Game system and program
The game system enables strategic gameplay element selection changes through abilities, enhancing strategic depth and balancing gameplay by altering settings and consumption conditions, addressing fixed settings in existing systems.
Patent Information
- Application Number
- JP2025126807
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-30
- Publication Date
- 2025-10-03
AI Technical Summary
Existing game systems lack the ability to select gameplay elements that are rich in strategy and development due to fixed settings, limiting the strategic depth of competitive games.
A game system that allows a first competing entity to change predetermined settings for a second competing entity's gameplay element selection through abilities, including altering selection order, visibility, selectability, and consumption of game parameters, while notifying the second entity of these changes.
Enhances strategic depth by allowing a competitor to influence the opponent's gameplay element selection, balancing game dynamics and preventing indiscriminate changes, thereby enriching the gameplay experience.
Smart Images

Figure 2025146975000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system, a program, and the like. [Background technology]
[0002] In a game in which competing entities such as teams or players compete against each other, a selection process is performed for game play elements such as characters to be used in the competitive game. For example, Patent Document 1 discloses a game system in which, in a competitive game in which teams compete against each other, each team selects a character one by one in a predetermined order to determine the team composition. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-447 Summary of the Invention [Problem to be solved by the invention]
[0004] In such competitive games, the strategic nature of the battle is determined by which gameplay elements, such as characters, are selected by the competing parties, such as teams, before the game begins. However, in previous game systems, the settings (conditions) for selecting gameplay elements were fixed, making it impossible to select gameplay elements that were rich in strategy and development.
[0005] According to some aspects of this embodiment, it is possible to provide a game system, program, etc. that allows for the selection of gameplay elements that are rich in strategy and development. [Means for solving the problem]
[0006] One aspect of the present disclosure relates to a game system including a game processing unit that performs game processing for multiple competing entities, including a first competing entity and a second competing entity who is the opponent of the first competing entity, to play a competitive game, a selection processing unit that performs selection processing for each of the multiple competing entities to select game play elements to be used in the competitive game, and a display processing unit that performs display processing of the competitive game, wherein the selection processing unit performs processing to change predetermined settings when the second competing entity selects game play elements when the first competing entity issues a change instruction based on the ability of the first competing entity or game play elements. Another aspect of the present disclosure relates to a program that causes a computer to function as each of the above-mentioned units, or a computer-readable information storage medium that stores the program.
[0007] According to one aspect of the present disclosure, a first battle subject can use an ability to change predetermined settings when a second battle subject selects gameplay elements. This allows the first battle subject to influence the selection of gameplay elements by the second battle subject, who is the opponent, and makes it possible to provide a game system or the like that allows for the selection of gameplay elements that are rich in strategy and development.
[0008] In one aspect of the present disclosure, the predetermined setting is a setting of the selection order of game play elements, and the selection processing unit may change the selection order of the game play elements of the second competing entity when the first competing entity issues the change instruction based on the ability.
[0009] In this way, the first contestant can use the ability to change the selection order when the second contestant selects gameplay elements.
[0010] In one aspect of the present disclosure, the specified setting is a setting that changes a hidden gameplay element to a displayed state, and the selection processing unit may change a gameplay element that was set to a hidden state by the second competing subject to a displayed state when the first competing subject issues the change instruction based on the ability.
[0011] In this way, it is possible to forcibly disclose gameplay elements that have been set to hidden state by the second competing subject, and to allow the first competing subject to recognize what gameplay elements the second competing subject has selected.
[0012] In one aspect of the present disclosure, the display state and the non-display state of the gameplay elements may be states in which some or all of the information of the gameplay elements of the second opponent is visible or invisible to the first opponent.
[0013] In this way, part of the information on the game play elements of the second fighting subject may be changed from a hidden state to a displayed state.
[0014] In one aspect of the present disclosure, the predetermined setting is a setting that makes selectable gameplay elements unselectable, and the selection processing unit may, when the first competing subject issues the change instruction based on the ability, make a setting that makes at least one of the multiple gameplay elements unselectable when the second competing subject selects a gameplay element to use from the multiple gameplay elements.
[0015] In this way, when the second competing entity selects a game play element, at least one of the multiple game play elements that are candidates for selection can be made unselectable, thereby making it impossible for the second competing entity to select it.
[0016] In one aspect of the present disclosure, the predetermined setting is a setting that sets a selected gameplay element to a deselected state, and when the first competing subject issues the change instruction based on the ability, the selection processing unit may set the gameplay element selected by the second competing subject to the deselected state, and after setting the deselected state, may provide the second competing subject with an opportunity to select a gameplay element and allow them to select a gameplay element again.
[0017] In this way, even if the second competition subject selects a game play element, it is possible to cancel the selected state of the selected game play element, making it appear as if it was not selected.
[0018] In one aspect of the present disclosure, the selection processing unit may perform the process of changing the predetermined setting on the condition that a predetermined game parameter of the first competition subject is consumed.
[0019] In this way, in order to change the specified settings for the game play elements of the second competing entity, it is necessary to consume specified game parameters, which makes it possible to prevent the second competing entity from indiscriminately issuing instructions to change the specified settings.
[0020] In one aspect of the present disclosure, the selection processing unit may perform processing to change the consumption amount of the predetermined game parameter required to change the predetermined setting when a predetermined condition is satisfied.
[0021] In this way, the consumption amount of a predetermined game parameter required for a predetermined setting can be changed according to various situations.
[0022] In one aspect of the present disclosure, the specified condition is a condition based on a compatibility relationship between a gameplay element of the first competing entity and a gameplay element of the second competing entity, and the selection processing unit may change the consumption amount required to change the specified setting when the specified condition based on the compatibility relationship is satisfied.
[0023] In this way, when a predetermined condition based on the compatibility between the game play elements of the first competing entity and the game play elements of the second competing entity is met, the consumption amount of a predetermined game parameter required to change a predetermined setting is changed.
[0024] In one aspect of the present disclosure, the specified condition is a condition based on a difference in strength between the first competing entity and the second competing entity, and the selection processing unit may change the consumption amount required to change the specified setting when the specified condition based on the difference in strength is satisfied.
[0025] In this way, when a predetermined condition based on the difference in strength between the first and second competing entities is satisfied, the consumption amount of a predetermined game parameter required to change a predetermined setting is changed.
[0026] In one aspect of the present disclosure, the specified condition is a condition based on the usage history of game play elements of the first competing entity or the second competing entity, and the selection processing unit may change the consumption amount required to change the specified setting when the specified condition based on the usage history is satisfied.
[0027] In this way, when a predetermined condition based on the usage history of game play elements of the first and second competing entities is met, the consumption amount of a predetermined game parameter required to change a predetermined setting will be changed.
[0028] In addition, in one aspect of the present disclosure, the system may include a notification unit that, when the ability is used by the first competition subject, notifies the second competition subject that the ability has been used (a computer may be made to function as the notification unit).
[0029] In this way, when a first competing subject uses an ability to change a predetermined setting when selecting gameplay elements for a second competing subject, it becomes possible to notify the second competing subject that the ability has been used.
[0030] In one aspect of the present disclosure, the selection processing unit may perform processing to prohibit the first competition subject from using some or all of the abilities when the second competition subject receives the notification and performs a specified operation.
[0031] In this way, a second participant who receives a notification that a first participant has used an ability can perform a specified operation to prevent the first participant from using some or all of their abilities, thereby adjusting the game balance. [Brief explanation of the drawings]
[0032] [Figure 1] 1(A) to 1(F) are explanatory diagrams of hardware devices that realize the game system of this embodiment. [Figure 2] 1 shows an example of the configuration of a game system according to an embodiment of the present invention. [Figure 3] An example of the character selection screen. [Figure 4] 3 is a flowchart illustrating processing according to the present embodiment. [Figure 5] 4 is a flowchart illustrating detailed processing of the present embodiment. [Figure 6] 6(A) to 6(C) are explanatory diagrams of a method for changing the setting of the selection order of game play elements. [Figure 7] 7(A) and 7(B) are explanatory diagrams of a method for changing the setting of a gameplay element from a hidden state to a visible state. [Figure 8] An explanatory diagram of a method for changing a selectable gameplay element to make it unselectable. [Figure 9] 10 is a flowchart illustrating a process for changing the setting of a selected gameplay element to a deselected state. [Figure 10] 10(A) and 10(B) are explanatory diagrams of a method for changing the setting of a selected gameplay element to a deselected state. [Figure 11] 10 is a flowchart illustrating a process for changing the selection settings of game play elements on the condition that game parameters are consumed. [Figure 12]10 is a flowchart illustrating a process for determining whether a predetermined condition exists for changing the consumption amount of a game parameter. [Figure 13] 10 is a flowchart illustrating a process for notifying a player when a gameplay element-changing ability is used. [Figure 14] An explanatory diagram of a method for prohibiting the use of abilities that change gameplay elements through specified operations. DETAILED DESCRIPTION OF THE INVENTION
[0033] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components.
