Computer program, game system used for the same, and control method

The game system allows for flexible association of development effects during the development process by using a condition determination mechanism, enhancing the development experience.

JP2025128894APending Publication Date: 2025-09-03KONAMI DIGITAL ENTERTAINMENT CO LTD
View PDF 4 Cites 0 Cited by

Patent Information

Application Number
JP2024025891
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-22
Publication Date
2025-09-03

AI Technical Summary

Technical Problem

Existing game systems lack flexibility in setting development effects during the development process, with predetermined rules limiting the association of experience points with ability parameter changes, and effects being applied only before the start of the development phase.

Method used

A computer program and game system that includes a condition determination mechanism to set advantageous effects during development progress, allowing flexible association of effects with selected progressions based on predetermined conditions.

Benefits of technology

Enables more flexible development by dynamically associating predetermined effects with selected progressions, enhancing the development process.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025128894000001_ABST
    Figure 2025128894000001_ABST
Patent Text Reader

Abstract

To provide a computer program capable of setting a predetermined effect for making rearing advantageous to a related object in association with the progress for rearing during rearing of a rearing object.SOLUTION: A computer program causes a control unit 31 (computer) incorporated into a game machine 3 for providing a rearing game for rearing a rearing character to function as the undermentioned means. That is, the computer program causes the control unit 31 to function as means to discriminate whether or not a predetermined setting condition is satisfied in the training selected by a selection instruction of respective training sessions for rearing the rearing character, and set a predetermined effect for making the rearing of a rearing object advantageous to a deck character associated with the rearing character in association with the selected progress when the setting condition is satisfied.SELECTED DRAWING: Figure 9
Need to check novelty before this filing date? Find Prior Art

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 development game in which a development object is developed, using a display device that displays a game screen including a development object as an object to be developed and / or related objects associated with the development object, and an input device that inputs selection instructions to select each step in developing the development object. [Background technology]

[0002] A game system is known that provides a training game in which a training object is trained, using a display device that displays a game screen including a training object as an object to be trained and / or related objects associated with the training object, and an input device that inputs selection instructions to select each step in training the training object (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 executed in a pre-part before the main part, and the event characters set in the event deck there have various effects on the development of the development target in the main part. For example, a characteristic called a favorite practice is set for the event character. A favorite practice has the effect of making it easier for the protagonist character to improve their abilities than usual when they practice with an event character having that characteristic. If an event character with that characteristic exists, in other words, if an event character with that characteristic is set in the event deck, the effect of the favorite practice will be exerted from the start of the main part. Therefore, the application of this effect is determined based on the setting before the start of development in the main part. On the other hand, in development games that employ a development method similar to that of the baseball game of Patent Document 1, there is a need for settings with similar effects during development to enable more flexible development.

[0006] Therefore, an object of the present invention is to provide a computer program etc. that can set predetermined effects that are advantageous for development to related objects in association with the development progress during development of the development 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 development game in which the development object is developed, using a display device that displays a game screen including a development object as an object to be developed and at least one of related objects associated with the development object, and an input device that inputs selection instructions to select each progression for developing the development object, to function as a condition determination means that determines whether a predetermined setting condition is met in the selected progression as the progression selected by the selection instruction, and an effect setting means that, when the setting condition is met, associates a predetermined effect that is advantageous for developing the development object with the selected progression and sets it on the related object.

[0008] On the other hand, the game system of the present invention is a game system that provides a development game in which a development object is developed, using a display device that displays a game screen including a development object as an object to be developed and at least one of related objects associated with the development object, and an input device that inputs selection instructions to select each progression for developing the development object, and is equipped with a condition determination means that determines whether a predetermined setting condition is met in the selected progression as the progression selected by the selection instruction, and an effect setting means that, when the setting condition is met, associates a predetermined effect that is advantageous for developing the development object with the selected progression and sets it on the related object.

[0009] In addition, the control method of the present invention utilizes a display device that displays a game screen including a development object as an object to be developed and at least one of a related object associated with the development object, and an input device that inputs selection instructions to select each progression for developing the development object, to cause a computer incorporated into a game system that provides a development game for developing the development object to execute a condition determination procedure that determines whether a predetermined setting condition is met in the selected progression as the progression selected by the selection instruction, and an effect setting procedure that, when the setting condition is met, associates a predetermined effect that is advantageous for developing the development object with the selected progression and sets it on the related object. [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] FIG. 10 is an explanatory diagram for explaining an example of the range of application of favorite practice. [Figure 9] An explanatory diagram for explaining an example of the setting procedure when a post-event favorite practice is set for a deck character. [Figure 10] FIG. 10 is a diagram schematically showing an example of a character to be raised confirmation screen. [Figure 11] 10 is a flowchart showing an example of a procedure for a deck character setting process. [Figure 12]10 is a flowchart showing an example of a procedure for effect setting processing. 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 performs processes to execute a match in the match part, grant progress in the training part, or grant experience points as the game progresses. In addition, various characters appear in the training part in addition to the training character, and the progress control unit 33 also performs processes related to the appearance of these characters, control of the various characters, and the influence that the various characters have on the training. For example, the progress control unit 33 performs deck character setting processing and effect setting processing as examples of processing related to various characters. The details of the procedures for the deck character setting processing and effect setting processing 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 10. 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. Furthermore, deck characters may be set with various characteristics, which may influence the development of the development characters in the main part. In this example, deck setting functions as a selection opportunity in the present invention.

[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 10. 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 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.

[0059] A cursor CL may be additionally displayed on each instruction icon 51. The cursor CL is an image that indicates the selected instruction icon 51. In the example of FIG. 5, the cursor CL is displayed below the instruction icon 51 that corresponds to muscle strength. In this case, the cursor CL indicates that the instruction icon 51 that corresponds to 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 when a touch operation is performed on each instruction icon 51. Then, when a further touch operation is performed on the selected instruction icon 51, the exercise corresponding to that instruction icon 51 is performed. In other words, the touch operation on the selected instruction icon 51 functions as an instruction (selection instruction) for the exercise to be performed. In this example, the exercise (e.g., "muscle strength") that is actually instructed via the instruction icon 51 as the exercise to be performed functions as the selection progress of the present invention.

