Game control device, game system, and program
The game control device and system address the lack of user engagement by enabling operation opportunities and parameter modification in baseball games, enhancing user interaction and interest through task-based participation.
Patent Information
- Application Number
- JP2025120441
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-17
- Publication Date
- 2025-09-29
AI Technical Summary
In baseball games where the match progresses automatically, the difference in ability between the user's team and the opposing team often leads to a lack of user engagement and interest, as the user's team struggles to win due to limited control opportunities.
A game control device and system that allows users to participate in specific game scenarios through operation opportunities, modifying team parameters based on task completion, and switching between automatic progression and action parts to enhance user interaction.
Enhances user interest by allowing users to influence the game outcome indirectly through parameter modification and direct control, narrowing the ability gap between teams, thereby increasing engagement and enjoyment.
Smart Images

Figure 2025142083000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game control device, a game system, and a program.
[0002] Games are known in which a match between one or more first game objects of a user and one or more second game objects of an opponent progresses automatically. For example, a baseball game is known in which a baseball match between a user's team and an opponent's team progresses automatically. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-142441 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in such baseball games, the game progresses automatically based on the parameters (such as ability parameters) of the user's team and the opposing team, so the difference in ability between the two teams is often directly reflected in the game result. Therefore, if the opposing team's ability is higher than the user's team's ability, it is difficult for the user's team to win. As a result, users' interest in the game may decrease.
[0005] In this regard, in the baseball games described above, although the user may be provided with an opportunity to control a player character, the opportunity to control the player character is limited to certain scenes (for example, when a specific player is at bat, or when the player is in a good or bad position), and therefore the user's involvement in the game is limited to certain scenes. For this reason, it is difficult to overcome the difference in ability between the user's team and the opposing team, and if the opposing team's ability is higher than the user's team's ability, it is difficult for the user's team to win. As a result, the user's interest in the game may decrease.
[0006] The present invention has been made in consideration of the above-mentioned problems, and its purpose is to provide a game control device, game system, and program that can increase a user's interest in a match between one or more first game objects of a user and one or more second game objects of an opponent in a game in which the match progresses essentially automatically. [Means for solving the problem]
[0007] In order to solve the above problem, a game control device according to one aspect of the present invention is a game control device that executes a match between one or more first game objects of a user and one or more second game objects of an opponent, the game control device comprising: progress control means for progressing the match based on a first parameter associated with the one or more first game objects and a second parameter associated with the one or more second game objects while restricting the user's operation on the one or more first game objects; operation opportunity setting means for setting an operation opportunity during the match in which the user can operate the one or more first game objects; and operation opportunity setting means for setting a front-end parameter for the operation opportunity. The game system includes a task setting means for setting a task to be achieved by the user by operating the one or more first game objects, a task output control means for controlling the output of the task to an output means, a determination means for determining the result of the task being achieved based on the user's operation on the one or more first game objects, and a modification means for modifying at least one of the first parameter and the second parameter based on the result of the task being achieved, and after the operation opportunity ends, the progress control means progresses the battle based on the first parameter and the second parameter modified by the modification means, with the user's operation on the one or more first game objects restricted.
[0008] A game system according to one aspect of the present invention is a game system that executes a match between one or more first game objects of a user and one or more second game objects of an opponent, the game system comprising: a progress control means that progresses the match based on a first parameter associated with the one or more first game objects and a second parameter associated with the one or more second game objects while restricting the user's operation of the one or more first game objects; an operation opportunity setting means that sets an operation opportunity during the match in which the user can operate the one or more first game objects; and a game system that allows the user to perform the operation of the one or more first game objects during the match in which the user can operate the one or more first game objects. The game system includes a task setting means for setting a task to be achieved by operating one or more first game objects, a task output control means for controlling output means to output the task, a determination means for determining the result of achieving the task based on the user's operation on the one or more first game objects, and a modification means for modifying at least one of the first parameter and the second parameter based on the result of achieving the task, and after the operation opportunity ends, the progress control means progresses the battle based on the first parameter and the second parameter modified by the modification means, with the user's operation on the one or more first game objects restricted. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a diagram showing the overall configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 1 is a diagram illustrating an example of the flow of a baseball game. [Figure 3] FIG. 10 is a diagram showing an example of a game start screen image. [Figure 4] FIG. 10 is a diagram showing an example of an automatic progression part screen image. [Figure 5] FIG. 10 is a diagram showing an example of an action part start screen image. [Figure 6] FIG. 10 is a diagram showing an example of an action part screen image. [Figure 7]FIG. 10 is a diagram showing an example of an achievement result screen image. [Figure 8] FIG. 10 is a diagram showing an example of the correspondence between the achievement results of a task and the changes in ability parameters. [Figure 9] FIG. 10 is a diagram showing an example of an action part end screen image. [Figure 10] FIG. 10 is a diagram showing an example of an action part end screen image. [Figure 11] FIG. 10 is a diagram showing another example of an automatic progression part screen image. [Figure 12] 1 is a functional block diagram of a game system according to an embodiment of the present invention. [Figure 13] FIG. 10 is a diagram showing an example of a match situation table. [Figure 14] FIG. 10 is a diagram illustrating an example of a team table. [Figure 15] FIG. 10 is a diagram illustrating an example of an assignment table. [Figure 16] FIG. 10 is a diagram illustrating an example of an achievement result table. [Figure 17] FIG. 10 is a diagram illustrating an example of processing executed in the game system. [Figure 18] FIG. 10 is a diagram illustrating an example of another process executed in the game system. [Figure 19] FIG. 10 is a diagram showing another example of a game start screen image. [Figure 20] FIG. 10 is a functional block diagram of a modified example. [Figure 21] FIG. 10 is a functional block diagram of another modified example. [Figure 22] FIG. 10 is a functional block diagram of yet another modified example. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, an example of an embodiment of the present invention will be described with reference to the drawings.
[0011] [1. Configuration of the Game System] Figure 1 shows the configuration of a game system according to an embodiment of the present invention. As shown in Figure 1, the game system 1 according to this embodiment includes a game terminal 10 and a server 30. The game terminal 10 can communicate data with the server 30 via a network N.
[0012] The server 30 is, for example, a server computer. As shown in FIG. 1, the server 30 includes a control unit 31, a memory unit 32, and a communication unit 33. The control unit 31 includes at least one microprocessor (CPU) and executes information processing in accordance with an operating system and other programs stored in the memory unit 32. The memory unit 32 includes a main memory unit (e.g., RAM) and an auxiliary memory unit (e.g., non-volatile semiconductor memory, a hard disk drive, or a solid state drive). The memory unit 32 is for storing programs and data. The communication unit 33 is for communicating data with other devices via the network N.
[0013] The server 30 is able to access a database 34. The database 34 may be built within the server 30, or may be built in a server computer separate from the server 30.
[0014] Game terminal 10 is a computer used by a user to play a game. For example, game terminal 10 is a mobile phone (including a smartphone), a personal digital assistant (including a tablet computer), a desktop computer, a laptop computer, a home game console (stationary game console), a portable game console, or an arcade game console installed in an amusement facility or the like.
[0015] 1, game terminal 10 includes control unit 11, memory unit 12, communication unit 13, operation unit 14, display unit 15, and audio output unit 16. Control unit 11, memory unit 12, and communication unit 13 are similar to control unit 31, memory unit 32, and communication unit 33 of server 30.
[0016] The operation unit 14 is used by the user to perform various operations. The operation unit 14 includes, for example, a touch panel, a button (key), a lever (stick), or a mouse. The operation unit 14 may be used by the user to perform operations by voice or gestures. The display unit 15 is used to display various screen images and is, for example, a liquid crystal display or an organic EL display. The audio output unit 16 is used to output audio data and is, for example, a speaker or headphones. The operation unit 14, the display unit 15, and the audio output unit 16 may be provided in the game terminal 10 itself, or may be provided as external devices connected to the game terminal 10.
[0017] Programs and data are supplied to game terminal 10 or server 30 from a remote location via network N and stored in storage unit 12 or storage unit 32. Game terminal 10 or server 30 may be provided with a component (such as an optical disk drive or a memory card slot) for reading programs and data stored on an information storage medium (such as an optical disk or a memory card). Then, the programs and data may be supplied to game terminal 10 or server 30 via the information storage medium.
[0018] [2. Overview of the Game] Various games can be executed on game terminal 10. For example, game terminal 10 executes a game based on a program or data transmitted from server 30.
[0019] In a game executed on game terminal 10, one or more game objects (game characters, etc.) of the user play against one or more game objects of an opponent. Below, a baseball-themed game will be described as an example of a game executed on game terminal 10. Specifically, a game will be described in which a user organizes his or her own baseball team using game characters representing baseball players (hereinafter referred to as "player characters"), and plays a baseball match against an opponent (computer, etc.).
[0020] For example, in the baseball game according to this embodiment, a user can use game items or game points to draw a player character. After the player character is drawn, the player character selected based on the lottery process is given to the user. The user collects the player characters thus given and organizes their own baseball team using the collected player characters. The user then plays a game against an opponent using their own baseball team.
[0021] It should be noted that, instead of a baseball team organized using player characters collected by the user himself, a baseball team selected by the user from among a plurality of baseball teams prepared in advance may be used in the match.
[0022] Figure 2 is a diagram illustrating an example of the flow of a game between a user's baseball team and an opposing baseball team. For convenience, the user's baseball team will be referred to as the "user team" and the opposing team will be referred to as the "opponent team." The t-axis in Figure 2 is the time axis, with Ts and Te representing the start and end of the game, respectively.
[0023] Fig. 3 shows an example of a match start screen image displayed at the start time Ts of the match on the display unit 15. As shown in Fig. 3, a match start screen image G100 includes screen elements P101, P102, and P103.
[0024] Screen element P101 shows the team name of the user team (Team A), and screen element P102 shows the team name of the opponent team (Team B). Furthermore, screen element P103 shows a comparison (large or small, high or low) between the total strength value of the user team and the total strength value of the opponent team.
[0025] The numerical value (250000) displayed in association with the left edge of screen element P103 indicates the overall strength value of the user team. The overall strength value of the user team indicates the strength (level of ability) of the user team. For example, each player character belonging to the user team is associated with ability parameters related to various abilities of a fielder or pitcher (power, hitting, running ability, arm strength, defensive ability, pitch speed, control, curveballs, etc.). The overall strength value of the user team is calculated by executing a predetermined calculation process based on the ability parameters of each player character of the user team. For example, the higher the overall strength value of the user team, the stronger the user team.
[0026] Meanwhile, the numerical value (300000) displayed in association with the right edge of the screen element P103 indicates the overall strength value of the opponent team. The overall strength value of the opponent team is a numerical value indicating the strength (level of ability) of the opponent team. The overall strength value of the opponent team is calculated in the same way as the overall strength value of the user team.
[0027] The length of the first portion P1031 (shaded portion) of the screen element P103 corresponds to the overall strength value of the user team, and the length of the second portion P1032 (unshaded portion) corresponds to the overall strength value of the opponent team. In Figure 3, the second portion P1032 is longer than the first portion P1031, indicating that the opponent team is superior in ability to the user team.
[0028] In the baseball game according to this embodiment, the game begins after the game start screen image G100 is displayed. The baseball game according to this embodiment has two parts: an "automatic progression part" and an "action part", as explained below.
[0029] The automatic progression part is a part where the game progresses automatically. That is, in the automatic progression part, the game situation is updated without the user having to perform batting operations or base running operations during offense or pitching operations or fielding operations during defense. In other words, in the automatic progression part, the game progress is automatically generated (determined) by the computer based on parameters related to the user's team (e.g., ability parameters of the player characters of the user's team) and parameters related to the opposing team (e.g., ability parameters of the player characters of the opposing team). In the automatic progression part, the user will see the game progress automatically generated by the computer.
[0030] On the other hand, the action part is the part where the user performs batting operations and base running operations when attacking, and pitching operations and fielding operations when fielding. That is, in the action part, the player character performs actions in response to the user's operations. For example, when attacking, the player character performs batting or base running in response to the user's operations (batting operations or base running operations), and when fielding, the player character pitches or fields in response to the user's operations (pitching operations or fielding operations). In this way, in the action part, the game situation is updated based on the user's operations on the player character.