[0034] 1. Game System First, the hardware device that realizes the game system of this embodiment will be described with reference to FIGS. 1(A) to 1(F).
[0035] 1(A), a server system 500 (information processing system) is communicatively connected to terminal devices TM1 to TMn via a network 510. For example, the server system 500 is a host, and the terminal devices TM1 to TMn are clients. The game system and its processing of this embodiment may be realized by the server system 500, or may be realized by distributed processing between the server system 500 and the terminal devices TM1 to TMn.
[0036] The game system and processing of this embodiment can also be realized using a blockchain technique. For example, each process of the game system of this embodiment can be executed using a program called a smart contract that can be executed on Ethereum. In this case, the terminal devices TM1 to TMn are connected peer-to-peer. Furthermore, various information, such as game information, communicated between the terminal devices TM1 to TMn is transferred using the blockchain. Note that, hereinafter, each of the terminal devices TM1 to TMn will be referred to as the terminal device TM where appropriate.
[0037] The server system 500 can be realized by, for example, one or more servers (such as a management server, game server, billing server, service provider server, content distribution server, authentication server, database server, or communication server). This server system 500 provides various services for operating a community website or online game, and can manage data necessary for running a game, and distribute client programs and various data. This allows, for example, a user to access the server system 500 from a terminal device TM, which is a user terminal, and play a network game, which is an online game provided by the server system 500.
[0038] The network 510 (distribution network, communication line) is a communication path that uses, for example, the Internet or a wireless LAN, and can include a dedicated line (dedicated cable) for direct connection, a LAN using Ethernet (registered trademark), etc., as well as a communication network such as a telephone communication network, a cable network, or a wireless LAN. The communication method can be either wired or wireless.
[0039] The terminal device TM (player terminal) is, for example, a terminal having a network connection function (Internet connection function). These terminal devices TM may be various devices, such as a home game device (stationary type) shown in FIG. 1(B), a portable communication terminal such as a smartphone or mobile phone shown in FIG. 1(C), a portable game device shown in FIG. 1(D), an arcade game device shown in FIG. 1(E), or an information processing device such as a personal computer (PC) or tablet PC shown in FIG. 1(F). Alternatively, the terminal device TM may be a wearable device (HMD, watch-type device, etc.) worn on the player's head, arm, or other part of the body.
[0040] FIG. 2 shows an example of the configuration of the game system of this embodiment. The configuration of the game system is not limited to that shown in FIG. 2, and various modifications are possible, such as omitting some of the components (parts) or adding other components. The battle game realized by the game system of this embodiment may be a many-to-many battle. It may be a one-to-many (one player against multiple opponents) battle, a many-to-one (multiple allies against multiple opponents) battle, or a one-to-one battle. The opponent may be another player or an NPC (Non-Player Character). For example, the game may involve multiple players forming a party and cooperating to battle an NPC opponent. Instead of players controlling characters, AI (Artificial Intelligence) may control the player's characters. AI may control all or some of the player's characters.
[0041] The game system includes a processing unit 100, a storage unit 170, and a communication unit 196. This game system can be realized, for example, by a server system 500 shown in Fig. 1(A), and is communicatively connected to terminal devices TM1 to TMn via a network 510.
[0042] The processing unit 100 (processor) performs game processing, selection processing, notification processing, management processing, communication processing, display processing, sound processing, etc. based on various information, programs, operation information, etc. stored in the storage unit 170.
[0043] Each process (each function) of this embodiment performed by each unit of the processing unit 100 can be realized by a processor (a processor including hardware). For example, each process of this embodiment can be realized by a processor that operates based on information such as a program and a memory that stores information such as the program. The functions of each unit of the processor may be realized by separate hardware, or by integrated hardware. For example, the processor may include hardware, which may include at least one of a circuit for processing digital signals and a circuit for processing analog signals. For example, the processor may be configured with one or more circuit devices (e.g., ICs, etc.) mounted on a circuit board, or one or more circuit elements (e.g., resistors, capacitors, etc.). The processor may be, for example, a central processing unit (CPU). However, the processor is not limited to a CPU, and various processors such as a graphics processing unit (GPU) or a digital signal processor (DSP) can be used. The processor may also be a hardware circuit using an ASIC. The processor may also include an amplifier circuit, a filter circuit, etc. that process analog signals. The memory (storage unit) may be a semiconductor memory such as an SRAM or a DRAM, or a register. Alternatively, it may be a magnetic storage device such as a hard disk drive (HDD), or an optical storage device such as an optical disk drive. For example, the memory stores computer-readable instructions, and the instructions are executed by the processor to realize the processing (function) of each unit of the processing unit 100. The instructions here may be an instruction set constituting a program, or may be instructions that instruct the hardware circuitry of the processor to operate.
[0044] The processing unit 100 includes a game processing unit 102, a selection processing unit 104, a notification unit 106, a management unit 118, a display processing unit 120, and a sound processing unit 130. Note that the configuration of the processing unit 100 is not limited to this, and various modifications are possible, such as omitting some of these components or adding other components.
[0045] The game processing unit 102 performs various game processes for the player to play the game. Game processes include, for example, a process for starting a game when a game start condition is met, a process for progressing a started game, a process for ending a game when a game end condition is met, or a process for calculating game results such as game performance. The game processing unit 102 can be realized by, for example, a game server. Specifically, the game processing unit 102, the selection processing unit 104, the notification unit 106, the display processing unit 120, and the sound processing unit 130 can be realized by, for example, the game server.
[0046] Taking a browser game as an example, the game processing unit 102 manages various player information for each player, thereby controlling the progress of the game for each player. Player information is stored in the player information storage unit 174. For example, the game processing unit 102 displays web pages constituting a website providing game services on the terminal device TM in response to a request from the terminal device TM. Specifically, the web pages are displayed by a web browser provided in the terminal device TM. When a player selects a hyperlink on the displayed web page, the game processing unit 102 transmits new HTML data corresponding to the hyperlink to the terminal device TM, and the web page based on the new HTML data is displayed on the terminal device TM. In this way, the game processing unit 102 sequentially provides web pages to the terminal device TM in response to the player's operation, thereby enabling the game to progress based on the player's operation on the terminal device TM. Alternatively, each terminal device TM performs a process of generating game images, such as CG images, and the game images are displayed on the display unit of the terminal device TM.
[0047] The selection processing unit 104 performs selection processing for game play elements. The notification unit 106 performs various notification processing for the players in the battle. The selection processing unit 104 and the notification unit 106 will be described in detail later.
[0048] The management unit 118 performs, for example, authentication processing of a player. For example, it performs authentication processing of a player who has logged in using a terminal device. This authentication processing is performed based on, for example, a password or account information entered by the player. The management unit 118 also performs various billing processing. For example, it performs processing to determine billing, processing to create and store billing data, etc. The management unit 118 also performs various management processing. For example, it performs processing to manage various services and processing to manage various information. The management unit 118 can be realized, for example, by a management server.
[0049] For example, a player acquires an account through a predetermined procedure in order to use services provided by the server system 500 shown in Fig. 1(A). By logging in by entering a password associated with the acquired account, the player can use various services, such as playing network games, services on game sites, online shopping for items, exchanging messages with other players, and registering friend players. The management unit 118 also performs management processing of such player account information.
[0050] The display processing unit 120 performs processing for displaying an image on the display unit of the terminal device TM. For example, it generates image generation data (HTML data, etc.) for generating the image. The display unit of the terminal device TM can be realized by, for example, an LCD, an organic EL display, a CRT, or an HMD.
[0051] The sound processing unit 130 performs processing for outputting sound from the sound output unit of the terminal device TM. For example, it generates sound generation data for generating the sound (voice, game sound, sound effect). The sound output unit of the terminal device TM can be realized by a speaker, headphones, etc.
[0052] The terminal device TM also has an operation unit. The operation unit is used by the user (player) to input various pieces of information such as operation information, and its functions can be realized by operation buttons, directional keys, analog sticks, levers, various sensors (angular velocity sensors, acceleration sensors, etc.), a microphone, or a touch panel display. When a touch panel display is used, the touch panel that serves as the operation unit and the display unit that serves as the display are provided integrally.