[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] Although characteristics such as deck character bonuses and favorite practices do not necessarily need to be presented on the progression selection screen 50, 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), with the third character from the top ("Kosugi") corresponding 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 "strength" joint practice is performed, the third character exerts the effect of the favorite practice, adding an advantageous effect. In this example, the "strength" practice in which teammates such as "Kosugi" participate functions as the related progression of the present invention. Similarly, various objects in the related character section 52 corresponding to "Kosugi" function as the related object of the present invention and one or more related objects. Furthermore, if a joint practice includes two or more deck characters, various objects in the related character section 52 corresponding to those two or more deck characters function as two or more related objects of the present invention.

[0066] Deck character characteristics such as deck character bonuses and favorite practices may be appropriately assigned to deck characters (or owned characters). For example, they may be initially assigned to the deck character when assigned to the owned character, or may be assigned later after the character is assigned. As an example, deck character bonuses are assigned (set) to each character from the beginning. For this reason, the user is required to set up a deck that takes into account the deck character bonuses assigned to each owned character. On the other hand, favorite practices include two types: initial favorite practices, which are favorite practices that each character initially possesses as an initial characteristic, and subsequent favorite practices, which are favorite practices that are subsequently assigned to deck characters based on the play situation in the main part. Initial favorite practices and subsequent favorite practices both have the same effect as favorite practices, but the conditions for acquiring them and the scope of their effects may differ. Initial favorite practices and subsequent favorite practices will be discussed in more detail below.

[0067] 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).

[0068] 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.

[0069] (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.

[0070] 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.

[0071] 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%.

[0072] 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.

[0073] (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.

[0074] 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."

[0075] 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."

[0076] 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.

[0077] 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.

[0078] 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).

[0079] 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).

[0080] 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, for example, an ability parameter such as "trajectory" that requires two types of experience points, "strength" and "spirit," as experience points required for change, i.e., an ability parameter that requires at least one of the experience points, "strength" and "spirit," obtained through "strength" practice, as a resource for change, can be said to be associated with "strength" practice. Therefore, such a change in an ability parameter may function as a change in a predetermined type of parameter of the present invention. Alternatively, the term "parameter" of the present invention may include experience points. Similarly, for example, in the example of FIG. 6 , an ability parameter that requires two types of experience points, "strength" and "technique," associated with "hitting" practice as a resource for change, may function as one or more types of parameters of the present invention associated with each practice.

[0081] (Details of my favorite exercises) FIG. 8 is an explanatory diagram for explaining an example of the application range of favorite practice. Favorite practice includes initial favorite practice and post-favorite practice as described above. Both initial favorite practice and post-favorite practice have similar effects, but their application ranges are different. The example in FIG. 8 shows an example of the application range of initial favorite practice and post-favorite practice. As described above, the development part includes various modes, and as shown in FIG. 8, it includes two types of modes, for example, a post-addition mode and an other mode.

[0082] The post-event addition mode is a mode in which a post-event favorite practice is assigned (set) to a deck character during the training of the training character. The scope of application of the post-event favorite practice may be set as appropriate and may include other modes, but as an example, it is set to the post-event addition mode to which the post-event favorite practice is assigned. In other words, the scope of application of the post-event favorite practice is limited to the post-event addition mode, and the effect of the post-event favorite practice is not exerted in other modes. Furthermore, the post-event favorite practice is not limited to play in the post-event addition mode in which the post-event favorite practice is set, and may also be applied to subsequent play in the post-event addition mode. However, as an example, it is only applied to play in the post-event addition mode in which the post-event favorite practice is set. In other words, the scope of application of the post-event favorite practice is limited to play in the current post-event addition mode in which the post-event practice is set, even within the post-event addition mode. Therefore, even if the post-event addition mode is played next time or later, the post-event favorite practice added in the current post-event addition mode will not be applied to play in the post-event addition mode thereafter.

[0083] Note that if the scope of application of a post-event favorite practice is limited to the current play in the post-event add-on mode, that post-event favorite practice may not be applied to subsequent plays in the post-event add-on mode, but may be applied to other modes. In other words, the scope of application of a post-event favorite practice may change between the current play and subsequent plays. In this case, the post-event favorite practice may be treated as an initial favorite practice in other modes. In other words, the post-event favorite practice may change to an initial favorite practice in subsequent plays.

[0084] On the other hand, the other mode is a mode in which the effects of the initial favorite practice are applied. The effects of the initial favorite practice may also be valid in the post-addition mode, but as an example, they are disabled and not applied. In other words, the scope of application of the initial special practice is limited to other modes other than the post-addition mode. In this example, the post-addition mode and the other mode function as one part and another part of the present invention, respectively.

[0085] FIG. 9 is an explanatory diagram illustrating an example of a setting procedure when a post-event favorite practice is set for a deck character in the main part. As shown in FIG. 9, the procedure for setting a post-event favorite practice includes a procedure in the pre-part and a procedure in the main part. The pre-part includes procedures such as registering basic information (in other words, setting a training character) and setting a deck character. In the post-event addition mode, for example, a procedure for invalidating an initial favorite practice is executed following or as part of the deck character setting. The invalidation of an initial favorite practice is a procedure for invalidating the initial favorite practice possessed by a deck character. This procedure can be implemented as appropriate, but as an example, in the main part, a deck character appears by duplicating an owned character (duplicating various parameters), and the initial favorite practice of the duplicate is initialized (in other words, overwritten to a state where the duplicate does not have an initial favorite practice).

[0086] Meanwhile, once the main part begins, 12 turns are given for each section, as mentioned above. In each turn, a practice (progression) is selected to be performed, and progress is given according to that practice, but each turn also includes various procedures. These procedures are further classified as normal procedures and special procedures. Special procedures are procedures for setting a post-event favorite practice for a deck character. In contrast, normal procedures are procedures used when a post-event favorite practice setting is not executed.

