Game system, and game program and control method for game system
Patent Information
- Application Number
- JP2025154512
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-09-17
- Publication Date
- 2026-02-25
AI Technical Summary
Existing games that simulate the raising of a raising object allow players to inherit parameters for advantageously progressing through the game, but lack variety and depth in gameplay.
A game system that includes a selection, matching, and determination mechanism for inheriting game objects with associated effects, allowing for varied gameplay and enhanced playability by linking inheritance elements to development objects.
The system provides more variety in raising gameplay by changing inheritance results based on associated effects, enhancing player engagement and game depth.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system that provides a game that simulates the raising of a raising object, and a game program and control method for the game system. [Background technology]
[0002] Patent Document 1 discloses a game system that provides a game including a success part in which a player develops a game character to create an original character, and a stadium part in which the player competes against other users' teams. In this game, when the success part is completed, the character's development is complete and the character can be used as an original character in matches in the stadium part.
[0003] Patent Document 2 discloses an electronic device for playing a game in which game media are developed in a development game and the developed game media are used in a main game. In this electronic device, a development game media receiving unit receives a selection of development game media selected by a player from a group of material game media. Then, an inheritance game media receiving unit receives a selection of inheritance game media by the player. Furthermore, a development game execution unit starts the development game after the development game media and inheritance game media have been selected.
[0004] When the training game starts, the fixed information parameter change unit sums up, for each piece of manifestation fixed information, a predetermined value corresponding to the rank of the manifestation fixed information of each inheriting game medium and each predecessor trained game medium.The fixed information parameter change unit then adds the sum to the training parameter corresponding to the fixed information for each piece of manifestation fixed information.The training game execution unit also executes a predetermined number of inheritance events at predetermined times while the training game is in progress.In these inheritance events, the lottery information parameter change unit changes the training parameters corresponding to each piece of lottery information based on the results of a lottery based on probability. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-06280 [Patent Document 2] Japanese Patent Publication No. 2022-17687 Summary of the Invention [Problem to be solved by the invention]
[0006] Conventionally, there have been games that simulate the raising of a raising object, which is a game object, as described in Patent Documents 1 and 2. In such games, game elements associated with the raising object, such as parameters, may increase. As the parameters increase, the raising object grows, allowing the player to progress through the game more advantageously. In addition, users often become attached to the raising object they have raised. In such cases, the user may wish to have the parameters of the raising object they have become attached to inherited by the next raising object they will raise. However, simply inheriting the parameters only allows the player to progress through the game more advantageously. Therefore, there is a demand for a game system that not only allows the player to progress through the game more advantageously, but also broadens the gameplay. [Means for solving the problem]
[0007] A game system according to one embodiment provides a game that simulates the raising of a nurturing object, and includes a selection receiving means for receiving a selection of an inheritance object that is linked to an inheritance element that can be inherited by the nurturing object, a matching means for matching the selected inheritance object with a predetermined effect, and a determination means for exerting the effect matched by the matching means and determining the inheritance element to be inherited by the nurturing object from among the inheritance elements of the selected inheritance object.
[0008] Another aspect of the game program is a game program for a game system that includes a computer and provides a game that simulates the raising of a development object, and causes the computer to function as a selection receiving means for receiving a selection of an inheritance object that is linked to an inheritance element that can be inherited by the development object, a matching means for matching the selected inheritance object with a predetermined effect, and a determination means for exerting the effect matched by the matching means and determining the inheritance element to be inherited by the development object from among the inheritance elements of the selected inheritance object.
[0009] Another aspect of the control method is a control method for a game system that includes a computer and provides a game that simulates the raising of a development object, and causes the computer to accept a selection of an inheritance object that is linked to an inheritance element that can be inherited by the development object, associate the selected inheritance object with a predetermined effect, exert the associated effect, and determine the inheritance element to be inherited by the development object from among the inheritance elements of the selected inheritance object.
[0010] This allows the inheritance result to change depending on the effect associated with the inheritance object, thereby providing more variety in the raising of the raising object and enhancing the playability of the game. [Brief explanation of the drawings]
[0011] [Figure 1] FIG. 1 is a schematic diagram showing the overall configuration of a game system. [Figure 2] 10 is a schematic diagram of an example of the top screen of the training part. [Figure 3] FIG. 10 is a schematic diagram of an example of a route screen. [Figure 4] FIG. 1 is a schematic block diagram of a game system. [Figure 5] FIG. 2 is a schematic explanatory diagram of an inheriting object and a predecessor inheriting object. [Figure 6] FIG. 10 is a schematic diagram of an example of an inheritance object selection screen. [Figure 7] 10 is a flowchart for determining inheritance elements. DETAILED DESCRIPTION OF THE INVENTION
[0012] Exemplary embodiments for carrying out the present invention will be described in detail below with reference to the drawings. However, the dimensions, materials, shapes, and relative positions of components described in the following embodiments can be set arbitrarily and can be changed depending on the configuration or various conditions of the device or method to which the present invention is applied. Furthermore, unless otherwise specified, the scope of the present invention is not limited to the embodiments specifically described below. In the following description, identification information is data consisting of letters, numbers, symbols, images, or a combination thereof, and uniquely identifies an identification object linked to the identification information. [Example]
[0013] Fig. 1 is a schematic diagram showing the overall configuration of a game system 100. As shown in Fig. 1, the game system 100 includes a game terminal 10, which is an example of a user terminal, and a server 30. The server 30 is configured as a single logical server by combining multiple server units 52. However, the server 30 may also be configured by a single server unit 52. Alternatively, the server 30 may be configured logically using cloud computing.
[0014] Server 30 is configured to be connectable to network 50. As an example, network 50 is configured to realize network communication using the TCP / IP protocol. Specifically, a local area network LAN connects server 30 to Internet 51. The Internet 51 as a WAN and local area network LAN are connected via router 53. Game terminal 10 is also configured to be connected to Internet 51. Server 30 and game terminal 10 may be connected to each other via local area network LAN or via Internet 51. Network 50 may be a dedicated line, a telephone line, an in-house network, a mobile communication network, any other communication line, or a combination thereof, and may be wired or wireless.
[0015] The game terminal 10 is a computer device operated by a user. For example, the game terminal 10 includes a stationary or notebook personal computer 54 and a mobile terminal device 55 such as a mobile phone including a smartphone. In addition, various types of computer devices such as a stationary home game device, a portable game device, a portable tablet terminal device, and an arcade game machine are included in the game terminal 10. By implementing various types of computer software, the game terminal 10 can allow the user to enjoy various services provided by the server 30. Note that the following description will mainly focus on an example in which the game terminal 10 is a mobile terminal device 55.
[0016] As an example, the server 30 transmits the program and data used in the game to the game terminal 10 via the network 50. The game terminal 10 then stores the received program and data. Alternatively, the game terminal 10 may be configured to read the program or data stored in an information storage medium (not shown). In this case, the game terminal 10 may obtain the program or data via the information storage medium.
[0017] A user can play various games on the game terminal 10. For example, in this game, the user raises a raising object, which is a game object. Examples of games include simulation games that simulate the raising of a raising object, as well as competitive trading card games, music games, board games, mahjong games, RPG games, horse racing games, fighting games, puzzle games, quiz games, and sports games such as baseball and soccer. Furthermore, game objects are objects that are displayed or used on the game terminal 10. For example, game objects are used in game processing to progress through the game, and include characters, cards, equipment, items, and the like.
[0018] The following description will mainly focus on an example in which a game is played on the game terminal 10 to simulate the raising of a raising object, which is a game object to be raised. In this example, a material object, which is a game object that serves as a material for raising, is an idol character with a human-like appearance. The raising object is a copy of the material object. In other words, there may be multiple raising objects for the same character. Alternatively, the raising object may be the character itself, which is the material object. The raising object may also be a virtual card or the like corresponding to the character.
