baseball. A baseball game is configured as a game that includes a training part as a training game, and may also include other parts with different play styles, such as a competition part in which teams compete against each other. The competition part may be configured as an action game in which each character (player) is directly controlled, or as a simulation game in which each automatically controlled character is instructed on various courses of action. Furthermore, the training part may include various modes with different training methods, as appropriate. Baseball games will be described in more detail below.
[0022] A user terminal device 4 may be connected to the network system 1 via a network 5. As described above, the user terminal device 4 may include various computer devices that are network-connectable and are provided for personal use by users, but the example in Fig. 1 shows a desktop or notebook personal computer 4A or a mobile terminal device 4B such as a mobile phone (including a smartphone). By installing appropriate computer software on these user terminal devices 4, users can enjoy various services provided by the center server 2.
[0023] The network 5 may be configured appropriately as long as it can connect the game machines 3 and the user terminal devices 4 to the center server 2. As an example, the network 5 includes the Internet as a WAN, and various connection facilities or devices such as a LAN or an access point AP that connects the center server 2, the game machines 3, etc. to the Internet.
[0024] The center server 2 provides various game machine services related to the baseball game to the game machines 3 or their users. The game machine services may include various services related to the baseball game, and one example is a distribution service. The distribution service is a service that distributes and updates programs or data via the network 5. The center server 2 appropriately distributes various programs or data necessary to provide the baseball game to each game machine 3 through such distribution services. Note that the game machine services may also appropriately include, for example, a matching service that matches opponents (other users) in the battle part, an authentication service that receives user identification information from the game machine 3 and authenticates the user, and a service that receives and stores data such as the usage history of the authenticated user from the game machine 3.
[0025] The center server 2 also provides various Web services to users of the user terminal devices 4 via the network 5. The Web services may include any appropriate services. For example, the Web services may include an information service that provides various information about games provided by the game machines 3, a distribution service that distributes various data or software (including updates to data, etc.) to each user terminal device 4, a community service that provides a place for users to interact with each other, such as to transmit, exchange, and share information, and a service that assigns a user ID to identify each user.
[0026] (Network system control system) Next, the main parts of the control system of the network 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 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 processing and operation control according to a predetermined computer program, with an internal memory and other peripheral devices required for its operation.
[0027] The storage unit 22 is an external storage device including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data in one storage unit, or may be configured to store data in a distributed manner across multiple storage units. The storage unit 22 stores a server program PG1 as an example of a computer program that causes the control unit 21 to execute processes necessary to provide various services to users. The storage unit 22 also stores server data SD necessary for providing services for the game machine, etc. The server data SD may include various types of data, and the example in FIG. 2 shows play data PD, character data CD, and team data TD.
[0028] The play data PD is data that manages information about the play record for each user. For example, a baseball game may include various items, and the items owned by each user are managed by the play data PD. In addition to items, if there are various other objects (elements) owned by each user or each development character, these are also managed by the play data PD. The character data CD is data that defines each character that appears in the baseball game. Development characters grow through development in the development part, and this growth is realized, for example, by changes in parameters that characterize the development character (hereinafter, sometimes referred to as ability parameters). The development character's growth (changes in ability parameters) may be managed appropriately, and may be managed by the character data CD, but, for example, is managed by the play data PD. Therefore, the character data CD manages information about the initial ability parameters before growth (in other words, information about ability parameters that apply commonly to all users). Furthermore, ability parameters may change directly as the game progresses in the development part, but, for example, are realized via experience points. Therefore, the play data PD is also used to manage the experience points associated with each user's development character. The team data TD is information for managing each baseball team that appears in the baseball game.
[0029] The server data SD may include appropriate data for implementing various services, such as ID management data for managing various IDs, such as a user ID for identifying each user. The play data PD, character data CD, and team data TD are part of the game data GD described below, but the server data SD may also include other game data GD, such as image data for displaying various images for game screens or audio data for playing game sounds (including background music). Alternatively, the server data SD may not include game data GD.
[0030] The control unit 21 is provided with a logical device realized by combining the hardware resources of the control unit 21 and the server program PG1 as software resources. The control unit 21 may be provided with any appropriate logical devices, but the example in FIG. 2 shows a Web service management unit 23 and a game machine service management unit 24. The Web service management unit 23 is a logical device that executes various processes to realize the above-mentioned Web services for the user terminal device 4. Similarly, the game machine service management unit 24 is a logical device that executes various processes to realize the above-mentioned game machine services for the game machine 3. Note that input devices such as a keyboard, output devices such as a monitor, etc. may be connected to the control unit 21 as needed; however, these are not shown in the figure.
[0031] On the other hand, the game machine 3 is provided with a control unit 31 as a computer and a storage unit 32 as 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 with an internal memory and other peripheral devices required for its operation.
[0032] The storage unit 32 is an external storage device that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk or a semiconductor storage device. The storage unit 32 stores a game program PG2 as an example of a computer program that causes the control unit 31 to execute various processes necessary to provide services such as a game. The storage unit 32 also stores game data GD necessary to provide the game. The game data GD may include various types of game data, such as image data, audio data, or ID management data, as appropriate, and the example in FIG. 2 shows play data PD, character data CD, and team data TD.
[0033] The game data GD may be stored in the storage unit 32 by any suitable method. For example, it may be pre-installed in the game machine 3, or may be stored in the storage unit 32 via various recording media, but as an example, the play data PD, character data CD, and team data TD are provided from the center server 2 through a distribution service.
[0034] Various logical devices are configured in the control unit 31 by combining the hardware resources of the control unit 31 with the game program PG2 as software resources. The control unit 31 executes various processes required to provide the game (including processes required to enjoy the game machine services provided by the game machine service management unit 24 of the center server 2) via the logical devices. The control unit 31 may be provided with any appropriate logical devices, but in the example of Fig. 2, a progress control unit 33 and a data management unit 34 are shown.
[0035] The progress control unit 33 is a logical device that performs various processes related to the progress of the baseball game. For example, the progress control unit 33 executes processes to realize the execution of a match in the match part, the granting of progress in the training part, or the granting of experience points associated with progress. Furthermore, each progress in the training part is associated with a change in a predetermined type of parameter through a predetermined rule, but the predetermined rule may be changed. The progress control unit 33 also executes processes to realize such changes. Specifically, the progress control unit 33 executes a practice execution process as an example of such a process. The details of the procedure for the practice execution process will be described later.
[0036] The data management unit 34 is a logical device that performs various processes related to the management of the game data GD recorded in the storage unit 32. The processes performed by the data management unit 34 include, for example, a process of acquiring game data GD such as play data PD, character data CD, and team data TD from the center server 2, a process of appropriately updating the game data GD, and a process of providing (transmitting) the game data GD to the center server 2.
[0037] The game machine 3 is provided with appropriate output devices and input devices depending on the type of game machine 3, such as an arcade game machine 3 or a personal game machine 3. For example, the arcade game machine 3 may be provided with a control panel as an input device having a stick-shaped operation unit for indicating various directions and push button switches used for various decisions. The input device may also be a fee collection device for collecting a predetermined fee required for the game from the user using cash, substitute coins, medals, electronic currency (including points), a credit card function, or the like. Similarly, the PC 3B is often provided with an input device such as a keyboard with multiple push buttons or a dedicated controller instead of a control panel. The following describes a case where a smartphone 3C is used as the game machine 3.
[0038] The game machine 3 (smartphone 3C) may be provided with appropriate general-purpose output devices such as a camera and communication devices that are commonly provided on smartphones. However, the example in FIG. 2 shows a monitor MO, a speaker SP, and a touch sensor TS. The monitor MO is a display device for displaying a game screen including various images. The speaker SP is an audio playback device for outputting various sounds such as music such as background music, sound effects according to user instructions, and character voices. The monitor MO and the speaker SP are both examples of output devices connected to the control unit 31 and are controlled according to output signals from the control unit 31. The touch sensor TS is a detection device for detecting the position of a touch operation and is arranged on the display surface of the monitor MO so as to detect a user instruction according to the position of the touch operation on the game screen. The touch sensor TS is an example of an input device connected to the control unit 31 and inputs (outputs) a signal according to the position of the user's touch operation (various instructions) to (the control unit 31).
[0039] (Baseball game overview) Next, the baseball game will be further described with reference to FIGS. 3 to 11. First, an overview of the baseball game will be described with reference to FIG. 3. FIG. 3 is a diagram schematically showing an example of a home screen. The home screen 40 is a game screen that serves as the starting point for screen transitions. As shown in FIG. 3, the home screen 40 includes six icons 41 to 46 corresponding to training, battle, character list, my team, lottery, and shop, respectively. Each of these icons 41 to 46 is an image indicating a position where a touch operation should be performed, and functions as a virtual push button.
[0040] The training icon 41 is an icon for instructing the start of the training part. When the training icon 41 is touched, the training part starts. The training part may include a plurality of play methods (modes) with different training methods, etc., and in each mode, a training character may be trained alone or as part (a member) of a group (team). The following describes, as an example, a case where training of a training character belonging to a team (group) is executed.
[0041] The battle icon 42 is an icon for instructing the start of the battle part. When the battle icon 42 is touched, the battle part starts. The battle part is a part for enjoying playing against each other in a battle between teams. The battle part may include any type of play method (mode), and may include, for example, a play method in which the team developed in the development part is used to play against another team (which may be computer-controlled or another user).
[0042] The character list icon 43 is an icon for displaying a character list. Game characters may be usable as appropriate; for example, all characters may be selectively usable unconditionally. However, as an example, multiple target characters are provided in the game as candidates to be granted to the user and owned when certain conditions are met. The certain conditions may be set as appropriate, for example, by lottery or based on the game's play status. Therefore, the user may own a target character through lottery or other means. The character list displays target characters granted to the user and owned by the user (hereinafter, sometimes referred to as "owned characters"). The owned characters may be used as appropriate, for example, as members of a team to be developed in the development part or as characters in events (scenario) that occur in the development part. In addition, baseball games may have a deck function. In the deck function, the user appropriately registers owned characters in a group called a deck. The owned characters registered in the deck (hereinafter, sometimes referred to as "deck characters") may appear as teammates, rivals, or various supporting characters in various events that progress in the development part.