[0087] Specifically, each turn includes, in order, the following procedures: determining the placement of teammates, determining (some of) the set conditions, selecting a practice, and determining the execution conditions (setting conditions). Determining the placement of teammates is a procedure for determining the teammates to be assigned to each practice. The teammates to be assigned to each practice may be determined as appropriate, and as an example, are determined by lottery. Determining the set conditions is a procedure for determining some of the set conditions. Selecting a practice is a procedure for having the user select the practice to be performed by the development character in each turn. As an example, the practice selection is provided via the progress selection screen 50 described above. Determining the execution conditions is a procedure for determining the execution conditions, which are part of the set conditions. The set conditions may all be determined depending on the conditions in the procedure for determining the set conditions, but as an example, they are divided into execution conditions and other conditions and determined at different times. The procedures of determining the placement of teammates, selecting a practice, and determining the set conditions (including the execution conditions) may be performed in an order appropriate to the content of the set conditions, or may be performed separately as in the example of FIG. 9. The procedure for each turn branches into a normal procedure or a special procedure depending on whether the set conditions are met (equipped or not) after the practice selection.

[0088] The set condition is a condition for determining whether or not a post-event favorite practice can be set. The set condition may be set as appropriate and may consist of only one condition, for example, but as an example, it includes four types of conditions: a prerequisite, a substance condition, an execution condition, and a restriction condition. The prerequisite is a condition that serves as a premise for determining the substance condition. If the prerequisite is met, the substance condition is determined, and if the prerequisite is not met, the determination of the substance condition is omitted and the set condition is also determined to be not satisfied. The execution condition is a condition that is determined when the substance condition is satisfied. Therefore, if the execution condition is satisfied, both the prerequisite and substance condition are also satisfied. The restriction condition is a condition that restricts the fulfillment of the set condition. If the execution condition (including the fulfillment of the prerequisite and substance condition) is satisfied and the restriction condition is not satisfied, the set condition is fulfilled. Any of the prerequisite, substance condition, execution condition, and restriction condition can be set as appropriate conditions.

[0089] For example, the precondition is set as a condition related to the joint practice selected in the practice selection. The precondition may be any appropriate condition related to the joint practice, such as a condition that requires the number of times each practice is performed and is met when joint practice with a deck character is performed a predetermined number of times, or, as an example, a condition that utilizes the relationship parameters of each deck character. Specifically, the precondition is met when the relationship parameters of the deck characters participating in the selected joint practice are equal to or greater than a predetermined value. Note that the precondition may include conditions other than the condition that utilizes the relationship parameters. For example, such a condition may be a condition that is met when a predetermined period (predetermined turns) has elapsed since the last set condition was met. Alternatively, this condition may be employed as a limiting condition.

[0090] On the other hand, the actual condition is set as a condition that utilizes the result of a lottery, for example. Specifically, when a deck character that meets the prerequisites is placed in one of the practices, a lottery is held to determine whether or not to change the deck character to a state where it can acquire a subsequent favorite practice. Then, if the lottery is won, in other words, if the deck character becomes available for acquisition, the actual condition is met.

[0091] The winning probability in the lottery may be set as appropriate, but as an example, it is set so that appropriate factors are reflected in the basic winning probability. Factors reflected in the basic winning probability include, for example, whether the deck character already has a post-event favorite practice, whether the deck character's deck has a deck character that has a post-event favorite practice that corresponds to this joint practice, or whether an appropriate event that changes the winning probability has occurred. The basic winning probability may be uniform, or may vary as appropriate depending on the type and rarity of the deck character. The same applies to the various factors reflected in the basic winning probability.

[0092] Furthermore, if multiple deck characters satisfy the prerequisites, a lottery is held for each of those deck characters. However, for example, if one deck character is selected in each practice, the lottery for the other deck characters is skipped, and so on, so that only one deck character is selected in each practice. In this case, the order of the lottery may be determined as appropriate, for example, based on the play situation, but may also reflect user designation, for example. Specifically, the order of the deck characters designated by the user when setting up the pre-part deck is used. This order may simply be a designated order, but as an example, the order of the deck characters is set on the deck (for example, the last character in the order may be registered first, and the order of registration does not necessarily correspond to the order), and this order is designated by the user. This order is then reflected in the order of the lottery. In other words, the lottery (determination of the actual conditions, and therefore the setting conditions) is held in an order based on the selection status in the deck setting procedure.

[0093] The restriction condition can be set as an appropriate condition that restricts the setting of a post-event favorite practice. For example, the restriction condition is set to be satisfied when the same favorite practice has already been acquired. The post-event favorite practice to be set may be determined as appropriate, for example, by lottery or user specification. For example, the restriction condition is set to the joint practice to be executed as the target of the setting condition (execution condition). Therefore, a deck character that already possesses a favorite practice corresponding to the joint practice placed in the teammate placement determination procedure satisfies the restriction condition, and even if other conditions such as the prerequisites are met, the setting condition is not met. Note that the timing of determining the restriction condition may be appropriate, but for example, it is set before the prerequisites for processing efficiency. Therefore, a deck character that meets the restriction condition is not subject to the lottery for the actual conditions, nor is it subject to the determination of the prerequisites. Alternatively, if the restriction condition is met, the prerequisites, etc. may be determined, but the post-event favorite practice need not be set (the procedure for setting the post-event favorite practice is omitted).

[0094] The execution condition is set as a condition for using the target practice. Specifically, the execution condition is a condition that is met when the target practice is a joint practice with a Deck Character that satisfies the entity condition (a Deck Character that can acquire a subsequent favorite practice). Therefore, the execution condition is determined separately from the other three conditions after the practice is selected, and is met when a practice in which a Deck Character that can acquire a subsequent favorite practice is participating is selected as the target practice in the practice selection. In the practice selection procedure, for example, Deck Characters that can acquire a subsequent favorite practice may be displayed so that they are distinguished from other Deck Characters, so that the practices for which a subsequent favorite practice can be set can be identified. As an example, in determining the setting conditions (part), three conditions, namely, the prerequisite condition, the entity condition, and the restriction condition, are determined, and in determining the execution conditions (setting conditions), only the execution condition is determined after determining these three conditions. The setting conditions are then satisfied when the execution condition is satisfied, i.e., when all of the prerequisite condition, entity condition, and execution condition are satisfied, and the restriction condition is not satisfied. On the other hand, the set conditions are not satisfied when the execution conditions are not satisfied, for example, when the prerequisite conditions are satisfied but the substantive conditions are not satisfied, when only the restrictive conditions are satisfied, or when both the prerequisite conditions and the substantive conditions are satisfied and the restrictive conditions are not satisfied, but the execution conditions are not satisfied.