[0053] The storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, and the like, and its functions can be realized by a semiconductor memory, HDD, SSD, optical disk device, or the like. The storage unit 170 includes a game play element information storage unit 172 and a player information storage unit 174. The game play element information storage unit 172 stores various information about game play elements. For example, the game play element information storage unit 172 stores parameter information, type information, image information, and the like of game play elements. The player information storage unit 174 stores various information about the users, i.e., players. For example, the player information storage unit 174 stores personal information of players (such as name, gender, date of birth, and email address) as player information (user information). For example, the player's account information (player ID) is also stored as player information. For example, billing information that is the subject of billing processing is associated with each player's account information.
[0054] The communication unit 196 communicates with external devices, and its functions can be realized by hardware such as a communication ASIC or a communication processor, or by communication firmware. For example, the communication unit 196, which is a communication interface, performs various communication processes for communicating with the terminal devices TM (TM1 to TMn) via the network 510.
[0055] The game system of FIG. 2 performs each process of this embodiment based on a program of this embodiment. This program (a program for causing a computer to execute the processing of each unit) causes a computer (a device including an operation unit, a processing unit, a storage unit, and an output unit) to function as each unit of this embodiment. This program is stored, for example, in an information storage medium. That is, the game system of this embodiment performs various processes of this embodiment based on the program (data) stored in the information storage medium. The information storage medium, which is a computer-readable medium, stores programs, data, etc., and its functions can be realized by an optical disk, HDD, semiconductor memory, etc. Note that the program (data) for causing a computer to function as each unit of this embodiment may be distributed via a network from an information storage medium owned by a server system (host device). The use of such an information storage medium by a server system is also within the scope of this embodiment.
[0056] 2, the game system (server system) of this embodiment includes a game processing unit 102, a selection processing unit 104, and a display processing unit 120. The program of this embodiment causes a computer to function as the game processing unit 102, the selection processing unit 104, and the display processing unit 120.
[0057] The game processing unit 102 performs game processing for a competitive game played between competing entities. For example, the game processing unit 102 performs game processing for a competitive game played by multiple competing entities, including a first competing entity and a second competing entity who is the opponent of the first competing entity. For example, the game processing unit 102 performs processing for starting the competitive game when a start condition for the competitive game is satisfied, processing for progressing the started competitive game, processing for ending the competitive game when a termination condition for the competitive game is satisfied, and processing for calculating the result of the competitive game. The competing entity is the entity that engages in the competition in the competitive game, and is, for example, a team or a player. A team is also called a group. When the competing entity is a team, the team is composed of, for example, multiple players who play cooperatively. A competition is then played between a first team, which is the first competing entity composed of multiple players, and a second team, which is the second competing entity composed of multiple players. In this case, the competitive game is played using game play elements, such as characters and cards used by each player on the first team, and game play elements, such as characters and cards used by each player on the second team. The multiple players constituting the competitive entity may include players acting through computer processing such as AI processing. When the competitive entity is an individual player, the player uses multiple game play elements such as multiple characters and multiple cards. A competitive game is played using multiple game play elements such as multiple characters and multiple cards used by a first player who is the first competitive entity, and multiple game play elements such as multiple characters and multiple cards used by a second player who is the second competitive entity.
[0058] The selection processing unit 104 performs a selection process of game play elements to be used by each of the multiple competing entities. For example, the selection processing unit 104 performs a selection process to have each of the multiple competing entities select game play elements to be used in the competitive game. For example, the selection processing unit performs a selection process of game play elements to be used by a first competing entity in the competitive game and game play elements to be used by a second competing entity in the competitive game. Game play elements are electronic characters, cards, items, skills, avatars, etc., and are elements of a player's game play in a game. Game play elements are also called game media. The game processing unit 102 performs game processing such as progress processing of a competitive game performed using these electronic game play elements. For example, the game processing unit 102 performs game processing of a competitive game using multiple game play elements possessed by the first competing entity and multiple game play elements possessed by the second competing entity. The selection processing unit 104 performs a selection process of game play elements to be used by each of the first competing entity and the second competing entity in such a competitive game.
[0059] The display processing unit 120 performs display processing of the competitive game. For example, the display processing unit 120 performs processing to display game images for the first competitive entity and the second competitive entity to play the competitive game. For example, when the competitive entities are a team, the display processing unit 120 performs processing to display game images of the competitive game on the terminal devices of the players constituting the team. Furthermore, when the competitive entity is a player, the display processing unit 120 performs processing to display game images of the competitive game on the terminal device of the player.
[0060] Then, the selection processing unit 104 performs processing to change the predetermined setting when a game play element is selected. For example, when a first competition subject issues a change instruction based on the ability of the first competition subject or the ability of the game play element, the selection processing unit 104 performs processing to change the predetermined setting when a second competition subject selects a game play element. For example, the selection processing unit 104 performs selection processing in which the predetermined setting when the second competition subject selects a game play element can be changed by the first competition subject based on the ability of the first competition subject or the ability of the game play element of the first competition subject. For example, when a change instruction is issued by the first competition subject, the predetermined setting when the second competition subject selects a game play element is changed from a first setting to a second setting. The predetermined setting (predetermined condition) when a game play element is selected is, for example, a setting (condition) that is controllable (processable) in the selection processing of the game play element, such as a setting that is to be processed in the selection processing. For example, the predetermined setting may be a setting for the selection order of gameplay elements, a setting for displaying a hidden gameplay element, a setting for making a selectable gameplay element unselectable, or a setting for deselecting a selected gameplay element. The abilities of the first combatant are stored in the storage unit 170, for example, in association with information about the first combatant, such as an ability flag indicating that the first combatant has the ability. Similarly, the abilities of gameplay elements are stored in the storage unit 170, for example, in association with information about the gameplay element, such as an ability flag indicating that the gameplay element has the ability. The abilities of the gameplay elements of the first combatant are, for example, the abilities of gameplay elements possessed or used by the first combatant. The change instruction may be made by an operation of the first combatant to make a change instruction, or may be made by the first combatant using or equipping a gameplay element, for example.
[0061] The predetermined setting may be, for example, the selection order of game play elements. When the first combatant issues a change instruction based on the ability, the selection processing unit 104 changes the selection order of game play elements of the second combatant. The selection order is, for example, the order in which game play elements are selected between the first combatant and the second combatant. Changing the selection order may, for example, prevent the second combatant from selecting a game play element when it is the second combatant's selection order, or allow the second combatant to select a game play element when it is not the second combatant's selection order. Alternatively, the selection order may be changed to a random order.
[0062] The predetermined setting is, for example, a setting that changes a game play element that has been set to a hidden state to a visible state. When the first competition subject issues a change instruction based on their abilities, the selection processing unit 104 changes the game play element that has been set to a hidden state by the second competition subject to a visible state. For example, the second competition subject can set a game play element to a hidden state in order to hide a game play element that the second competition subject uses. In this case, when the first competition subject issues a change instruction based on their abilities, the selection processing unit 104 changes the second competition subject that has been set to a hidden state to a visible state. For example, the selection processing unit 104 makes the game play element of the second competition subject that has been set to a hidden state visible to the players constituting the first competition subject.
[0063] For example, the display state and hidden state of a game play element are states in which some or all of the information on the game play elements of the second opponent is visible or invisible to the first opponent. For example, it is not necessary to set all of the information on the game play elements to a display state or a hidden state, and some of the information on the game play elements may be set to a display state or a hidden state. For example, if the game play elements are characters or cards, the image or name of the character or card may be set to a display state or a hidden state, or additional information on the character or card, such as status, item, attribute, etc., may be set to a display state or a hidden state.
[0064] The predetermined setting is, for example, a setting that makes selectable gameplay elements unselectable. When the first competition subject issues a change instruction based on the ability, the selection processing unit 104 sets at least one of the plurality of gameplay elements to be unselectable when the second competition subject selects a gameplay element to use from the plurality of gameplay elements. For example, under normal circumstances, the second competition subject can freely select a gameplay element to use from the plurality of gameplay elements that are selection candidates. When the first competition subject issues a change instruction, the selection processing unit 104 sets at least one of the plurality of selectable gameplay elements to be unselectable under normal circumstances. For example, the selection processing unit 104 may delete the gameplay element from the plurality of selection candidates, hide the gameplay element on the gameplay element selection screen, change the display mode of the gameplay element to a different one on the gameplay element selection screen, or not accept a selection operation for the gameplay element even when the second competition subject performs the selection operation for the gameplay element.