[0031] As described above, in the automatic progression parts, the game progresses automatically without the user performing batting operations, pitching operations, etc. Also, as will be described later (see FIG. 4), in the automatic progression parts, only an outline of the game progress is displayed on the display unit 15. For this reason, when a game progresses in the automatic progression parts, the time required to complete one game is shorter than when the game progresses in the action parts (for example, when all or most of the game progresses as the user performs batting operations, pitching operations, etc.).
[0032] For example, when a user is busy, there are cases where the user can only secure a limited amount of time to play the game. Therefore, in order to enable the user to complete one game within the limited time available to play the game, in the baseball game according to this embodiment, as shown in FIG. 2, the game basically progresses in an automatic progression part, and only an overview of the game progress (game key points) is presented to the user. Then, only when the game situation reaches a predetermined situation during the automatic progression part, the game switches from the automatic progression part to an action part, providing the user with an opportunity to operate the player characters.
[0033] A "predetermined situation" is, for example, a situation where the user team has a chance to score (for example, a situation where the user team is at bat and there is a runner on third or second base), a situation where the user team is likely to create a chance to score (for example, a situation where the user team is at bat and there are no outs or runners on base), or a situation where the user team is in danger of conceding a run (for example, a situation where the opposing team is at bat and there is a runner on third or second base).
[0034] A predetermined number of operation opportunities are provided to the user in one game. In FIG. 2, the automatic progression part is switched to the action part at time points T1, T2, and T3, and operation opportunities are granted to the user. That is, in FIG. 2, three operation opportunities are provided to the user in one game. In this case, for example, one operation opportunity is provided between the top of the first inning and the bottom of the third inning, one operation opportunity is provided between the top of the fourth inning and the bottom of the sixth inning, and one operation opportunity is provided between the top of the seventh inning and the bottom of the ninth inning. Note that the number of operation opportunities in one game is not limited to the above example, and may be two or less, or four or more. Furthermore, the number of operation opportunities in one game does not have to be fixed, and may vary from game to game. The timing at which operation opportunities occur is also not limited to the above example.
[0035] Fig. 4 shows an example of an automatic progression part screen image displayed on the display unit 15 during an automatic progression part. As shown in Fig. 4, the automatic progression part screen image G110 includes screen elements P111, P112, P113, P114, P115, P116, and P117.
[0036] Screen elements P111 to P114 show an overview of the game situation. For example, screen element P111 shows a scoreboard that shows the progress of the game. Screen element P112 is displayed in association with the scoreboard (screen element P111) and shows events in the inning immediately before the current inning. In FIG. 4, the current inning is the "top of the second inning," so screen element P112 shows events in the "bottom of the first inning." Screen element P113 shows the current scores of both teams, and screen element P114 shows the current inning, the number of players on base, the ball count, and the out count.
[0037] Screen element P115 is similar to screen element P103 of the game start screen image G100, and shows a comparison of the overall strength values between the user team and the opposing team. Screen element P116 shows each player character at bat in the current inning (top of the second inning) and their results. Screen element P117 shows the player character currently pitching.
[0038] In the automatic progression part, the progress of the game is automatically generated by the computer based on parameters related to the user team and parameters related to the opposing team. For example, in the automatic progression part, the computer automatically determines the progress of the game by virtually operating both the player characters belonging to the user team and the player characters belonging to the opposing team in a virtual space based on the ability parameters of those player characters. Note that the computer may automatically determine the progress of the game by simply comparing parameters related to the user team (e.g., the overall strength value or ability parameters of the player characters) with parameters related to the opposing team.
[0039] In the automatic progression part, the display content of the automatic progression part screen image G110 is updated according to the progress of the game that is automatically generated as described above. That is, in the automatic progression part screen image G110, an outline of the game situation is shown by the screen elements P111 to P114, and the screen elements P111 to P114 are updated according to the progress of the game that is automatically generated as described above. The user can see an outline of the automatically progressing game by looking at the screen elements P111 to P114 of the automatically updated automatic progression part screen image G110.
[0040] As described above, if the game situation reaches a predetermined state during the automatic progression part, the automatic progression part switches to an action part, and the user is provided with an opportunity to perform operations on the player characters.
[0041] For example, action parts are set for each turn at bat or for each inning. When set for each turn at bat, the user controls a player character (batter or pitcher) from the start of an at bat until its end. When set for each inning, the user controls a player character (batter or pitcher) from the start of the first or second half of an inning until its end. Note that action parts may also be set for each out. When set for each out, the user controls a player character (batter or pitcher) until the out count increases by one.
[0042] Fig. 5 shows an example of an action part start screen image displayed on the display unit 15 at the start of an action part. Note that Fig. 5 shows a case where the user team is on offense.
[0043] In the baseball game according to this embodiment, when an action part starts, a task that the user must accomplish in the action part is set according to the current game situation. As shown in Fig. 5, the task is presented to the user in an action part start screen image G120. As shown in Fig. 5, the action part start screen image G120 includes screen elements P121, P122, P123, and P124.
[0044] Screen element P121 shows the current scores of both teams, screen element P122 shows the current inning, on-base status, and out count, and screen element P123 shows the player character of the opposing team currently standing on the mound as pitcher.
[0045] Furthermore, a screen element P124 shows a task that the user should accomplish in the action part as a request from the manager of the user team. In Fig. 5, the task (request) "Get on base at all costs" is displayed in the situation of "no outs / no runners."
[0046] After the action part start screen image G120 is displayed, an action part screen image in which the user controls a player character is displayed on the display unit 15. Fig. 6 shows an example of the action part screen image. Fig. 6 shows an action part screen image when the user's team is on offense. That is, Fig. 6 shows a scene in which the user controls the player character PC1, who is the batter.
[0047] 6, the action part screen image G130 includes screen elements P131 and P132. The screen element P131 shows the current match situation, and the screen element P132 shows the name of the player character PC1 operated by the user.
[0048] The action part screen image G130 displays a player character PC1 controlled by the user and a player character PC2 who is the pitcher of the opposing team. The action part screen image G130 also displays a frame F and a contact cursor M as operation images for causing the player character PC1 to hit the ball. The frame F is displayed on home base and indicates the strike zone. The contact cursor M moves in response to a movement instruction operation by the user and indicates the batting position. When the user performs a swing instruction operation, the player character PC1 swings the bat toward the batting position indicated by the contact cursor M.
[0049] When the user performs a swing instruction operation at the timing when ball B thrown by player character PC2 passes through the plane including frame F or at a timing close to that timing, player character PC1 hits ball B according to the positional relationship between contact cursor M and ball B. For example, when contact cursor M overlaps ball B, ball B is hit. In this case, if the center MC of contact cursor M overlaps ball B, the ball will fly hard. On the other hand, when contact cursor M does not overlap ball B, it will result in a swing and a miss. It should be noted that a swing instruction operation performed at the timing when ball B passes through the plane including frame F and away from it will also result in a swing and a miss.
[0050] The user operates the player character PC1 to aim to accomplish the task displayed on the action part start screen image G120. For example, as shown in Fig. 6, if the task is "Get on base at all costs," the task is accomplished when the player character PC1 gets on base by a hit, a walk, a hit by pitch, an error, or the like.
[0051] Although FIG. 6 shows the action part screen image G130 when the user team is on offense, when the user team is on defense, an action part screen image G130 is displayed that allows the user to perform operations on the player character who is the pitcher.
[0052] An action part ends when an end condition is satisfied. For example, an action part ends when one turn at bat ends. For example, in the example shown in FIG. 6, an action part ends when the player character "Yoshida" has finished his turn at bat. Note that an action part may also end when the user team's offense (or defense) ends. For example, in the example shown in FIG. 6, an action part may end when the user team's offense ends (when the top of the third inning ends).
[0053] At the end of the action part, an achievement result screen image showing the achievement result of the task in the action part is displayed on the display unit 15. Fig. 7 shows an example of the achievement result screen image. As shown in Fig. 7, the achievement result screen image G140 includes screen elements P141 and P142.
[0054] The screen element P141 is similar to the screen element P124 of the action part start screen image G120, and indicates the task that the user was to accomplish in the action part.
[0055] Screen element P142 indicates the result of completing the task. In the baseball game according to this embodiment, for example, "GREAT!", "GOOD", and "MISS" are displayed as the result of completing the task. In FIG. 7, "GREAT!" is displayed as the result of completing the task. "MISS" indicates that the user was unable to complete the task. "GOOD" and "GREAT!" indicate that the user was able to complete the task. Of these, "GREAT!" indicates that the user not only completed the task, but also achieved a greater result than the task itself.
[0056] For example, if the task is "Just get on base," and the player character PC1 (see FIG. 6) operated by the user fails to get on base, the task is not accomplished, and the achievement result is "MISS." On the other hand, if the player character PC1 gets to first base by hitting a single (single), walking, being hit by pitch, or making an error, the task is accomplished, and the achievement result is "GOOD." Furthermore, if the player character PC1 gets to second or third base by hitting a double or triple, or hits a home run, an achievement that exceeds the task is achieved, and the achievement result is "GREAT!"
[0057] It is also possible to display the achievement result screen image G140 only when the task is accomplished, and not display the achievement result screen image G140 when the task is not accomplished.
[0058] In the baseball game according to this embodiment, the parameters of the user team are changed based on the results of completing the tasks. Specifically, the ability parameters of the player characters of the user team are changed based on the results of completing the tasks, thereby improving the abilities of the player characters of the user team.
[0059] FIG. 8 shows an example of the correspondence between the achievement results of a task and the changes to the ability parameters. In FIG. 8, "1st time," "2nd time," and "3rd time" indicate the number of times the achievement results were "MISS," "GOOD," or "GREAT!". Na, Nb, Nc, Nd, Ne, and Nf indicate predetermined percentage values. "+Na%" indicates that the ability parameters of all player characters on the user team will be increased by Na%.
[0060] In the example shown in Figure 8, if the result of completing the task is "GOOD" or "GREAT!" (if the task is completed), the ability parameters of each player character on the user team will increase. On the other hand, if the result of completing the task is "MISS", the ability parameters of each player character on the user team will not increase.
[0061] In the example shown in FIG. 8, when the achievement result of the task is "GREAT!", the degree of increase in the ability parameter is greater than when the achievement result is "GOOD."
[0062] For example, assume that the achievement results of the tasks in the first to third action parts are all "GOOD." In this case, according to the example shown in Fig. 8, at the end of the first action part, the ability parameters of all player characters on the user team will increase by Na%, at the end of the second action part, the ability parameters of all player characters on the user team will increase by Nb%, and at the end of the third action part, the ability parameters of all player characters on the user team will increase by Nc%.
[0063] Also, for example, assume that the result of accomplishing the task in the first action part is “GOOD,” the result of accomplishing the task in the second action part is “GREAT!”, and the result of accomplishing the task in the third action part is “GOOD.” In this case, according to the example shown in Fig. 8, at the end of the first action part, the ability parameters of all player characters on the user team increase by Na%, at the end of the second action part, the ability parameters of all player characters on the user team increase by Nd%, and at the end of the third action part, the ability parameters of all player characters on the user team increase by Nb%.
[0064] After the achievement result screen image G140 is displayed, an action part end screen image is displayed on the display unit 15. Figures 9 and 10 show examples of the action part end screen image.
[0065] Fig. 9 shows the initial action part end screen image G150 displayed on the display unit 15. As shown in Fig. 9, the action part end screen image G150 includes screen elements P151, P152, and P153.
[0066] The screen element P151 is similar to the screen element P103 of the match start screen image G100, and shows a comparison of the overall strength values between the user team and the opponent team. When the action part end screen image G150 is initially displayed, the screen element P151 shows a comparison before the parameter change was made. When the task in the action part is accomplished and the parameters are changed, the screen element P151 is updated, and now shows a comparison after the parameter change was made.
[0067] FIG. 10 shows an example of an action part end screen image G150 when the screen element P151 is updated. As described above, when a task in an action part is accomplished, the ability parameters of all player characters of the user team are changed to increase the abilities of all player characters of the user team. As a result, the overall strength value of the user team increases. For this reason, in FIG. 10, the overall strength value of the user team (Team A) increases from "250,000" to "270,000," and the difference in overall strength value between the user team (Team A) and the opponent team (Team B) is smaller than in FIG. 9. The action part end screen image G150 displays how the overall strength value of the user team is changing, allowing the user to understand how much the overall strength value of the user team has increased.
[0068] In the baseball game according to this embodiment, activity points are awarded to the user according to the results of completing the tasks. Then, a reward (such as a game item) is awarded to the user according to the cumulative total of the user's activity points. For example, if the task is completed, the user's activity points are added, and if the task is not completed, the user's activity points are not added. Note that the user's activity points may also be added even if the task is not completed. In this case, however, it is preferable to add less points than when the task is completed.