[0095] If the execution conditions are not met in determining the execution conditions (if the set conditions are not met), the normal procedure is performed. The normal procedure includes, for example, procedures such as joint practice and increasing relationship parameters. Joint practice is a procedure that is provided when joint practice is selected in the practice selection. In this procedure, joint practice (the selection result in the practice selection) is performed by the teammate and training character determined in the teammate placement determination procedure. Increasing relationship parameters is a procedure that increases the relationship parameters set between the teammate and training character who participated in the joint practice as a result of the joint practice. In the normal procedure, after the relationship parameters increase, the procedure returns to the teammate placement determination procedure, and the subsequent procedures are executed again in order. Note that, as described above, the main part may include appropriate procedures. For example, after the relationship parameters increase, a procedure for executing various events (for example, an event related to the scenario, the character to be given the assignment, or the training character) may be intervened before returning to the teammate placement determination procedure.

[0096] On the other hand, if the execution conditions are met in the execution condition determination (if the set conditions are met), the process proceeds to a special procedure. The special procedure includes, for example, procedures for setting a post-event favorite practice, conducting joint practice, and increasing related parameters. Setting a post-event favorite practice is a procedure for setting a post-event favorite practice for a deck character. In setting a post-event favorite practice, if a deck character that can be acquired is included in the joint practice selected in the practice selection, the post-event favorite practice is set for that deck character. As an example, the post-event favorite practice to be set is set to the joint practice performed to satisfy the set conditions (execution conditions). Therefore, for deck characters that satisfy the set conditions, the practice corresponding to the joint practice performed to satisfy the set conditions (the practice to be performed this time) is set as the favorite practice after the fact. The joint practice and the increase in related parameters are the same procedures as in the normal procedure. However, in the special procedure, a joint practice is performed with the deck character that acquired the post-event favorite practice. In other words, the effect of the post-event favorite practice is applied from the current joint practice. In this example, the post-event favorite practice functions as a predetermined effect of the present invention.

[0097] The application of the post-event favorite practice may begin at any time. For example, as described above, it may be applied from the current joint practice (the joint practice in which the post-event favorite practice is set) or from the next time. Furthermore, since the setting conditions may be set as appropriate as described above, for example, the prerequisite conditions may be omitted. Alternatively, the actual conditions and the limiting conditions may be omitted, and the setting conditions may be satisfied by fulfilling the prerequisite conditions. The same applies to the execution conditions. If the limiting conditions are omitted, multiple post-event favorite practices targeting the same practice may be set for each deck character. In this case, the effect of the post-event favorite practice may be multiplied by 1.5 or doubled depending on the number of identical post-event favorite practices. Similarly, the setting conditions may include other conditions as appropriate in addition to the prerequisite conditions, actual conditions, execution conditions, and limiting conditions. Furthermore, each condition of the prerequisites, etc. may be appropriately determined as part of other conditions, such as determining the prerequisites and actual conditions as part of the execution conditions. In other words, the execution conditions, etc., including the prerequisites and actual conditions, and each of the prerequisites, actual conditions, execution conditions, and limiting conditions may be set as conditions that include other conditions as appropriate.

[0098] The set conditions do not have to be determined every turn. For example, a condition that is met on a specific turn or a condition that is met if a lottery is won may be used as a prerequisite, and the set conditions may be determined only on a specific turn or a turn that is won by lottery. Similarly, the lottery for the actual conditions does not have to be performed every turn. For example, once a character is won by lottery and becomes available for acquisition, that state may be maintained until a subsequent preferred training is acquired. Furthermore, the lottery for the actual conditions may be omitted for training that includes a deck character that is available for acquisition.

[0099] Furthermore, when a post-event favorite practice corresponding to all practices (all types acquired) is acquired, or when the types of post-event favorite practices correspond to a specific combination, an appropriate benefit (for example, a predetermined skill) may be granted depending on the type of post-event favorite practice acquired, or the number of deck characters that have acquired the post-event favorite practice. In this case, multiple levels of benefit may be provided, such as the benefit being different when three deck characters acquire a post-event favorite practice and when five deck characters acquire a post-event favorite practice.

[0100] Furthermore, if an event that awards a bonus in accordance with a favorite practice is provided in other modes, such as an event that awards a type of experience points corresponding to a favorite practice when a predetermined skill is acquired, a similar event may also be provided in the post-event mode. In this case, if the post-event favorite practice has not yet been acquired, for example, a predetermined type of experience points (such as "spirit") that has been designated in advance may be awarded as a bonus in that event, or a type of experience points corresponding to the play situation may be awarded as a bonus.

[0101] On the other hand, an opportunity to reset (initialize) a post-event favorite practice may be provided as appropriate. For example, the user may be given an opportunity to reset an acquired post-event favorite practice at a predetermined time, such as a specific turn in a specific section, or a certain number of turns after acquiring the post-event favorite practice. Since appropriate restrictions are set on the acquisition of post-event favorite practices, the reset opportunity can be used to acquire a desired post-event favorite practice and, ultimately, to achieve desired development. Furthermore, if a post-event favorite practice is reset during the reset opportunity, an appropriate benefit (e.g., a predetermined type of experience points) may be awarded. When an opportunity to reset is provided, it is possible to reduce the possibility that the influence of development will become fixed due to the fixation of the post-event favorite practice. As a result, flexible development can be promoted.

[0102] (Character development confirmation screen) FIG. 10 is a diagram schematically illustrating an example of a development character confirmation screen. The development character confirmation screen 70 is a game screen for confirming detailed information about a development character after registration in the registration part (after the development of the development character is completed). The detailed information about the development character also includes information about the deck used during development, i.e., information about each deck character. The development character confirmation screen 70 may be displayed as appropriate, but as an example, when the My Team icon 44 on the home screen 40 is touched to display My Team, and then an instruction is made to confirm details about the development characters belonging to My Team, the screen is displayed to present detailed information about the specified development character. The development character confirmation screen 70 may be configured as appropriate, but as an example, as shown in FIG. 10, it includes a development character information section 71, a deck character display section 72, and a deck character details section 73.

[0103] The development character information section 71 is a section for displaying information about a development character for which confirmation of detailed information has been instructed. Various information about the development character may be displayed appropriately in the development character information section 71, and in the example of Fig. 10, information such as the name ("Bob") or the team to which the character belongs ("Baseball High School") is displayed.