[0065] The predetermined setting is, for example, a setting that deselects the selected gameplay element. Then, when the first competition subject issues a change instruction based on the ability, the selection processing unit 104 sets the gameplay element selected by the second competition subject to a deselected state. After setting the deselected state, the selection processing unit 104 sets an opportunity for the second competition subject to select a gameplay element, allowing the second competition subject to select a gameplay element again. For example, the selection processing unit 104 deselects the selected state of the gameplay element selected by the second competition subject from among the gameplay elements of the selection candidates. Then, the selection processing unit 104 sets an opportunity for the second competition subject to select a gameplay element again. For example, the selection order of the gameplay elements is set to the second competition subject's order, thereby providing the second competition subject with an opportunity to select a gameplay element. Then, when the second competition subject selects a gameplay element, the selected gameplay element becomes a gameplay element in place of the gameplay element set to a deselected state.
[0066] Furthermore, the selection processing unit 104 performs processing to change the predetermined settings on the condition that the first combatant consumes a predetermined game parameter. For example, changing the predetermined settings when selecting a game play element for the second combatant requires the cost of consuming the predetermined game parameter, thereby preventing unnecessary instructions to change the predetermined settings. The game parameter is a parameter used in game processing. The predetermined game parameter may be a parameter prepared to activate the ability to change the predetermined setting, or may be a status parameter of the first combatant, such as hit points or magic points. Alternatively, the consumption of the predetermined game parameter may be the consumption of charge points, such as the use of a charge item.
[0067] The selection processing unit 104 also performs processing to change the consumption amount of the predetermined game parameters required to change the predetermined settings when a predetermined condition is met. For example, the selection processing unit 104 performs processing to change the consumption amount of the predetermined game parameters required to change the predetermined settings. For example, the consumption amount of the predetermined game parameters required to change the predetermined settings is not constant, and the selection processing unit 104 changes the consumption amount required to change the predetermined settings when a predetermined condition is met based on the compatibility between the competing entities, the difference in strength, the usage history of game play elements, or the like. For example, in certain situations, the consumption amount of the predetermined game parameters, which is the cost required to change the predetermined settings, is reduced, making it easier for the first competing entity to change the predetermined settings based on its abilities. Then, when the consumption amount is changed, the selection processing unit 104 consumes the predetermined game parameters at the changed consumption amount when an instruction to change the predetermined settings is received, thereby performing processing to change the predetermined settings.
[0068] For example, the predetermined condition is a condition based on the compatibility relationship between the game play elements of the first and second competing entities. The selection processing unit 104 then changes the consumption amount of the predetermined game parameters required to change the predetermined settings when the predetermined condition based on the compatibility relationship is met. The compatibility relationship can be determined based on, for example, status parameters such as ability parameters and skill parameters of the game play elements of the first competing entity and status parameters such as ability parameters and skill parameters of the game play elements of the second competing entity. Alternatively, a compatibility parameter may be separately set between multiple game play elements, and the compatibility relationship between the game play elements of the first and second competing entities may be determined based on this compatibility parameter. The selection processing unit 104 then reduces the consumption amount required to change the predetermined settings when, for example, the game play elements selected by the second competing entity have poor compatibility with the game play elements of the first competing entity (when the compatibility relationship is unfavorable to the second competing entity). This makes it easier for the first competing entity to change the predetermined settings based on their abilities. Furthermore, when the game play elements selected by the second competition subject have a good compatibility with the game play elements of the first competition subject (when the compatibility is advantageous to the second competition subject), the selection processing unit 104 increases the consumption amount required to change the predetermined settings, thereby making it more difficult for the first competition subject to change the predetermined settings based on ability.
[0069] The predetermined condition is, for example, a condition based on the difference in combat power between the first and second combatants. The selection processing unit 104 changes the consumption amount of the predetermined game parameters required to change the predetermined settings when the predetermined condition based on the difference in combat power is satisfied. The difference in combat power between the first and second combatants can be determined based on, for example, the difference in game rank, game level, or experience value between the first and second combatants, or the difference in ability parameters of the gameplay elements used. The selection processing unit 104 reduces the consumption amount required to change the predetermined settings when the difference in combat power is such that the first combatant has lower combat power than the second combatant. This makes it easier for the first combatant to change the predetermined settings based on their abilities. The selection processing unit 104 increases the consumption amount required to change the predetermined settings when the difference in combat power is such that the first combatant has higher combat power than the second combatant. This makes it more difficult for the first combatant to change the predetermined settings based on their abilities.
[0070] The predetermined condition is, for example, a condition based on the gameplay element usage history of the first or second contestant. The selection processing unit 104 then changes the consumption amount required to change the predetermined setting when the predetermined condition based on the usage history is met. The gameplay element usage history includes the number of uses, frequency of use, or usage tendency of the gameplay element. For example, the number of uses is the number of times the contestant has used the gameplay element, and the frequency of use is the frequency with which the contestant has used the gameplay element. The usage tendency is, for example, a tendency regarding the type of gameplay element the contestant has used in the past. The gameplay element usage history can be determined based on log information recorded when the contestant used a gameplay element. For example, if the second contestant attempts to select or selects a favorite gameplay element, such as a gameplay element that has been used frequently, frequently, or is a preferred type, the selection processing unit 104 reduces the consumption amount required to change the predetermined setting. This makes it easier for the first contestant to change the predetermined setting based on his or her abilities. Furthermore, when the second competition subject attempts to select or selects a gameplay element that is not a favorite, such as a gameplay element that has been used infrequently, used infrequently, or is of a type that is not used often, the selection processing unit 104 increases the consumption amount required to change the predetermined settings, thereby making it more difficult for the first competition subject to change the predetermined settings based on ability.
[0071] The game system also includes a notification unit 106 (causing a computer to function as the notification unit 106). When an ability is used by the first competition subject, the notification unit 106 notifies the second competition subject that the ability has been used. For example, when the first competition subject issues a change instruction to change a predetermined setting based on the ability of the first competition subject or a game play element, the notification unit 106 notifies the second competition subject of this. The notification may be, for example, a notification using a notification screen, a notification by displaying a display object such as a predetermined icon, or a notification by audio.
[0072] Furthermore, when the second competition subject receives the notification and performs a predetermined operation, the selection processing unit 104 performs processing to prohibit the first competition subject from using some or all of the abilities. For example, when the first competition subject notifies the second competition subject that an ability to change a predetermined setting has been used, the selection processing unit 104 accepts a predetermined operation from the second competition subject. Then, when the second competition subject performs a predetermined operation, the selection processing unit 104 performs processing to prohibit the first competition subject from using some or all of the abilities. For example, the selection processing unit 104 performs processing to prohibit the second competition subject from using some or all of the abilities when the second competition subject pays a cost greater than the cost required to use the ability of the first competition subject. Specifically, suppose the first competition subject uses an ability to change a predetermined setting by consuming a predetermined game parameter. In this case, the selection processing unit 104 performs processing to prohibit the second competition subject from using an ability when the second competition subject consumes an amount of the predetermined game parameter greater than the amount consumed by the first competition subject.
[0073] 2 described above can be implemented in various ways, such as by the server system 500 in FIG. 1A or by distributed processing between the server system 500 and terminal devices. The program of this embodiment can be applied to various programs, such as a smartphone application program, a game program for a home game device, a game program for a PC, a browser game program for a smartphone or PC, or a program for an arcade game device.
[0074] 2. Method of this embodiment Next, the method of this embodiment will be described in detail. Note that, although the following description will be mainly based on an example in which the game play elements are game characters, this embodiment is not limited to this. For example, the game play elements may be cards in a card battle game. Alternatively, the game play elements may be items or skills, and the method of this embodiment can also be applied to processing when a player selects an item or skill to use from multiple selectable items or skills. Furthermore, the following description will be mainly based on an example in which the player is a team made up of multiple players, but this embodiment is not limited to this, and the player may also be an individual player.
[0075] 2.1 Changing settings for selected gameplay elements FIG. 3 is an example of a character selection screen, which is a gameplay element. This selection screen is also called a character pick screen. In FIG. 3, for example, an online competitive game is played between Team A, which is a first competitive entity, and Team B, which is a second competitive entity. Each of Team A and Team B is composed of, for example, multiple players, and as shown in C1 of FIG. 3, characters to be used by each player of Team A are selected on the character selection screen. For example, characters CA1 to CA5 are selected as characters to be used by the first to fifth players of Team A. Also, as shown in C1 of FIG. 3, characters to be used by each player of Team B are selected on this character selection screen. For example, characters CB1 to CB5 are selected as characters to be used by the sixth to tenth players of Team B. C3 of FIG. 3 displays multiple characters to be selected, and characters to be used by each team are selected from these multiple characters to be selected. In FIG. 3, as shown in C1, character selection has been completed for Team A up to characters CA1 and CA2. As shown in C2, for team B, character selection has been completed up to characters CB1 and CB2.