[0019] [Game Overview] An overview of the game will be explained with reference to Figures 2 and 3. Figure 2 is an example of a top screen of the training part. Figure 3 is an example of a route screen that displays a task route in which tasks that appear in the game and are executed by a training object in response to a user's selection are set in a predetermined order.
[0020] The game has a development part in which a development object is developed, and the development part is divided into multiple sections. Each section is made up of multiple turns, and the last turn of each section is a live part in which the development object performs a live show. The number of turns included in each section varies depending on the character that is the material for the development object, the ongoing scenario, etc.
[0021] Alternatively, the development part does not have to be divided into sections. In this case, the development part can be composed of multiple turns. Also, instead of providing a live part at the last turn of each section, a live part can be provided at the last turn of the development part. Furthermore, a live part does not have to be provided, or can be provided separately from the development part.
[0022] In each turn, the user can make the development object perform a specific action. For example, one turn passes when the user makes the development object perform a task. The development object performs the action of carrying out work, which is an example of an executable task. In addition, in the development part, an event targeting the development object may occur at an appropriate timing within each turn.
[0023] Select Objects Before starting the training part, the user selects a training object from among the material objects. Furthermore, the user selects a game object as an inheritance object from among the already-trained objects. This already-trained object is a game object whose training has been completed in a training game previously played by the user. The inheritance object is a game object associated with an inheritance element to be inherited by the training object, and is a game object selected as a target of inheritance, as described below. Then, at any timing during the training game, an inheritance event is performed in which the inheritance element is inherited by the training object. As a result, an inheritance result is obtained that changes the training object, such as increasing the parameters of the training object, in accordance with the inherited inheritance element. For example, the inheritance event occurs immediately before the start of the training part, immediately after the start of the training part, or during the training part. For example, the inheritance event occurs on a predetermined turn (e.g., the 17th turn and the 53rd turn). Alternatively, the inheritance event may occur at random timing.
[0024] The user also selects one or more support objects, which are game objects that support development, to construct an event deck. As an example, the support objects correspond to characters, which are material objects. As another example, the support objects are virtual cards with characters drawn on them. Then, support events occur in the development part according to the constructed event deck. Alternatively, the support objects may be other game objects, such as items.
[0025] Additionally, the event deck is composed of a predetermined number (e.g., six) of support objects, and the user selects the predetermined number of support objects. Alternatively, the number of support objects may be limited to a certain number. In this case, the user can select as many support objects as desired until the limit is reached. Then, when the user constructs the event deck, a support event occurs with a predetermined probability in the development part.
[0026] The support events that occur when an event deck is constructed are linked to the support objects. For example, a support event that improves singing ability is linked to the support object of a singer character, and the support event occurs with a certain probability during lessons that improve singing ability.
[0027] Furthermore, support events affect the development of the development object. That is, when a support event occurs, it can result in favorable or unfavorable results for development. For example, in the development part, support events that are favorable for increasing parameters occur depending on the support objects included in the event deck. As an example, a support event is an event in which a friend cooperates with a development object while the development object is undergoing a lesson, thereby increasing the parameter.
[0028] For example, advantageous results include an increase in the amount of parameter increase, an increase in parameters, acquisition of various talents (described below) including talent for acquiring skills, acquisition of skills, a decrease in the amount of consumption factors (e.g., skill points) consumed to acquire skills, an increase in executable tasks, etc. On the other hand, adverse results include a decrease in the amount of parameter increase, a decrease in parameters, etc.
[0029] [Behavior in the training part] In the training part, the user trains the training object by making it perform various actions. In the training part, the training object performs various actions according to the user's selection, and as a result, a parameter, which is an ability value linked to the training object, changes. This parameter is a variable linked to the object identification information of the training object, and changes as the game progresses.
[0030] For example, the top screen of the training part shown in Fig. 2 displays a character image R10 representing a training object. An action area R11 showing the action that the training object will take in response to a user selection is provided so as to overlap the bottom of the character image R10. This action area R11 displays the following as action options for the user to select: lesson, task, skill acquisition, going out, going to the hospital, and rest.
[0031] For example, a lesson is an action that increases the parameters of a development object. Furthermore, by performing a lesson, consumable elements that are consumed to acquire skills may be acquired. For example, consumable elements include skill points and in-game currency. Furthermore, a task is an action that increases the parameters of a development object or increases the number of fans or ticket sales.
[0032] Skill acquisition is an action in which a user selects and acquires skills that can advantageously progress through live performances, the development of a development object, or various events. For example, the effects of a skill can include making tasks easier to complete, varying the parameters of a development object, and increasing the amount of parameter increase through lessons. As an example, a development object acquires skills identified by an intermediary game element known in the game as "talent" or "hint" by consuming skill points. For example, when a player has acquired an intermediary game element known as a "skill hint," the player can acquire a skill corresponding to the intermediary game element by consuming skill points. Skills may have levels or rarities divided into multiple stages. In this case, the level or rarity of the skill may change as a parameter of the development object depending on the effect of the skill.
[0033] Going out is an action that raises the "condition", one of the parameters of the nurturing object, from a low level to a high level. Going to the hospital is an action that removes the worsening state of the "condition", one of the parameters of the nurturing object, when the condition is in a worsening state. The action of going to the hospital can only be selected when the nurturing object is in a worsening state (for example, injured or ill). Alternatively, the action of going to the hospital may be selectable even when the nurturing object is not in a worsening state. Taking a rest is an action that restores the "stamina", one of the parameters of the nurturing object.
[0034] The actions performed by the development object may be any options that result in changes in parameters linked to the development object, gaining or losing skills, obtaining or using items, and changing relationships (e.g., compatibility) with other game objects. Other actions that the development object may be able to perform include training camp, traveling, performing live, interviewing, filming, appearing in a competition, auditioning, being scouted, and attending school.
[0035] [Parameters] The parameter area R12 shown in FIG. 2 shows, as examples of parameters, singing ability, dancing ability, visuals (for example, values that increase due to clothing, makeup, hairstyle, etc.), expressiveness, and mental strength. Each parameter is shown by its value and the level that is obtained when the value reaches a predetermined value. For example, the singing ability shown in FIG. 2 has a parameter value of "79" and a parameter level of "G." Skill points used to acquire skills may also be displayed in the parameter area R12.
[0036] As another example, parameters may include the route level of a task route, talent level, skill level, acting ability, musical performance ability, stamina, intelligence, and charm. Parameters may also be information indicating the magnitude or level of an ability, information indicating the presence or absence of an ability, or information indicating the state of a game object. For example, when indicating the magnitude or level of an ability, the parameter changes as the parameter value increases or decreases. When indicating the presence or absence of an ability, the parameter changes as a flag is turned on or off.
[0037] In addition, the example shown in FIG. 2 shows a stamina bar R13 indicating a stamina parameter and a condition icon R14 indicating a condition parameter. The stamina is indicated by the proportion of the colored area displayed in the stamina bar R13, and the larger the proportion of the colored area in the stamina bar R13, the higher the stamina parameter. In addition, the condition icon R14 indicates the current condition of the object being raised by the characters displayed on the icon. In the example of FIG. 2, the character "good" indicates that the condition is good. The condition of this object being raised is divided into multiple stages. As an example, the degree of condition can be indicated in the order of "poor condition", "poor condition", "average condition", "good condition", and "excellent condition".
[0038] [Events and Checkpoints] In the training part, events other than support events occur with a predetermined probability. As an example of such an event, one or more scenario events occur according to a predetermined scenario while the training object is acting in the training part. For example, a scenario event unfolds a drama depicting the friendship between game objects. A character event related to the training object may also occur. Note that it is also possible that no event occurs within one turn.