[0069] Screen elements P152 and P153 relate to the user's activity points. Specifically, screen element P152 shows the user's cumulative activity points. Screen element P153 shows the user's cumulative activity points, the rewards the user has earned, and the activity points the user needs to earn the rewards.
[0070] For example, the screen element P153 includes a frame P1531 and a gauge P1532 (the shaded portion shown in FIG. 10) that extends from the left end to the right end of the frame P1531 according to the total activity points of the user. The length of the gauge P1532 is set to a length corresponding to the total activity points of the user.
[0071] Furthermore, in the frame P1531, reward images P1533-1, P1533-2, and P1533-3 are displayed in association with positions corresponding to the amount of activity points required to earn a reward. In Fig. 9, reward images P1533-1, P1533-2, and P1533-3 are displayed in positions corresponding to 200, 500, and 700 points, respectively, indicating that the user will be awarded a reward when their cumulative activity points reach 200, 500, or 700 points.
[0072] When the action part end screen image G150 is initially displayed, the screen elements P152 and P153 show the activity points, etc., before the activity points are added (i.e., when the action part starts) (see FIG. 9). After that, the screen elements P152 and P153 are updated, and the screen elements P152 and P153 show the activity points, etc., after the activity points are added (see FIG. 10). FIG. 9 shows that the user's cumulative activity points were 0 points when the action part started, while FIG. 10 shows that 300 points have been added to the user's activity points in response to the completion of the task in the action part. Also, in FIG. 10, the reward image P1533-1, which was displayed in association with the position corresponding to 200 points, has changed to an acquisition image P1534, indicating that the user has earned a reward. This indicates that the user has been granted a reward because their cumulative activity points have reached 200 points.
[0073] When the action part ends, the game switches from the action part to the automatic progression part, and the game progresses automatically again. However, in this case, the game progresses automatically based on the parameters of the user team after they have been changed based on the results of the tasks completed in the action part, and the parameters of the opponent.
[0074] Fig. 11 shows an example of the automatic progression part screen image G110 in this case. In Fig. 11, the overall strength value of the user team (team A) is increased compared to Fig. 4 (see screen element P115). Therefore, in the state shown in Fig. 11, the match automatically progresses with the user team in a stronger state (in other words, with the ability gap between the user team and the opponent team reduced) compared to the state shown in Fig. 4.
[0075] As mentioned above, a single match has multiple action parts. Each time a task is accomplished in an action part, the ability parameters of the player characters of the user team are changed. In other words, each time a task is accomplished in an action part, the user team becomes stronger. Therefore, even if the user team is inferior in ability to the opposing team at the start of the match, the user can close the ability gap between the user team and the opposing team or even turn the tables by accomplishing tasks in the action parts. After the match ends, the ability parameters of the player characters belonging to the user team are restored to their original state.
[0076] As described above, in the baseball game according to this embodiment, the game basically progresses in an automatic progression part in order to shorten the time it takes to complete a game, but when the game situation reaches a predetermined state, the automatic progression part switches to an action part, allowing the user to directly participate in the game by operating the player characters. For example, the action part is switched to in situations that are likely to affect the outcome of the game, such as a situation where the user team has a chance to score (e.g., a situation where the user team is at bat and there is a runner on third or second base), a situation where the user team is likely to create a chance to score (e.g., a situation where the user team is at bat and there are no outs and no runners on base), or a situation where the user team is in a pinch to lose a run (e.g., a situation where the opposing team is at bat and there is a runner on third or second base). Therefore, the user can operate the player characters in situations that are likely to affect the outcome of the game.
[0077] Furthermore, in the baseball game according to this embodiment, the ability parameters of the player characters of the user's team are changed based on the results of completing tasks in the action parts, and the game progresses in the automatic progression part after the action parts based on the changed ability parameters. Therefore, the user can indirectly participate in the action parts and beyond through operations on the player characters in the action parts. In this way, the user can participate in the game not only in the action parts themselves but also in the action parts and beyond by operating the player characters in the action parts. As a result, the user's interest in the game is heightened.
[0078] In the example described above, when a task in the action part is accomplished, the ability parameters of all player characters on the user team are changed to increase the abilities of the user team, but the method of changing parameters based on the results of accomplishing a task is not limited to this.
[0079] For example, instead of or in addition to the above, the ability parameters of all player characters of the opposing team may be changed in order to lower the abilities of the opposing team.
[0080] For example, if a task in an action part is not accomplished, the ability parameters of all player characters of the user team may be changed to lower the ability of the user team. Alternatively or in addition to this, the ability parameters of all player characters of the opposing team may be changed to increase the ability of the opposing team.
[0081] Further, for example, instead of changing the ability parameters of all player characters of the user team (or the opponent team), the ability parameters of only some of the player characters of the user team (or the opponent team) may be changed.
[0082] Furthermore, for example, instead of or in addition to changing the ability parameters, a status parameter (for example, a parameter indicating good condition) may be changed.
[0083] [3. Functional Blocks] Next, the functional blocks realized in the game system 1 will be described. Fig. 12 shows an example of the functional blocks realized in the game system 1. As shown in Fig. 12, the game system 1 includes a data storage unit 100, a progress control unit 110, an operation opportunity setting unit 120, a task setting unit 130, a task output control unit 140, a determination unit 150, a change unit 160, and a change result output control unit 170. For example, the data storage unit 100 is realized by a storage unit 12, and the other functional blocks are realized by a control unit 11 of a game terminal 10 (an example of a game control device).
[0084] [3-1] The data storage unit 100 stores data necessary for executing the game. For example, a game status table TBL101, a team table TBL102, a task table TBL103, and an achievement result table TBL104 are stored in the data storage unit 100.
[0085] 13 shows an example of the game situation table TBL101. The game situation table TBL101 contains data indicating the current game situation.
[0086] 13, the game situation table TBL101 includes fields for "Current Inning," "Attacking Team," "Current Batter," "Ball Count," "Out Count," "Runner on First Base," "Runner on Second Base," and "Runner on Third Base." These fields indicate the current inning, the team currently at bat, the player character currently at bat, the current ball count, the current out count, and the current on-base situation (player characters at first base, second base, and third base).
[0087] The game situation table TBL101 also includes "First Batting" and "Second Batting" fields. The "First Batting" field indicates the first batting team's current overall strength, runs, hits, and errors, as well as the player character who will be next at bat for the first batting team. Similarly, the "Second Batting" field indicates the second batting team's current overall strength, runs, hits, and errors, as well as the player character who will be next at bat for the second batting team.
[0088] The match status table TBL101 also includes "scorebook" and "activity points" fields. The "scorebook" field indicates the scorebook (match progress) of the match. The "activity points" field indicates the cumulative total of the user's activity points.
[0089] FIG. 14 shows an example of the team table TBL102. The team table TBL102 is data showing information about player characters belonging to a team. As shown in FIG. 14, the team table TBL102 is stored for each user team and opposing team. As shown in FIG. 14, the team table TBL102 includes fields for "player ID," "player name," "suitable position," "rank," "original parameters," "current parameters," "appearance status," "batting order," and "position."
[0090] The "Player ID" field indicates information that uniquely identifies a player character. The "Player Name" field indicates the name of the player character. The "Suitable Position" field indicates the player character's preferred position. The "Rank" field indicates the player character's rank. The higher the player character's rank, the higher the player character's ability. For example, the rank of a player character is expressed in alphabets as "S, A, B, C, D, E, F, G." "S" indicates the highest rank and "G" indicates the lowest rank.
[0091] The "Original Parameter" field indicates the original value of the ability parameter of the player character. As mentioned above, the ability parameter of the player character may change during the match based on the results of accomplishing tasks in the action part, but the "Original Value" indicates the value of the ability parameter at the start of the match (in other words, the value of the ability parameter in an unaltered state).
[0092] For example, original values of basic ability parameters and special ability parameters are registered in the "original parameter" field. Basic ability parameters are parameters that indicate the basic abilities of a player character (e.g., power, hitting, running ability, arm strength, defensive ability, pitching speed, control, curveballs, etc.). Special ability parameters are parameters that indicate whether or not the player character has a special ability (e.g., good at taking advantage of opportunities, etc.).
[0093] The "Current Parameter" field indicates the current value of the ability parameter of the player character. For example, the current values of the basic ability parameter and the special ability parameter are registered in the "Current Parameter" field. At the beginning of the match, the contents of the "Current Parameter" field are the same as the contents of the "Original Parameter" field. If the ability parameter of the player character changes during the match based on the results of completing the tasks in the action part, the contents of the "Current Parameter" field will be changed.
[0094] Note that the "original parameter" field and the "current parameter" field may be configured to register a state parameter of the player character (for example, a parameter indicating good condition).
[0095] The "Participation Status" field indicates the player character's participation status in the game. For example, one of the values "0, 1, or 2" is registered in the "Participation Status" field. The value "0" indicates that the player character is not participating in the game and can be substituted in to play in the game. The value "1" indicates that the player character is currently participating in the game. The value "2" indicates that the player character was participating in the game but is not currently participating in the game due to being substituted in. The "Batting Order" and "Position" fields indicate the batting order and position of the player character participating in the game.
[0096] FIG. 15 shows an example of the task table TBL103. The task table TBL103 is data showing a list of tasks that can be set in the action part. As shown in FIG. 15, the task table TBL103 includes fields for "Task ID," "Task Name," "Game Status Condition," and "Achievement Condition." The "Task ID" field indicates information that uniquely identifies the task. The "Task Name" field indicates the name of the task.
[0097] The "Game Status Condition" field indicates the conditions for the game status in which a task can be set. For example, the game status conditions for the task "Get on base at all costs" with task ID "1" are "Attack, no outs, no runners on base." This indicates that the task "Get on base at all costs" can be set when the user team is at bat and the game status is "No outs / no runners on base."
[0098] The "Achievement Condition" field indicates the conditions that must be met in order for the task to be determined as accomplished. For example, the "Achievement Condition" field indicates the conditions for the achievement result to be "GOOD" or the conditions for the achievement result to be "GREAT!" For example, for the task "Get on base at all costs" with task ID "1," the achievement condition for "GOOD" is "Get on base (first base)," and the achievement condition for "GREAT!" is "Get on base (second base / third base) / home run." This indicates that the achievement result of the task is determined to be "GOOD" if the player character controlled by the user reaches first base, and the achievement result of the task is determined to be "GREAT!" if the player character controlled by the user reaches second base or third base or hits a home run.
[0099] Fig. 16 shows the achievement result table TBL 104. As shown in Fig. 16, the achievement result table TBL 104 is data showing the achievement results of the tasks in the first to third action parts.
[0100] [3-2] The progress control unit 110 progresses a match between one or more first game objects of the user and one or more second game objects of the opponent. Specifically, the progress control unit 110 progresses the match based on first parameters associated with one or more first game objects and second parameters associated with one or more second game objects, while restricting the user's operation on the one or more first game objects.
[0101] Here, a "match" is a match between a user and one or more opponents to determine the outcome, such as victory or defeat or ranking. Win / loss is not necessarily determined, and a draw is also possible. A "match" also includes a competition (such as a race) in which a user and one or more opponents compete for ranking. A "match" is not limited to a sports match or race, but also includes battles and the like.
[0102] The "opponent" may be a computer (CPU) or another user. The number of opponents may be one or more.
[0103] A "game object" is an object that can be used in a battle. For example, a game character is an example of a "game object." For example, a game object has multiple parameters set thereto. In other words, the multiple parameters are stored in association with the identification information of the game object.