[0104] The deck character display section 72 is a section for displaying the deck characters that were set (registered) in the deck when the target character was being trained (when playing the main part). The deck character display section 72 may be configured as appropriate, but in the example of FIG. 10, it includes introduction images 72a that display an image of each deck character. The introduction images 72a correspond to each deck character via their respective deck character images. Each introduction image 72a also functions as an icon indicating the position of a touch operation that specifies the display target in the deck character details section 73. When training a character, an appropriate number of deck characters may be registered in the deck, but in the example of FIG. 10, six introduction images 72a corresponding to six deck characters are displayed in the deck character display section 72. A touch operation is performed on one of the introduction images 72a located at the right end of the deck characters.

[0105] The deck character details section 73 is a section for displaying detailed information about the target deck character specified via the introduction image 72a. The deck character details section 73 may appropriately display various information about the target deck character, including information about various characteristics. For example, if a deck character has an initial preferred training characteristic, information about that characteristic will be displayed in the deck character details section 73. This information can be used appropriately, for example, to look back on the training progress and use it for the next training.

[0106] In the example of FIG. 10 , in response to a touch operation on the introduction image 72a corresponding to the "Kosugi" deck character (the deck character on the far right for which a touch operation is being performed on the introduction image 72a), information about that deck character is displayed in the deck character details section 73. Information about post-event favorite practices may also be displayed in the deck character details section 73. In this case, appropriate information indicating the post-event favorite practice (for example, a mark such as "revised" indicating the post-event favorite practice) may be added to distinguish it from the initial favorite practice, etc. However, in the example of FIG. 10 , information about the post-event favorite practice is not displayed in the deck character details section 73. In other words, as an example, information about the post-event favorite practice does not remain after training is completed, and even if the "Kosugi" deck character acquired the characteristics of the post-event favorite practice during training, it would not be displayed in the deck character details section 73. In this example, the six introduction images 72a corresponding to the six deck characters respectively function as the multiple related objects of the present invention.

[0107] (Network system processing) Next, the procedures for the deck character setting process and the effect setting process will be described with reference to Figures 11 and 12. The deck character setting process is a process for making a owned character appear as a deck character. As an example, a deck character is set by duplicating various parameters associated with the owned character, as described above. Furthermore, in the post-addition mode, the initial favorite practice is invalidated at the time of duplication. The example of Figure 11 shows the deck character setting process when a deck character is set by duplication in the post-addition mode.

[0108] The deck character setting process may be executed at an appropriate time, for example, when an instruction to start the main part is issued. As an example, when the registration (setting) of deck characters is completed in the deck setting in the pre-part, the progress control unit 33 starts the deck character setting process of Fig. 11, and first executes a copy of each owned character registered as a deck character in the deck registration (step S101). This copy is realized by copying various parameters (data) associated with each owned character.

[0109] Next, the progress control unit 33 overwrites some of the various parameters (duplicate data) associated with each owned character duplicated in step S101 for the current training (step S102). The part of the data to be overwritten may be any appropriate data, and an example includes initial favorite practice. This overwriting resets the ownership of the initial favorite practice (overwriting it with non-owned information) and invalidates it.

[0110] Next, the progress control unit 33 sets each owned character (copy) associated with the copy data after overwriting in step S102 as a deck character for the current development (step S103). Then, after this setting, the progress control unit 33 ends the current deck character setting process. As a result, each owned character registered in the deck setting is set as a deck character for the current development. At this time, the initial favorite practice is also reset and overwritten to not owned. In other words, each owned character is set as a deck character with the initial favorite practice not owned.

[0111] In the example of FIG. 11, for convenience of explanation, the process of overwriting in step S102 is described separately from the process of duplicating in step S101. However, the process of overwriting some data (step S102) may be performed as part of the duplicating process in step S101. Also, in the example of FIG. 11, the favorite practices of all owned characters are uniformly reset. However, some owned characters may be excluded from the resetting process depending on the content (type) of the favorite practice or the characteristics of the character. In other words, deck characters with initial favorite practices may also appear in the post-addition mode. Alternatively, the post-addition mode may include a special development or event in which the content of the practice (e.g., "strength") changes. In that case, the content of the initial favorite practice may be changed in accordance with the content of the change (to correspond to the changed practice content) instead of being reset. In other words, when duplicating as a deck character, the initial favorite practice of each owned character (whether all or some of them) may be changed by overwriting to correspond to the special development, etc.

[0112] The effect setting process is a process for setting a favorite practice for a deck character based on the setting conditions. The setting conditions include, for example, prerequisites, actual conditions, execution conditions, and restriction conditions. The setting conditions are satisfied when the restriction conditions are not satisfied and the prerequisites, actual conditions, and actual conditions are satisfied. FIG. 12 illustrates the effect setting process executed for each deck character in such a case. The effect setting process may be initiated at any time, for example, after a practice is selected. For example, the progress control unit 33 initiates the effect setting process of FIG. 12 after determining the placement of teammates for each practice in the teammate placement determination procedure (before selecting a practice). The progress control unit 33 first determines whether the target deck character satisfies the restriction conditions (step S201). For example, the restriction conditions are satisfied when the target deck character already has the same favorite practice. Therefore, the progress control unit 33 determines whether the target deck character already possesses the favorite practice corresponding to the practice assigned in the teammate placement determination procedure. If the favorite practice is already owned, that is, if the restriction condition is met (step S201: Yes), the progress control unit 33 skips the subsequent processing and ends the current effect setting processing.

[0113] On the other hand, if the target deck character does not have a favorite practice corresponding to the practice placed in the teammate placement determination procedure, i.e., if the restriction condition is not met (step S201: No), the progress control unit 33 determines whether the prerequisite is met (step S202). For example, the prerequisite is met when the relationship parameter is equal to or greater than a predetermined value. Therefore, the progress control unit 33 determines whether the relationship parameter set for the target deck character in step S202 is equal to or greater than a predetermined value. If the relationship parameter is less than the predetermined value, i.e., if the prerequisite is not met (step S202: No), the progress control unit 33 skips the subsequent processing and ends the current effect setting process.