[0039] The live part also functions as a checkpoint for checking the level of training. This live part occurs at the last turn of each section. In the example of FIG. 2, the checkpoint area R16 indicates that the "New Semester Live" that takes place in the live part is the checkpoint of the current section. The live performance in the live part is, for example, a mini-game in which a live performance is displayed as a performance in which a training object sings alone or in a unit consisting of multiple game objects including a training object.
[0040] The live performance in the live part is successful if success conditions are met according to the parameters of the object being trained. For example, the success conditions may be that the singing ability exceeds a predetermined value, or that the number of fans or ticket sales exceed a predetermined number, or that the live performance itself is held. If the success conditions are met in the live performance, training can continue, but if the success conditions are not met, training ends.
[0041] Furthermore, a live performance has a hosting condition. In the example of FIG. 2, the condition area R17 indicates that the number of ticket sales must reach 250. If the hosting condition for a live performance is met, the live performance part can proceed; if the hosting condition is not met, the training ends. For example, a hosting condition for a live performance is to achieve a certain number of fans or a certain number of ticket sales. The number of fans or ticket sales increases by completing a task or by the occurrence of an event. Therefore, in order to host a live performance, the user must have the training object perform a task to increase the number of fans or ticket sales. Note that the fluctuation of the parameter that increases, such as the number of fans, may be set as appropriate. For example, the parameter may increase significantly if the task is successful, and increase slightly or not at all if the task fails. Furthermore, a hosting condition for a live performance need not be set. In this case, if the live performance part is set at the end of a section, the live performance will always be held.
[0042] Furthermore, the success rate of a live performance increases or decreases depending on the parameters of the training object. Therefore, in order to make the live performance successful, the user must have the training object take lessons in the training part to increase the parameters. If the live performance is successful, an advantageous result for the progress of the game will occur. For example, an advantageous result is an increase in the parameters of the training object or the acquisition of inheritable elements that can be inherited by the training object. For example, by inheriting the acquired inheritable elements, the increase in a predetermined parameter of the next training object will increase.
[0043] [Tasks and task routes] In the task behavior, the user selects a task, and the nurturing object executes the selected task. The tasks selectable by the user may constitute a task group containing multiple tasks. As an example, a task group is a task route consisting of multiple tasks. This task route has a structure in which multiple tasks related to each other are set in a predetermined order. Furthermore, when the nurturing object executes a task, a performance may be created according to the content of the task, such as showing the nurturing object working.
[0044] For example, when a development object executes a task that is the starting point of a task route, the next task related to that task becomes executable. By executing a task, the development object grows, and the parameters associated with the development object change. The multiple tasks in a task route have a relationship that corresponds to each stage in obtaining a target title (for example, top idol). Alternatively, the multiple tasks have a relationship in that they follow a predetermined scenario (for example, the drama leading up to a student's debut as an idol). Examples of tasks include live performances, interviews, filming, appearances, competitions, and auditions.
[0045] Furthermore, tasks may include one-off tasks, multiple consecutive tasks, audition tasks, special tasks, etc. For example, a "handshake event" is an example of a one-off task that can be initially selected as the starting point of a task route. Then, when the development object executes the "handshake event" task, the "regional handshake event" task is released and becomes selectable. Furthermore, when the development object executes the "regional handshake event" task, the "national handshake event" task is released and becomes selectable. Here, the "regional handshake event" and the "national handshake event" are included in the task route from the beginning.
[0046] In a series of multiple consecutive tasks, when the training object performs each task, one turn is consumed and a predetermined amount of stamina is reduced. After that, the next task becomes selectable, but if the task is not performed within the predetermined number of turns, the next task becomes unselectable. Alternatively, the next task may be selectable without a limit on the number of turns, or the next task may become selectable after a predetermined number of turns have passed. Note that the results of the tasks are displayed when the series of multiple consecutive tasks are completed. Alternatively, the results of each task may be displayed when the respective task is completed.
[0047] The audition task includes a series of multiple tasks that are related to each other. However, the first task is an audition that can be passed or failed based on the parameters of the development object. If the audition is passed, the next task becomes selectable. If the next task is not performed within a predetermined number of turns, the next task becomes unselectable. Alternatively, the next task may become selectable after a predetermined number of turns have passed. Note that the results of the task are displayed when the audition task is completed. Alternatively, the results of each task may be displayed when the respective task is completed. On the other hand, if the audition is failed, the audition task ends. However, if the audition is failed, the first task, the audition, may be selectable again.
[0048] For example, an example of an audition task is a "drama audition." The "drama audition" task occurs with a certain probability each turn. When the training object performs the "drama audition" task in the turn it occurs, the result can be passed or failed based on the training object's parameters. When the training object passes the "drama audition" task, the next task, "first recording," becomes available for selection. In this way, the audition serves as the starting point for a series of multiple tasks.
[0049] Special tasks are tasks that are not included in task routes and occur for a limited time or when certain conditions are met. For example, special tasks include performing at a live concert at a school festival, performing at a Christmas event, or entering a prize competition. Task routes also have unique task routes linked to each development object. Furthermore, task routes have inherited task routes that can be selected by inheriting inheritance elements (for example, task talent) from an inheritance object. In addition, task routes may have special task routes that occur for a limited time or when certain conditions are met.
[0050] As an example, the tasks that a user can select are determined by the talent of the task that is inherited in response to an inheritance event that occurs before the start of the training part. For example, the tasks that a user can select are tasks included in the unique task route and the inherited task route. The user can select a task included in either task route. As an example, the unique task route "idol route" includes the tasks "street performance," "music program appearance," and "Budokan live performance." Furthermore, the inherited task route "model route" includes the tasks "reader model photo shoot," "exclusive model photo shoot," and "fashion show appearance." In the initial stage, the user selects the first task that serves as the starting point of the task route. Note that tasks included in the task route may be added or deleted during the training part.
[0051] As an example, on the route screen in FIG. 3, the route area R41 displays a task route ("TV Route") and multiple tasks included in the task route. For example, the tasks included in the "TV Route" are tasks from "TV Level 1" to "TV Level 4." The route name area R42 displays the name of the task route that includes the selected task and its route level. The task route includes multiple tasks categorized by task type (e.g., TV, magazine, or theater) or content (e.g., appearance, live performance, or filming). As the route level increases, at least one of the number and type of tasks included in the task route increases.
[0052] Furthermore, in the example of FIG. 3, the task route includes a branch, and executable tasks can be varied for each development or each development object. Specifically, after executing the "TV Level 2" task, the user can select either the "TV Level 3" or "TV Level 4" task. Alternatively, after selecting one of the branches, the other may be selectable. Even in this case, the tasks selected by the user can be varied between a route in which only one branch is selected, a route in which only the other branch is selected, and a route in which both branches are selected. However, the task route does not have to include a branch.
[0053] Furthermore, among the tasks displayed in the root area R41 shown in FIG. 3, there are tasks that have not yet been released. Specifically, the task "TV Level 4" is marked with the word "locked" because it does not meet the release conditions. Therefore, the user cannot select the task "TV Level 4." By displaying the tasks included in the task route in an unselectable manner on the root screen, the user can recognize the task that the user ultimately wants the nurturing object to execute. Alternatively, tasks that do not meet the release conditions may not be displayed on the root screen.
[0054] Furthermore, among the tasks displayed in the route area R41, there are tasks waiting for an offer. Specifically, the "TV Level 3" task is waiting for an offer and cannot be selected, so the icon is marked with the words "Waiting for Offer." Furthermore, among the tasks displayed in the route area R41, there are tasks that cannot be selected if they are not performed within a specified number of turns. Specifically, the "TV Level 2" task will not be selectable unless it is performed within X turns. This number of turns is indicated by the number of turns marked on the task's icon.