[0104] "One or more first game objects of the user" refers to game objects that the user uses in a match. For example, the following game objects are examples of "one or more first game objects of the user." (a) A game object selected by the user from among the game objects owned by the user as a game object to be used in the match. (b) Game objects selected by the user from among the game objects provided by the game as game objects to be used in the match (c) A game object set by the game system 1 (game terminal 10 or server 30) as a game object that the user will use in a battle
[0105] "One or more second game objects of the opponent" refers to game objects that the opponent uses in the match. For example, the following game objects are examples of "one or more second game objects of the opponent." (a) A game object set by the game system 1 (game terminal 10 or server 30) as a game object that the opponent will use in the match. (b) a game object selected by the opponent to be used by the opponent in the match; (c) a game object selected by the user as a game object for the opponent to use in the match;
[0106] "A match between one or more first game objects of a user and one or more second game objects of an opponent" includes the following: (a) a match between one first game object of the user and one second game object of the opponent; (b) a match between a plurality of first game objects of the user and a plurality of second game objects of the opponent; (c) a match between one first game object of the user and multiple second game objects of the opponent; (d) a match between a plurality of first game objects of the user and a single second game object of the opponent;
[0107] "User operation on the first game object" refers to an operation performed by the user to operate the first game object. For example, "user operation on the first game object" refers to an operation to instruct the type of operation to be performed by the first game object, the timing at which the operation should be performed, the position or direction of the operation, etc. "User operation on the first game object" is performed using the operation unit 14 (touch panel, buttons, keys, stick (lever), etc.). In a situation where user operation on the first game object is possible, the first game object performs an operation corresponding to the operation performed by the user.
[0108] "User operation on multiple first game objects" may be an operation on any one of the multiple first game objects, an operation on multiple of the multiple first game objects, or an operation on all of the multiple first game objects.
[0109] A "state in which the user's operation on the first game object is restricted" refers to, for example, a state in which the user cannot perform any operation on the first game object. Alternatively, a "state in which the user's operation on the first game object is restricted" refers to a state in which instructions to the first game object are limited to general instructions (such as tactical instructions), and the user cannot perform detailed instructions to the first game object, such as the type of action the first game object should perform, the timing of that action, or the position or direction of that action. Note that a "state in which the user's operation on the first game object is restricted" can also be rephrased as a state in which the computer does not accept operations on the first game object. Alternatively, a "state in which the user's operation on the first game object is restricted" can also be rephrased as a state in which the computer ignores any operations the user performs on the first game object.
[0110] The "parameters associated with a game object" are parameters that are stored in association with a game object. The parameters are not limited to numerical information, and may be information other than numerical information.
[0111] For example, a "parameter associated with a game object" is information indicating the performance of the game object. For example, it is information indicating the magnitude or high / low of the performance of the game object. Also, for example, it is information indicating whether the game object has a specific ability.
[0112] Furthermore, for example, "parameters associated with a game object" is information indicating the state of the game object, for example, information indicating whether the state of the game object is good or bad.
[0113] For example, if the game object is a player character in a baseball game, information indicating the magnitude or high / low of batting ability, defensive ability, base running ability, or pitching ability, or information indicating whether or not the player has special abilities, is an example of "information indicating the performance of the game object," and information indicating the magnitude of stamina (or fatigue level) or information indicating the good or bad condition (fit) is an example of "information indicating the state of the game object."
[0114] For example, if the game object is a player character in a soccer game, information indicating the magnitude or high / low of passing ability, dribbling ability, shooting ability, defensive ability, or running ability, or information indicating whether or not the player has special abilities, are examples of "information indicating the performance of the game object," and information indicating the magnitude or low of stamina (or fatigue level) or information indicating the good or bad condition (fit) are examples of "information indicating the state of the game object."
[0115] For example, if the game object is a game character that fights an opponent, information indicating the magnitude or high / low of attack power or defensive power, etc., or information indicating whether or not the game object has special abilities, are examples of "information indicating the performance of the game object," and hit points are examples of "information indicating the state of the game object."
[0116] "Proceeding a battle based on a first parameter and a second parameter while restricting user operation on one or more first game objects" essentially means that a computer automatically progresses the battle. For example, the computer determines the progress (intermediate results) or outcome of the battle by executing a predetermined battle process based on the first parameter and the second parameter. Specifically, the computer determines the progress or outcome of the battle by executing a simulation process that virtually and automatically moves one or more first game objects and one or more second game objects in a virtual space based on the first parameter and the second parameter. Alternatively, the computer determines the progress or outcome of the battle by comparing a numerical value obtained based on the first parameter with a numerical value obtained based on the second parameter. Note that when a battle is progressed while restricting user operation on one or more first game objects, the time until the battle is completed is shorter than when the battle is progressed according to user operation on one or more first game objects.
[0117] In the case of the baseball game according to this embodiment, the player characters of the user's team correspond to an example of "one or more first game objects of the user," and the player characters of the opposing team correspond to an example of "one or more second game objects of the opponent." Furthermore, a baseball game corresponds to an example of a "match." The ability parameters of the player characters of the user's team correspond to an example of a "first parameter," and the ability parameters of the player characters of the opposing team correspond to an example of a "second parameter." Furthermore, the progress control unit 110 executes the automatic progress part.
[0118] [3-3] The operation opportunity setting unit 120 sets operation opportunities during a match where the user can operate one or more first game objects.
[0119] Here, an "operation opportunity" refers to a situation or period during which a user can operate one or more first game objects. In other words, an "operation opportunity" refers to a situation or period during which a computer can accept an operation on a first game object.
[0120] "Setting an operation opportunity during a match" means setting an operation opportunity during the match. In other words, "setting an operation opportunity during a match" means making it possible for the user to operate one or more first game objects at a time (scene, period, etc.) after the start of the match and before the end of the match.
[0121] For example, the operation opportunity setting unit 120 sets an operation opportunity when a predetermined situation (a situation that satisfies a predetermined condition) occurs. Alternatively, the operation opportunity setting unit 120 may set an operation opportunity randomly. That is, the operation opportunity setting unit 120 may determine whether or not to set an operation opportunity for each time point (scene, period, etc.) during a match based on a predetermined probability, and may set the operation opportunity when it is determined to set the operation opportunity.
[0122] For example, in the case of a baseball game, the operation opportunity setting unit 120 sets, as an operation opportunity, a chance or a pinch moment for the user's team, or a moment when a specific player is at bat. Note that the operation opportunity setting unit 120 may set the operation opportunity on an inning basis, rather than on an at-bat basis. For example, the operation opportunity setting unit 120 may set, as an operation opportunity, a predetermined inning (an inning that satisfies a predetermined condition: an inning starting with a specific batter, an inning in which a specific batter is at bat, etc.).
[0123] For example, in the case of a soccer game, the operation opportunity setting unit 120 sets a set play scene as the operation opportunity. For example, the operation opportunity setting unit 120 may set a chance or crisis scene for the user's team as the operation opportunity, or may set a part of a period during the game (for example, 5 minutes) as the operation opportunity.
[0124] The operation opportunity may be set multiple times during a match, or may be set only once.
[0125] Furthermore, the operation opportunity setting unit 120 may adjust the timing at which an operation opportunity is provided based on the situation of the match. That is, the operation opportunity setting unit 120 may provide an operation opportunity earlier or later based on the situation of the match (such as the score difference in the case of a baseball game or a soccer game).
[0126] Furthermore, the operation opportunity setting unit 120 may adjust the timing of providing an operation opportunity based on the comparison result between the first parameter and the second parameter. That is, the operation opportunity setting unit 120 may provide an operation opportunity earlier or later based on the comparison result between the first parameter and the second parameter (for example, the ability difference between the first game object and the second game object). Specifically, when the ability difference between the first game object and the second game object is large, the operation opportunity setting unit 120 may provide an operation opportunity earlier than when the ability difference between the first game object and the second game object is small.
[0127] In the case of the baseball game according to this embodiment, the operation opportunity setting unit 120 sets an operation opportunity for operating a player character of the user team by switching from the automatic progression part to an action part when the game situation reaches a predetermined situation during the automatic progression part. For example, when the game situation during the automatic progression part satisfies any of the game situation conditions associated with the tasks, the operation opportunity setting unit 120 sets the above operation opportunity by switching to the action part.
[0128] [3-4] The task setting unit 130 sets a task to be achieved by the user operating one or more first game objects during an operation opportunity.
[0129] For example, the "task" is set based on the situation at the time of operation. For example, in a baseball game, when the user team is on offense, tasks such as "Get on base at all costs," "Advance the runners," "Score a run," or "Get a hit" are set, and when the user team is on defense, tasks such as "Don't pass to the fourth batter," "Don't pass to the first batter," "Hold down the cleanup hitters," "Strike out," or "Get a double play" are set. Also, in a soccer game, when the user team is taking a free kick, tasks such as "Make a direct shot" or "Aim at player XX" are set.
[0130] The tasks may be determined in advance. For example, the tasks may be determined at the start of the match.
[0131] In the case of the baseball game according to this embodiment, the tasks stored in the task table TBL103 correspond to an example of the above-mentioned "task." The task setting unit 130 sets a task associated with a game situation condition that is satisfied by the game situation at the start of the action part as a task that the user should achieve by operating a player character in the action part.
[0132] [3-5] The assignment output control unit 140 controls the output means to output the assignment set by the assignment setting unit 130.
[0133] Here, the "output means" refers to, for example, a display unit or an audio output unit.
[0134] "Performing control to cause the output means to output the assignment" may mean, for example, generating a screen image showing the assignment and displaying it on a display unit. Alternatively, "performing control to cause the output means to output the assignment" may mean, for example, transmitting data for displaying a screen image showing the assignment to another device, thereby displaying the screen image showing the assignment on a display unit of the other device.
[0135] Note that "performing control to have the output means output the task" may mean, for example, causing a sound indicating the task to be output from a sound output unit. Alternatively, "performing control to have the output means output the task" may mean, for example, transmitting data for outputting a sound indicating the task to another device, thereby causing a sound indicating the task to be output from a sound output unit of the other device.
[0136] In the case of the baseball game according to this embodiment, displaying the action part start screen image G120 on the display unit 15 corresponds to an example of "performing control to cause the output means to output a task." Therefore, the task output control unit 140 displays the action part start screen image G120 on the display unit 15.
[0137] [3-6] The determination unit 150 determines the achievement result of the task based on the user's operation on one or more first game objects.
[0138] Here, the "result of accomplishing the task" may be, for example, whether or not the task has been accomplished. Alternatively, the "result of accomplishing the task" may be, for example, the degree of accomplishment of the task (the degree to which the task has been accomplished).
[0139] In the case of the baseball game according to this embodiment, "MISS", "GOOD", or "GREAT!" correspond to examples of "task achievement results".
[0140] The determination unit 150 determines whether the achievement condition for "GREAT!" associated with the task is satisfied. If the achievement condition is satisfied, the determination unit 150 determines that the achievement result of the task is "GREAT!"
[0141] The determination unit 150 also determines whether the achievement condition for "GOOD" associated with the task is satisfied. If the achievement condition is satisfied, the determination unit 150 determines that the achievement result of the task is "GOOD."
[0142] If neither the "GREAT!" nor the "GOOD" achievement condition is satisfied, the determination unit 150 determines that the achievement result of the task is "MISS."
[0143] [3-7] The modification unit 160 modifies at least one of a first parameter associated with one or more first game objects and a second parameter associated with one or more second game objects based on the results of completing the task.
[0144] Here, "changing at least one of the first parameter and the second parameter" includes the following: (a) Only the first parameter is changed. (b) Changing only the second parameter. (c) Changing both the first and second parameters.
[0145] "Changing at least one of the first parameter and the second parameter based on the achievement result of the task" may mean, for example, determining whether to change at least one of the first parameter and the second parameter based on the achievement result of the task. Also, "Changing at least one of the first parameter and the second parameter based on the achievement result of the task" may mean, for example, determining the degree of change when changing at least one of the first parameter and the second parameter based on the achievement result of the task.
[0146] In the case of the baseball game according to this embodiment, a player character of the user's team corresponds to an example of "one or more first game objects of the user," and the parameters of the player character of the user's team correspond to an example of "first parameters." Also, a player character of the opposing team corresponds to an example of "one or more second game objects of the opponent," and the parameters of the player character of the opposing team correspond to an example of "second parameters."
[0147] In the case of the baseball game according to this embodiment, for example, the modification unit 160 performs one of the following: (a) When a task is accomplished, the parameters of a player character belonging to the user team are modified so that the ability or status of the player character improves. (b) When the task is accomplished, the parameters of the player characters belonging to the opposing team are changed so that the abilities or conditions of the player characters are reduced. (c) When the task is accomplished, the parameters of the player characters belonging to the user team are changed so that the abilities or status of the player characters increases, and the parameters of the player characters belonging to the opposing team are changed so that the abilities or status of the player characters decreases. (d) If the task is not accomplished, the parameters of the player characters belonging to the user team are changed so that the abilities or status of the player characters are reduced. (e) If the task is not accomplished, the parameters of the player character belonging to the opposing team are changed so that the ability or status of the player character is improved. (f) If the task is not accomplished, the parameters of the player character belonging to the user team are changed so that the ability or status of the player character decreases, and the parameters of the player character belonging to the opposing team are changed so that the ability or status of the player character increases.