[0114] On the other hand, if the related parameter is equal to or greater than the predetermined value, that is, if the prerequisite condition is met (step S202: Yes), the progress control unit 33 executes a lottery to determine whether or not the target deck character will be made available for acquisition (step S203). This lottery is executed so that various factors are reflected in the basic winning probability, as described above. Furthermore, if multiple deck characters are scheduled to participate in one practice, the lottery is executed so that only one deck character will be won per practice.

[0115] Next, the progress control unit 33 determines whether the target deck character was selected in the lottery of step S203 (step S204). If the target deck character was not selected (in other words, did not satisfy the actual condition) (step S204: No), the progress control unit 33 skips the subsequent processing and ends the current effect setting processing. On the other hand, if the target deck character was selected (satisfied the actual condition) (step S204: Yes), the progress control unit 33 changes the state of the selected deck character to an acquireable state for acquiring a post-event favorite training (step S205).

[0116] Next, the progress control unit 33 determines whether or not the target deck character (the deck character that became available in step S205) is present (is participating) in the practice (joint practice) selected in the practice selection procedure (step S206). If the target deck character is not present in the selected practice (the execution condition is not met) (step S206: No), the progress control unit 33 skips the subsequent processing and ends the current effect setting processing.

[0117] On the other hand, if the target deck character is in the selected practice (the execution conditions are met) (step S206: Yes), the progress control unit 33 sets a favorite practice for the target deck character (step S207). In this case, the practice to be performed (joint practice) is set as the favorite practice. The degree of effect of the favorite practice may be set appropriately, for example, depending on appropriate conditions such as randomness, the characteristics of the deck character, or various play situations, but as an example, it is set to a predetermined increase in each distribution rate associated with the target practice. Then, after setting the favorite practice, the progress control unit 33 ends this effect setting process.

[0118] According to the procedure in FIG. 12, a preferred practice is set for a deck character after the fact based on the set conditions. More specifically, by performing a joint practice (meeting the actual conditions) with a deck character that satisfies both the values ​​of the relevant parameters (prerequisites) and the lottery winning condition (actual condition), the preferred practice corresponding to the joint practice to be performed is set for that deck character. Furthermore, a lottery is held in which only one deck character is selected for each practice, and the number of deck characters that can be acquired per practice is limited to one. Then, when the joint practice is actually performed after this setting, the effect of the post-event preferred practice is applied from this joint practice. On the other hand, if any one of the prerequisites, actual conditions, and execution conditions is not met, or if the limiting conditions are met, the setting of the post-event preferred practice is omitted.

[0119] As described above, according to this embodiment, when a predetermined setting condition is met, a subsequent favorite practice that gives an advantage to the development of the development character is set in the deck character in association with the practice selected by the selection instruction. Therefore, by utilizing the setting condition, a favorite practice that gives an advantage to development can be set in the deck character in association with the selection of a practice for development during the development of the development character. This allows the play situation to be reflected in the setting (learning) of the favorite practice via the setting condition.

[0120] More specifically, when a joint practice is performed in which a deck character that meets the set conditions participates after the set conditions are met, a favorite practice is set for that deck character that is good at that joint practice (that provides a buff effect to that practice). Therefore, the execution of the joint practice can be associated with a post-event favorite practice. This allows the execution of the joint practice to reflect the play situation in the setting of the post-event favorite practice through the execution of the joint practice. Furthermore, the set conditions include a prerequisite, an actual condition, and an execution condition. The prerequisite is met when a related parameter increased by the joint practice is equal to or greater than a predetermined value. Similarly, various play situations can be reflected in the probability of winning the actual condition. Furthermore, the execution condition also takes into account the execution of the joint practice with a deck character that meets the actual condition. Therefore, by utilizing these conditions, the play situation can be more flexibly reflected in the setting of the favorite practice. As a result, more flexible development can be achieved than when only initial favorite practices based on the deck settings are provided, thereby improving the enjoyment of the game.

[0121] Furthermore, through post-event favorite training, it is possible to set characteristics for each deck character that are different from the characteristics that they initially have, such as their initial favorite training. As a result, it is possible to realize more free addition of types of training, etc., without being bound by the initial characteristics. For example, it is possible to add new training or change the types of training after the fact, without being bound by the characteristics of the initial favorite training.

[0122] In the above embodiment, the progress control unit 33 of the game machine 3 functions as the condition determining means and effect setting means of the present invention by executing the procedure of Fig. 12. Specifically, the progress control unit 33 functions as the condition determining means by executing steps S202 and S204 of the procedure of Fig. 12, and as the effect setting means by executing step S207.

[0123] The present invention is not limited to the above-described embodiments and may be embodied in embodiments with appropriate modifications or alterations. Furthermore, the present invention may be embodied in embodiments obtained by appropriately combining various technical means included in the above-described embodiments and the following modified embodiments. In the above-described embodiments, each practice is associated with a change in an ability parameter via experience points. However, the present invention is not limited to such embodiments. For example, as described above, each practice and a change in an ability parameter may be directly associated. Specifically, for example, in the example of FIG. 6(1), a basic amount of a basic parameter may be set for each practice instead of a basic amount of experience points. Similarly, in the example of FIG. 6(2), basic parameters (ability parameters) such as "trajectory" and "contact" may be set on the vertical axis of the table instead of types of experience points such as "strength" and "agility." The basic amount of the basic parameter may then be distributed according to the distribution rate of the basic parameter, such as "trajectory" and "contact," and awarded as the result of each practice. Alternatively, in the table of Figure 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 to be 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 Figure 6 (2), the vertical axis may specify basic parameters (ability parameters) such as "trajectory" and "contact," and the vertical axis may specify the amount of basic parameters acquired as a result of distributing the basic parameters according to the distribution rate, for each level of practice. Then, this table may function as a table (predetermined rule) that specifies both the type of basic parameters to be acquired in each practice and the amount of each type to be acquired.

[0124] 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 endowed with abilities 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 endowed with abilities other than deck characters, characteristics such as the above-mentioned favorite practice or practice reform may be exhibited in the main part. A characteristic may be set ex post to a character that does not originally have a characteristic. When a post-event favorite practice is set for a character other than deck characters, the setting conditions may differ between deck characters and other characters. The same applies to the type (or effect) of the post-event favorite practice. 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 favorite practice or practice reform. The various characters appearing in the main part are not limited to owned characters. In other words, various characters, not limited to characters owned by the user, such as characters to be granted that the user does not own, may appear in the main part as appropriate, and each of these characters may appropriately influence the development of the development character.