[0055] Then, when the user selects the confirm button R33, the task begins and one turn progresses. As a result, the task performance is displayed on the screen, and the parameters of the training object increase or decrease as a result of the task. Note that the actions that the training object is made to perform may include actions that do not consume a turn. For example, even if the training object is made to perform an action to acquire a skill, a turn does not pass, and the training object can be made to perform another action.
[0056] [End of training part and acquisition of inherited elements] The number of turns until the end of the training part is arbitrary, but as an example, it is 72 turns, which corresponds to two years in the game. In the example of FIG. 2, the turn number area R15, which indicates the number of turns remaining until the live part, displays that there are eight turns remaining. The user then trains one training object in the training part, which consists of multiple sections. Then, a live performance is performed in the live part, which serves as a checkpoint at the last turn of each section, which consists of multiple turns. Note that different training objects may be trained in each section. In this case, multiple training objects may be trained in the training part, which consists of multiple sections.
[0057] The development part ends when the termination condition is met. As an example, the development part ends when the live part of the last checkpoint ends. Then, at the time the development part ends, an inheritance element is linked to the developed object that can be selected as the inheritance object based on the state of the executed tasks, etc. As another example of a case where the termination condition is met, the development part ends when the success condition of the last live of each section of the development part is not met, or when the user performs an operation to end development. In any of these other examples, an inheritance element may be linked according to the state of the developed object at the time of termination, but it does not have to be linked. Furthermore, the developed object may be assigned a rank (e.g., F rank or G rank) or other stage depending on the parameter values at the time development is completed and the skills acquired during development, etc.
[0058] Specifically, the inheritance elements to be linked are selected by lottery based on the parameters and training history of the trained object. As an example, the inheritance elements are selected by lottery based on the parameters, task execution history, and acquired skills of the trained object. Furthermore, once training is completed, the trained object can be selected as the inheritance object. Then, when the trained object is selected as the inheritance object, the inheritance elements can be inherited by the next trained object. Furthermore, the trained object can be used in games other than training games (for example, live games).
[0059] Here, the linked inheritance element is an element that specifies a game element that affects the development in the development part. The inheritance element is linked to the developed object and is identified, for example, by element identification information. As an example, at least one of parameter talent, task talent, and skill talent is stored as the inheritance element, linked to the object identification information of the developed object.
[0060] The parameter talent specifies the type of parameter (e.g., singing ability) that provides advantageous or disadvantageous results in training and the amount of change in the parameter. When parameter talent is linked, a parameter talent specifying at least one of the parameters (e.g., singing ability) is linked to the trained object. Alternatively, an inheritance element specifying the value or level of the parameter may be linked to the trained object.
[0061] Additionally, task talent identifies a task via a task route. Alternatively, a single task may be identified by an inheritance element, or multiple tasks or multiple task routes may be identified by an inheritance element. When task talent is linked, for example, a task talent that identifies a task route including any one of the tasks executed by the development object in the development part is linked to the developed object as an inheritance element. This allows the user to have the development object execute the task included in the task route identified by the inheritance element.
[0062] Note that among the tasks or task routes that can be executed or have been executed in the training part, there may be a unique task or unique task route that is not subject to inheritance after the training part is completed. When training a training object to which this unique task or unique task route is linked, the tasks included in the unique task or unique task route can be executed. However, when saving as a trained object after the training part is completed, the task ability that identifies the unique task or unique task route is not included in the inheritance element.
[0063] Furthermore, skill talent specifies skills that can be acquired during training. For example, the skills specified by skill talent can be acquired by performing skill acquisition in the training part. Then, when the acquired skill is used, it has advantageous or disadvantageous results in training. When skill talent is linked, the linked skill talent is selected by lottery from among the skill talents corresponding to the skills acquired by the training object. For example, at the end of training, a predetermined number of skill talents (e.g., 0 to 10) are linked to the trained object. Note that the number of skill talents that can be acquired may change based on the training history. For example, the number of skill talents that can be acquired may increase depending on the number of fans or ticket sales achieved in the training part.
[0064] Note that some game elements that affect the development may not be inherited. For example, in the development part, the game element of the personality set for the development object changes the actions to be performed or the options that appear, but the personality is not an inherited element. Alternatively, the personality may be subject to inheritance, for example, a lively personality may be inherited by a development object with a quiet personality.
[0065] Furthermore, a stage such as a rank or level is set for the inheritance element obtained when training is completed. The higher the stage, the more advantageously the inheritance event progresses. For example, such effects include an increased probability of being inherited by the training object, an increased increase in parameters at the time of inheritance, and an increased rank or level of the intermediary game element obtained according to the inherited talent. For example, a higher level intermediary game element requires fewer consumption elements (e.g., skill points) to acquire the skill than a lower level intermediary game element.
[0066] In addition, the inherited element (e.g., talent) is linked to the developed object along with the stage set for the inherited element. For example, element identification information identifying the inherited element and object identification information for the developed object are linked and stored. As an example, the stages of the inherited element are divided into a first stage (e.g., one star), a second stage (e.g., two stars), and a third stage (e.g., three stars). Note that the probability of acquisition may vary depending on the stage; for example, the probability of not acquiring the inherited element is 20%, the probability of acquiring the first stage inherited element is 30%, the probability of acquiring the second stage inherited element is 40%, and the probability of acquiring the third stage inherited element is 10%. Alternatively, an inherited element of a predetermined stage (e.g., the highest stage inherited or reached in the development part) may be linked to the developed object.
[0067] Furthermore, the higher the parameter value of the cultivated object or the higher the skill level, etc., the higher the probability of acquiring a higher-level inheritance element. For example, when acquiring a parameter talent, if a parameter of a predetermined value has been reached in the cultivation part, the probability of acquiring a high-level parameter talent may be higher compared to when only parameters of lower values have been reached.
[0068] In addition, the more actions performed in the training part, the higher the probability of acquiring a higher-level inheritance element. For example, when acquiring task talent, if more tasks are performed in the training part, the probability of acquiring a higher-level task talent may be higher compared to if fewer tasks are performed.
[0069] Furthermore, skills may include higher-level skills and lower-level skills that are lower in rank than the higher-level skills. The talent for the higher-level skills as inheritance elements may be acquired only if the training object has the talent for the lower-level skills. For example, a higher-level skill that allows the player to perform at a high level in a live performance at a large venue can be acquired only if the player has the talent for the lower-level skills that allow the player to perform at a high level in a live performance at a small venue.
[0070] [others] Returning to FIG. 2, the title area R18 on the top screen shows that the title of the training object is "pre-debut idol." As an example, this title changes as a parameter (e.g., number of fans) increases. The top screen also has an automatic progression button R19 for selecting automatic progression mode. Each time the user selects the automatic progression button R19, the automatic progression mode and manual progression mode are switched. In this automatic progression mode, at least one action is automatically selected. In the automatic progression mode, only the result of the action (e.g., a parameter after an increase or decrease) is displayed, and the display of the effects is skipped. This allows the user to train the training object in a short amount of time.
[0071] [Game System] 4 provides a game that simulates the raising of a raising object. The game system 100 includes a game terminal 10 and a server 30.
[0072] [Game terminal] Gaming terminal 10 has a terminal control unit 11 as an example of terminal control means, a terminal storage unit 12 as an example of terminal storage means, a terminal communication unit 13 as an example of terminal communication means, a terminal operation unit 14 as an example of operation means, a terminal display unit 15 as an example of display means, and an audio output unit 16 as an example of audio output means. As an example, terminal control unit 11 is configured as a computer and has a processor (not shown). This processor is, for example, a CPU (Central Processing Unit) or an MPU (Micro-Processing Unit). Furthermore, the processor controls the entire gaming terminal 10 and also comprehensively controls various processes based on the control program and game program stored in terminal storage unit 12.