[0076] On this character selection screen, characters for each team are selected (picked) in a predetermined selection order, such as Team A, Team B, Team A, Team B, etc. The team selection order is set automatically by a computer, for example.
[0077] In online competitive games (network games), the strategic value of the battle is determined by the gameplay elements, such as characters, selected by the competing entities, such as teams and players, before the start of the competitive game. Therefore, the selection of gameplay elements by the competing entities is an important aspect that influences the progress of the game. Therefore, in this embodiment, based on the abilities of the competing entities, such as teams and players, or the abilities of gameplay elements, such as characters and cards, the order in which gameplay elements are selected can be changed, hidden selected gameplay elements can be forcibly revealed, selectable gameplay elements can be eliminated, and gameplay elements selected by the opposing competing entity can be deselected. This makes it possible to disrupt the strategy of the opposing competing entity regarding the selection of gameplay elements, such as characters, and to realize a selection of gameplay elements that is rich in development and immersive.
[0078] Note that the following explanation will be given mainly as an example of a case where team A, the first competing entity, issues an instruction to change a predetermined setting, but team B, the second competing entity, can also issue an instruction to change a predetermined setting when selecting game play elements for team A. Furthermore, the method of this embodiment will be explained mainly as an example of a case where two competing entities, such as a first competing entity and a second competing entity, play a competitive game, but the method of this embodiment can also be applied to a case where a competitive game is played with the participation of three or more competing entities, such as a first competing entity, a second competing entity, and a third competing entity.
[0079] 2.2 Processing example of this embodiment Fig. 4 is a flowchart illustrating the processing of this embodiment. First, as shown in Fig. 4, the game system displays a selection screen for game play elements (step S1). For example, a character selection screen such as that shown in Fig. 3 is displayed. Then, the game system executes a selection process for game play elements (step S2). For example, the game system executes the selection process to have the competing entities select game play elements in a predetermined selection order such as Team A, Team B, Team A, Team B, etc.
[0080] Next, the game system determines whether the first contestant has issued a change instruction based on the capabilities of the first contestant or the game play elements (step S3). Taking FIG. 3 as an example, the game system determines whether the first contestant, such as a player on Team A, has issued a change instruction for a predetermined setting when selecting game play elements based on his or her capabilities (skills). Alternatively, the game system determines whether a change instruction for a predetermined setting has been issued based on the capabilities of game play elements, such as characters or items owned or equipped by the first contestant. If a change instruction has been issued, the game system then performs a process to change the predetermined setting when the second contestant selects game play elements (step S4). For example, the game system may perform a process to change the selection order of game play elements or a process to change the display state of game play elements as a process to change the predetermined setting. The game system then determines whether the selection of game play elements has been completed (step S5). If not completed, the game system returns to step S2; if completed, the game system ends the process.
[0081] As described above, in this embodiment, game processing is performed for the first and second opponents to play a competitive game, and selection processing is performed for each opponent to select game play elements to use in the competitive game. In this embodiment, as shown in steps S3 and S4 of FIG. 4 , when the first opponent issues a change instruction based on the first opponent's ability or the ability of a game play element, processing for changing predetermined settings when the second opponent selects game play elements is performed. That is, predetermined settings associated with the selection of game play elements are made changeable. In this way, the first opponent can use his or her ability to change predetermined settings associated with the selection of game play elements by the second opponent. This allows the first opponent to influence the selection of game play elements by the second opponent, and can disadvantage the second opponent, for example, by disrupting the opponent's strategy regarding the selection of game play elements. Therefore, it is possible to provide a game system or the like that allows for the selection of game play elements that are rich in strategy and development.
[0082] FIG. 5 is a flowchart illustrating the detailed processing of this embodiment. First, the game system determines whether the predetermined setting instructed to be changed by the first competition subject is the selection order of game play elements (step S11). If so, the game system changes the selection order of game play elements of the second competition subject (step S12). For example, the game system changes the default selection order set by the computer to a different selection order. The game system also determines whether the predetermined setting instructed to be changed by the first competition subject is a setting that displays hidden game play elements (step S13). If so, the game system changes the game play elements that were set to hidden by the second competition subject to displayed states (step S14). For example, the game play elements of the second competition subject that were set to hidden states by the second competition subject to hide them from the first competition subject are set to displayed states. The game system also determines whether the predetermined setting instructed to be changed by the first competition subject is a setting that makes selectable game play elements unselectable (step S15). In this case, when the second competition subject selects a game play element to use from the plurality of game play elements, the game system sets at least one of the plurality of game play elements to be unselectable (step S16). For example, when the second competition subject selects a game play element, at least one of the plurality of game play elements that are candidates for selection is made unselectable by the second competition subject.
[0083] As described above, in this embodiment, as shown in steps S11 and S12 of FIG. 5, the predetermined setting is a setting of the selection order of game play elements. Then, when the first competing subject issues a change instruction based on his / her ability, the selection order of game play elements of the second competing subject is changed. In this way, the first competing subject can use his / her ability to change the selection order when the second competing subject selects game play elements. Therefore, the first competing subject can influence the selection of game play elements of the second competing subject, which determines the strategy of the competitive game.
[0084] For example, Figure 6(A) shows the default normal selection order between Team A, the first competing entity, and Team B, the second competing entity. Characters are selected, for example, by draft pick. In Figure 6(A), Team A first selects its first character, character CA1, and then Team B selects its first character, character CB1. That is, each of Team A and Team B selects their desired character from the multiple selection candidate characters CS1, CS2, CS3, CS4, etc. displayed in C3 of Figure 3. Next, Team A selects its second character, character CA2, and then Team B selects its second character, character CB2. In this way, characters are selected for Team A and Team B in the order of characters CA3, CB3, CA4, CB4, CA5, and CB5.
[0085] In FIG. 6B, Team A, the first player in the battle, activates its ability (skill) to change the selection order of Team B, the second player. In other words, in FIG. 6A, Team B was able to select character CB2 in the fourth selection order, whereas in FIG. 6B, Team A selected character CA3 in the fourth selection order, as shown in D1, and Team B selected character CB2 in the fifth selection order, as shown in D2. In other words, Team B's selection order has been moved down by one position, resulting in a skip. In this way, if Team A wishes to select a character before Team B, for example, among the selection candidates shown in C3 of FIG. 3, Team A can move Team B's selection order down as shown in D1 and D2, allowing them to select their desired character and gain an advantage in the battle game.
[0086] Also in Figure 6(C), Team A activates its ability to change Team B's selection order. In Figure 6(A), Team A selects character CA3 in the fifth selection order, whereas in Figure 6(C), as shown in D3, Team B selects character CB3 in the fifth selection order. Team B also selects characters CB4 and CB5 in the sixth and seventh selections, and then Team A selects characters CA3, CA4, and CA5 in the eighth, ninth, and tenth selections. This shifts Team B's selection order forward, allowing them to select characters consecutively. By shifting Team B's selection order forward in this way, Team A can let Team B select a character first, and then select their own character after confirming the character selected by Team B. For example, Team A can select a character that is compatible with the character selected by Team B and has a high probability of winning, thereby gaining an advantage in the competitive game.
[0087] The ability to change a predetermined setting can be used, for example, by a player on team A activating the ability. For example, the predetermined setting is changed when a player on team A activates the skill of the ability. For example, in FIG. 6(B), when team B selects a character, activating the ability by team A moves team B's selection order down as shown in D2. Alternatively, the ability to change a predetermined setting may be activated by team A's use of a character or item. For example, in 6(B), if character CA2, selected third by team A, has the ability to move down the selection order, when team A selects character CA2, the ability of character CA2 is activated, moving team B's selection order down as shown in D2, allowing team A to select characters consecutively as shown in D1. Alternatively, team A's selection order may be changed when a player on team A equips or uses a specific item.
[0088] There are various ways to change the selection order. For example, the first contestant may be allowed to freely determine the order in which the second contestant selects game play elements. That is, the first contestant may be allowed to freely determine the order in which the second contestant selects game play elements. For example, the second contestant may be allowed to select game play elements after the first contestant has completed selecting all of its game play elements, or conversely, the second contestant may be allowed to select all of its game play elements first, after which the first contestant may select its game play elements. Alternatively, the first contestant may be allowed to freely determine the order in which the second contestant selects any of its game play elements.
[0089] Alternatively, the manner of changing the selection order of game play elements may be determined depending on the ability used by the first competition subject. For example, the manner of moving up or down may be uniquely determined depending on the ability, such as the ability to move down the order by one, the ability to move up the order by one, the ability to move down the order of a predetermined number of players by a predetermined number, or the ability to move up the order of a predetermined number of players by a predetermined number.