[0043] The My Team icon 44 is an icon for displaying and setting information about a team including a training character trained in the training part (including multiple training characters trained through multiple plays, etc.). In the training part, multiple characters may be trained at once, or multiple training characters may be trained over multiple plays, and after training, a My Team including those training characters is formed. In addition, the order of My Team, including starting members and reserve members, is also set through the My Team icon 44. The My Team may be used as appropriate, for example, in a match in the match part.
[0044] The lottery icon 45 is an icon for instructing a lottery for a character to be awarded to a user. As described above, owned characters can be awarded as appropriate, but as an example, they may be awarded through a lottery, and the lottery icon 45 is used for that lottery. The lottery may be executed unconditionally, but as an example, it may be executed under appropriate conditions. The lottery condition may be a time condition, such as once a day, but as an example, the consumption of a predetermined value such as various items such as coins, medals, points, tickets, etc. (which may be awarded according to progress in the game or may be awarded in exchange for a predetermined value through so-called charging) is used as a lottery condition. In other words, a lottery is executed via the lottery icon 45 in exchange for a predetermined value.
[0045] The shop icon 46 is an icon for instructing the use of a shop function. The game is provided with a shop function for purchasing items and the like by consuming appropriate values such as coins, medals, and points. By touching the shop icon 46, this shop function can be used.
[0046] (Overview of the training part) FIG. 4 is an explanatory diagram for explaining an overview of the training part. The example of FIG. 4 shows an example of the flow of the training part. The training part may be divided into appropriate parts and provided. Therefore, the training part may include appropriate parts. Specifically, as shown in FIG. 4, for example, the training part includes three types of parts, a pre-part, a main part, and a registration part, which are provided in order.
[0047] The pre-part is a part for registering or setting information necessary for executing the main part. The pre-part may also be configured as appropriate and may include appropriate procedures, such as registering basic information, setting up a deck, and selecting items. Registering basic information is a procedure for registering basic information about a development character. The basic information may include various types of information, such as name, voice, defensive position, dominant arm, and batting form (or pitching form). Note that "voice" refers to the pronunciation (pronunciation / furigana) of the main character's name when it is output aloud. Furthermore, if the "defensive position" is other than pitcher, the basic information includes "batting form," and if the "defensive position" is pitcher, the basic information includes "pitching form." Furthermore, an original character based on various user settings may be set as the development character, or a character selected from various candidates, such as pre-prepared characters or characters assigned to the user based on appropriate conditions, such as owned characters, may be set as the development character.
[0048] Deck setting is a procedure for realizing the deck function. Specifically, in deck setting, a deck (which may be only one owned character, but as an example, multiple owned characters) is set as the owned characters to be used in the development part among the owned characters. The owned characters (deck characters) set (registered) in the deck have various effects on the development of the development characters. For example, deck characters appear in the main part as various peripheral characters such as teammates, and influence the development of the development characters. In addition, deck characters may be set with various characteristics, which may affect the development of the development characters in the main part.
[0049] Item selection is a procedure for selecting an item to give an advantage in developing a character to be developed. The opportunity to select an item may be provided as appropriate, and is provided in a pre-part as an example. Usable items may be granted to the user as appropriate, for example, as a bonus for playing a previous development part, a bonus granted at the start of play (a bonus to encourage continued play), a lottery, or a transfer from another user. Various items may be provided in the baseball game to give an advantage in developing a character to be developed, and an item to be used in this development from among the items owned by the user is selected in the item selection.
[0050] The main part is a part for actually training a character whose basic information has been registered in the pre-part. Training may be performed as appropriate in the main part, but as an example, training is performed according to a predetermined scenario. Furthermore, an appropriate scenario may be adopted as the predetermined scenario, for example, a scenario in which a character joins a high school baseball team, practices with teammates, wins a regular spot, participates in games (regional qualifying tournaments and national tournaments), and aims to become a professional baseball player, and training progresses according to that scenario. This scenario may be configured as appropriate, but as an example, it includes multiple sections. In the example of FIG. 4, two sections, a first section and a second section, are shown as an example, but this is not limited thereto. For example, the main part may consist of only one section, or may include three or more sections. Furthermore, each section may branch as appropriate, and different developments may be realized depending on the branching.
[0051] Each section may be configured as appropriate, for example, by only one turn, but may also include multiple turns as an example. The number of turns may be any number, and may vary between sections. In the example of FIG. 4, each section includes 12 turns. One turn corresponds to one week in the game. Each time a turn is completed, one week of virtual time in the game advances, thereby progressing the scenario. Note that one turn may correspond to any suitable period in the game, such as one day or one month. The in-game time corresponding to one turn may also differ between turns. For example, while one turn usually corresponds to one week, in a particular turn or section, one turn may correspond to a unit of time (period) other than one week, such as one game.
[0052] Each turn provides multiple progressions for training the development character. Each progression may be set appropriately in association with the development of the development character, and as an example, is set to correspond to the practice that the development character should perform. The development character may be developed through direct operation by the user (instructions for actions at any time), and as an example, is developed through selection (instruction) of a progression (practice). Therefore, a practice that the development character should perform is selected from multiple practices (progressions) for each turn, and the development is executed so that the development character automatically performs the selected practice on a weekly basis. The multiple practices may be set appropriately, and include practices with different training methods (development directions), such as attack and strength. Each practice may be directly associated with a change in the development character's ability parameters, but as an example, is indirectly associated via experience points.
[0053] Specifically, in each turn, multiple types of experience points are calculated as values that quantitatively evaluate the results that the training character has achieved through practice. This calculation may be performed as appropriate, but as an example, it is calculated according to a predetermined rule that associates each practice (progress) with a predetermined type of experience point. In other words, each practice is associated with a predetermined type of experience point according to the predetermined rule, and in each turn, the experience points associated with the selected practice are awarded. The predetermined rule will be described in detail later.
[0054] Experience points earned each turn are used as a resource for changing the ability parameters of the development character. The ability parameters may be set as appropriate, but may include, for example, multiple types of basic parameters and multiple types of skills. These basic parameters and the skills possessed by the development character change through the allocation of experience points. Therefore, experience points function as an example of an intermediary value for correlating the training performed by the development character with changes in the values of the ability parameters. The allocation of experience points to basic parameters and the acquisition of skills can be selected either manually, as instructed by the user, or automatically, as instructed by a computer without receiving user instructions. Opportunities for allocating experience points can be provided as appropriate, such as at the start of each turn, and manual or automatic processing can be selected at those opportunities. Experience points may be used as appropriate, for example, solely as a resource for changing basic parameters, with resources for acquiring skills being separately provided. Furthermore, the process of allocating experience points may be either manual or automatic, as appropriate.
[0055] The registration part is a part for registering the end of the development of a development character. Development of a development character ends when an end condition is met in the main part. The end condition may be set as appropriate, and may be met in any appropriate case (including overlapping of these), such as when an end instruction is executed by the user or when the development goal set during development cannot be achieved, but as an example, it is met when the main part ends. In other words, when the scenario of the main part progresses to the end (when the final turn of the final section ends), development of the development character ends. Development characters registered in the registration part can be used in parts other than the development part, such as the battle part. After the registration part ends, if the development part is started again from the beginning, a different development character can be developed. As an example, the development part is played in the following manner.
[0056] (Details of the main part) Next, details of training in the main part will be described with reference to FIGS. 5 to 11. FIG. 5 is an explanatory diagram for explaining an overview of training in the main part. Specifically, in the example of FIG. 5, (1) schematically shows an example of a progress selection screen. The progress selection screen 50 is a game screen for selecting the practice (progress) to be performed in each turn. In other words, a selection opportunity for selecting the practice to be performed is provided via the progress selection screen 50. The progress selection screen 50 may be configured as appropriate, but for example, as shown in FIG. 5 (1), it includes an instruction icon 51, a related character section 52, an experience point display section 53, and a character image 54. The character image 54 is an image (object) representing a character to be trained. In this example, the character image 54 functions as a training object of the present invention. Furthermore, the progress selection screen 50 functions as a game screen of the present invention.
[0057] The instruction icons 51 are icons for instructing the training character on the exercises (progress) to be performed, and function as options for instructing each exercise. In the example of FIG. 5, five types of exercises are provided: batting, strength, base running, shoulder strength, defense, and mental training, and five corresponding instruction icons 51 are displayed, but these are just examples. Appropriate types of exercises may be provided in the main part, and may differ for each section, turn, or scenario (including both those inserted as events in each turn or part of a section and those applied to various modes in the training part), or special exercises may appear as appropriate, and the progress selection screen 50 displays instruction icons 51 corresponding to these. Each instruction icon 51 may be configured as appropriate, but in the example of FIG. 5, it includes information on the content and level of the exercise (all of which are similarly "LV.1").
[0058] Level information is information that indicates the level of each practice. When each practice is performed, experience points are awarded according to a predetermined rule, and the level affects the amount of experience points. For example, even when the same practice is performed, the higher the level, the more experience points can be earned. The level of each practice increases by one (not limited to one, but can be any number) each time a predetermined level-up condition is met. The level-up condition may be set as appropriate, but as an example, it is met when a predetermined level-up item is used. Level-up items will be described further below.
[0059] A cursor CL may be additionally displayed on each instruction icon 51. The cursor CL is an image for indicating the selected instruction icon 51. In the example of FIG. 5, the cursor CL is displayed below the instruction icon 51 corresponding to the muscle strength. In this case, the cursor CL indicates that the instruction icon 51 corresponding to the muscle strength is currently selected. When each instruction icon 51 is touch-operated, the cursor CL moves below the instruction icon 51 that was touch-operated. In other words, the selected instruction icon 51 changes in response to a touch operation on each instruction icon 51. Then, when a further touch operation is performed on the selected instruction icon 51, the practice corresponding to that instruction icon 51 is performed. In other words, the touch operation on the selected instruction icon 51 functions as an instruction for the practice to be performed.