[0148] The modification unit 160 may set the degree of modification of the parameters of the player character of the user team (or the parameters of the player character of the opposing team) based on the degree of achievement of the task. For example, if the task "Get on base at all costs" is set when the user team is on offense, the modification unit 160 may change the parameters of the player character of the user team (or the parameters of the player character of the opposing team) to a greater extent when the player character gets to second or third base (when the achievement result is "GREAT!") than when the player character gets to first base (when the achievement result is "GOOD").
[0149] The modification unit 160 may modify the parameters of all of the multiple player characters of the user team, or may modify the parameters of some of the multiple player characters of the user team.
[0150] Similarly, the modification unit 160 may modify the parameters of all of the multiple player characters of the opposing team, or may modify the parameters of some of the multiple player characters of the opposing team.
[0151] [3-8] The change result output control unit 170 controls the output means to output information relating to the change result made by the change unit 160.
[0152] Here, the "output means" refers to, for example, a display unit or an audio output unit.
[0153] The "result of change by the change unit 160" is at least one of the first parameter and the second parameter after change. The "result of change by the change unit 160" may be whether or not at least one of the first parameter and the second parameter has been changed, or may be the degree of change of at least one of the first parameter and the second parameter.
[0154] "Performing control to have the output means output information relating to the change result" may mean, for example, generating a screen image showing the information relating to the change result and displaying it on a display unit. Alternatively, "performing control to have the output means output information relating to the change result" may mean, for example, transmitting data for displaying a screen image showing the information relating to the change result to another device, and displaying the screen image showing the information relating to the change result on a display unit of the other device.
[0155] Note that "performing control to have the output means output information relating to the change result" may mean, for example, causing an audio output unit to output audio indicating the information relating to the change result. Alternatively, "performing control to have the output means output information relating to the change result" may mean, for example, transmitting data for outputting audio indicating the information relating to the change result to another device, thereby causing an audio output unit of the other device to output audio indicating the information relating to the change result.
[0156] In the case of the baseball game according to this embodiment, displaying the action part end screen image G150 on the display unit 15 corresponds to an example of "performing control to cause the output means to output information relating to the change result." Therefore, the change result output control unit 170 displays the action part end screen image G150 on the display unit 15.
[0157] [3-9] After the operation opportunity ends, the progress control unit 110 progresses the battle based on the first parameters and second parameters changed by the change unit 160, while restricting the user's operation on one or more first game objects.
[0158] In the case of the baseball game according to this embodiment, after the action part ends, the progress control unit 110 progresses the game (automatic progress part) based on the parameters of the player characters of the user team and the parameters of the player characters of the opposing team after the change by the change unit 160.
[0159] In the case of the baseball game according to this embodiment, multiple action parts are set in one game, including a first action part (an example of a first operation opportunity) and a second action part (an example of a second operation opportunity) that comes after the first action part.
[0160] When the first action part ends, the modification unit 160 (first modification means) modifies at least one of the parameters of the player character of the user team (an example of a first parameter) and the parameters of the player character of the opposing team (an example of a second parameter) based on the results of completing the task in the first action part.
[0161] After the first action part ends, the progress control unit 110 progresses the match (automatic progress part) based on the parameters of the player characters of the user team and the parameters of the player characters of the opposing team after the change by the change unit 160 (first change means).
[0162] Furthermore, when the second action part ends, the change unit 160 (second change means) further changes at least one of the parameters of the player characters of the user team and the parameters of the player characters of the opponent team after the previous change by the change unit 160 (first change means) based on the results of accomplishing the task in the second action part.
[0163] After the second action part ends, the progress control unit 110 progresses the match (automatic progress part) based on the parameters of the player characters of the user team and the parameters of the player characters of the opposing team after the change by the change unit 160 (second change means).
[0164] [4. Processing] Next, the processing executed by the game system 1 will be described.
[0165] 17 and 18 show an example of processing executed by game terminal 10 from the start to the end of a baseball game.
[0166] 17, first, the control unit 11 of the game terminal 10 displays a match start screen image G100 on the display unit 15 (S100). Thereafter, the control unit 11 displays an automatic progression part screen image G110 on the display unit 15 (S102). Then, the control unit 11 automatically progresses the match (S104). That is, the control unit 11 executes the automatic progression part.
[0167] For example, the control unit 11 automatically updates the game situation by virtually operating both the player characters belonging to the user team and the player characters belonging to the opposing team in the virtual space based on the parameters of those player characters. The control unit 11 displays the game situation that is automatically updated in this way on the automatic progression part screen image G110.
[0168] During the automatic progress of the match, the control unit 11 monitors whether the current match situation satisfies any of the match situation conditions associated with the tasks (S106). If the current match situation does not satisfy any of the match situation conditions, the control unit 11 determines whether the match has ended (S108).
[0169] If the match has ended, the control unit 11 displays a match end screen image showing the match result on the display unit 15 (S110), and ends this processing. On the other hand, if the match has not ended, the control unit 11 returns to step S104 and continues to automatically progress the match. In other words, the control unit 11 continues the automatic progression part.
[0170] If the current game situation satisfies any of the game situation conditions, the control unit 11 determines whether to switch to an action part based on probability information (S112), as shown in Fig. 18. For example, the probability of determining to switch to an action part is set lower than the probability of determining not to switch to an action part. Based on the probability information set in this way, the control unit 11 determines whether to switch to an action part.
[0171] In step S112, the number of action parts during one game is controlled to be 3. Specifically, for example, one action part is always generated between the top of the first inning and the bottom of the third inning, one action part is always generated between the top of the fourth inning and the bottom of the sixth inning, and one action part is always generated between the top of the seventh inning and the bottom of the ninth inning.
[0172] For example, if an action part occurs in any timing between the top of the first inning and the bottom of the third inning, it is determined in step S112 that thereafter, until the end of the bottom of the third inning, that no switching to an action part will occur, regardless of the probability information. The same applies to the top of the fourth inning to the bottom of the sixth inning and the top of the seventh inning to the bottom of the ninth inning.
[0173] Furthermore, if the situation becomes such that the probability of an action part occurring between the top of the first inning and the bottom of the third inning is low, control may be performed so that the action part occurs more easily. For example, if no action part has occurred by the start of the top of the third inning, it may be assumed that the situation becomes such that the probability of an action part occurring between the top of the first inning and the bottom of the third inning is low, and control may be performed so that the action part occurs more easily. For example, the following may be performed. The same applies to the situation between the top of the fourth inning and the bottom of the sixth inning and the top of the seventh inning and the bottom of the ninth inning.
[0174] For example, if no action part has occurred by the start of the top of the third inning, the probability that a decision to switch to an action part will be made in step S112 may be set higher than usual.
[0175] Alternatively, in step S112, it may be determined to switch to the action part regardless of the probability information. For example, if the user team is batting first, the game situation condition "on attack / no outs and no runners" of the task "get on base at all costs" is satisfied at the start of the top of the third inning. Therefore, if no action part has occurred by the start of the top of the third inning, it may be determined in step S112 at the start of the top of the third inning to switch to the action part regardless of the probability information.
[0176] Alternatively, the game situation conditions for each task may be changed (relaxed) so that the game situation conditions are more likely to be satisfied.
[0177] Alternatively, an action part may be generated regardless of the game situation (game situation conditions). That is, an action part may be generated in which a general task that can be applied to any game situation (for example, "get a hit" when on offense, "get an out" when on defense, etc.) is set.
[0178] It is not essential to control the game so that one action part always occurs between the top of the first inning and the bottom of the third inning. In other words, it is possible to have cases where no action part occurs between the top of the first inning and the bottom of the third inning. If no action part occurs between the top of the first inning and the bottom of the third inning, it is sufficient to have three action parts occur between the top of the fourth inning and the bottom of the ninth inning. In this case, it is also possible to make it more likely that an action part will occur between the top of the fourth inning and the bottom of the ninth inning, to avoid the situation where three action parts do not occur between the top of the fourth inning and the bottom of the ninth inning.
[0179] For example, in step S112, the probability that it will be decided to switch to the action part may be set higher than usual. Note that this probability may be set to increase stepwise as the game progresses (towards later innings).
[0180] Alternatively, in step S112, it may be decided to switch to the action part regardless of the probability information.
[0181] Alternatively, the game situation conditions for each task may be changed (relaxed) so that the game situation conditions are more likely to be satisfied. Note that the game situation conditions may be relaxed in stages as the game progresses (as the inning progresses).
[0182] Alternatively, an action part may be generated regardless of the game situation (game situation conditions). That is, an action part may be generated in which a general task that can be applied to any game situation (for example, "get a hit" when on offense, "get an out" when on defense, etc.) is set.
[0183] If it is determined in step S112 not to switch to the action part, the control unit 11 returns to step S104 and continues the automatic progression part. On the other hand, if it is determined in step S112 to switch to the action part, the control unit 11 sets a task to be achieved by the user in the action part (S114). The control unit 11 sets a task associated with a game situation condition satisfied by the current game situation as a task to be achieved by the user in the action part. For example, if it is determined in step S106 that the game situation condition associated with task X is satisfied, the control unit 11 sets task X as a task to be achieved by the user in the action part.
[0184] After executing step S114, the control unit 11 displays an action part start screen image G120 on the display unit 15 (S116). Thereafter, the control unit 11 displays an action part screen image G130 on the display unit 15 (S118). While the action part screen image G130 is being displayed, the control unit 11 executes the action part. For example, when the action part screen image G130 shown in FIG. 6 is being displayed, the control unit 11 causes the player character PC2, who is the pitcher of the opposing team, to perform an action (such as a pitching action) in accordance with a predetermined algorithm (such as AI). In addition, the control unit 11 accepts a user's operation performed using the operation unit 14, and causes the player character PC1, who is the batter of the user team, to perform an action (such as a batting action) in accordance with the operation.
[0185] The control unit 11 monitors whether the action part has ended (S120). For example, if the action part is based on an at-bat turn, the action part ends when one at-bat ends. For example, if the action part is based on an inning, the action part ends when the first or second half of the inning ends.
[0186] When the action part is completed, the control unit 11 determines the achievement result of the task (S122). That is, the control unit 11 determines whether the task has been achieved. The control unit 11 also determines the degree of achievement of the task.
[0187] For example, the control unit 11 determines whether the achievement condition for "GREAT!" associated with the task has been satisfied. The control unit 11 also determines whether the achievement condition for "GOOD" associated with the task has been satisfied. If the achievement condition for "GREAT!" associated with the task has been satisfied, the control unit 11 determines that the achievement result of the task is "GREAT!". If the achievement condition for "GOOD" associated with the task has been satisfied, the control unit 11 determines that the achievement result of the task is "GOOD". On the other hand, if neither the achievement condition for "GREAT!" nor the achievement condition for "GOOD" has been satisfied, the control unit 11 determines that the achievement result of the task is "MISS". The control unit 11 registers the achievement result of the task in the achievement result table TBL104.
[0188] After executing step S122, the control unit 11 displays an achievement result screen image G140 on the display unit 15 (S124). Thereafter, the control unit 11 displays an action part end screen image G150 on the display unit 15 (S126). The control unit 11 also determines whether the achievement result of the task is "GREAT!" or "GOOD" (S128). That is, the control unit 11 determines whether the task has been achieved.
[0189] If the achievement result of the task is "GREAT!" or "GOOD," the control unit 11 increases the ability parameters of the player characters of the user team (S130).
[0190] For example, the control unit 11 acquires a percentage value (e.g., Na to Nf shown in FIG. 8) corresponding to the achievement result of the task. Then, the control unit 11 accesses the team table TBL102 of the user team and increases the values of the basic ability parameters of all player characters registered in the "current parameters" field by the acquired percentage value. Furthermore, the control unit 11 recalculates the overall strength value of the user team based on the increased basic ability parameter values of each player character, and registers it in the match situation table TBL101.
[0191] The control unit 11 may access the team table TBL102 of the user team and change the value of one or more special ability parameters for at least one of all player characters registered in the "current parameter" field from "0" to "1." By doing so, at least one of the player characters belonging to the user team may acquire one or more special abilities.
[0192] The control unit 11 also adds activity points to the user (S132). For example, the control unit 11 accesses the match status table TBL101 and adds activity points to the user by an amount corresponding to the achievement result of the task.