[0090] Alternatively, the change in the selection order due to the use of an ability may, for example, change the selection order to a random order. For example, when the first competition subject uses an ability, the selection state of the gameplay elements selected up to that point may be canceled, and all may be shuffled, and the gameplay elements for each team may be selected randomly. For example, the selection of gameplay elements may be switched from a draft pick to a blind pick.
[0091] In this embodiment, as shown in steps S13 and S14 of Fig. 5, the predetermined setting is a setting that changes a hidden gameplay element to a visible state. When the first competition subject issues a change instruction based on the ability, the gameplay element that has been set to a hidden state by the second competition subject is changed to a visible state. In this way, the gameplay element that has been set to a hidden state by the second competition subject is forcibly disclosed, and it becomes possible for the first competition subject to visually recognize what gameplay element the second competition subject has selected.
[0092] For example, in Figure 7(A), Team B, the second player, has selected the third character CB3, but this character CB3 is hidden and in an invisible state. This makes it difficult for Team A, the first player, to formulate a strategy because they cannot recognize what kind of character CB3 selected by Team B is. Therefore, by hiding character CB3 in this way, Team B can advance the competitive game at an advantage.
[0093] In FIG. 7(B), team A uses its setting change ability to change character CB3, which was set to hidden by team B, to a visible state. This allows team A to recognize what kind of character CB3 selected by team B is, and allows them to develop an effective strategy for a match against this character CB3. For example, team A can check team B's character CB3, which has been made visible, and select a character that is compatible with character CB3, enabling them to advance the match game to an advantage.
[0094] In this case, the display state and hidden state of gameplay elements refer to states in which some or all of the information on the gameplay elements of the second opponent is visible or invisible to the first opponent. For example, in FIGS. 7(A) and 7(B), the image of character CB3 is changed from a hidden state to a displayed state, but this is not limited to this. For example, character CB3's status, equipped items, skills, etc. may be changed from a hidden state to a displayed state. For example, the image of character CB3 may remain hidden, and character CB3's status, equipped items, skills, etc. may be changed from a hidden state to a displayed state, or vice versa. For example, Team A can develop a strategy to defeat character CB3 by knowing character CB3's status, equipped items, and skills. Alternatively, the image of character CB3 may remain hidden, and character CB3's attributes may be changed from a hidden state to a displayed state. For example, attributes such as close-range type, long-range type, swordsman type, or wizard type may be changed from a hidden state to a displayed state. For example, by knowing the attributes of character CB3, team A can formulate an effective strategy to defeat character CB3.
[0095] In this embodiment, as shown in steps S15 and S16 of Fig. 5, the predetermined setting is a setting that makes selectable gameplay elements unselectable. Then, when the first competition subject issues a change instruction based on ability, when the second competition subject selects a gameplay element to use from among the plurality of gameplay elements, a setting is made that makes at least one of the plurality of gameplay elements unselectable. In this way, when the second competition subject selects a gameplay element, at least one of the plurality of gameplay elements that are candidates for selection is made unselectable, so that the second competition subject cannot select it.
[0096] For example, in FIG. 3, Team A and Team B can select their desired characters from the selection candidate characters CS1, CS2, CS3, CS4, etc. shown in C3 as the characters they will use. In contrast, in FIG. 8, Team A uses their ability to prevent Team B from selecting characters CS2 and CS3, for example. For example, when Team B selects their desired character from the selection candidate characters, they will be unable to select characters CS2 and CS3. Making a character unselectable is also called banning a character, and in this embodiment, Team A can ban a character based on its ability when Team B selects a character. For example, while a normal character ban is performed in advance before character selection, this embodiment allows for character banning based on setting change abilities after character selection has begun.
[0097] Various methods can be used to make gameplay elements unselectable. For example, gameplay elements with a specific attribute or type may be made unselectable, or gameplay elements belonging to a specific group may be made unselectable. It is also desirable to change the display of game characters that are set as unselectable to visually indicate that they are unselectable. For example, in FIG. 8, a cross mark is superimposed on the unselectable character CS2. Alternatively, the display frame of the unselectable gameplay element may be filled with a predetermined color, such as black. Unselectable gameplay elements may remain unselectable in the game after their abilities are activated, or may be unselectable only when selecting gameplay elements of the second player when their abilities are activated. Furthermore, when a gameplay element such as a character becomes unselectable, as shown in FIG. 8, the number of selectable gameplay elements is reduced. Therefore, the number of gameplay elements may be adjusted by adding alternative gameplay elements to replace the original gameplay element.
[0098] FIG. 9 is also a flowchart illustrating the detailed processing of this embodiment. First, the game system determines whether the predetermined setting instructed to be changed by the first competition subject is a setting that deselects the selected game play element (step S21). If the game system determines that this is the case, it sets the game play element selected by the second competition subject to a deselected state (step S22). For example, it sets the game play element selected by the second competition subject to an unselected state. Then, it sets an opportunity for the second competition subject to select a game play element, and allows the second competition subject to select a game play element again (step S23). For example, on a game play element selection screen, it allows the second competition subject to select a game play element to replace the game play element whose selection state has been deselected.
[0099] Thus, in this embodiment, the predetermined setting is a setting that deselects the selected gameplay element. Then, when the first competition subject issues a change instruction based on the ability, the gameplay element selected by the second competition subject is set to a deselected state. After the deselected state is set, an opportunity to select a gameplay element is provided to the second competition subject, allowing the second competition subject to select the gameplay element again. In this way, even when the second competition subject selects a gameplay element, it is possible to deselect the selected gameplay element, making it appear as if it was not selected. Then, it is possible to allow the second competition subject to select a gameplay element to replace the gameplay element whose selection state has been deselected.
[0100] For example, in FIG. 10(A), Team B selected character CB3, but Team A used their ability to deselect character CB3. This resulted in Team B not selecting character CB3. Then, in FIG. 10(B), after the deselection in FIG. 10(A), Team B is given the opportunity to select a character and reselect a different character CB3. Character CB3 in FIG. 10(A) and character CB3 in FIG. 10(B) are different characters with different abilities, status, appearance, etc. In other words, when reselecting, the deselected character cannot be selected. For example, Team B may select a character with high abilities, such as a special rank, or a character that is not compatible with the corresponding character in Team A and may result in Team A losing. In such cases, Team A can deselect the character selected by Team B based on its abilities, allowing Team A to advance in the competitive game at an advantage.
[0101] FIG. 11 is a flowchart illustrating the process of changing the settings of selected game play elements on the condition that game parameters are consumed. First, the game system determines whether the first competing subject has issued an instruction to change a predetermined setting (step S31). For example, it determines whether an instruction to change a predetermined setting such as those described in FIGS. 4 to 10(B) has been issued. If such a setting has been issued, the game system then determines whether a predetermined condition has been met (step S32). If the predetermined condition has been met, the game system changes the consumption amount of the predetermined game parameters required to change the predetermined setting (step S33). Next, the game system causes the first competing subject to consume the predetermined game parameters, and performs a process to change the predetermined setting (step S34). That is, the game system performs a process to change the predetermined setting for the game play elements of the second competing subject.
[0102] As described above, in this embodiment, as shown in step S34 of FIG. 11, a process for changing the predetermined settings is performed on the condition that the first combatant consumes predetermined game parameters. For example, the first combatant is permitted to change the predetermined settings for the game play elements of the second combatant on the condition that the first combatant consumes points for activating abilities, or consumes game points such as hit points or magic points, or charge points. In this way, in order to change the predetermined settings for the game play elements of the second combatant, it is necessary to consume predetermined game parameters, and payment of the corresponding cost is a condition. This makes it possible to prevent, for example, the first combatant from unwittingly issuing commands to change the predetermined settings, thereby disrupting the game balance.
[0103] Furthermore, in this embodiment, as shown in steps S32 and S33 of FIG. 11 , processing is performed to change the consumption amount of a predetermined game parameter required to change a predetermined setting when a predetermined condition is met. For example, when a predetermined condition for changing the consumption amount is met, the consumption amount required to change the predetermined setting is changed. In this way, it is possible to change the consumption amount of a predetermined game parameter required for a predetermined setting in accordance with various situations. For example, if a predetermined setting can be changed when the second competing subject selects a game play element by consuming a small amount of game parameters, it becomes easier for the first competing subject to use abilities. Alternatively, conversely, if a predetermined setting cannot be changed without consuming a large amount of game parameters, it becomes difficult for the first competing subject to use abilities.