[0073] Alternatively, the terminal control unit 11 can perform control according to a control program stored in a portable recording medium such as a CD (Compact Disc), a DVD (Digital Versatile Disc), a CF (Compact Flash) card, or a USB (Universal Serial Bus) memory, or in an external storage medium such as a server on the Internet. The terminal storage unit 12 is a computer-readable, non-transitory storage medium. Specifically, the terminal storage unit 12 includes a RAM (Random Access Memory), which is a system work memory for the processor to operate, as well as storage devices such as a ROM (Read Only Memory), an HDD (Hard Disc Drive), and an SSD (Solid State Drive), which store programs and system software.
[0074] The terminal storage unit 12 also stores a terminal program PG1, which is an example of a game program, object data 12A, and terminal data 12B. The object data 12A is data related to game objects (e.g., development objects) that appear in the game. For example, the object data 12A includes information indicating a character image, parameter values, task route status, skill status, and object status, all of which are linked to the object identification information of the object. The terminal data 12B is data necessary for game processing to progress the game, such as game images and game music.
[0075] The terminal program PG1 causes the terminal control unit 11, which is a computer, to function as an object reception unit 11A, which is an example of object reception means, and a game progression unit 11C, which is an example of progression means. In other words, the terminal control unit 11 has each unit as a logical device realized by a combination of hardware and software. The game progression unit 11C then executes the terminal program PG1 to progress the training game. Alternatively, the terminal program PG1 can be stored in another computer-readable non-transitory storage medium other than the terminal storage unit 12.
[0076] The terminal operation unit 14 is an input device through which the user inputs game operations. The terminal display unit 15 is a device that displays game images, such as a liquid crystal display or an organic EL display. The audio output unit 16 is an output device that outputs game music and the like, such as a speaker or headphones. Note that in FIG. 4, the terminal operation unit 14 and the terminal display unit 15 are shown separately. However, the terminal operation unit 14 and the terminal display unit 15 may be integrated into a touch panel. The terminal operation unit 14 may also include a touchpad, a pointing device such as a mouse, buttons, keys, levers, or sticks that are not integrated with the terminal display unit 15. The terminal operation unit 14 may also be a device that detects the user's voice or movements and performs operations according to the detection results.
[0077] [Object reception method] The object receiving unit 11A, which is an example of an object receiving means, receives selection of a development object, an inheritance object, and a support object in the game terminal 10. For example, the user selects six support objects from among a plurality of support objects displayed on the terminal display unit 15. Then, the object receiving unit 11A receives the selection of the support objects and transmits the object identification information of each support object to the server 30. As an example, the support objects are virtual cards including an image of a character.
[0078] [Progress method] The game progression unit 11C, which is an example of a progression means, simulates the raising of a game object. Furthermore, in automatic progression mode, the game progression unit 11C automatically selects and progresses an action to be performed by the raising object. Furthermore, in manual progression mode, the game progression unit 11C progresses the action to be performed by the raising object in accordance with user operation. Furthermore, in automatic progression mode, the game progression unit 11C progresses the action to vary parameters and automatically determines an action that corresponds to the selected support object. This reduces the time and effort required to raise a game object.
[0079] For example, when the user selects manual progression mode, the game progression unit 11C accepts the action selected by the user. As an example, when the user selects a lesson action, the game progression unit 11C progresses the lesson and increases or decreases the parameters linked to the development object. The game progression unit 11C also displays video or images of effects corresponding to the selected lesson on the terminal display unit 15. Furthermore, when the user selects a task action, the game progression unit 11C progresses the task and increases or decreases the parameters linked to the development object. The game progression unit 11C also displays video or images of effects corresponding to the selected task on the terminal display unit 15.
[0080] On the other hand, when the user selects automatic progression mode, the game progression unit 11C automatically selects at least one action to be performed by the training object from among actions that the user can manually select. The game progression unit 11C then automatically progresses the selected action, increasing or decreasing the parameter associated with the training object. At this time, the game progression unit 11C may repeat the action selection and automatic progression until all turns in the training part are completed. Alternatively, the game progression unit 11C may repeat the action selection and automatic progression for a predetermined number of turns until a checkpoint is reached.
[0081] [server] The server 30 includes a server control unit 31, a server storage unit 32, and a server communication unit 33. The server control unit 31 is configured as a computer and has a processor (not shown). This processor, such as a CPU or MPU, controls the entire server 30 and also comprehensively controls various processes based on a program stored in the server storage unit 32. Alternatively, the server control unit 31 can perform control according to a program stored in a portable recording medium such as a CD, DVD, CF card, or USB memory, or an external storage medium. The server control unit 31 is also connected, via wired or wireless, to an operation unit (not shown) including a keyboard or various switches for inputting predetermined commands and data. The server control unit 31 is also connected, via wired or wireless, to a display unit (not shown) for displaying the input status, setting status, measurement results, and various information of the device.
[0082] The server storage unit 32 is a computer-readable non-transitory storage medium. Specifically, the server storage unit 32 includes storage devices such as RAM, ROM, HDD, and SSD. The server storage unit 32 also stores server data 32A. This server data 32A includes data such as image data or music data required for the game to progress, and update data for the terminal program PG1. The server data 32A also includes information on development objects, developed objects, and predecessor inherited objects (described below), as examples of user information linked to the user's user identification information. The server communication unit 33 is a communication module, a communication interface, or the like. The server communication unit 33 enables data transmission and reception between the game terminal 10 and the server 30 via the network 50.
[0083] The server storage unit 32 also stores a server program PG2, which is an example of a game program. The server program PG2 causes the server control unit 31, which is a computer, to function as a selection receiving unit 31A, which is an example of a selection receiving means, a matching unit 31B, which is an example of a matching means, and a determination unit 31C, which is an example of a determination means. In other words, the server control unit 31 has each unit as a logical device realized by a combination of hardware and software. Alternatively, the server program PG2 can be stored in another computer-readable non-transitory storage medium other than the server storage unit 32.
[0084] The server control unit 31 executes some of the processes for progressing the game. For example, the server control unit 31 executes processes such as a lottery held during the game to obtain a game object corresponding to a new character. The server control unit 31 also manages information about game objects included in the server data 32A. For example, when a training end condition is met, the server control unit 31 stores the trained object in the server storage unit 32, including it in the server data 32A. This allows the user to select the trained object as an inherited object.
[0085] [Selected reception method] The selection receiving unit 31A receives a selection of an inheriting object associated with an inheritance element that can be inherited by the fostering object. For example, the selection receiving unit 31A receives a selection of an inheriting object selected by a user. Alternatively, the selection receiving unit 31A may receive a selection of an inheriting object automatically selected by the server control unit 31, which functions as an inheriting object selection unit. The inheriting object is then associated with a predetermined attribute in accordance with the user's selection. This attribute is an element to be associated with the inheriting object whose selection is received. For example, the attribute specifies a role associated with the inheriting object and is identified by attribute identification information. As an example, the role indicates the relationship between the fostering object and the inheriting object. Specifically, roles include "respect," which indicates a senior-junior relationship, "rival," which indicates a rival relationship, and "comrade," which indicates a relationship of performing a task together. Furthermore, the attribute may indicate a blood relationship, a lineage relationship, a superior-subordinate relationship, a friendship relationship, a family relationship, etc.
[0086] Furthermore, the inheritance element causes a predetermined inheritance result in the training object through inheritance. An example of the inheritance element is a task talent that specifies a task that can be performed via a task route, a skill talent that specifies a skill that can be acquired via a skill hint, and a parameter talent that specifies a parameter.
[0087] This allows the training object to inherit a variety of inheritance elements for advantageously progressing through the training simulation game. Alternatively, the inheritance elements may directly specify executable tasks, acquireable skills, and parameter values to be assigned to the training object. For example, instead of specifying an intermediary game element that specifies skills to be acquired by consuming skill points, the inheritance elements may specify skills that the training object directly acquires upon inheritance.