[0060] The related character section 52 is a section for displaying teammates (which may be only players, but may also include, for example, auxiliary characters such as a manager or coach) who will participate in each practice when that practice is instructed. The teammates who will participate in a practice (hereinafter, a practice that includes teammates may be referred to as a joint practice) may be the same for each opportunity (turn) to instruct a practice, but may vary depending on the practice and turn, for example. The teammates who will participate (be assigned) in each practice for each turn may be determined appropriately, but may be determined by lottery, for example. The teammates may also include deck characters, and when a joint practice in which a deck character participates is executed, the deck character's characteristics may be effective.
[0061] The deck character characteristics that are effective in joint training include, for example, deck character bonuses and favorite practices. There may be only one type of each, but as an example, multiple types are provided. Each type of deck character bonus and favorite practice may be set with an appropriate effect, but as an example, both include effects that affect experience points. Each owned character may have one or more of the types of deck character bonuses and favorite practices. When an owned character with these characteristics is set as a deck character, an effect according to the type of characteristic will be exerted in the main part.
[0062] Specifically, both the favorite practice and the deck character bonus include types that provide beneficial effects (buffs) to experience points earned in joint practice. These may have any effect that favors experience points, and may include overlapping types that provide similar effects. For example, favorite practice includes a type that has the effect of increasing the total amount of experience points earned through practice (joint practice) that matches the favorite practice. Also, favorite practice may be used as a condition for triggering special events. For example, a deck character is assigned a relationship parameter that increases through joint practice. When a favorite practice of a deck character whose value of this relationship parameter is equal to or exceeds a predetermined value is performed as a joint practice, the favorite practice may trigger a tag practice (event) that grants bonus experience points. In other words, types of favorite practice include types that have the effect of triggering an event that adds a bonus to experience points. Note that relationship parameters are not limited to joint practice and may change as appropriate. For example, relationship parameters may change due to various events or the use of specific items (e.g., items that increase the relationship parameter).
[0063] Deck character bonuses include types that have the effect of increasing the amount of specific types of experience points earned through joint training, for example. (2) in the example of Figure 5 shows an example of a deck character bonus type. As shown in (2) in Figure 5, for example, deck character bonus types include types that have effects such as "Spirit Bonus 8," "Technology Bonus 8," "Technology Bonus 10," and "Increased Training Effect 30%." "Spirit Bonus 8" has the effect of increasing (additionally granting) 8 points of "Spirit" experience points after the experience point type. Similarly, "Technology Bonus 8" and "Technology Bonus 10" have the effect of increasing 8 and 10 points of experience points, respectively, for the "Technology" experience point type. Meanwhile, "Increased Training Effect 30%" has the effect of increasing the total amount of experience points by 30%.
[0064] Deck characters also have levels. The effects of "Spirit Bonus 8," "Technology Bonus 8," "Technology Bonus 10," and "Practice Effect Increase 30%" are activated when the deck character with the corresponding trait reaches levels 40, 42, 45, and 50, respectively. In other words, these effects are level-conditional and are not activated simply by performing joint training. While there is no limit to the deck character's level, as an example, a level limit is set for each character. The deck character in Figure 5 has a level limit of 40. However, this limit is subject to unlocking conditions, and once these conditions are met, the limit is unlocked, allowing for level increases beyond the limit. The unlocking conditions may be set as appropriate, for example, by using a specific item, or by combining multiple deck characters if a function for combining multiple deck characters is provided. The effects corresponding to "Level 42," "Level 45," and "Level 50" are activated after the deck character's level limit is unlocked. In the example of Figure 5, one type of deck character bonus is shown that exerts different effects depending on the change in level, but various deck character bonuses that differ in the type and degree of increase may be prepared.
[0065] Characteristics such as deck character bonuses and favorite practices do not have to be presented on the progress selection screen 50, but in the example of FIG. 5(1), information about favorite practices is presented via the related character section 52. Specifically, the related character section 52 displays three teammates (characters), of which the third character from the top ("Kosugi") corresponds to the deck character. The word "strength" is added to the left of this third character. This "strength" is information indicating a favorite practice. In this case, when a joint practice of "strength" is performed, the third character exerts the effect of the favorite practice, adding an advantageous effect.
[0066] The experience point display section 53 displays the experience points currently held by the development character. Multiple types of experience points may be set as appropriate, but the example in FIG. 5 includes five types: "strength," "agility," "technique," "curveball," and "spirit." The development character currently holds experience points of "4," "6," "35," "0," and "59" for these five types. Additionally, "+16" and "+5" are displayed next to "strength" and "spirit." These values indicate the experience points that will be awarded if the currently selected exercise is designated as an exercise to be performed and actually performed. In other words, when the currently selected "strength" is actually selected, "push-ups" are performed as the specific exercise corresponding to the exercise, and experience points of "+16" and "+5" are awarded to "strength" and "spirit." In addition, the experience points that will be awarded, such as "+16" and "+5", will reflect the effects of deck character bonuses and specialty training (if multiple types of deck character bonuses are applicable, they will be applied in combination).
[0067] 5 shows a case where the character being developed is a fielder, but the types of practice and experience points may differ depending on the type of character being developed, such as a pitcher. The progress selection screen 50 may also include various other information necessary for development, such as the current section, the number of turns remaining in that section, the remaining amount of stamina consumed to perform the practice, or the condition that may apply various buffs or debuffs (detrimental effects) to the acquisition of experience points. However, detailed descriptions of these will be omitted.
[0068] (Experience point calculation method) Next, a method for calculating experience points will be described along with a predetermined rule that associates each practice with a type of experience points. FIG. 6 is an explanatory diagram illustrating an example of a method for calculating experience points gained from a practice. An appropriate method may be applied to calculate experience points. For example, a method may be applied in which experience points are calculated based on a table that specifies both the type of experience points to be gained in each practice and the amount to be gained for each type. Alternatively, the type of experience points to be gained in each practice and the amount to be gained may be specified separately. For example, the basic amount of experience points to be gained in a practice (which may be the same for all practices or may differ for each practice) and the distribution rate of that basic amount for each type of experience points may be specified separately. The example in FIG. 6 shows a case in which the basic amount of experience points and the distribution rate are specified separately. (1) in FIG. 6 shows an example of the basic amount of experience points, and (2) shows an example of the distribution rate.
[0069] Specifically, as shown in Figure 6 (1), the base amount of experience points that can be gained through practice is specified for each level, such as "40" when the practice level is "1," "80" when the practice level is "2," etc. As mentioned above, the base amount of experience points may differ for each practice, but the example in Figure 6 shows a case where the base amount of experience points is uniform regardless of the type of practice and changes depending on the level.
[0070] Furthermore, as shown in Figure 6 (2), a distribution rate is separately defined for each type of experience point to which the base amount is to be distributed, such as 30% and 60% for "strength" and "technique" in the case of "striking" practice. The experience points gained in each practice are calculated by multiplying the base amount of experience points corresponding to the level by the distribution rate. For example, when "striking" practice at level 1 is performed, the base amount of 40 points is multiplied by the distribution rates for "strength" and "technique," resulting in approximately 12 and 24 experience points for the two types of "strength" and "technique," respectively. The same applies when other practices such as "strength" are performed. Note that the distribution rate does not necessarily have to reach 100% when all types of experience points are added together, and may be set to exceed 100%.
[0071] In the example of Figure 6, the combination of the basic amount (1) and the distribution rate (2) may correspond to a predetermined rule that associates each practice with a type of experience points. However, the association between each practice and a type of experience points can be understood by the distribution rate for each type (2). Therefore, in the following explanation, the provision of the distribution rate shown in example (2) of Figure 6 will be considered to correspond to a predetermined rule.
[0072] (Experience point allocation) Next, the allocation of experience points, that is, changes in ability parameters using experience points as resources, will be described. FIG. 7 is a diagram showing a schematic example of an allocation screen. The allocation screen 60 is a game screen for allocating acquired experience points to ability parameters. In other words, the ability parameters of the character being trained are changed through the allocation screen 60. The allocation screen 60 can be configured as appropriate, but as an example, as shown in FIG. 7, it includes an ability display section 61, a resource display section 62, an allocation execution section 63, a back icon 64, a reset icon 65, and a confirmation icon 66.
[0073] The resource display section 62 is a section for displaying the amount of experience points currently possessed (experience points acquired before allocation) as resources for changing ability parameters. The resource display section 62 displays the amount of possessed experience points for each type, such as "strength" and "agility."
[0074] The allocation execution unit 63 is a component for allocating the player's experience points to ability parameters. The ability parameters may include any type of ability. For example, if the character being developed is a fielder, the seven types of abilities included are "trajectory," "contact," "power," "running ability," "arm strength," "fielding ability," and "catching." These are parameters that affect the trajectory of the ball, contact with the ball, power, etc., when batting. The allocation execution unit 63 arranges these seven types of abilities and five types of experience points in a matrix, and displays the amount of experience points required to increase each ability by one level, such as "strength" and "agility." For example, for "trajectory," "strength," "technique," and "spirit" each have a value of "30." This display indicates that to increase the "trajectory" ability by one level, 30 experience points must be allocated (consumed) for each of the three types of "strength," "technique," and "spirit." The same applies to other abilities such as "Meat."
[0075] Additionally, the allocation execution unit 63 has a plus icon 63a for each ability, such as "Trajectory." The plus icon 63a indicates the position where a touch operation should be performed to consume the required amount of experience points to increase the target ability. Therefore, when a touch operation is performed on the plus icon 63a for "Trajectory," 30 experience points each of the three types of "Strength," "Technique," and "Spirit" are actually consumed, and the "Trajectory" ability is increased by one point. Similarly, the allocation execution unit 63 may have a minus icon 63b for some abilities. The minus icon 63b indicates the position where a touch operation should be performed to decrease the target ability. The decrease in ability may be performed without limit, but is limited to the ability that has been increased this time, for example. In the example of FIG. 7, a minus icon is displayed for some abilities, such as "Meet," indicating that some abilities, such as "Meet," can be decreased, i.e., the ability has been increased this time. For example, when a touch operation is performed on the minus icon 63b for "Meat," the "Meat" ability decreases by one, and the three types of experience points required to increase it, namely "Strength," "Technique," and "Spirit," are returned (added) to the amount of experience points owned by "1," "6," and "4," respectively.