[0193] After steps S130 and S132 are executed, the control unit 11 updates the action part end screen image G150 based on the processing results of those steps (S134). That is, the control unit 11 updates the screen elements P151, P152, and P153.
[0194] After executing step S134, or if the task achievement result is not determined to be "GREAT!" or "GOOD" in step S128, the control unit 11 executes step S102. That is, the control unit 11 resumes the automatic progression part.
[0195] [5. Summary] In the game system 1 described above, in order to shorten the time it takes to complete a match, the match basically progresses in an automatic progression part, but when the match situation reaches a predetermined situation, the automatic progression part switches to an action part, so the user can directly participate in the match by operating the player characters. For example, the action part is switched to when a situation that is likely to affect the outcome of the match occurs, such as a situation where the user team has a chance to score, a situation where the user team is likely to create a chance to score, or a situation where the user team is in danger of conceding a goal, so the user can operate the player characters in situations that are likely to affect the outcome of the match.
[0196] Furthermore, in the game system 1, the parameters of the player characters belonging to the user's team are changed based on the results of completing tasks in the action parts, and the match progresses based on the changed parameters in the automatic progression part after the end of the action parts. Therefore, the user can indirectly participate in the action parts and beyond through operations on the player characters in the action parts. In this way, the user can participate in the match not only in the action parts themselves but also in the parts that follow the action parts by operating the player characters in the action parts. As a result, it is possible to increase the user's interest in the match.
[0197] Furthermore, in the game system 1, parameters that have been changed based on the results of completing a task in a first action part (e.g., the first action part) are further changed based on the results of completing a task in a second action part (e.g., the second action part), resulting in cumulative changes to the parameters of the player characters belonging to the user's team. This allows the user to become more involved in the match through operations on the player characters in the first action part and the second action part. As a result, it is possible to further increase the user's interest in the match.
[0198] Furthermore, in the game system 1, the results of parameter changes for the player characters belonging to the user's team are displayed in the action part end screen image G150 (see FIGS. 9 and 10), allowing the user to understand the results of the parameter changes. After the action part ends, the match progresses based on the changed parameters, so by allowing the user to understand the results of the parameter changes, it is possible to increase the user's interest in what happens after the action part ends. For example, even if the user's team has lower abilities than the opposing team at the start of the match, the user can see the results of the parameter changes and understand that the ability gap between the user's team and the opposing team will narrow or even be reversed, which gives the user hope that they will be able to beat the opposing team. As a result, it is possible to increase the user's interest in the match.
[0199] [6. Modifications] The present invention is not limited to the above-described embodiments.
[0200] [6-1] The user may be informed in advance of the extent to which the parameters of the player characters on the user's team will increase if the task in the action part is accomplished.
[0201] For example, the action part start screen image G120 may display a comparison between the overall strength value of the user team and the overall strength value of the opponent team, assuming that the task indicated by the screen element P124 is accomplished.
[0202] Also, for example, the game start screen image G100 may display the overall strength value of the user team on the assumption that all tasks in all action parts have been accomplished.
[0203] An example of a match start screen image in this case is shown in Fig. 19. The match start screen image G100A shown in Fig. 19 differs from the match start screen image G100 shown in Fig. 3 in that it includes a screen element P104A.
[0204] Screen element P103 shows a comparison between the overall strength value of the user team and the overall strength value of the opponent team when the match start screen image G100A is displayed (i.e., at the start of the match), while screen element P104A shows a comparison between the overall strength value of the user team and the overall strength value of the opponent team assuming that all tasks in the first to third action parts are accomplished.
[0205] 19, the overall strength value of the user team is lower than that of the opponent team in screen element P103, but is higher than that of the opponent team in screen element P104A. In other words, at the start of the match, the ability (strength) of the user team is lower than that of the opponent team, but if the user team can accomplish all of the tasks in the first to third action parts, the ability difference between the user team and the opponent team will be reversed.
[0206] Thus, according to this modification, even if the ability (strength) of the user team is lower than that of the opponent team at the start of the match, the user can see by looking at screen element P104A that by completing all of the tasks in the first to third action parts, the ability gap between the user team and the opponent team will be reversed or narrowed. This allows the user to have hope that they can beat the opponent team. As a result, it is possible to increase the user's interest in the match.
[0207] Fig. 20 is a functional block diagram of this modification, which differs from Fig. 12 in that it includes a prediction unit 180 and a prediction result output control unit 190.
[0208] The prediction unit 180 predicts at least one of the ability parameters (an example of a first parameter) of the player characters of the user team after the change by the change unit 160 and the ability parameters (an example of a second parameter) of the player characters of the opposing team, assuming that the result of achieving the task is a predetermined result.
[0209] The prediction result output control unit 190 controls the output means to output information relating to the prediction result by the prediction unit 180 before the action part starts or when the action part starts.
[0210] Here, "assuming that the result of accomplishing the task is a predetermined result" means, for example, assuming that the task has been accomplished.
[0211] The "output means" is, for example, a display unit or an audio output unit.
[0212] "Performing control to cause the output means to output information related to the prediction result" may mean, for example, generating a screen image showing information related to the prediction result and displaying it on a display unit. Alternatively, "performing control to cause the output means to output information related to the prediction result" may mean, for example, transmitting data for displaying a screen image showing information related to the prediction result to another device, thereby causing the other device to display a screen image showing information related to the prediction result on a display unit.
[0213] Note that "performing control to cause the output means to output information related to the prediction result" may mean, for example, causing an audio output unit to output audio indicating the information related to the prediction result. Alternatively, "performing control to cause the output means to output information related to the prediction result" may mean, for example, transmitting data for outputting audio indicating the information related to the prediction result to another device, thereby causing an audio output unit of the other device to output audio indicating the information related to the prediction result.
[0214] For example, the prediction unit 180 predicts the ability parameters of the player characters of the user team after the change by the change unit 160, assuming that the achievement result of the task is "GREAT!" (or "GOOD"). Then, based on the prediction result, the prediction result output control unit 190 displays the assumed total strength value of the user team on the action part start screen image G120, or displays a comparison between the assumed total strength value of the user team and the overall strength value of the opponent team on the action part start screen image G120.
[0215] Furthermore, for example, in the case where the ability parameters of the player character of the opposing team are reduced when the result of accomplishing the task is "GREAT!" (or "GOOD"), the prediction unit 180 may predict the ability parameters of the player character of the opposing team after the change by the change unit 160, assuming that the result of accomplishing the task is "GREAT!" (or "GOOD"). Then, based on the prediction result, the prediction result output control unit 190 may display the overall strength value of the opposing team at the time of the above assumption on the action part start screen image G120, or may display a comparison between the overall strength value of the user team and the overall strength value of the opposing team at the time of the above assumption on the action part start screen image G120.
[0216] In this way, the change result of the change unit 160 when the achievement result of the task is assumed to be "GREAT!" (or "GOOD") is predicted, and the predicted result is output before or at the start of the action part, so that the user can know in advance how the ability parameters of the player characters of the user team (or the opponent team) will change when the achievement result of the task is "GREAT!" (or "GOOD") As a result, it is possible to increase the motivation of the user to aim for the achievement result of the task to be "GREAT!" (or "GOOD").
[0217] The prediction unit 180 may predict at least one of the parameters of the player characters belonging to the user team and the parameters of the player characters belonging to the opponent team after the change by the change unit 160, assuming that the achievement result of each task in the plurality of action parts (one example of the plurality of operation opportunities) is a predetermined result. Furthermore, the prediction result output control unit 190 may perform control to output information relating to the prediction result by the prediction unit 180 to the output means before the start of the first action part of the plurality of action parts or when the first action part starts.
[0218] For example, the prediction unit 180 may predict the ability parameters of the player characters of the user team after the change by the change unit 160, assuming that the achievement results of the tasks of all action parts are "GREAT!" (or "GOOD"). Then, based on the prediction result, the prediction result output control unit 190 may display the assumed total strength value of the user team on the game start screen image G100, or may display a comparison between the assumed total strength value of the user team and the overall strength value of the opponent team on the game start screen image G100.
[0219] In addition, in the case where the ability parameters of the player characters of the opposing team are reduced when the achievement result of the task is "GREAT!" (or "GOOD"), the prediction unit 180 may predict the ability parameters of the player characters of the opposing team after the change by the change unit 160, assuming that the achievement results of the tasks of all action parts are "GREAT!" (or "GOOD"). Then, based on the prediction result, the prediction result output control unit 190 may display the assumed total strength value of the opposing team on the game start screen image G100, or may display a comparison between the assumed total strength value of the user team and the assumed total strength value of the opposing team on the game start screen image G100.
[0220] In this way, the modification results by the modification unit 160 are predicted assuming that the achievement results of the tasks in all action parts are "GREAT!" (or "GOOD"), and the predicted results are output before or at the start of the first action part, so that the user can know in advance how the ability parameters of the player characters of the user team (or the opponent team) will change if the achievement results of the tasks in all action parts are "GREAT!" (or "GOOD") As a result, it is possible to increase the motivation of the user to aim for the achievement results of the tasks in all action parts to be "GREAT!" (or "GOOD").
[0221] [6-2] In the example shown in FIG. 8, for example, if the achievement result of the task in the first action part is "GOOD," the achievement result of the task in the second action part is "MISS," and the achievement result of the task in the third action part is "GOOD" (hereinafter referred to as "Case A"), since this is the second time that "GOOD" has been achieved in the third action part, the ability parameter value of the player character belonging to the user team will increase by Nb% at the end of the third action part. On the other hand, if the achievement results of the tasks in both the first and second action parts are "GOOD" (hereinafter referred to as "Case B"), since this is the second time that "GOOD" has been achieved in the second action part, the ability parameter value of the player character belonging to the user team will increase by Nb% at the end of the second action part. In other words, the degree of increase in the parameter at the end of the second action part in Case B is equal to the degree of increase in the parameter at the end of the third action part in Case A.
[0222] In this regard, the degree of increase in the ability parameters of the player characters belonging to the user team may be varied based on whether the task achievement result is "GOOD" for two or more consecutive action parts.
[0223] For example, in the above case B, the achievement result of the task is "GOOD" for two or more consecutive action parts, so the degree of increase in the parameter at the end of the second action part in case B may be made larger than the degree of increase in the parameter at the end of the third action part in case A. In other words, the percentage increase in the parameter at the end of the second action part in case B may be set to Ng (Ng>Nb).
[0224] Fig. 21 is a functional block diagram of this modification, which differs from Fig. 12 in that it includes a continuity determination unit 155.
[0225] The succession determination unit 155 determines whether or not the achievement result of the task set by the task setting unit 130 has been a predetermined result for two or more consecutive operation opportunities. The change unit 160 sets the degree of change when changing at least one of the ability parameters (an example of a first parameter) of the player characters of the user team and the ability parameters (an example of a second parameter) of the player characters of the opposing team, based on the determination result by the succession determination unit 155.
[0226] Here, "setting the degree of change based on the determination result by the continuity determination unit 155" means, for example, that when the task achievement result is a predetermined result for two or more consecutive operation opportunities, the degree of change is made larger than when the task achievement result is not a predetermined result for two or more consecutive operation opportunities. The change unit 160 may be configured to increase the degree of change the more times the task achievement result is a predetermined result.
[0227] In the case of the baseball game according to this embodiment, the modification unit 160 sets the degree of increase in the ability parameters of the player characters of the user team based on whether the task achievement result is "GOOD" for two or more consecutive action parts.
[0228] For example, the change unit 160 sets the degree of increase in the ability parameters of the player characters of the user team based on whether the achievement result of the task is "GREAT!" in two or more consecutive action parts.
[0229] In addition, in cases where the ability parameters of the opposing team's player character decrease when the result of completing the task is "GOOD" (or "GREAT!"), the modification unit 160 may set the degree of decrease in the ability parameters of the opposing team's player character based on whether the result of completing the task is "GOOD" (or "GREAT!") in two or more consecutive action parts.
[0230] Alternatively, in a case where the ability parameters of the player character of the user team are reduced when the result of completing the task is "MISS", the modification unit 160 may set the degree of reduction in the ability parameters of the player character of the user team based on whether the result of completing the task is "MISS" in two or more consecutive action parts.
[0231] Alternatively, in a case where the ability parameters of the player character of the opposing team increase when the result of completing the task is "MISS", the modification unit 160 may set the degree of increase in the ability parameters of the player character of the opposing team based on whether the result of completing the task is "MISS" in two or more consecutive action parts.