[0088] Furthermore, parameter talent as an inheritance element is associated with information indicating the amount of change by which the specified parameter is changed (e.g., the range of increase in the amount of change at the time of inheritance). That is, parameter talent specifies at least one of the type and amount of change of the parameter. When parameter talent is inherited, the specified parameter changes by the associated amount of change. For example, when singing talent is inherited, the value of singing ability changes. Furthermore, inheritance elements may include talents related to other parameters, such as dancing talent, visual talent, expressive talent, mental strength talent, singing talent, dancing talent, clothing selection talent, makeup talent, expressive talent, aggressive talent, and timid talent. Furthermore, the values of multiple types of parameters may change depending on the talent of one inherited parameter.
[0089] Furthermore, by inheriting skill talent as an inheritance element, it becomes possible to acquire a skill specified by an intermediary game element corresponding to the skill talent, subject to the consumption of skill points. Furthermore, by inheriting task talent as an inheritance element, it becomes possible to select a task route specified by the task talent. Alternatively, it becomes possible to execute a task specified by the task talent, or a task route including the task. Furthermore, the inheritance element may specify the character's personality or appearance (e.g., hairstyle, makeup, clothing, etc.). For example, if the inheritance element specifies appearance, the specified appearance is reflected in the development object through inheritance.
[0090] The selection receiving unit 31A also receives the selection of a development object and the selection of multiple inheritance objects to be associated with each of the multiple types of effects. Here, an effect refers to a game process that affects the inheritance result, such as changing the inheritance conditions of the inheritance elements or changing the inheritance result based on the determined inheritance elements. By receiving the selection of multiple inheritance objects, the changes in the inheritance result are diversified. This allows for more variety in development. For example, multiple types of effects are exerted when an inheritance event occurs. Specifically, the selection receiving unit 31A receives the selection of multiple inheritance objects to be associated with each of the multiple types of attributes. Each inheritance object is then associated with an effect via the attribute, and multiple types of effects are exerted when an inheritance event occurs.
[0091] As an example, the user selects three desired developed objects as inherited objects from among a plurality of developed objects displayed on the terminal display unit 15. Then, before selecting the inherited object, the user selects one desired development object. For example, the user selects a development object from among a plurality of development candidate game objects displayed on the terminal display unit 15 of the game terminal 10. Then, the object receiving unit 11A of the game terminal 10 receives the development object selected by the user and transmits the object identification information of the development object to the server 30. Then, the selection receiving unit 31A receives the object identification information as the selected development object.
[0092] Thereafter, when the user selects an inheritance object, object receiving unit 11A of game terminal 10 receives the inheritance object selected by the user and transmits the object identification information of the inheritance object to server 30. Then, selection receiving unit 31A receives the object identification information as the selected inheritance object. Furthermore, selection receiving unit 31A associates this information with the object identification information of the development object and stores it in server storage unit 32. Note that the number of selectable inheritance objects is not limited to three, and may be one, two, four or more.
[0093] Here, an attribute that specifies a role is associated with each inheritance object selected by the user. The inheritance result changes depending on the role that is set. For this purpose, multiple role frames are provided, such as a respected frame, a rival frame, and a comrade frame, as shown in FIG. 5. Furthermore, each inheritance object associated with a role frame is linked to a predecessor inheritance object, which is an inheritance object selected by the user before the start of the development part when developing the inheritance object. In other words, each inheritance object is linked to multiple predecessor inheritance objects, each of which is linked to an attribute.
[0094] For example, the inheritance object in the respect frame on the left side of Figure 5 is linked to the predecessor inheritance objects in the respect frame, rival frame, and comrade frame as multiple predecessor inheritance objects linked to attributes. Similarly, the inheritance object in the rival frame in the center of Figure 5 is linked to the predecessor inheritance objects in the rival frame, respect frame, and comrade frame. Furthermore, the inheritance object in the comrade frame on the right side of Figure 5 is linked to the predecessor inheritance objects in the comrade frame, respect frame, and rival frame. These predecessor inheritance objects were selected as inheritance objects by the user before the start of the development part when the inheritance object was developed as a development object.
[0095] Select Inheritance Objects With reference to FIG. 6, the selection of an inheritance object before the start of the training part will be described. The inheritance object selection screen shown in FIG. 6 displays a character image R50 representing the selected training object. A result area R51 showing part of the inheritance result of the selected inheritance object is provided so as to overlap the lower part of the character image R50. This result area R51 displays singing ability, dancing ability, visual ability, expressive ability, and mental strength. As part of the inheritance result, a growth rate of "5%" indicating the confirmed increase rate of the parameters for visual ability and expressive ability is displayed. As an example, the growth rate is calculated according to the inheritance elements of the inheritance object and their roles. Therefore, by changing the inheritance object or its role, the growth rate as part of the inheritance result increases or decreases.
[0096] In addition, an inheritance object setting area R52 is provided below the result area R51 shown in FIG. 6. This setting area R52 is provided with a respected frame, a rival frame, and a comrade frame. When the user performs a selection operation (for example, a touch operation) on each frame, a list screen of cultivated objects that can be set in each frame is displayed. When the user selects an inheritance object on this list screen, the screen returns to the selection screen, and the selected inheritance object is displayed in each frame. The list screen displays cultivated objects that can be selected as inheritance objects. Furthermore, the user may borrow and select another user's cultivated object as an inheritance object. When the user deselects an inheritance object, a new inheritance object is selected from the cultivated objects.
[0097] 6, for convenience of illustration, G-rank inheritance objects corresponding to the same character are selected in all frames. However, inheritance objects corresponding to the same character (for example, inheritance objects linked to the same character identification information) do not have to be selectable in multiple frames. Also, inheritance objects corresponding to the same character as the development object do not have to be selectable.
[0098] Furthermore, the setting area R52 displays the compatibility between the inheritance object selected in each frame and the development object. For example, the compatibility between the inheritance object in the respected frame and the development object is average, so a circle symbol is attached. Furthermore, the compatibility between the inheritance object in the rival frame and the development object is good, so a double circle symbol is attached. Furthermore, the compatibility between the inheritance object in the comrade frame and the development object is poor, so a cross symbol is attached. Note that when inheritance objects corresponding to the same character are selected in multiple frames, the compatibility between the inheritance object and the development object may be different or the same. In other words, the compatibility is determined according to the inheritance elements and their roles. Therefore, the compatibility may change by changing the inheritance object or its role. Alternatively, in addition to or instead of the compatibility between the inheritance object and the development object, the compatibility between the inheritance objects in different frames may be displayed. For example, the compatibility between the inheritance object selected in the respected frame and the inheritance object selected in the rival frame may be displayed.
[0099] In addition, in the setting area R52, a predecessor inheriting object that is linked to the same attribute as the inheriting object selected in each frame is automatically selected. Specifically, when an inheriting object is selected, a predecessor inheriting object that is linked to the same frame as the frame in which the inheriting object is set is automatically selected from the predecessor inheriting objects that are linked to the selected inheriting object, as shown by the dashed line in Figure 5. For example, when an inheriting object is selected in a descent frame, the selection receiving unit 31A automatically selects a predecessor inheriting object that is linked to the selected inheriting object and is also linked to the descent frame.
[0100] Similarly, when an inheriting object is selected for the rival frame, the selection receiving unit 31A automatically selects a predecessor inheriting object that is linked to the selected inheriting object and is also linked to the rival frame. Furthermore, when an inheriting object is selected for the comrade frame, the selection receiving unit 31A automatically selects a predecessor inheriting object that is linked to the selected inheriting object and is also linked to the comrade frame. Alternatively, the predecessor inheriting object for each frame may be selected by the user and accepted by the selection receiving unit 31A.