[0076] The ability display unit 61 is a section for displaying information on ability parameters associated with a character to be trained. In the example of FIG. 7, the ability display unit 61 is configured so that information on seven types of ability values, such as "trajectory," is divided into two rows, upper and lower, with the upper row displaying the value before the change and the lower row displaying the value after the change. The ability display unit 61 includes a pitcher ability icon 61a and a fielder ability icon 61b for switching the type of ability parameter to be displayed. By touching the pitcher ability icon 61a and the fielder ability icon 61b, the type of ability parameter to be displayed can be switched between ability parameters for pitchers and ability parameters for fielders. In the example of FIG. 7, by touching the fielder ability icon 61b, ability parameters for fielders are displayed.
[0077] The ability display unit 61 also includes a basic icon 61c and a skill icon 61d for switching the allocation target in the allocation execution unit 63. By touching the basic icon 61c and the skill icon 61d, the type of ability parameter to be allocated can be switched between basic parameters and skills. In the example of Fig. 7, by touching the basic icon 61c, basic parameters (seven types) are displayed as allocation targets in the allocation execution unit 63, but by touching the skill icon 61d, the allocation target in the allocation execution unit 63 is switched, and acquireable skills (which may be set as appropriate) are displayed instead of the basic parameters (seven types).
[0078] The back icon 64, the reset icon 65, and the confirmation icon 66 are all icons that indicate positions where a touch operation should be performed. Touching the back icon 64, the reset icon 65, and the confirmation icon 66 respectively realizes an instruction to return to the previous screen (for example, a screen not shown that is interposed between the progress selection screen 50 and the allocation screen 60), an instruction to reset the allocation (changes in ability parameters) in the allocation execution unit 63, and an instruction to confirm the allocation in the allocation execution unit 63 (to end the allocation screen 60).
[0079] In the example of FIG. 7 , various ability parameters such as "trajectory" function as multiple types of parameters of the present invention. Furthermore, for example, a change in an ability parameter (e.g., "catching") that can be increased by two types of experience points, "strength" and "spirit," associated with "strength" practice functions as a change in a predetermined type of parameter of the present invention. Note that an ability parameter such as "trajectory" that requires two types of experience points, "strength" or "spirit," as experience points required for change—in other words, a change in an ability parameter that requires at least one type of experience point, "strength" or "spirit," obtained through "strength" practice—can be said to be associated with "strength" practice. Therefore, a change in such an ability parameter may function as a change in a parameter of the present invention. Alternatively, the term "parameter" of the present invention may include experience points. Similarly, for example, an ability parameter that requires two types of experience points, "strength" and "technique," associated with "hitting" practice in the example of FIG. 6 as experience points required for change may function as one or more types of parameters of the present invention associated with each practice (at least one progression of the present invention).
[0080] (Changes to the prescribed rules) The main part is provided with a function (hereinafter sometimes referred to as practice reform) that changes the type of experience points obtained from practice according to a predetermined rule. As described above, each practice is associated with a predetermined type of experience points through the predetermined rule, but practice reform changes the type of experience points associated with a practice. The change in the type of experience points (predetermined rule) may be performed by replacing or deleting the type of experience points associated with each practice before the change, but as an example, it is performed by adding a new type to the type of experience points before the change. For example, a owned character may have practice reform as an attribute. Then, when that owned character is set as a deck character, that attribute comes into effect and the predetermined rule is changed in the main part.
[0081] FIG. 8 is an explanatory diagram for explaining the details of the practice reforms as characteristics possessed by deck characters. (1) in FIG. 8 shows an example of a type of practice reform. In the example of FIG. 8, three characters, "Character A" to "Character C," are shown as owned characters, and two characters, "Character A" and "Character B," have practice reforms, but this is just an example, and any number of characters may have practice reforms. Also, in the example of FIG. 8, only two types of practice reforms are shown, but any number of types of practice reforms may be prepared for a baseball game.
[0082] For example, as shown in (1) of Figure 8, a training reform includes three elements: target training, target experience points, and effect amount. The target training is information indicating the target training for which the training reform should be performed. For example, if the target training is "strength," if a deck character with that training reform exists, the characteristic (effect) is applied to the "strength" training. The target experience points are information indicating the target experience points (type) to be additionally granted as the effect of the training reform. For example, if the target experience points are "agility," an additional effect is granted to "agility" as the effect of the training reform. The effect amount is information indicating the effect amount (degree) applied to the target experience points. For example, if the effect amount is "3," 3 points (%) are added to the distribution rate of the target experience points (e.g., "agility") as an additional effect of the training reform. An owned character may initially have one of several types of training reforms, distinguished by differences in these three elements: target training, target experience points, and effect amount.
[0083] The effect of a practice reform may have appropriate conditions for making it effective, such as joint practice with a deck character who has that practice reform, but as an example, it will automatically (unconditionally) take effect in the main part by being set as a deck character. In other words, when a character who owns a practice reform is set as a deck character in the pre-part, the effect of that practice reform will be automatically obtained from the start of the main part (the predetermined rules will be changed automatically).
[0084] Figure 8 (2) shows an example of the effect of the training reform. More specifically, it shows the distribution rate (predetermined rule) when the training reform is applied when "Character A" in (1) is set as the deck character. As shown in Figure 8 (2), the training reform for "Character A" targets "Agility" and the effect amount are "3," respectively. Therefore, when the target training, "Strength," is performed, regardless of whether it is a joint training (or whether it is a joint training with a deck character with the training reform's characteristics), a 3% distribution rate is added to "Agility" as the experience points for the "Strength" training. Specifically, under the distribution rate before the change (Figure 6 (2)), there was no distribution rate for "Agility" (the distribution rate was zero). However, with the training reform, a 3% distribution rate is added to "Agility," realizing the distribution of experience points to "Agility." In other words, the training reform changes the distribution rate (predetermined rule) so that each training can earn different types of experience points that were not originally intended. In the example of FIG. 8, the total distribution rate eventually exceeds 100%, realizing bonus experience points.
[0085] The effects of the practice reforms, etc. do not have to be displayed on the progress selection screen 50, but as an example, a portion of them is displayed on the progress selection screen 50. (3) in Figure 8 shows an example of the progress selection screen 50 when the effects of the practice reforms, etc. are displayed. In the example in Figure 8, the same components as those in (1) in Figure 5 are assigned the same reference numerals, and their description will be omitted.
[0086] As shown in (3) of FIG. 8, compared to (1) of FIG. 5, the progress selection screen 50 when displaying the effects of the practice reform includes a reform mark RM. The reform mark is a mark (image) that indicates the effects of the practice reform. For example, if a deck character with the characteristics of the practice reform exists, a reform mark RM is added to the instruction icon 51 ("strength") corresponding to the practice of the practice reform, regardless of whether the practice is a joint practice with that deck character. This notifies the practice to which the effect of the practice reform will be applied. Furthermore, if the effect of the practice reform is applied upon execution of the practice, a reform mark RM is also added to the experience points ("agility") to which the effect will be applied in the experience point display section 53. The amount of the effect is then additionally displayed as points ("+7") of the experience points to be acquired.
[0087] A practice reform can also occur when a change condition is met in the main part, separate from the deck character settings in the pre-part. Figure 9 is an explanatory diagram illustrating an example of a case in which a practice reform occurs during training in the main part (occurring as an effect separate from the deck character). Figure 9 (1) is an explanatory diagram illustrating an example of a change condition. As shown in Figure 9 (1), when a change condition is met during training in the main part, a practice reform is applied separately from the deck character's characteristics, and the distribution rate (predetermined rule) for each practice is changed. The change condition can be set as appropriate, and can be a single condition, but as an example, it can include two types of conditions, a level-up condition and an additional condition, and be set to be met when both of them are met.
[0088] The level-up condition is a condition for leveling up each practice, but is used here as part of the change condition. The level-up condition may be set as appropriate, for example, it may be satisfied depending on the number of times each practice is performed, but as an example, it is satisfied when a specified level-up item is used as described above. Also, as an example of an additional condition, a condition that is satisfied when a reform item is used is used. Specifically, a reform item for reforming a practice is provided in the game, and the additional condition is satisfied when the reform item is used in conjunction with leveling up a practice. In this example, the level-up condition and the additional condition function as the second condition and the first condition of the present invention, respectively.
[0089] FIG. 9 (2) shows an example of the types of level-up items. As shown in FIG. 9 (2), the game provides level-up items for each type of practice, such as hitting, to level up that practice. Level-up items may be associated with each practice in a one-to-many manner (e.g., one item can be used to level up two different types of practice) or a many-to-many manner (e.g., one item can be used to level up two different types of practice, and the types of practice that each item can be used for overlap), as appropriate; however, as an example, they are associated one-to-one. Therefore, there are six types of level-up items, each corresponding to one of the six types of practice. The game may provide any type of level-up item, and the level-up condition may be satisfied by using any number of them (e.g., the same two types, or a combination of a predetermined types). As an example, the level-up condition for each practice is satisfied by using one level-up item corresponding to that practice. In addition, the level-up item may be configured as a non-consumable item that can be used continuously (with appropriate restrictions or usage conditions, such as a limit on the number of times it can be used at appropriate intervals or within a specified period), but as an example, it may be configured as a consumable item that is consumed (destroyed) upon use.
[0090] (3) in Figure 9 shows an example of the types of reform items. As shown in (3) in Figure 9, the game provides reform items for each type of experience point, such as strength, that are the target experience points for that type. That is, there are five types of reform items, each corresponding to one of the five types of experience points. As with level-up items, any type of reform item may be provided in the game, and additional conditions may be satisfied by using any number of them. For example, each reform item satisfies the additional conditions by using one of them. Furthermore, reform items may be configured as non-consumable items that can be used continuously, but for example, they are configured as consumable items that are consumed upon use. In this example, the five types of reform items function as multiple types of change items in the present invention. Furthermore, ability parameters that can be changed by the target experience points associated with each reform item, such as the ability parameter that can be changed by "strength" associated with the "red dragonfly," function as certain types of parameters in the present invention.