[0125] 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.

[0126] 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.

[0127] The computer program of the present invention is configured to cause a computer (31) incorporated into a game system (3) that provides a development game for developing a development object to function as a condition determination means (33) that determines whether a predetermined setting condition is met in the selected progression as the progression selected by the selection instruction, and an effect setting means (33) that sets a predetermined effect that is advantageous for developing the development object to the selected progression when the setting condition is met, in association with the selected progression, on the related object. The computer program uses a display device (MO) that displays a game screen (50) that includes at least one of a development object (54) as an object to be developed and a related object (52) associated with the development object, and an input device (TS) that inputs selection instructions that select each progression for developing the development object.

[0128] According to the present invention, when a predetermined setting condition is satisfied, a predetermined effect that provides an advantage in the development of a development object is set in the related object in association with the progress selected by a selection instruction. Therefore, by utilizing the setting condition, the predetermined effect that provides an advantage in the development can be set in the related object in association with the development progress during the development of the development object. This allows the play situation to be reflected in the setting of the predetermined effect via the setting condition. As a result, more flexible development can be achieved, which in turn can improve the entertainment value of the game.

[0129] Each progression for developing a development object may be set as appropriate. For example, each progression may be set to be executed by the development object alone, or may be set to be executed together with a related object. Setting conditions may also be set as appropriate. For example, when a progression executed together with a related object is prepared, setting conditions may or may not be related to that progression. Specifically, in one aspect of the computer program of the present invention, the multiple progressions selectable by the selection instruction may include a related progression as a progression to which the related object is assigned, and the setting conditions may include requirements related to the related progression.

[0130] The related object may be one or more. When multiple related objects are provided, the predetermined effect may be set appropriately for all or some of them. For example, in an aspect in which a related progression executed together with the related object is provided, the related object may include multiple related objects (72a), one or more related objects (52) may be assigned to the related progression, and the effect setting means may set the predetermined effect for the one or more related objects assigned to the related progression when the related progression is selected as the selected progression. In this case, the execution of the related progression and the predetermined effect can be associated. This allows the play situation to be reflected in the setting of the predetermined effect through the execution of the related progression.

[0131] An appropriate number of related objects may be assigned to a related progression. Therefore, multiple related objects may be assigned to a related progression. When a predetermined effect is set on a related object assigned to a related progression, the predetermined effect may be set appropriately on all or some of the multiple related objects. Furthermore, when a predetermined effect is set on only some of the multiple related objects, the part may be determined appropriately. For example, the part may be determined by an appropriate method such as a lottery, a user selection, or a play situation. Similarly, when the setting of a predetermined effect is limited to some of the multiple related objects, the part may be determined depending on or independently of the order in which the setting conditions are determined. For example, when the setting depends on the order in which the setting conditions are determined, the order may also be set appropriately according to a lottery, a user selection, or the like.

[0132] Specifically, for example, in an aspect in which a predetermined effect is set for a related object assigned to a related progression, the condition determining means may, when the related progression includes two or more related objects, determine whether the set condition is satisfied for each of the two or more related objects, and the effect setting means may set the predetermined effect for any one of the two or more related objects. In this aspect, the raising game may be provided with a selection opportunity for the user to select the plurality of related objects, and the condition determining means may determine whether the set condition is satisfied for each of the two or more related objects in an order corresponding to the selection situation at the selection opportunity.

[0133] The set condition may be configured as a single condition or may include multiple conditions. When the set condition includes multiple conditions, they may be set as appropriate. For example, the set condition may include a condition related to the related progression and a separate condition. Other conditions may also be set as appropriate, such as a lottery, a user's selection, or a gameplay situation. Specifically, for example, in an aspect in which a related progression is provided, the set condition may include a precondition having a requirement related to the related progression and a substantive condition determined after the precondition is satisfied, and may be satisfied when both the precondition and the substantive condition are satisfied. In this aspect, the substantive condition may be satisfied when the related object is selected in a lottery held after the precondition is satisfied. Similarly, in an aspect in which the set condition includes a precondition and a substantive condition, a relationship parameter that changes depending on the related progression may be set for the related object, and the precondition may be satisfied when the relationship parameter of the related object executing the related progression is equal to or greater than a predetermined value. In these cases, using two types of conditions allows the gameplay situation to be more flexibly reflected in the setting of a predetermined effect.

[0134] A plurality of progressions for development may be set as appropriate. For example, each progression may be set to have a different degree of influence on a parameter (which may be one type or multiple types) of the development object. Alternatively, if the development object is associated with multiple types of parameters, each progression may be set to affect changes in a different parameter. Specifically, in one aspect of the computer program of the present invention, the development object may be associated with multiple types of parameters, and the multiple progressions selectable by the selection instruction may be configured so that at least one type of parameter is associated with changes in one or more different parameters.

[0135] In addition to the predetermined effect, various other effects may be provided in the training game as appropriate. These appropriate effects may be set for the related characters separately from the predetermined effect. Furthermore, the training game may include only one play method, or may include multiple play methods. Multiple play methods may be played as appropriate, for example, as multiple parts with different training methods, each played separately. In this case, all of the various effects possessed by the related characters may be commonly applied to all parts, or the application of some of the effects may be limited in appropriate parts. For example, in one aspect of the computer program of the present invention, the related objects may include multiple related objects (72a), including related objects having a preset initial effect that provides an advantage in training the training objects. The training game may include one part in which the predetermined effect is applied as a part for training the training objects using different training methods, and another part in which the initial effect is applied, and the initial effect may be disabled in the one part.

[0136] The determination of the set condition may be performed at various times and with an appropriate frequency. For example, the determination of the set condition may be performed only at a specific time when a specific condition is met, or may be performed based on a user specification. Alternatively, the determination may be performed at a fixed time or repeatedly at a predetermined cycle. For example, in one aspect of the computer program of the present invention, the training game may include a plurality of turns for executing each of the selection instructions, and the condition determination means may perform the determination of the set condition for each turn.