[0101] It is not necessary to select all of the predecessor inheritance objects linked to each of the selected multiple inheritance objects. For example, a predecessor inheritance object linked to only one of the inheritance objects may be selected, or no predecessor inheritance objects may be selected. Furthermore, predecessor inheritance objects linked to each predecessor inheritance object may be further selected. In this case, if the nurturing object is used as a reference and the inheritance object is the first generation, the predecessor inheritance object of the second generation and any number of predecessor inheritance objects from the third generation onwards are further selected.
[0102] The number of attributes may be two or less or four or more, and may be different from the number of inheriting objects. For example, if three inheriting objects are selected, the number of attributes may be two. That is, at least one common attribute may be associated with multiple inheriting objects. Furthermore, multiple attributes may be associated with one inheriting object.
[0103] In FIG. 6, for convenience of illustration, F-rank predecessor inheritance objects corresponding to the same character are selected in all frames. However, predecessor inheritance objects corresponding to the same character (for example, predecessor inheritance objects linked to the same character identification information) do not have to be selectable in multiple frames. Also, predecessor inheritance objects corresponding to the same character as a development object or inheritance object do not have to be selectable. However, predecessor inheritance objects corresponding to the same character may be selected in multiple frames. Also, predecessor inheritance objects corresponding to the same character as a development object or inheritance object may be selected.
[0104] In addition, a recommendation button R53 and a reset button R54 are provided below the setting area R52. When the user selects the recommendation button R53, the selection receiving unit 31A automatically selects the inheriting object and predecessor inheriting object for each frame. Furthermore, when the user selects the reset button R54, the selected inheriting object and predecessor inheriting object are deselected, and the selection returns to the initial state.
[0105] In addition, below the recommendation button R53 and the reset button R54, there are provided a talent list button R55, a next button R56, and a back button R57. When the user selects the talent list button R55, a list of inheritable inheritance elements (for example, parameter talents) is displayed. The list includes inheritable inheritance elements as examples of the inheritance results of the selected inheritance object and the predecessor inheritance object.
[0106] Furthermore, when the user selects the next button R56, the inheritance objects associated with each role are at least temporarily linked to the selected development object. For example, the object identification information of the development object is linked to the object identification information of the inheritance object associated with attribute identification information (e.g., role identification information), and the linked object identification information is stored in the server storage unit 32. Then, the screen transitions to a screen for selecting a support object. Furthermore, when the user selects the back button R57, the screen transitions to a screen for selecting a development object.
[0107] Additionally, an inherited skill list button R58 is provided above the character image R50. When the user selects and operates the inherited skill list button R58, a list of inheritable skill talents is displayed. This list includes inheritable skill talents as examples of the inheritance results of the selected inheritance object and the predecessor inheritance object. Alternatively, when the inherited skill list button R58 is selected, a list of intermediary game elements that can be obtained according to the inherited skill talents may be displayed.
[0108] Alternatively, the selection receiving unit 31A may further receive a selection of an attribute to be associated with the inheriting object. As an example, the inheriting object selection screen shown in FIG. 6 may be provided with a role selection button. The user selects any role to be associated with the inheriting object selected by the user from among a plurality of roles (e.g., "respect," "rival," and "comrade") displayed by selecting the selection button. The selection receiving unit 31A then receives role identification information of the selected role from the game terminal 10. Furthermore, the selection receiving unit 31A associates the information with the object identification information of the development object and stores it in the server storage unit 32. As yet another example, the selection receiving unit 31A may receive a selection of an effect to be associated with the inheriting object. As an example, the user selects an effect to be associated with the inheriting object selected by the user from among a plurality of effects displayed by selecting the effect selection button.
[0109] Furthermore, the selection receiving unit 31A may further receive a selection of an attribute to be associated with the predecessor inheritance object. As an example, when an inheritance object is selected, a predecessor inheritance object with the same attribute as the inheritance object is automatically selected, but the user may be able to change the predecessor inheritance object to a predecessor inheritance object with a different attribute. Alternatively, the user may be able to change the attribute of the predecessor inheritance object to a different attribute. As yet another example, the selection receiving unit 31A may receive a selection of an effect to be associated with the predecessor inheritance object.
[0110] [Matching method] Returning to FIG. 4, the association unit 31B of the selection receiving unit 31A associates the selected inheriting object with a predetermined effect. For example, the association unit 31B associates the inheriting object with the effect via an attribute (e.g., a role) at the same time as selecting the inheriting object. That is, when the user selects an inheriting object for an attribute associated with a predetermined effect, the inheriting object is selected and associated with the effect. As a result, the nurturing object and the inheriting object are associated by the effect. Furthermore, the inheriting object and the predecessor inheriting object are associated by the attribute.
[0111] Alternatively, the association unit 31B may associate an inheriting object with an effect via an attribute at a timing different from the selection of the inheriting object. For example, after selecting an inheriting object, the user selects an attribute to be linked to the selected inheriting object or an effect to be linked to the selected inheriting object. The user then selects the attribute or effect, thereby associating the inheriting object with the effect. The selection of the attribute or effect may be performed before selecting the inheriting object. Alternatively, the user may select an effect to be linked to an attribute and then select an inheriting object to be linked to the attribute. Furthermore, the association unit 31B may associate the effect specified by the attribute with the inheriting object by linking the inheriting object to which the attribute is linked to the nurturing object. In this case, the user may select the nurturing object to be linked to the selected inheriting object after selecting the inheriting object.
[0112] Here, the predetermined effect refers to a game process that affects the inheritance result, such as a game process that changes the inheritance conditions of the inherited elements or changes the inheritance result based on the determined inherited elements. Alternatively, the effect may be a game process that changes the inherited inherited elements. For example, the effect is associated with an attribute and stored in the server storage unit 32, and is identified by effect identification information.
[0113] Specifically, the effect is at least one of an effect of changing the inheritance probability of an inheritance element and an effect of changing a parameter specified by the inheritance element. For example, when the effect of changing the inheritance probability is exerted, the inheritance probability of the inherited inheritance element increases or decreases. Furthermore, as a result of exerting the effect of changing the inheritance probability, the inheritance probability of other inheritance elements may be set to zero so that only certain inheritance elements are inherited. Furthermore, when the effect of changing a parameter specified by the inheritance element is exerted, the amount of change in the parameter specified by the inherited inheritance element increases or decreases. Furthermore, the effect may include an effect of changing the level of the inheritance element, and when this effect is exerted, the level of the inherited inheritance element (e.g., talent) increases or decreases. This allows for the exertion of various effects to advantageously progress in the game simulating training. Furthermore, the effect may include an effect of increasing or decreasing the rank or level of an intermediary game element obtained according to the inherited inheritance element (e.g., talent).
[0114] For example, the effect of changing the inheritance probability of an inheritance element is to increase or decrease the probability that a training object will inherit a skill talent. Furthermore, the effect of changing a parameter specified by an inheritance element is to increase or decrease the root level, which is a parameter of the task route specified by the inherited task talent. Furthermore, the effect of changing a parameter specified by an inheritance element is to increase or decrease the amount of parameter fluctuation when an inheritance event occurs.
[0115] As an example, the effect of changing the inheritance probability of an inheritance element is stored in association with role identification information corresponding to the comrade slot. For example, when the effect of changing the inheritance probability is activated, the inheritance probability of an inheritance element (e.g., skill talent) inherited from an inheritance object set in the comrade slot increases compared to when it is associated with another slot. That is, changed inheritance conditions are applied to inheritance so that the number of inheritable skill talents increases or the probability that skill talents cannot be inherited decreases, increasing the probability that they can be inherited. Alternatively, when the effect of changing the inheritance probability is activated, the probability of inheriting high-level skill talents increases. Alternatively, when the effect of changing the inheritance probability is activated, the inheritance probability of an inheritance element may decrease.