[0104] FIG. 12 is a flowchart illustrating a process for determining whether a predetermined condition for changing the consumption amount of a game parameter is satisfied. First, the game system acquires information about the compatibility between the game play elements of the first and second competing entities (step S41). For example, the information about the compatibility, such as the compatibility between the game play elements, is acquired. The game system also acquires information about the strength difference between the first and second competing entities (step S42). For example, the information about the strength difference is acquired based on the difference in game rank, game level, or ability parameters of the game play elements. The game system also acquires information about the usage history of the game play elements of the first and second competing entities (step S43). For example, the information about the usage history, such as the number of times, frequency, or tendency of use of the game play elements, is acquired. Then, the game system determines whether a predetermined condition is satisfied based on the acquired compatibility, strength difference, or usage history (step S44). That is, it determines whether the predetermined condition of step S32 of FIG. 11 is satisfied.
[0105] As shown in steps S41 and S44 of FIG. 12 , in this embodiment, the predetermined condition is, for example, a condition based on the compatibility between the game play elements of the first and second combatants. When the predetermined condition based on the compatibility is met, the consumption amount of the predetermined game parameters required to change the predetermined settings is changed. In this way, when a predetermined condition based on whether the game play elements of the first and second combatants are compatible or incompatible is met, the consumption amount of the predetermined game parameters required to change the predetermined settings is changed. For example, if the second combatant selects a character called an anti-character that is incompatible with the character selected by the first combatant, the consumption amount of the game parameters required to change the predetermined settings is reduced, making it easier for the first combatant to use the ability to change the predetermined settings. This allows the first combatant to easily use his or her ability to issue a change instruction, such as setting the selected anti-character to a deselected state. Alternatively, the consumption amount of game parameters required to change a predetermined setting when selecting a subsequent game play element may be changed based on the compatibility between the game play elements selected up to that point by the first and second competing entities.
[0106] In this embodiment, as shown in steps S42 and S44 of FIG. 12 , the predetermined condition is, for example, a condition based on the difference in combat power between the first and second combatants. When the predetermined condition based on the difference in combat power is met, the consumption amount of the predetermined game parameter required to change the predetermined settings is changed. In this manner, when a predetermined condition based on whether the difference in combat power between the first and second combatants is large or small, or which combatant has higher or lower combat power, is met, the consumption amount of the predetermined game parameter required to change the predetermined settings is changed. For example, when there is a difference in combat power or rank between the first and second combatants, the use of abilities can be used as one way to adjust the power balance. For example, when the first combatant has lower combat power than the second combatant, the consumption amount required to change the predetermined settings can be reduced, making it easier for the first combatant to change the predetermined settings based on abilities, thereby adjusting the power balance. Furthermore, if the first combatant has greater fighting power than the second combatant, the amount of consumption required to change the specified settings can be increased, making it more difficult for the first combatant to change the specified settings based on their abilities, thereby adjusting the power balance.
[0107] In this embodiment, as shown in steps S43 and S44 of FIG. 12 , the predetermined condition is a condition based on the use history of game play elements of the first or second competing entity. When the predetermined condition based on the use history is satisfied, the consumption amount of the predetermined game parameter required to change the predetermined setting is changed. In this manner, when the predetermined condition based on the use history of game play elements of the first or second competing entity is satisfied, the consumption amount of the predetermined game parameter required to change the predetermined setting is changed. For example, in a competitive game, there are characters that are frequently used by players on the same team, such as characters that are used many times or frequently. When the second competing entity attempts to select or selects such a character, the consumption amount of the predetermined game parameter required to change the setting is reduced. This makes it easier for the first competing entity to disable the selection of such a character or to issue a setting change instruction to cancel the selection state, thereby adjusting the game balance. On the other hand, when the second competing entity attempts to select or selects an unpopular character that is used less frequently or rarely, the consumption amount of the predetermined game parameter required to change the setting is increased. This makes it difficult for the first fighting subject to make such a character unselectable or to issue a setting change instruction to cancel the selected state, thereby adjusting the game balance.
[0108] FIG. 13 is a flowchart illustrating a process for notifying a player when an ability that changes a gameplay element is used. First, the game system determines whether a first player has used an ability that changes a predetermined setting (step S51). If the ability has been used, the game system notifies the second player that the ability has been used (step S52). For example, the game system notifies the second player by using a notification screen or by displaying a predetermined icon or other display object. Next, the game system determines whether the second player who received the notification has performed a predetermined operation (step S53). If the predetermined operation has been performed, the game system performs a process for prohibiting the first player from partially or completely using the ability (step S54).
[0109] In this embodiment, as shown in steps S51 and S52 of Figure 13, when an ability is used by a first competition subject, a notification is sent to the second competition subject informing the second competition subject that the ability has been used. In this way, when an ability that changes a predetermined setting when the second competition subject selects game play elements is used by the first competition subject, the second competition subject can be notified that the ability has been used. Therefore, the second competition subject can recognize from the notification that the predetermined setting, such as the selection order when selecting game play elements, has been changed by the use of the ability of the first competition subject.
[0110] In this embodiment, as shown in steps S53 and S54 of FIG. 13, when the second player receives the notification and performs a predetermined operation, a process is performed to prohibit the first player from partially or completely using their abilities. This allows the second player, upon receiving a notification that the first player has used an ability, to perform a predetermined operation to prevent the first player from partially or completely using their abilities, thereby adjusting the game balance. For example, in FIG. 14, a notification is displayed that Team A has activated the ability to select consecutive characters. The consecutive character selection is a move-down in the selection order of Team B's characters. For example, a notification is displayed that an ability to change the selection order setting, as described in FIGS. 6(A) to 6(C), has been activated. In this case, as shown in FIG. 14, a screen is displayed that allows the player of Team B who has received the notification to perform a predetermined operation to prevent the consecutive selection ability. Specifically, a screen is displayed that allows the player to select whether or not to use a consecutive selection disabling item to prevent Team A from using the consecutive selection ability. This allows Team B players to prevent Team A from activating the ability to make consecutive selections.
[0111] The prohibition process by a predetermined operation of the second combatant may be a process of prohibiting the use of some of the abilities of the first combatant. For example, if the first combatant activates the ability to continuously select four characters, and the second combatant, upon being notified of this, performs a predetermined operation, prohibition process is executed in which, for example, a portion of the continuous selection of four characters is prohibited, and the continuous selection of, for example, two characters is prohibited. Also, if the first combatant activates the ability to display a character that the second combatant has hidden, and the second combatant, upon being notified of this, performs a predetermined operation, prohibition process is executed in which only some of the information of the hidden character, such as skills and attributes, is displayed.
[0112] There is also a technique called blind pick for selecting gameplay elements. For example, two teams select characters without revealing their selected characters to each other for a predetermined time, and when the predetermined time has elapsed, each team reveals their selected characters to each other. In this embodiment, for example, gameplay elements are normally selected by draft pick, and when, for example, the first player uses an ability, the draft pick may be switched to brand pick.
[0113] Furthermore, among the characters, there may be special rank characters that are extremely capable and have a high probability of winning a battle, but the fact that the character is special rank may not be disclosed in the game. In such a case, for example, if a first battle subject uses an ability that prohibits or restricts the selection of special rank characters, the second battle subject may be prohibited or restricted from selecting special rank characters. In this case, the selection of special rank characters may be completely prohibited, or the number of special rank characters that can be selected may be limited.
[0114] Although the present embodiment has been described in detail above, it will be readily apparent to those skilled in the art that many modifications are possible without substantially departing from the novel features and advantages of the present disclosure. Therefore, all such modifications are intended to be included within the scope of the present disclosure. For example, a term described at least once in the specification or drawings with a different term having a broader or equivalent meaning may be replaced with that different term anywhere in the specification or drawings. Furthermore, the game processing, selection processing, notification processing, display processing, etc. are not limited to those described in the present embodiment, and equivalent methods are also within the scope of the present disclosure. [Explanation of symbols]
[0115] 100...processing unit, 102...game processing unit, 104...selection processing unit, 106...notification unit, 118...management unit, 120...display processing unit, 130...sound processing unit, 170...storage unit, 172...game play element information storage unit, 174...player information storage unit, 196...communication unit, 500...server system, 510...network, CA1 to CA5, CB1 to CB5, CS1 to CS4...characters, TM1 to TMn, TM...terminal device
Claims
1. a game processing unit that performs game processing for a plurality of competing entities, including a first competing entity and a second competing entity that is an opponent of the first competing entity, to play a competitive game; a selection processing unit that performs a selection process for causing each of the plurality of competition subjects to select a game play element to be used by that each of the plurality of competition subjects in the competition game; a storage unit that stores data indicating that the first competing subject has an ability in association with information about the first competing subject, or that stores data indicating that a game play element used by the first competing subject has the ability in association with information about the game play element; a display processing unit that performs display processing of the fighting game; Including, The selection processing unit when the first competition subject issues a change instruction based on the ability of the first competition subject or a game play element that the first competition subject has already selected in the selection process, performing a process of changing a predetermined setting when the second competition subject selects a game play element; the predetermined setting is a setting that causes a hidden gameplay element to be displayed, The selection processing unit A game system characterized in that, when the second competing subject has already set a selected game play element to a hidden state, and the first competing subject issues the change instruction based on the ability, the game play element that was set to a hidden state by the second competing subject is changed to a displayed state.