[0091] Figure 9 (4) shows an example of a distribution rate (predetermined rule) after training based on the change conditions. Figure 9 (4) shows the case where the "Blue Dragonfly" reform item is used to train "Strength." In this case, as shown in Figure 9 (4), a distribution rate is added to "Agility" (the target experience points for "Blue Dragonfly"), which was not originally planned for training "Strength," just as when training reform is applied as a deck character trait. The added distribution rate may be set appropriately, for example, by lottery or based on the type of reform item. For example, it is set uniformly to "10%." Therefore, training reform based on the change conditions adds a "10%" distribution rate to "Agility," which had no distribution (zero distribution rate) in training "Strength" under the distribution rate (predetermined rule) before the change (Figure 6 (2)), thereby realizing the distribution of experience points to "Agility." In other words, the distribution rate is changed so that each training can obtain types of experience points that were not originally planned. Furthermore, in the example of Figure 9, the total distribution rate exceeds 100%, as in the practice reform example of Figure 8, and bonus experience points are awarded.
[0092] As described above, a table specifying both the type of experience points to be earned in each practice and the amount of each type may be adopted as a predetermined rule. In this case, the type of experience points corresponding to the practice reform (type of reform item) and the amount of experience points to be earned for each type may be added to the table. Specifically, for example, in the table of FIG. 6(2), the horizontal axis may be replaced with the amount of experience points to be earned for each practice level (the value after multiplying the base amount by each distribution rate), and a table may be prepared as a predetermined rule in which the amount earned for each practice and each level is directly associated with the type of experience points. For example, for the "striking" practice at level 1, a table may be prepared in which 12 and 24 points are associated with "strength" and "technique," respectively, and when a "blue dragonfly" is used, an additional 4 points of experience points corresponding to "agility" may be associated.
[0093] The duration of the effect of the practice reform based on the change conditions may be limited to a predetermined number of turns (e.g., the turn the reform item is used), or may continue until an appropriate cancellation condition is met, such as when the user performs a predetermined cancellation operation. The duration of the effect of the practice reform based on the change conditions may be set as appropriate, but as an example, it may be set to the period until the end of the main part. In other words, once the practice reform based on the change conditions is executed, the effect of the practice reform will continue to be applied to subsequent practice sessions. In this example, the changed distribution rate in (4) of Figure 9 functions as the changed rule of the present invention. The reform mark RM in the example of (2) of Figure 8 may also be displayed in the practice reform based on the change conditions, but in that case, it may be displayed so as to be distinguished from the practice reform based on the deck character's characteristics.
[0094] (Item details) The level-up items and reform items will be described in detail with reference to FIG. 10. FIG. 10 is an explanatory diagram illustrating an example of an item. The level-up items and reform items may be appropriately granted to the user. For example, they may be granted in a preliminary lottery part and can be carried into the main part by selecting an item in the preliminary part. However, for example, both are granted when a predetermined condition is met in the main part. Specifically, the level-up items are granted to the user when an item condition is met, and the reform items are granted to the user when an grant condition is met. The item conditions and grant conditions may be set appropriately and may be different from each other. For example, both are set to conditions that are met when the user wins the lottery. In other words, for example, the level-up items and reform items are granted to the user through a lottery provided in the main part. This lottery may be conducted separately, but for example, a single lottery is conducted to determine whether a level-up item or a reform item is won. Furthermore, this lottery may be conducted so that only two types of items, the level-up item and the reform item, can be won. For example, this lottery is conducted so that other items can also be won. That is, the game is executed so that one of the level-up item, the reform item, and the other item can be won. In the example of Fig. 10, the level-up item, the reform item, and the other items that have the same acquisition method (can be awarded in the same lottery) are shown.
[0095] As shown in FIG. 10, the purpose of level-up items is to raise the level of practice, and a target item is determined for each practice. However, an upper limit is set for the level of practice, and level-up items cannot be used to raise the level beyond that. Also, in a given turn, the level of one of multiple practices can be swapped with the level of another practice using a level-up item. Note that the upper limit set for the level of practice may be changed as appropriate depending on various play situations, such as the use of special level-up items (items for releasing the upper limit).
[0096] The purpose of reform items is to reform practices. Reform items can be used to reform practices by leveling up practices with level-up items. As described above, reform items are prepared for each type of practice, and the type of experience points added is determined by the type of reform item consumed. While each reform item may be given to a training character without limit, limitations are placed on the types of reform items that can be acquired depending on the player's defensive position (not limited to defensive positions, but various individual characteristics of each character may be used, such as restricting the acquisition of reform items corresponding to "Agility" for characters who already have a high rate of experience points). For example, "Blue Dragonfly" is reserved for fielders, and "Orange Dragonfly" is reserved for pitchers. (Similar limitations, such as being available but unusable, may also be applied as usage restrictions.) Each reform item may be associated with multiple types of experience points and used to change multiple types of experience points. Each reform item may be usable across multiple types of practices. Alternatively, the user may specify the experience points to be changed. Furthermore, the target of change may be determined for each turn in which practice reform is implemented, for example, "Technique" may be the target of change in March.
[0097] The change conditions include, for example, the level-up condition and the additional condition, as described above, and the use of reform items is restricted when the practice level is increased. Therefore, if the practice level has reached the upper limit, the level-up item cannot be used, and as a result, the reform item cannot be used either. Note that reform items may be usable independently of the practice level increase, in which case the change conditions may be satisfied only by the use of the reform item (which may be limited to one or multiple items may be allowed) (fulfilling the additional condition).
[0098] Additionally, while any reform item may be allowed when leveling up a practice, the use of reform items of a type corresponding to experience points scheduled to be awarded by an existing practice (at a predetermined distribution rate) is restricted, for example. For example, a "Red Dragonfly" corresponding to "Strength" experience points cannot be used in a "Strike" practice that is already scheduled to be allocated to "Strength" experience points. The number of reform items that can be used simultaneously may be set as appropriate, but is limited to one, for example. Multiple types of reform items cannot be used simultaneously to add multiple types of experience points to an existing practice. In other words, practice reform is performed by adding one type of experience point to the experience points originally obtained (at a predetermined distribution rate). Practice reform when leveling up a practice may be performed at the discretion of the user (the user may be allowed to choose not to consume them), but for example, if the user owns a reform item corresponding to the target practice, it is required to consume it.
[0099] Other items are items that can be acquired through a lottery similar to level-up items and reform items, but their purpose is to acquire experience points. Specifically, other items have the effect of granting a predetermined amount of experience points when discarded and abandoned. Lottery opportunities to acquire level-up items, reform items, and other items may be provided as appropriate. For example, a lottery opportunity is provided each time a practice session is performed, and the user is awarded one of three types of items (which may include a losing item). If the practice level has reached the upper limit and an unusable level-up item or reform item is won, a re-lottery is permitted only once. In this case, the user may be asked whether or not to re-lotter. Note that a re-lottery may be permitted as appropriate, for example, if a reform item already owned is won. Alternatively, items that are subject to a re-lottery may be excluded from the prize pool. In other words, the lottery may be performed so that items that require a re-lottery are not awarded.
[0100] Furthermore, a reform item is always won at a predetermined number of lottery draws (for example, every five draws). These items may be acquired in ways other than by lottery, and for example, reform items may be granted when specific instructions are executed in each section (or even in a specific section). The reform items granted in these cases may be determined as appropriate, and as an example, are determined according to a predetermined priority. The predetermined priority may be set, for example, to types that are not currently owned and have never been used, types that are not currently owned, or types that have never been used.
[0101] The predetermined priority may be set as appropriate. For example, it may be assigned completely randomly (priority may be omitted), or it may be set to utilize appropriate play conditions, such as the number of turns or practice for leveling up. The predetermined priority may be set by the user. Furthermore, at a predetermined turn (which may be an arbitrary turn or a fixed turn designated in advance), a command to replace all items owned by the user may be possible. In this case, the replacement of all items may be performed randomly, or may be performed by specifying the items to be replaced. Alternatively, it may be performed by specifying (locking) only items that cannot be replaced. Furthermore, each item may be provided with other appropriate acquisition methods. For example, a reform item may be provided with an opportunity for the user to specify and acquire any item. These methods provide the user with an opportunity to obtain the item they desire.
[0102] Furthermore, each item may be assigned a maximum number of items that can be owned, such as 10, and if that number is exceeded, the oldest items (those acquired earliest) may be discarded. The maximum number of items may be set for each type of item, or it may be set across multiple types. For example, a maximum number of items may be shared by three types: level-up items, reform items, and other items, with the total number of items owned by the three types limited to the maximum number (the number of items owned by the three types consumes the slots up to the maximum). Alternatively, an opportunity may be provided for discarding items designated by the user at any time. In this case, appropriate restrictions may be imposed, such as prohibiting the discarding of items that can be used for training reform. On the other hand, appropriate benefits, such as the exchange for a specified item, may be provided for discarding. Similarly, various benefits, such as the imparting of a specified skill, may be granted depending on appropriate conditions, such as when training reform is performed for three types of training, or when training reform is performed multiple times for the same training.
[0103] (Level up screen) FIG. 11 is a diagram showing an example of a level-up screen. The level-up screen 70 is a game screen for leveling up a practice. Level-up items and reform items may be used at any appropriate opportunity, or may be used separately. For example, an opportunity to use both items is provided simultaneously via the level-up screen 70. The level-up screen 70 may be provided at any appropriate time. For example, it is automatically provided (displayed) when a practice that can be leveled up (possessing a level-up item) is instructed on the progress selection screen 50. In other words, the level-up screen 70 is displayed each turn as a practice is instructed. In the example of FIG. 11, (1) indicates a case where no reform item is possessed, (2) indicates a case where one reform item that can be used when leveling up is possessed, and (3) indicates a case where multiple reform items that can be used when leveling up are possessed.
[0104] 11(1), when a practice that can be leveled up is instructed on the progress selection screen 50, a level up screen 70 is automatically displayed, and the user is given an opportunity to confirm whether or not to level up the instructed practice via the level up screen 70. The level up screen 70 may be configured as appropriate, but in the example of FIG. 11, it includes a target practice display section 71, a target experience point display section 72, a target item display section 73, a cancel icon 74, and an execute icon 75.