[0232] According to this modified example, it is possible to change the degree of change when changing the parameters of the player characters of the user team (or the parameters of the player characters of the opponent team) based on the determination result of whether the task has been achieved as a predetermined result (for example, "GOOD") in two or more consecutive action parts. As a result, it is possible to increase the motivation of the user to aim to achieve the task as a predetermined result in two or more consecutive action parts.
[0233] [6-3] In the action part start screen image G120, multiple types of tasks may be presented to the user, and the user may be able to select from the multiple types of tasks the task to be achieved in the action part.
[0234] For example, the action part start screen image G120 may present the user with multiple types of tasks with different levels of difficulty. Furthermore, the action part start screen image G120 may display information about the difficulty of each task so that the user can grasp the level of difficulty of each task. The user may then be able to select a task that suits their skill level from among the multiple types of tasks.
[0235] That is, the task setting section 130 may set a task selected by the user from among a plurality of types of tasks as a task for an action part (an example of an operation opportunity).
[0236] According to this modified example, the user can select a task taking into consideration his or her own skill level, etc., making it easier for the user to complete the task.
[0237] In this modification, the parameter may be changed by the change unit 160 in consideration of the type of task selected by the user (e.g., difficulty level, etc.). For example, the degree of parameter change or the criteria for determining whether to change the parameter may be changed depending on the type of task selected by the user.
[0238] That is, the modification unit 160 may modify at least one of the parameters of the player characters belonging to the user team (an example of a first parameter) and the parameters of the player characters belonging to the opposing team (an example of a second parameter) based on the result of completing the task and the type of task selected by the user.
[0239] Here, "changing at least one of the first parameter and the second parameter based on the result of completing the task and the type of task selected by the user" means, for example, determining whether to change at least one of the first parameter and the second parameter based on the result of completing the task, and if it is decided to change at least one of the first parameter and the second parameter, setting the degree of change based on the type of task selected by the user. For example, the higher the difficulty of the task, the greater the degree of change, and the lower the difficulty of the task, the smaller the degree of change.
[0240] Alternatively, "changing at least one of the first parameter and the second parameter based on the achievement of the task and the type of task selected by the user" means, for example, in a mode in which at least one of the first parameter and the second parameter is changed when the achievement of the task satisfies a condition, and setting this condition based on the type of task selected by the user. Specifically, for example, in a mode in which it is determined that at least one of the first parameter and the second parameter is changed when the achievement level of the task is equal to or greater than a threshold, the higher the difficulty of the task, the smaller the threshold, and the lower the difficulty of the task, the larger the threshold.
[0241] In addition, in this modified example, as described above, the action part start screen image G120 may inform the user that the degree of parameter change (or the criteria for deciding whether to change the parameters) will vary depending on the type of task selected by the user.
[0242] According to this modification, the change unit 160 makes changes based on the type (difficulty) of the task selected by the user, and therefore, when selecting a task, the user needs to consider the impact on the changes made by the change unit 160. In other words, it is possible to provide the user with the fun of selecting a task while comparing and considering the impact on the change made by the change unit 160 with the user's own skill level, etc.
[0243] [6-4] The user may be able to select the object of operation in the action part (the player character to be operated in the action part).
[0244] For example, at the start of a game, the user may be able to select an operation target in an action part. For example, in the case of a baseball game, the turn at bat of a player character selected by the user may be set as an action part. Specifically, for example, the turn at bat of a player character selected by the user may be set as an action part regardless of whether the game situation has reached a predetermined situation (a situation that satisfies a game situation condition), or the player character selected by the user may be reserved as a pinch hitter candidate, and when the game situation reaches a predetermined situation, the player character selected by the user may take the turn at bat as a pinch hitter, and the turn at bat may be set as an action part. Also, for example, in a soccer game, if a free kick or corner kick scene is set as an action part, the player character selected by the user at the start of the game or the start of the action part may be set as an operation target for the user in the action part.
[0245] Fig. 22 is a functional block diagram of this modification, which differs from Fig. 12 in that it includes an operation target setting unit 115.
[0246] The operation target setting unit 115 sets a player character selected by the user from among multiple player characters (an example of multiple first game objects) belonging to the user team as an operation target to be operated by the user in an action part (an example of an operation opportunity).
[0247] According to this modification, the user can select the player character to be controlled in the action part, and the user can operate the player character selected by the user to aim to achieve the task. For example, the user can operate a player character with high ability to aim to achieve the task, making it easier for the user to achieve the task.
[0248] In this modification, the parameter may be changed by the change unit 160 in consideration of the operation target selected by the user. For example, the degree of parameter change or the criteria for determining whether to change the parameter may be changed may be changed depending on the operation target selected by the user.
[0249] That is, the modification unit 160 may modify at least one of the parameters of the player characters belonging to the user team (an example of a first parameter) and the parameters of the player characters belonging to the opposing team (an example of a second parameter) based on the result of completing the task and the operation target selected by the user.
[0250] Here, "changing at least one of the first parameter and the second parameter based on the result of completing the task and the operation target selected by the user" means, for example, deciding whether to change at least one of the first parameter and the second parameter based on the result of completing the task, and if it is decided to change at least one of the first parameter and the second parameter, setting the degree of change based on the operation target selected by the user.
[0251] For example, the degree of change may be set based on whether the operation object selected by the user is a specific player character. Specifically, for example, if the operation object selected by the user is a specific player character (such as the cleanup batter or ace pitcher in a baseball game), the degree of change may be increased (or decreased), and in other cases the degree of change may be decreased (or increased).
[0252] Furthermore, for example, the degree of change may be set based on the parameters (ability parameters, etc.) of the player character selected by the user as the operation target. Specifically, for example, if the ability of the player character selected by the user as the operation target is high, the degree of change may be made larger (or smaller) than if the ability of the player character selected by the user as the operation target is low.
[0253] Furthermore, "changing at least one of the first parameter and the second parameter based on the result of completing the task and the operation target selected by the user" may mean, for example, setting this condition based on the operation target selected by the user in a case where at least one of the first parameter and the second parameter is changed when the result of completing the task satisfies a condition.
[0254] For example, the above condition may be set based on whether the operation object selected by the user is a specific player character. Specifically, for example, in a mode in which it is determined that at least one of the first parameter and the second parameter is changed when the achievement level of the task is equal to or greater than a threshold, the threshold may be increased (or decreased) if the operation object selected by the user is a specific player character (such as the cleanup batter or ace pitcher in a baseball game), and may be decreased (or increased) in other cases.
[0255] Furthermore, for example, the above conditions may be set based on the parameters (ability parameters, etc.) of the player character selected by the user as the operation target. Specifically, for example, in an aspect in which it is determined that at least one of the first parameter and the second parameter is changed when the achievement level of the task is equal to or greater than a threshold, the threshold may be set higher (or lower) when the ability of the player character selected by the user as the operation target is high compared to when the ability of the player character selected by the user as the operation target is low.
[0256] According to this modification, the change by the change unit 160 is made based on the player character selected by the user as the operation target in the action part, and therefore, when selecting the operation target in the action part, the user needs to consider the influence on the change by the change unit 160. As a result, it is possible to provide the user with the enjoyment of selecting the operation target in the action part while comparing and considering, for example, the ease of accomplishing the task and the influence on the change by the change unit 160.
[0257] [6-5] Even if the user fails to complete the task, if the player character operated by the user in the action part has made some contribution, the change unit 160 may make a change or the user may be awarded achievement points.
[0258] [6-6] The game may be executed by game terminal 10 communicating with server 30. That is, the game may be executed on the server 30 side. In this case, the functional blocks (excluding data storage unit 100) shown in FIGS. 12, 20, 21, and 22 may be realized by control unit 31 of server 30 (game control device). Furthermore, data storage unit 100 may be realized by database 34.
[0259] [6-7] The game executed by the game system 1 is not limited to a baseball game. The present invention can be applied to games other than baseball games.
[0260] The present invention can be applied to sports games other than baseball games. For example, the present invention can be applied to soccer games. Furthermore, for example, the present invention can be applied to horse racing games. For example, in a horse racing game, a section from one corner to another may be set as an action part, and the task may be set to complete that section within a predetermined time. Whether or not the task has been accomplished may be determined based on the manner, speed, number of times, and course chosen by the horse character to whip the horse. Furthermore, the horse character's parameters may be changed based on the completion of the task, and the race (competition) may proceed automatically from that section onward based on the changed parameters.
[0261] The present invention can be applied to games other than sports games, for example, games in which one or more game characters of a user battle one or more game characters of an opponent.
[0262] [6-8] Note that, although the above description has been given on the assumption that the battle basically progresses automatically, it is also possible to not assume that the battle basically progresses automatically. For example, in a game in which the battle progresses in response to user operations on a game character (for example, a game in which all or most of the battle progresses in an action-like format), tasks may be presented to the user during the battle, and depending on the user's achievement of the tasks, the abilities of the user's game character may be changed (increased) or the abilities of the opponent's game character may be changed (decreased) to continue the battle.
[0263] Even when a match progresses based on user operation of a game character, the difference in ability between the user's game character and the opponent's game character is still reflected in the match outcome, although to a lesser extent than when the match progresses automatically. Therefore, if the user's game character is inferior in ability to the opponent's game character, the user may give up on beating the opponent, which may result in a loss of interest in the match. In this regard, by implementing the above-described method, the ability of at least one of the user's game character and the opponent's game character is changed based on the results of completing the tasks. After the change, the match progresses based on the changed ability. Therefore, even if the user's game character is inferior in ability to the opponent's game character, the difference in ability may be narrowed or even reversed based on the results of completing the tasks. This allows the user to have hope that they can defeat the opponent. As a result, it is possible to increase the user's interest in the match.
[0264] [7. Summary of the Invention] From the above description, the present invention can be understood, for example, as follows: In order to facilitate understanding of the present invention, reference numerals shown in the drawings are written in parentheses as appropriate, but this does not mean that the present invention is limited to the illustrated embodiments.
[0265] 1) A game control device (10 or 30) according to one aspect of the present invention is a game control device (10 or 30) that executes a match between one or more first game objects (e.g., player characters belonging to a user team) of a user and one or more second game objects (e.g., player characters belonging to an opponent team) of an opponent, the game control device (10 or 30) comprising: progress control means (110) that progresses the match (e.g., a baseball game) based on first parameters (e.g., ability parameters) associated with the one or more first game objects and second parameters (e.g., ability parameters) associated with the one or more second game objects, while restricting the user's operation with respect to the one or more first game objects; and operation opportunities (e.g., action parameters) that allow the user to operate the one or more first game objects during the match. a task setting means (130) for setting a task to be accomplished by the user operating the one or more first game objects during the operation opportunity; a task output control means (140) for controlling output means (15 or 16) to output the task; a determination means (150) for determining the result of accomplishing the task based on the user's operation on the one or more first game objects; and a modification means (160) for modifying at least one of the first parameter and the second parameter based on the result of accomplishing the task, and after the operation opportunity ends, the progress control means (110) progresses the battle based on the first parameter and the second parameter modified by the modification means, with the user's operation on the one or more first game objects being restricted.
[0266] 11) A game system (1) according to one aspect of the present invention is a game system (1) that executes a match between one or more first game objects of a user and one or more second game objects of an opponent, the game system (1) comprising: a progress control means (110) that progresses the match based on a first parameter associated with the one or more first game objects and a second parameter associated with the one or more second game objects while restricting the user's operation of the one or more first game objects; an operation opportunity setting means (120) that sets an operation opportunity during the match in which the user can operate the one or more first game objects; and a game system (120) that allows the user to operate the one or more first game objects at the operation opportunity. The game includes a task setting means (130) for setting a task to be achieved by operating a plurality of first game objects, a task output control means (140) for controlling the output of the task to an output means, a determination means (150) for determining the result of achieving the task based on the user's operation on the one or more first game objects, and a modification means (160) for modifying at least one of the first parameter and the second parameter based on the result of achieving the task, and after the operation opportunity ends, the progress control means (110) progresses the battle based on the first parameter and the second parameter modified by the modification means, with the user's operation on the one or more first game objects restricted.
[0267] 12) Furthermore, a program according to one aspect of the present invention is a program for causing a computer to function as a game control device (30 or 10) described in any one of 1) to 10), or as a game system (1) described in 11).
[0268] 13) Furthermore, an information storage medium according to one aspect of the present invention is a computer-readable information storage medium having the program according to 12) recorded thereon.