2. In claim 1, A game system characterized in that the display state and the non-display state of game play elements are states in which some or all of the information of the game play elements of the second competing subject is visible or invisible to the first competing subject.
3. a game processing unit that performs game processing for a plurality of competing entities, including a first competing entity and a second competing entity that is an opponent of the first competing entity, to play a competitive game; a selection processing unit that performs a selection process for causing each of the plurality of competition subjects to select a game play element to be used by that each of the plurality of competition subjects in the competition game; a storage unit that stores data indicating that the first competing subject has an ability in association with information about the first competing subject, or that stores data indicating that a game play element used by the first competing subject has the ability in association with information about the game play element; a display processing unit that performs display processing of the fighting game; Including, The selection processing unit when the first competition subject issues a change instruction based on the ability of the first competition subject or a game play element that the first competition subject has already selected in the selection process, performing a process of changing a predetermined setting when the second competition subject selects a game play element; the predetermined setting is a setting that deselects the selected gameplay element; The selection processing unit A game system characterized in that, when the first competing subject issues the change instruction based on the ability, the game play element selected by the second competing subject is set to the deselected state, and after the deselected state is set, an opportunity to select a game play element is given to the second competing subject, allowing the second competing subject to select a game play element other than the game play element set to the deselected state.
4. a game processing unit that performs game processing for a plurality of competing entities, including a first competing entity and a second competing entity that is an opponent of the first competing entity, to play a competitive game; a selection processing unit that performs a selection process for causing each of the plurality of competition subjects to select a game play element to be used by that each of the plurality of competition subjects in the competition game; a storage unit that stores data indicating that the first competing subject has an ability in association with information about the first competing subject, or that stores data indicating that a game play element used by the first competing subject has the ability in association with information about the game play element; a display processing unit that performs display processing of the fighting game; Including, The selection processing unit when the first competition subject issues a change instruction based on the ability of the first competition subject or a game play element that the first competition subject has already selected in the selection process, performing a process of changing a predetermined setting when the second competition subject selects a game play element; The selection processing unit performing a process of changing the predetermined setting on the condition that a predetermined game parameter of the first competition subject is consumed, and performing a process of changing the consumption amount of the predetermined game parameter required to change the predetermined setting when a predetermined condition is satisfied; A game system characterized in that the specified condition is a condition based on the compatibility between the game play elements already selected by the first competing entity and the game play elements already selected by the second competing entity, a condition based on the difference in strength between the first competing entity and the second competing entity, or a condition based on the usage history of the game play elements already selected by the first competing entity or the game play elements already selected by the second competing entity.
5. a game processing unit that performs game processing for a plurality of competing entities, including a first competing entity and a second competing entity that is an opponent of the first competing entity, to play a competitive game; a selection processing unit that performs a selection process for causing each of the plurality of competition subjects to select a game play element to be used by that each of the plurality of competition subjects in the competition game; a storage unit that stores data indicating that the first competing subject has an ability in association with information about the first competing subject, or that stores data indicating that a game play element used by the first competing subject has the ability in association with information about the game play element; a notification unit that, when the ability is used by the first competition subject, notifies the second competition subject that the ability has been used; a display processing unit that performs display processing of the fighting game; Including, The selection processing unit when the first competition subject issues a change instruction based on the ability of the first competition subject or a game play element that the first competition subject has already selected in the selection process, performing a process of changing a predetermined setting when the second competition subject selects a game play element; The selection processing unit A game system characterized in that, when the second competing subject receives the notification and performs a specified operation, processing is performed to prohibit the first competing subject from using some or all of the abilities.
6. a game processing unit that performs game processing for a plurality of competing entities, including a first competing entity and a second competing entity that is an opponent of the first competing entity, to play a competitive game; a selection processing unit that performs a selection process for causing each of the plurality of competition subjects to select a game play element to be used by that each of the plurality of competition subjects in the competition game; a storage unit that stores data indicating that the first competing subject has an ability in association with information about the first competing subject, or that stores data indicating that a game play element used by the first competing subject has the ability in association with information about the game play element; a display processing unit that performs display processing of the fighting game, Make your computer work, The selection processing unit when the first competition subject issues a change instruction based on the ability of the first competition subject or a game play element that the first competition subject has already selected in the selection process, performing a process of changing a predetermined setting when the second competition subject selects a game play element; the predetermined setting is a setting that causes a hidden gameplay element to be displayed, The selection processing unit A program characterized by changing a game play element that has been set to a hidden state by the second competing subject to a displayed state when the first competing subject issues the change instruction based on the ability while the second competing subject has already set the selected game play element to a hidden state.
7. a game processing unit that performs game processing for a plurality of competing entities, including a first competing entity and a second competing entity that is an opponent of the first competing entity, to play a competitive game; a selection processing unit that performs a selection process for causing each of the plurality of competition subjects to select a game play element to be used by that each of the plurality of competition subjects in the competition game; a storage unit that stores data indicating that the first competing subject has an ability in association with information about the first competing subject, or that stores data indicating that a game play element used by the first competing subject has the ability in association with information about the game play element; a display processing unit that performs display processing of the fighting game, Make your computer work, The selection processing unit when the first competition subject issues a change instruction based on the ability of the first competition subject or a game play element that the first competition subject has already selected in the selection process, performing a process of changing a predetermined setting when the second competition subject selects a game play element; the predetermined setting is a setting that deselects the selected gameplay element; The selection processing unit A program characterized by setting the game play element selected by the second competing subject to the deselected state when the first competing subject issues the change instruction based on the ability, and after setting the deselected state, providing the second competing subject with an opportunity to select a game play element, allowing the second competing subject to select a game play element other than the game play element set to the deselected state.
8. a game processing unit that performs game processing for a plurality of competing entities, including a first competing entity and a second competing entity that is an opponent of the first competing entity, to play a competitive game; a selection processing unit that performs a selection process for causing each of the plurality of competition subjects to select a game play element to be used by that each of the plurality of competition subjects in the competition game; a storage unit that stores data indicating that the first competing subject has an ability in association with information about the first competing subject, or that stores data indicating that a game play element used by the first competing subject has the ability in association with information about the game play element; a display processing unit that performs display processing of the fighting game, Make your computer work, The selection processing unit when the first competition subject issues a change instruction based on the ability of the first competition subject or a game play element that the first competition subject has already selected in the selection process, performing a process of changing a predetermined setting when the second competition subject selects a game play element; The selection processing unit performing a process of changing the predetermined setting on the condition that a predetermined game parameter of the first competition subject is consumed, and performing a process of changing the consumption amount of the predetermined game parameter required to change the predetermined setting when a predetermined condition is satisfied; The program is characterized in that the specified condition is a condition based on the compatibility between the game play elements already selected by the first competing subject and the game play elements already selected by the second competing subject, a condition based on the difference in strength between the first competing subject and the second competing subject, or a condition based on the usage history of the game play elements already selected by the first competing subject or the game play elements already selected by the second competing subject.
9. a game processing unit that performs game processing for a plurality of competing entities, including a first competing entity and a second competing entity that is an opponent of the first competing entity, to play a competitive game; a selection processing unit that performs a selection process for causing each of the plurality of competition subjects to select a game play element to be used by that each of the plurality of competition subjects in the competition game; a storage unit that stores data indicating that the first competing subject has an ability in association with information about the first competing subject, or that stores data indicating that a game play element used by the first competing subject has the ability in association with information about the game play element; a notification unit that, when the ability is used by the first competition subject, notifies the second competition subject that the ability has been used; a display processing unit that performs display processing of the fighting game, Make your computer work, The selection processing unit when the first competition subject issues a change instruction based on the ability of the first competition subject or a game play element that the first competition subject has already selected in the selection process, performing a process of changing a predetermined setting when the second competition subject selects a game play element; The selection processing unit A program characterized by performing processing to prohibit the first contestant from using some or all of the abilities when the second contestant receives the notification and performs a specified operation.
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