[0105] The target practice display section 71 is a section for displaying information about the practice that is the target of leveling up. The target practice display section 71 includes, for example, information before the level up ("Strike LV1") and information after the level up ("Strike LV2").
[0106] The target experience point display section 72 is a section for displaying the type of experience points that can be obtained by the target practice (the instructed practice). Various types of experience points can be displayed in the target experience point display section 72 according to the type of practice that has been instructed, but in the example of Figure 11, "striking" practice has been instructed, and information on "strength" and "technique" is displayed as the types of experience points that can be obtained by that practice.
[0107] The target item display section 73 is a section for displaying information about items that are scheduled to be consumed to level up the instructed practice. As described above, leveling up a practice requires consuming a level-up item that corresponds to the target practice, and therefore the target item display section 73 displays information about at least the level-up items that will be consumed to level up. In the example of FIG. 11, since the "batting" practice is the target for leveling up, information about the "Golden Bat" is displayed in the target item display section 73 as the level-up item that corresponds to the "batting" practice.
[0108] The cancel icon 74 and the execute icon 75 are both icons that indicate the position where a touch operation should be performed. Touching the cancel icon 74 and the execute icon 75 instructs the cancellation of level-up and the execution of level-up, respectively. If the level-up is canceled (a touch operation is performed on the cancel icon 74), the level-up is not performed. In this case, the progress selection screen 50 (the previous screen) may be returned to, but as an example, the instructed practice is performed without the level-up being performed. On the other hand, if the level-up is performed (a touch operation is performed on the execute icon 75), the level of the practice increases by one (reaching the level after the level-up in the target practice display section 71), and the practice after that level-up is performed.
[0109] On the other hand, as shown in (2) of FIG. 11, if a player possesses a reform item that can be used in the practice targeted for leveling up, compared to the example of (1) of FIG. 11, for example, the reform item required for the practice reform ("white dragonfly") is additionally displayed in the target item display section 73. In addition, information on the type of experience points ("spirit") that will be added to the practice by this reform item (results of the practice reform) is also added to the target experience point display section 72. Furthermore, information indicating the application of the practice reform as information after leveling up is added to the target practice display section 71. This information can be realized as appropriate, but in the example of FIG. 11, it is realized by displaying the reform mark RM.
[0110] Furthermore, as shown in (3) of FIG. 11, if a player possesses multiple reform items that can be used in the practice targeted for leveling up, the reform item required for the practice reform ("blue dragonfly") is additionally displayed in the target item display section 73, and a switching icon 76 is additionally displayed compared to the example in (2) of FIG. 11. The switching icon 76 is an icon that indicates the position where a touch operation should be performed to switch (change) the target reform item consumed for the practice reform. The switching icon 76 may be configured appropriately, and in FIG. 11, it is configured by two switching icons 76 on the left and right that sandwich the reform item information in the target item display section 73. Then, by touching these two switching icons 76 on the left and right, the target for consumption is switched from the current reform item ("blue dragonfly") to another reform item.
[0111] 11(2) is also added to the target experience point display section 72 and the target practice display section 71, but the type of experience points added by the reform item in the target experience point display section 72 is switched in response to switching using each switching icon 76. Specifically, in the example of FIG. 11(3), "agility" is displayed as the type of experience points added to practice by the "blue dragonfly" currently being consumed, but if, for example, the reform item being consumed is switched from "blue dragonfly" to "white dragonfly" in response to switching using each switching icon 76, the "agility" information in the target experience point display section 72 also changes to "spirit" information. As an example, practice level-up and practice reform using reform items are performed via this level-up screen 70.
[0112] (Network system processing) Next, the procedure of the practice execution process will be described with reference to FIG. 12. The practice execution process is a process for executing practice reform based on the change conditions during the main part (during training). The example in FIG. 12 shows the procedure when the change conditions include the requirement of leveling up the practice and the use of a reform item, and opportunities for leveling up are provided via the level-up screen 70. When a practice to be executed is specified on the progress selection screen 50, the progress control unit 33 starts the practice execution process of FIG. 12 and first determines whether the specified practice can be leveled up (step S101). As an example, the level-up condition for leveling up a practice is satisfied by using a level-up item corresponding to the target practice, as described above. Therefore, the progress control unit 33 determines whether or not a level-up item corresponding to the target practice is available to determine whether or not a level-up is possible. If there is no level-up item corresponding to the target practice (the user does not own it), i.e., if level-up is not possible (step S101: No), the progress control unit 33 proceeds to step S108.
[0113] On the other hand, if there is a level-up item corresponding to the target practice (the user owns it), that is, if level-up is possible (step S101: Yes), the progress control unit 33 further determines whether or not there is a reform item (whether or not the user owns it) (step S102), and then displays the level-up screen 70 (step S103). In this case, the progress control unit 33 displays the level-up screen 70 to reflect the presence or absence of the reform item. Specifically, if the user does not own the reform item, the progress control unit 33 displays the level-up screen 70 for performing a level-up without practice reform, as in the example (1) of FIG. 11. On the other hand, if the user owns the reform item, the progress control unit 33 displays the level-up screen 70 with practice reform, as in the examples (2) and (3) of FIG. 11, depending on whether there is one or multiple reform items.
[0114] Next, the progress control unit 33 determines whether or not a level-up has been performed on the level-up screen 70 (step S104). If a level-up has not been performed on the level-up screen 70 (step S104: No), for example, if a touch operation is performed on the cancel icon 74 on the level-up screen 70, the progress control unit 33 proceeds to step S108. On the other hand, if a level-up has been performed on the level-up screen 70 (step S104: Yes), for example, if a touch operation is performed on the execute icon 75 on the level-up screen 70, the progress control unit 33 proceeds to step S105, and further determines whether or not a reform item has been used (whether or not the use of a reform item is involved) (step S105).
[0115] If a reform item is used (a reform item is used both for leveling up) (step S105: Yes), the progress control unit 33 executes a level up for the target practice and also executes a practice reform for that practice. Specifically, the progress control unit 33 achieves the level up by raising the level of the target practice from the current level to the next level up. Furthermore, the progress control unit 33 achieves the practice reform by adding a type of experience points corresponding to the reform item used this time to the types of experience points associated with the target practice. More specifically, the progress control unit 33 achieves the practice reform by changing the predetermined distribution rate (rule) associated with the target practice to a distribution rate that adds distribution to the type of experience points corresponding to the reform item used this time. On the other hand, if a reform item is not used (a reform item is not used both for leveling up) (step S105: No), the progress control unit 33 executes a level up for the target practice (step S107).
[0116] After steps S106 and S107, or after steps S101 and S104, the progress control unit 33 executes the target practice (step S108). The progress control unit 33 then calculates and awards experience points corresponding to the practice of step S108 (step S109). The experience points are calculated based on a base amount corresponding to the level of the practice and a distribution rate for each practice for distributing the base amount. If a practice level-up has been performed, the base amount corresponding to the level after the level-up is used. Furthermore, if a practice reform has been performed and the predetermined distribution rate for the practice has been changed, the calculation is performed based on the changed distribution rate, i.e., a distribution rate in which the type of experience points corresponding to the reform item has been added at a predetermined rate. After the experience points have been awarded, the progress control unit 33 ends the current practice execution process.
[0117] According to the procedure of FIG. 12, when a practice to be performed is specified on the progress selection screen 50, a level-up screen 70 (an opportunity to perform a level-up) is provided depending on whether or not a level-up item corresponding to that practice is available. Furthermore, if the user possesses a reform item at the time of level-up, practice reform is also realized along with the level-up of the practice. Then, the type of experience points originally associated with the practice is changed based on the practice reform, in other words, the type of experience points originally gained by that practice. More specifically, the distribution rate is changed so that the type of experience points corresponding to the reform item used in the practice reform are added to the type of experience points gained by the practice. Then, after the practice, experience points are awarded according to the distribution rate after level-up and after the practice reform. In other words, the practice is performed so that it is associated with the changed type of experience points.
[0118] As described above, according to this embodiment, when a change condition is satisfied during the development of a development character, the predetermined rule (the distribution rate for each experience point) is changed, practice is performed according to the changed rule (the distribution rate including the new type of experience point), and experience points are awarded. Therefore, the predetermined rule that associates practice with the predetermined type of experience point (in other words, changes in the predetermined type of ability parameter) can be changed after the development of the development character has begun. This allows the situation after the development has begun to be reflected in the change to the predetermined rule (distribution rate) using the change condition, making it possible to change the predetermined rule relatively flexibly. As a result, it is possible to more easily realize the development intended by the user, which in turn improves the enjoyment of the game.
[0119] Furthermore, if the change conditions require the use of a reform item, the user's intention can be reflected in the change to the specified rules through the use of the reform item. Furthermore, if the specified rules are changed according to the type of reform item used, the type of reform item used for the change conditions can be used to reflect the user's intention in the changes to the specified rules. This makes it easier to achieve the user's intended development. Similarly, if a level-up item is granted according to the play situation in the main part, the level-up item can be used according to the play situation, so the play situation can be further reflected in the change to the specified rules through the granting of the level-up item.
[0120] In the above embodiment, the progress control unit 33 of the game machine 3 functions as the rule changing means and progress granting means of the present invention by executing the procedure of Fig. 12. Specifically, the progress control unit 33 functions as the rule changing means by executing step S106 of the procedure of Fig. 12, and as the progress granting means by executing step S108 after step S106.
[0121] The present invention is not limited to the above-described embodiment and may be embodied in various modified or altered forms. Furthermore, the present invention may be embodied in various forms obtained by appropriately combining various technical means included in the above-described embodiment and the following modified embodiments. In the above-described embodiment, the level-up screen 70 is displayed in response to a touch operation on the instruction icon 51 on the progress selection screen 50. In other words, the practice level-up is executed when a practice is selected. However, the present invention is not limited to such an embodiment. For example, a game screen separate from the progress selection screen 50 may be provided for selecting the practice level-up so that the practice selection and the practice level-up are executed independently. FIG. 13 is a diagram schematically illustrating an example of a level-up preparation screen. The level-up preparation screen 80 is an example of a game screen for selecting the practice level-up, which is provided separately from the progress selection screen 50. The level-up preparation screen 80 may be configured as appropriate, but in the example of FIG. 13, it includes a special practice display section 81, an owned item display section 82, an instruction icon 51, and a back icon 84.