[0269] 14) Also, a control method for a game control device (10 or 30) according to one aspect of the present invention is a control method for a game control device (10 or 30) that executes a match between one or more first game objects of a user and one or more second game objects of an opponent, the control method including: a progress control step (S104) of progressing the match based on a first parameter associated with the one or more first game objects and a second parameter associated with the one or more second game objects while restricting the user's operation on the one or more first game objects; an operation opportunity setting step (S106, S112) of setting an operation opportunity during the match in which the user can operate the one or more first game objects; or a task setting step (S114) of setting a task to be achieved by operating a plurality of first game objects; a task output control step (S116) of performing control to output the task to an output means; a determination step (S122) of determining the result of achieving the task based on the user's operation on the one or more first game objects; and a modification step (S130) of modifying at least one of the first parameter and the second parameter based on the result of achieving the task, and the progress control step (S104) includes a step of progressing the battle based on the first parameter and the second parameter modified by the modification step (S130) after the operation opportunity has ended, with the user's operation on the one or more first game objects being restricted.
[0270] 15) Also, a control method for a game system (1) according to one aspect of the present invention is a control method for a game system (1) that executes a match between one or more first game objects of a user and one or more second game objects of an opponent, the control method including: a progress control step (S104) of progressing the match based on a first parameter associated with the one or more first game objects and a second parameter associated with the one or more second game objects while restricting the user's operation on the one or more first game objects; an operation opportunity setting step (S106, S112) of setting an operation opportunity during the match in which the user can operate the one or more first game objects; and a control method for controlling the user to operate the one or more second game objects during the operation opportunity. The method includes a task setting step (S114) of setting a task to be achieved by operating a first game object, a task output control step (S116) of controlling output of the task to an output means, a determination step (S122) of determining the result of achieving the task based on the user's operation on the one or more first game objects, and a modification step (S130) of modifying at least one of the first parameter and the second parameter based on the result of achieving the task, and the progress control step (S104) includes a step of progressing the battle based on the first parameter and the second parameter modified by the modification step (S130) after the operation opportunity has ended, with the user's operation on the one or more first game objects being restricted.
[0271] According to the inventions described in 1), 11) to 15) above, the user can operate the first game object during the operation opportunity, thereby being able to directly participate in the battle during the operation opportunity. Furthermore, parameters of at least one of the first game object and the second game object are changed based on the result of completing the task during the operation opportunity, and after the operation opportunity ends, the battle progresses based on the changed parameters. Therefore, the user can indirectly participate in subsequent operations through the operation of the first game object during the operation opportunity. Thus, according to the present invention, the user can be involved in the battle not only during the operation opportunity itself but also from the operation opportunity onwards by operating the first game object during the operation opportunity, thereby increasing the user's interest in the battle.
[0272] 2) In one aspect of the present invention, the battle may include a first operation opportunity (e.g., a first action part) and a second operation opportunity (e.g., a second action part) that follows the first operation opportunity. The change means (160) may include first change means that changes at least one of the first parameter and the second parameter based on the result of achieving the task at the first operation opportunity. The progress control means (110) may proceed with the battle based on the first parameter and the second parameter changed by the first change means (160) after the first operation opportunity ends. The change means (160) may include second change means that further changes at least one of the first parameter and the second parameter changed by the first change means (160) based on the result of achieving the task at the second operation opportunity. The progress control means (110) may proceed with the battle based on the first parameter and the second parameter changed by the second change means (160) after the second operation opportunity ends.
[0273] According to the invention described in 2), at least one of the first parameter and the second parameter, which has been changed based on the result of completing the task in the first operation opportunity, is further changed based on the result of completing the task in the second operation opportunity, so that at least one of the first parameter and the second parameter is changed cumulatively. This allows the user to become more involved in the battle through operations on the first game object in the first operation opportunity and the second operation opportunity. As a result, it is possible to further increase the user's interest in the battle.
[0274] 3) In one aspect of the present invention, the system may include a change result output control means (170) that controls the output means (15 or 16) to output information regarding the change result made by the change means (160).
[0275] According to the invention described in 3), information relating to the results of the change made by the change means is output to the output means, allowing the user to understand the results of the change made by the change means. After the operation opportunity, the battle progresses based on the first parameter and the second parameter changed by the change means, so by allowing the user to understand the results of the change made by the change means, it is possible to increase the user's interest in the operation opportunity and thereafter.
[0276] 4) In one aspect of the present invention, the device may include a prediction means (180) that predicts at least one of the first parameter and the second parameter after the change by the change means (160) assuming that the result of achieving the task is a predetermined result, and a prediction result output control means (190) that controls the output means (15 or 16) to output information related to the prediction result by the prediction means (180) at a time before the operation opportunity starts or when the operation opportunity starts.
[0277] According to the invention described in 4), at least one of the first parameter and the second parameter after being changed by the change means when the completion result of the task is assumed to be a predetermined result is predicted, and information on the predicted result is output before or at the start of the operation opportunity, so that the user can know in advance how at least one of the first parameter and the second parameter will change when the completion result of the task is the predetermined result. As a result, it is possible to increase the user's motivation to aim for the completion result of the task to be the predetermined result.
[0278] 5) In one aspect of the present invention, a plurality of operation opportunities (e.g., first to third action parts) may be set in the battle. The prediction means (180) may predict at least one of the first parameter and the second parameter after the change by the change means (160) assuming that the achievement result of each task in the plurality of operation opportunities is a predetermined result, and the prediction result output control means (190) may perform control to cause the output means (15 or 16) to output information regarding the prediction result by the prediction means (180) before the start of a first operation opportunity (e.g., a first action part) of the plurality of operation opportunities or when the first operation opportunity starts.
[0279] According to the invention described in 5), at least one of the first parameter and the second parameter after being changed by the change means is predicted assuming that the achievement result of each task in the plurality of operation opportunities is a predetermined result, and information on the predicted result is output before or at the start of the first operation opportunity, so that the user can grasp in advance how at least one of the first parameter and the second parameter will change if the achievement result of each task in the plurality of operation opportunities is a predetermined result. As a result, it is possible to increase the user's motivation to aim for the achievement result of each task in the plurality of operation opportunities to be the predetermined result.
[0280] 6) In one aspect of the present invention, a plurality of operation opportunities may be set in the battle. The game control device (10 or 30) may include a continuity determination means (155) that determines whether the achievement result of the task is a predetermined result for two or more consecutive operation opportunities. The change means (160) may set the degree of change when changing at least one of the first parameter and the second parameter based on the determination result by the continuity determination means (155).
[0281] According to the invention described in 6), the degree of change when changing at least one of the first parameter and the second parameter varies based on the determination result of whether the achievement result of the task has been the specified result for two or more consecutive operation opportunities, thereby increasing the motivation of the user to aim for the achievement result of the task to be the specified result for two or more consecutive operation opportunities.
[0282] 7) In one aspect of the present invention, the task setting means (130) may set a task selected by the user from a plurality of types of tasks as the task for the operation opportunity.
[0283] According to the invention described in 7), the user can select the task for the operation opportunity. As a result, for example, the user can select the task taking into consideration his / her own skill level, making it easier for the user to accomplish the task.
[0284] 8) In one aspect of the present invention, the change means (160) may include means for changing at least one of the first parameter and the second parameter based on the result of accomplishing the task and the type of task selected by the user.
[0285] According to the invention described in 8), the change by the change means is made based on the type of task selected by the user, so when selecting a task, the user needs to consider the impact on the change by the change means. In other words, it is possible to provide the user with the fun of selecting a task while comparing and considering the impact on the change by the change means with their own skill level, etc.
[0286] 9) In one aspect of the present invention, the battle may be between a plurality of first game objects of the user and one or a plurality of second game objects of the opponent. The game control device (10 or 30) may include an operation target setting means (115) that sets a first game object selected by the user from the plurality of first game objects as an operation target to be operated by the user at the operation opportunity.
[0287] According to the invention described in 9), the user can select a first game object to be operated with the operation opportunity, and can operate the first game object selected by the user to aim to accomplish the task. For example, the user can select a first game object that makes it easier to accomplish the task as the first game object to be operated with the operation opportunity, making it easier for the user to accomplish the task.
[0288] 10) In one aspect of the present invention, the modification means (160) may include means for modifying at least one of the first parameter and the second parameter based on the result of accomplishing the task and the first game object selected by the user as the object to be operated.
[0289] According to the invention described in 10), the change by the change means is made based on the first game object selected by the user as the operation target, so the user needs to consider the impact on the change by the change means when selecting the first game object to be operated at the operation opportunity. As a result, it is possible to provide the user with the enjoyment of selecting the first game object to be operated at the operation opportunity while taking into consideration, for example, the ease of accomplishing the task and the impact on the change by the change means.
[0290] 16) A game control device or a game system according to one aspect of the present invention is a game control device or a game system that executes a match between one or more first game objects of a user and one or more second game objects of an opponent, the game control device or the game system including: a progress control means that progresses the match based on a first parameter associated with the one or more first game objects and a second parameter associated with the one or more second game objects; a task setting means that sets a task to be achieved by the user by operating the one or more first game objects during the match; and a control means that outputs the task to an output means. a determination means for determining a result of accomplishing the task based on the user's operation on the one or more first game objects during the match (in the middle of the match), and a change means for changing at least one of the first parameter and the second parameter during the match (in the middle of the match) based on the result of accomplishing the task, wherein when a change is made by the change means during the match (in the middle of the match), the progress control means progresses (continues) the match based on the first parameter and the second parameter after the change by the change means. Furthermore, a program and an information storage medium according to one aspect of the present invention may be a program for causing a computer to function as the above-mentioned game control device or game system, or a computer-readable information storage medium having the program recorded thereon.
[0291] Even when a battle between one or more first game objects of a user and one or more second game objects of an opponent is not proceeding with the user's operation of the one or more first game objects restricted (i.e., when the battle is not proceeding automatically), the difference in parameters (such as abilities) between the first game object and the second game object is reflected in the battle result. Therefore, if the first game object is inferior in parameters to the second game object, the user may give up on beating the opponent, and their interest in the battle may decrease. In this regard, according to the invention described in 16), the parameters of at least one of the first game object and the second game object are changed based on the results of accomplishing a task. After the change, the battle progresses based on the changed parameters. Therefore, even if the first game object is inferior in parameters to the second game object, the difference may be narrowed or even reversed based on the results of accomplishing the task. This allows the user to have hope that they can defeat the opponent. As a result, it is possible to increase the user's interest in the battle. [Explanation of symbols]
[0292] 1 Game system, N network, 10 game terminal, 11 control unit, 12 memory unit, 13 communication unit, 14 operation unit, 15 display unit, 16 audio output unit, 30 server, 31 control unit, 32 memory unit, 33 communication unit, 34 database, 100 data storage unit, 110 progress control unit, 115 operation target setting unit, 120 operation opportunity setting unit, 130 task setting unit, 140 task output control unit, 150 judgment unit, 155 continuity judgment unit, 160 change unit, 170 change result output control unit, 180 prediction unit, 190 prediction result output control unit, G100, G100A game start screen image, G110 automatic progress part screen image, G120 action part start screen image, G130 action part screen image, G140 achievement result screen image, G150 Action part end screen image, P101, P102, P103, P104A, P111, P112, P113, P114, P115, P116, P117, P121, P122, P123, P124, P131, P132, P141, P142, P151, P152, P153 screen elements, PC1, PC2 player characters, B ball, M meet cursor, MC core, F frame, TBL101 match status table, TBL102 team table, TBL103 task table, TBL104 achievement result table.
Claims
[Claim 1] A game control device that executes a match between one or more first game objects of a user and one or more second game objects of an opponent, progress control means for progressing the battle based on first parameters associated with the one or more first game objects and second parameters associated with the one or more second game objects, while restricting the user's operations on the one or more first game objects; an operation opportunity setting means for setting an operation opportunity during the battle in which the user can operate the one or more first game objects; a task setting means for setting a task to be achieved by the user operating the one or more first game objects at the operation opportunity; a task output control means for controlling the output means to output the task; a determination means for determining a result of accomplishing the task based on the user's operation on the one or more first game objects; and a change means for changing at least one of the first parameter and the second parameter based on the achievement result of the task, the progress control means, after the operation opportunity ends, progresses the battle based on the first parameter and the second parameter changed by the change means, while restricting the user's operation on the one or more first game objects. A game control device characterized by:
Citation Information
Patent Citations
Game program, game device and game control method
JP2010142441A