[0137] The predetermined effect set on the related object may be continuously applied until the character's development is completed, or may be eliminated during development based on appropriate elimination conditions. The elimination conditions may be set as appropriate, for example, by lottery, user selection, or as a condition utilizing the game's play status. For example, the development game may be provided with an opportunity to eliminate the predetermined effect, and the elimination condition may be satisfied when the user instructs the effect to be eliminated at that opportunity. Specifically, in one aspect of the computer program of the present invention, the development game may be provided with an initialization opportunity to initialize the setting of the predetermined effect after the predetermined effect is set on the related object. In this case, the possibility that the influence of development will become fixed due to the fixation of the predetermined effect can be reduced. As a result, flexible development can be promoted.

[0138] On the other hand, the game system of the present invention is a game system (3) that provides a development game in which the development object is developed, using a display device (MO) that displays a game screen (50) including a development object (54) as an object to be developed and / or a related object (52) associated with the development object, and an input device (TS) that inputs selection instructions to select each progression for developing the development object, and is equipped with a condition determination means (33) that determines whether a predetermined setting condition is met in the selected progression as the progression selected by the selection instruction, and an effect setting means (33) that, when the setting condition is met, associates a predetermined effect that is advantageous for developing the development object with the selected progression and sets it on the related object.

[0139] Furthermore, the control method of the present invention utilizes a display device (MO) that displays a game screen (50) including at least one of a development object (54) as an object to be developed and a related object (52) associated with the development object, and an input device (TS) that inputs selection instructions for selecting each progression for developing the development object, to cause a computer (31) incorporated in a game system (3) that provides a development game for developing the development object to execute a condition determination step of determining whether a predetermined setting condition is satisfied in a selected progression as the progression selected by the selection instruction, and an effect setting step of associating a predetermined effect that favors the development of the development object with the selected progression and setting it in the related object when the setting condition is satisfied. 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]

[0140] 3. Game consoles (game systems) 31 Control unit (computer) 33 Progress control section (condition determination means, effect setting means) 50 Progression selection screen (game screen) 54 Character image (development object) 52 Related Characters (Related Objects) 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 raising game in which the player raises a raising object, using a display device that displays a game screen including at least one of a raising object as an object to be raised and a related object associated with the raising object, and an input device that inputs a selection instruction to select each step in raising the raising object, a condition determining means for determining whether a predetermined set condition is satisfied in the selection progression as the progression selected by the selection instruction; and an effect setting means for setting a predetermined effect that is advantageous for the development of the development object to the related object in association with the selection progression when the setting condition is satisfied; A computer program configured to function as

2. the plurality of progressions selectable by the selection instruction include a related progression as a progression to which the related object is assigned; The computer program of claim 1 , wherein the set conditions include requirements regarding the related progress.

3. the related object includes a plurality of related objects; one or more related objects are assigned to the related progression; 3. The computer program according to claim 2, wherein the effect setting means sets the predetermined effect to the one or more related objects assigned to the related progression when the related progression is selected as the selected progression.

4. the condition determining means, when the related progression includes two or more related objects, determines whether or not the set condition is satisfied for each of the two or more related objects; 4. The computer program according to claim 3, wherein said effect setting means sets said predetermined effect to any one of said two or more related objects.

5. The raising game is provided with a selection opportunity for a user to select the plurality of related objects; 5. The computer program according to claim 4, wherein the condition determining means determines whether the set condition is satisfied for each of the two or more related objects in an order according to a selection situation in the selection opportunity.

6. 3. The computer program of claim 2, wherein the set conditions include a prerequisite having a requirement related to the related progress and a substantive condition that is determined after the prerequisite is satisfied, and the set conditions are satisfied when both the prerequisite and the substantive condition are satisfied.

7. The computer program product according to claim 6 , wherein the substance condition is satisfied when the associated object is won in a lottery held after the prerequisite condition is satisfied.

8. A relationship parameter that changes depending on the related progress is set for the related object; The computer program product according to claim 6 , wherein the precondition is satisfied when the relationship parameter of the related object that executes the related progression is equal to or greater than a predetermined value.

9. A plurality of types of parameters are associated with the development object, The computer program according to any one of claims 1 to 8, wherein the plurality of progressions selectable by the selection instruction are configured to be associated with changes in one or more types of parameters, at least one of which is different from each other.

10. the related object includes a plurality of related objects; the plurality of objects include a related object having a preset initial effect that is an effect that is advantageous for the development of the development object; The raising game includes one part to which the predetermined effect is applied as a part for raising the raising object by a different raising method, and another part to which the initial effect is applied, The computer program according to any one of claims 1 to 8, wherein the initial effect is disabled in the one part.

11. the training game includes a plurality of turns for executing each of the selection instructions; 9. The computer program according to claim 1, wherein the condition determining means determines whether the set condition is met for each turn.

12. A computer program according to any one of claims 1 to 8, wherein the development game includes an initialization opportunity for initializing the setting of the predetermined effect after the predetermined effect is set for the related object.

13. A game system that provides a raising game in which a raising object is raised, using a display device that displays a game screen including at least one of a raising object as an object to be raised and a related object associated with the raising object, and an input device that inputs a selection instruction to select each step for raising the raising object, a condition determining means for determining whether a predetermined set condition is satisfied in the selection progression as the progression selected by the selection instruction; an effect setting means for setting a predetermined effect that is advantageous for the development of the development object in association with the selection progression in the related object when the setting condition is satisfied; A game system comprising:

14. A computer incorporated in a game system that provides a raising game in which the player raises the raising object by using a display device that displays a game screen including at least one of a raising object as an object to be raised and a related object associated with the raising object, and an input device that inputs a selection instruction to select each step in raising the raising object, a condition determination step of determining whether a predetermined set condition is satisfied in the selection progression as the progression selected by the selection instruction; an effect setting step of setting a predetermined effect that is advantageous for the development of the development object in the related object in association with the selection progression when the setting condition is satisfied; A control method for executing the above.

Citation Information

Patent Citations

  • Program, game control method, game device, and game system

    JP2021137176A

  • Game system, game control device, and program

    JP2022001335A

  • Information processing program, information processing method, information processing system

    JP7389216B1

  • Game system, game control device, and program

    JP2017006280A