[0122] The specialty practice display section 81 is a section for displaying information about the specialty practices of each deck character set in the deck. The specialty practice display section 81 includes an individual character section 85 corresponding to each deck character. The deck character display section 81 displays the number of individual character sections 85 corresponding to the deck characters that make up the deck. In the example of Figure 13, six individual character sections 85 corresponding to the six deck characters that make up the deck are displayed. Each individual character section 85 also includes a deck character image 85a representing the deck character and specialty practice information 85b indicating the specialty practice of each deck character. The specialty practice information 85b is only displayed in the individual character section 85 corresponding to the deck character with a specialty practice. In the example of Figure 13, the second individual character section 85 from the left and the fourth individual character section 85 from the left display specialty practice information 85b indicating "attacking" and "defense," respectively.
[0123] The owned item display section 82 is a section for displaying items owned by the character being developed (or the user developing the character). The owned item display section 82 may be configured as appropriate, but in the example of FIG. 13 , it includes ten slot sections 86. Each slot section 86 is a slot (blank frame) into which an owned item should be placed. When an item is added to each slot section 86, the display changes from a blank indicating availability to a display showing item information. Thus, the upper limit of the number of items that can be owned through the ten slot sections 86 and the remaining number that can be owned through the blank displays are respectively displayed. In the example of FIG. 13 , the blank slot sections 86 are displayed with a dot pattern, and three of the ten slot sections 86 have changed to item information indicating a "golden spike," a "golden ball," and a "red dragonfly," respectively. In this case, it can be seen that while these three items are owned, there are seven items remaining that can be owned.
[0124] Furthermore, the ten slots 86 may be used to display only specific items, such as level-up items and reform items, but are shared by three types of items, including other items, for example. Therefore, the ten-item limit (possible ownership limit) functions as a common limit across the three types of items. Each slot 86 may display the type of item only by the item name, but for example, different colors are used depending on the type of item. In other words, the different colors are used to indicate the type of item. This color scheme can be implemented as appropriate, but in the example of FIG. 13, level-up items are displayed in white, and reform items are displayed in a checkered pattern.
[0125] The instruction icons 51 are icons for instructing the training character on the practice (progress) to be performed, similar to the progress selection screen 50. However, touching each instruction icon 51 functions as an instruction to level up the target practice, rather than to perform the practice. In addition, a reform mark RM and a level up mark UR may be displayed on each instruction icon 51. As described above, the reform mark RM is a mark that indicates the effect of a practice reform, and is displayed on the instruction icon 51 corresponding to a practice for which a practice reform has already been performed. The level up mark UM is a mark that indicates a practice that can be leveled up. One example of how a practice can be leveled up is by using a level up item. For this reason, the level up mark UM is displayed on the instruction icon 51 of the practice corresponding to the level up item owned.
[0126] Leveling up a practice based on a touch operation on each instruction icon 51 may be performed as appropriate, and may be performed via the level-up screen 70 in the same manner as when a level-up-enabled practice is instructed on the progress selection screen 50 in the above-described form. That is, this may be achieved by processing similar to steps S101 to S107 in the example of FIG. 12. On the level-up preparation screen 80, only instruction icons 51 corresponding to level-up-enabled practices (practices for which a level-up mark UR is displayed) may be selectable, or instruction icons 51 corresponding to practices that cannot be leveled up may be selectable. If an instruction icon 51 corresponding to a practice that cannot be leveled up is selectable, an appropriate game screen may be displayed thereafter to indicate that the level-up is not enabled (for example, to explain the reason why the level-up is not enabled).
[0127] The back icon 84 is an icon indicating the position where a touch operation (instruction) to return to the game screen before the level-up preparation screen 80 should be performed. Therefore, when a touch operation is performed on the back icon 84, the level-up preparation screen 80 ends and the previous game screen is returned to. The level-up preparation screen 80 may be transitioned to as appropriate, and various game screens may function as the previous game screen. For example, a practice level-up may function as a scenario event in the main part or a development that occurs at a specific time. An option for transitioning to the level-up preparation screen 80 may be displayed on the progress selection screen 50, or an automatic transition from the progress selection screen 50 may occur. In other words, the progress selection screen 50 may function as the game screen before the level-up preparation screen 80. Alternatively, a game screen or the like that serves as a starting point for transitioning to the progress selection screen 50, transitioning to the allocation screen 60, or transitioning to the level-up preparation screen 80 may be provided as appropriate between the progress selection screen 50 and the home screen 40, and that game screen may function as the game screen before the level-up preparation screen 80.
[0128] In the above-described embodiment, each practice is associated with a change in an ability parameter via experience points. However, the present invention is not limited to this embodiment. For example, as described above, each practice may be directly associated with a change in an ability parameter. Specifically, for example, in the example of FIG. 6(1), instead of the basic amount of experience points, a basic amount of basic parameters may be set for each practice. Similarly, in the example of FIG. 6(2), instead of the types of experience points such as "strength" and "agility," basic parameters (ability parameters) such as "trajectory" and "contact" may be set on the vertical axis of the table. The basic amount of basic parameters may then be distributed according to the distribution ratio of the basic parameters such as "trajectory" and "contact" and awarded as the result of each practice. Alternatively, in the table of FIG. 6(2), the horizontal axis may be further replaced with the amount of basic parameters to be acquired for each level of practice, and the amount of basic parameters acquired for each practice and for each level may be directly associated with the type of each basic parameter. That is, in the example of (2) in Figure 6, the vertical axis may specify basic parameters (ability parameters) such as "trajectory" and "contact," and the vertical axis may specify the amount acquired as a result of distributing the basic amount according to the distribution rate directly for each level of practice. This table may then function as a table (predetermined rule) that specifies both the type of basic parameter to be acquired in each practice and the amount acquired for each type. The same applies to the example of Figure 8. That is, in the example of Figure 6, a predetermined rule may be applied in which both the basic amount and the distribution rate are set to correspond to the basic parameters, or a practice reform may be applied to change the predetermined rule by specifying both the type of basic parameter and the amount acquired for each type.
[0129] In the above-described embodiment, the practice reform is also realized as a characteristic of the deck character. However, the present invention is not limited to this embodiment. The practice reform may be omitted from the characteristics of the owned character, and the practice reform may be realized only by the change conditions in the main part.
[0130] Furthermore, in the above-described embodiment, the change conditions include a level-up condition and an additional condition. However, the present invention is not limited to such an embodiment. For example, the change conditions may be set as appropriate as described above. For example, the change conditions are not limited to level-up items or reform items, but may be configured to appropriately utilize various play situations. Then, the predetermined rules may determine the change content to reflect the play situations. This allows the play situations to be more flexibly reflected in the development of the development character. Meanwhile, the change conditions may be set as appropriate as described above, and are not limited to conditions that utilize play conditions. For example, the change conditions may be conditions that utilize various elements other than the play situations, such as a lottery, user selection, or an operation campaign that is executed regardless of the play situations.
[0131] In the above-described embodiment, in addition to the development characters, deck characters are exemplified as characters appearing in the main part. However, the present invention is not limited to this embodiment. In addition to the development characters and deck characters, various other characters, such as characters to be granted other than deck characters, may appear in the main part as appropriate. These various characters may influence the development of the development characters. For example, in the case of characters to be granted other than deck characters, characteristics such as the above-mentioned preferred practice or practice reform may be exhibited in the main part. Characteristics may be assigned to characters that do not originally have characteristics. Alternatively, various characters may influence the development of the development characters as appropriate, for example, through conversations, joint practice, events, etc., without being limited to characteristics such as preferred practice or practice reform. The various characters appearing in the main part are not limited to owned characters. In other words, various characters not owned by the user, such as characters to be granted other than the user, may appear in the main part as appropriate, and each of these characters may influence the development of the development characters as appropriate.
[0132] In the above-described embodiment, practice is exemplified as an example of an object of experience points. However, the present invention is not limited to this embodiment. In addition to practice, various elements related to experience points or ability parameters may be provided. For example, the main part may include an event in which experience points are earned (granted). Furthermore, the experience points awarded in an event may be set appropriately, for example, set to be awarded according to various rules. Alternatively, various elements that change the experience points of an event may be provided. For example, a character may be provided with a characteristic that changes the experience points of an event. Furthermore, for example, if that character is set as a deck character, the experience points earned in future events may be biased toward one (or any number of) events during a predetermined turn (not limited to a time, and any suitable condition may be used), such as during a suitable time such as spring or autumn (the total amount of experience points may remain the same, and the type of experience points that are earned more may be specified according to the user's selection). Specifically, for example, in an event that adds 100 points to all experience points, if "strength" is emphasized, "strength" will receive an additional 130 points, and the others will receive an additional 90 points, so points may be assigned so that they are biased toward one of the attributes. The selection for the bias can be set as appropriate, and may include, for example, four types: strength, technique, agility (curveball), and spirit, as well as five options for "no bias." Furthermore, the total amount of experience points may change (increase or decrease) when biased. A similar bias may also be applied to experience points gained through practice.
[0133] In the above-described embodiment, the network system 1 includes the center server 2. However, the present invention is not limited to this embodiment. For example, in cases where an offline game that can be played without connecting to a network 5 is provided, the center server 2 may be omitted, and the game machine 3 may function alone as the game system of the present invention. Alternatively, conversely, the center server 2 may perform all or part of the functions (various processes, etc.) of the game machine 3. In this case, the combination of the game machine 3 and the center server 2 (for example, the network system 1), or the center server 2 alone (including the case where it is configured by multiple server devices) may function as the game system of the present invention.
[0134] Various aspects of the present invention derived from the above-described embodiments and modifications will be described below. In the following description, corresponding components shown in the accompanying drawings will be written in parentheses to facilitate understanding of each aspect of the present invention, but the present invention is not limited to the illustrated forms.
[0135] The computer program of the present invention is configured to cause a computer (31) incorporated into a game system (3) that provides a training game in which the training object is trained through progression in accordance with predetermined rules that associate the progression with changes in a predetermined type of parameter among the plurality of types of parameters, using a display device (MO) that displays a game screen (50) including a training object (54) that is associated with multiple types of parameters as an object to be trained, and an input device (TS) that inputs instructions for progression for training the training object, to function as: a rule change means (33) that changes the predetermined rules to changed rules when a change condition is met during the training of the training object so that a change occurs in the type of the predetermined type of parameter; and a progress granting means (33) that grants the progression so that it is associated with the change in the predetermined type of parameter after the change in accordance with the changed rules when the progression is instructed.
[0136] According to the present invention, when a change condition is satisfied during the development of the development object, the predetermined rule is changed and progress is granted in accordance with the changed rule. Therefore, the predetermined rule that associates progress with changes in a predetermined type of parameter can be changed after the development of the development object begins. This allows the situation after the development begins to be reflected in the change to the predetermined rule using the change condition, making it possible to change the predetermined rule relatively flexibly. As a result, it is easier to achieve the development intended by the user, which ultimately improves the enjoyment of the game.
[0137] Various conditions may be used as the change conditions as appropriate. Therefore, the requirements for satisfying the change conditions may include any appropriate requirements. For example, in one aspect of the computer program of the present invention, the training game may include a change item for changing the predetermined rules, and the change conditions may include the use of the change item. In this case, the user's intention can be reflected in the change of the predetermined rules through the use of the change item.
[0138] The use of a change item may or may not be reflected in the changes to the predetermined rules (the changes to the types of parameters to be applied to the predetermined types). For example, a change item may be used to reflect the user's intention when changing the type, and the changes to the type may vary depending on other factors. Alternatively, the use of a change item may be reflected in the changes to the type. For example, in an aspect where the change condition requires the use of a change item, the change items may include multiple types of change items each associated with a partial change of the multiple types of parameters, and the rule change means may change the predetermined rules to the changed rules so that changes occur to the types of the predetermined types of parameters according to the partial types associated with the change items used to satisfy the change condition. In this case, the user's intention can be reflected in the changes to the predetermined rules by utilizing the type of change item used for the change condition. This makes it easier to achieve the user's intended development.
[0139] The change item may be made available to the user as appropriate. For example, the change item may be initially given to the user with various restrictions, such as a predetermined interval or a limited number of times. Alternatively, the change item may be granted to the user and made available based on various conditions, such as a lottery or playing status. For example, in a mode in which a change item is provided in a raising game, the raising game may be configured to grant the change item to the user when a predetermined granting condition is met while the raising object is being raised. In this case, since the change item becomes available depending on the playing status, the playing status can be reflected in changes to predetermined rules through the granting of the change item.
[0140] Various conditions may be used as the change condition. For example, the change condition may be a condition that is satisfied by only one condition, or may include multiple conditions. When multiple conditions are included, they may be used for one condition or multiple conditions. That is, the change condition may be configured as a single condition or as a condition that includes multiple conditions. For example, in an aspect in which a development game includes a change item, the change condition may include a first condition that is satisfied by using the change item and a second condition that is different from the first condition, and may be satisfied when both the first condition and the second condition are satisfied. In this aspect, multiple levels may be set for the progression, and each level may increase by one level from the current level when a predetermined level-up condition is satisfied, and the level-up condition may be used as the second condition.
[0141] Furthermore, the level-up condition may be satisfied as appropriate. For example, it may be satisfied based on various play situations, such as a lottery or a charge. Specifically, for example, in an aspect in which the change condition includes a level-up condition, the training game may include a level-up item for increasing the level of progress, and the level-up condition may be satisfied when the level-up item is used. In this aspect, the training game may be configured to grant the level-up item to the user when a predetermined item condition is satisfied during the training of the training object. In this case, the level-up item becomes available depending on the play situation, and the play situation can be reflected in changes to the predetermined rules through the granting of the level-up item.
[0142] In a training game, progressions may be set as appropriate. For example, progressions may be various actions (e.g., practice) that a training object should perform. Or, progressions may be training guidelines that determine the direction of training of a training object. Therefore, a training game may be provided with an appropriate number of progressions (options for training). For example, in one aspect of the computer program of the present invention, the progressions may include a plurality of progressions, and the predetermined rule may be configured to associate each progression with a change in one or more parameters, at least one of which is different from each other. The rule changing means may change the predetermined rule to the changed rule so that a change occurs in one or more parameters of at least one of the plurality of progressions. The progression granting means, when instructed to grant the at least one progression, may grant the at least one progression so as to be associated with the change in the one or more parameters after the change in accordance with the changed rule.
[0143] On the other hand, the game system of the present invention is a game system (3) that uses a display device (MO) that displays a game screen (50) including a development object (54) that is associated with multiple types of parameters as an object to be developed, and an input device (TS) that inputs instructions for progress to develop the development object, to provide a development game in which the development object is developed through the progress in accordance with predetermined rules that associate the progress with changes in a predetermined type of parameter among the multiple types of parameters, and is equipped with a rule change means (33) that changes the predetermined rules to changed rules when a change condition is met during the development of the development object so that a change occurs in the type of the predetermined type of parameter, and a progress granting means (33) that grants the progress so that it is associated with the change in the predetermined type of parameter after the change in accordance with the changed rules when the progress is instructed.
[0144] The control method of the present invention uses a display device (MO) that displays a game screen (50) including a training object (54) that is associated with multiple types of parameters as an object to be trained, and an input device (TS) that inputs instructions for training the training object, to cause a computer (31) incorporated in a game system (3) that provides a training game in which the training object is trained through the progression in accordance with predetermined rules that associate the progression with changes in a predetermined type of parameter among the multiple types of parameters, to execute: a rule change procedure that changes the predetermined rules to modified rules when a change condition is satisfied during the training of the training object so that a change occurs in the type of the predetermined type of parameter; and a progress granting procedure that grants the progression so that it corresponds to the change in the predetermined type of parameter after the change in accordance with the modified rules when the progression is instructed. The game system of the present invention can be realized by executing the computer program or control method of the present invention. [Explanation of symbols]
[0145] 3. Game consoles (game systems) 31 Control unit (computer) 33 Progress control unit (rule change means, progress grant means) 50 Progression selection screen (game screen) 54 Character image (development object) MO monitor (display device) TS Touch sensor (input device) PG2 Game Program (Computer Program)
Claims
1. A computer incorporated in a game system that provides a training game in which the training object is trained through a progression according to a predetermined rule that associates the progression with a change in a predetermined type of parameter among the plurality of types of parameters, using a display device that displays a game screen including a training object that is associated with a plurality of types of parameters as an object to be trained, and an input device that inputs instructions for a progression to train the training object, a rule change means for changing the predetermined rule to a changed rule when a change condition is satisfied during the development of the development object so that a change occurs in the type of the predetermined type of parameter; progress granting means for granting the progress in accordance with the post-change rule in a manner that corresponds to a change in the predetermined type of parameter after the change when the progress is instructed; A computer program configured to function as
2. the raising game includes a change item for changing the predetermined rules, The computer program product according to claim 1 , wherein the change condition includes a requirement for use of the change item.
3. the change items include a plurality of types of change items each associated with a change in a portion of the plurality of types of parameters, 3. The computer program according to claim 2, wherein the rule change means changes the predetermined rule to the changed rule so that a change according to a partial type associated with a change item used to satisfy the change condition occurs in the type of the predetermined type of parameter.
4. The computer program according to claim 2 , wherein the raising game is configured to grant the changed item to the user when a predetermined granting condition is satisfied during the raising of the raising object.
5. 3. The computer program of claim 2, wherein the change condition includes a first condition that is satisfied by using the change item and a second condition that is different from the first condition, and the change condition is satisfied when both the first condition and the second condition are satisfied.
6. The progression has multiple levels, Each level changes so that it will rise to the next level when certain level-up conditions are met. The computer program according to claim 5 , wherein the level-up condition is used as the second condition.
7. The development game includes a level-up item for increasing the level of the progress, The computer program product of claim 6 , wherein the level-up condition is satisfied when the level-up item is used.
8. The computer program according to claim 7 , wherein the raising game is configured to provide the level-up item to the user when a predetermined item condition is satisfied during the raising of the raising object.
9. the progression includes a plurality of progressions; the predetermined rule is configured to associate each progression with a change in one or more types of parameters, at least one of which is different from each other; the rule change means changes the predetermined rule to the changed rule so that a change occurs in one or more parameters of at least one of the plurality of progressions; The computer program according to any one of claims 1 to 8, wherein the progress granting means, when instructed to grant at least one progress, grants the at least one progress so as to correspond to a change in one or more types of parameters after the change in accordance with the post-change rule.
10. A game system that uses a display device that displays a game screen including a training object that is associated with multiple types of parameters as an object to be trained, and an input device that inputs instructions for a progression for training the training object, to provide a training game in which the training object is trained through the progression in accordance with a predetermined rule that associates the progression with changes in a predetermined type of parameter among the multiple types of parameters, a rule change means for changing the predetermined rule to a changed rule when a change condition is satisfied during the development of the development object, so that a change occurs in the type of the predetermined type of parameter; progress granting means for granting the progress in accordance with the post-change rule in a manner that corresponds to a change in the predetermined type of parameter after the change when the progress is instructed; A game system comprising:
11. A computer is incorporated into a game system that provides a training game in which the training object is trained through a progression according to a predetermined rule that associates the progression with a change in a predetermined type of parameter among the plurality of types of parameters, using a display device that displays a game screen including a training object that is associated with a plurality of types of parameters as an object to be trained, and an input device that inputs instructions for a progression to train the training object, a rule change procedure for changing the predetermined rule to a changed rule when a change condition is satisfied during the development of the development object so that a change occurs in the type of the predetermined type of parameter; a progress granting step of granting the progress in accordance with the post-change rule in a manner that corresponds to a change in the predetermined type of parameter after the change, when the progress is instructed; A control method for executing the above.
Citation Information
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