[0116] As another example, the parameter change effect specified by the inheritance element is stored in association with the role identification information corresponding to the respect slot. For example, when the parameter change effect is exerted, the route level of the task route specified by the inheritance element (e.g., task talent) inherited from the inheritance object set in the respect slot becomes higher than when associated with other slots. In other words, the route level of the task route becomes higher. Alternatively, when the parameter change effect is exerted, the route level may become lower.
[0117] As yet another example, the parameter change effect specified by the inheritance element is stored in association with role identification information corresponding to the rival slot. For example, when the parameter change effect is exerted, the amount of change in the parameter specified by the inheritance element (e.g., parameter talent) inherited from the inheritance object set in the rival slot increases compared to when associated with another slot. In other words, the training object can inherit higher parameters upon inheritance, or the amount of increase when the training object's parameters increase upon inheritance becomes larger. Alternatively, when the parameter change effect is exerted, the parameter may decrease.
[0118] Note that the inheritance elements inherited from the inheritance object are not limited to the inheritance elements that are subject to change due to the effect. For example, the root level of a task route specified by the task talent inherited from an inheritance object set in the respect slot will be higher than when set in other slots. However, skill talent and parameter talent are also inherited from the inheritance object set in the respect slot. Alternatively, the inheritance elements inherited from the inheritance object may be limited to the inheritance elements emphasized by the effect. For example, only task talent may be inherited from an inheritance object set in the respect slot.
[0119] The association unit 31B associates the inheriting object with a predetermined effect via a predetermined attribute to be associated with the inheriting object. For example, the association unit 31B at least temporarily associates the inheriting object with the development object so that the determination unit 31C can identify the effect to be exerted. In this case, by associating the inheriting object with the associated attribute with the development object, the effect identified by the attribute is associated with the inheriting object. Note that the inheriting object may be temporarily associated only during an inheritance event, or may be associated throughout the development game.
[0120] Alternatively, the association unit 31B may associate the inheritance object with a predetermined effect without using an attribute by at least temporarily associating information specifying the effect (e.g., effect identification information) with the training object. For example, the information specifying the effect may be associated temporarily only during the inheritance event, or may be associated throughout the training game. In this case, the association unit 31B may associate the effect selected by the user or the effect selected by lottery with the inheritance object. Note that the selection receiving unit 31A may function as the association unit 31B, in which case the acceptance of the selection of the inheritance object, etc., and the association with the predetermined effect are performed simultaneously or consecutively. Furthermore, the association unit 31B may be provided separately from the selection receiving unit 31A.
[0121] Furthermore, the content of the effect associated with the inheritance object may differ depending on the timing of the inheritance event. For example, each attribute is associated with a different effect depending on the timing of the inheritance event. As an example, for an inheritance event that occurs during the training part, there is no effect associated with the attribute, and no effect is exerted. Specifically, for an inheritance event that occurs before the start of the training part, the parameter change effect specified by the inheritance element is associated with the rival frame. On the other hand, for an inheritance event that occurs during the training part, the parameter change effect specified by the inheritance element is not associated with the rival frame.
[0122] As another example, an inheritance event that occurs before the start of the training part may be linked to an attribute with an effect different from the effect exerted by an inheritance event that occurs during the training part. For example, an inheritance event that occurs during the training part may be linked to an attribute with either an effect that changes the inheritance probability of an inheritance element or an effect that changes a parameter specified by the inheritance element. On the other hand, an inheritance event that occurs before the start of the training part may be linked to an attribute with an effect different from the one effect (for example, a different type of parameter that is changed or a different degree of change).
[0123] Specifically, for inheritance events that occur before the start of the training part, the effect of changing the root level is linked to the respect slot. On the other hand, for inheritance events that occur during the training part, the effect of changing the inheritance probability of inheritance elements is linked to the respect slot. Also, for inheritance events that occur before the start of the training part, the effect of increasing the number of inheritable skill talents as an effect of changing the inheritance probability of inheritance elements is linked to the comrade slot. On the other hand, for inheritance events that occur during the training part, the effect of increasing the probability of inheriting skill talents as an effect of changing the inheritance probability of inheritance elements is linked to the comrade slot.
[0124] Furthermore, the effect associated with the attribute of the inheriting object may be different from the effect associated with the attribute of the predecessor inheriting object. For example, the effect associated with the attribute of the inheriting object is set stronger than the effect associated with the attribute of the predecessor inheriting object. As one example, the esteem frame associated with the inheriting object is associated with an effect that increases the route level of the task route by 1.5 times. And the esteem frame associated with the predecessor inheriting object is associated with an effect that increases the route level of the task route by 1.25 times. As another example, an effect may be associated with the attribute of the inheriting object, but no effect may be associated with the attribute of the predecessor inheriting object.
[0125] [Means of determination] The determination unit 31C exerts the effect associated by the association unit 31B. For example, the determination unit 31C searches for effect identification information of an effect associated with an inheriting object via an attribute. As an example, each effect is stored in a table in the server storage unit 32 so that it can be searched based on the attribute identification information. The determination unit 31C then references the table and exerts the searched effect via the attribute identification information of the attribute associated with the inheriting object identified by the object identification information. Alternatively, the determination unit 31C may exert an effect randomly determined from the effects searched for via the attribute identification information.
[0126] As a result, the inheritance result changes depending on the attributes linked to the inheritance object. For example, if the user changes the role assigned to the inheritance object from the respected slot to the comrade slot or rival slot, the exerted effect changes, and therefore the inheritance result changes. Note that the determination unit 31C may determine the inheritance element after exerting the effect, or may determine the inheritance element before exerting the effect. As one example, the determination unit 31C exerts the effect of increasing the inheritance probability, and then determines by lottery the talent of the skill to be inherited. As another example, the determination unit 31C exerts by lottery the talent of the task to be inherited, and then exerts the effect of increasing the root level.
[0127] Furthermore, the determination unit 31C determines the inheritance elements to be inherited by the development object from among the inheritance elements of the selected inheritance object. As an example, the determination unit 31C determines the inheritance elements by lottery from among the inheritance elements linked to the inheritance object. Alternatively, the determination unit 31C may search for and determine the inheritance elements that have been set in advance as elements to be inherited from among the inheritance elements of the inheritance object. Furthermore, the determination unit 31C associates the identification information of the inheritance elements with the object identification information of the development object and stores them in the server storage unit 32. The determination unit 31C also transmits this information to the game terminal 10.
[0128] Specifically, the determination unit 31C determines a predetermined number of each of parameter talents, task talents, and skill talents as inheritance elements by lottery. For example, when a parameter talent is determined, a predetermined amount of parameters corresponding to the parameter talent is imparted to the development object as an inheritance result. Furthermore, the higher the level of the determined parameter talent (for example, the greater the number of stars), the higher the probability that a larger amount of parameters will be imparted. The amount of the imparted parameters may be a fixed value or may be a value determined randomly. For example, when values are determined randomly, for high-level talents, the parameter value is drawn from a range including higher values. On the other hand, for low-level talents, the parameter value is drawn from a range including lower values.
[0129] Furthermore, when a task talent is determined, the route level of the task route corresponding to the task talent increases as a result of inheritance. The increase in the route level of the task route results in an increase in the number of tasks that can be executed in the training part, a change in the probability of the occurrence of the executable tasks, and the like. The higher the level of the determined task talent, the higher the route level of the task route. Furthermore, the number of task routes, the number of tasks, the number of special tasks, and the like may increase as a result of inheritance. Furthermore, when multiple talents for the same task are inherited, or when a talent for a task that is the same as the talent for a task linked to a training object is inherited, the route level of the task route corresponding to the talent for the task may increase as a result of inheritance.
[0130] Furthermore, once the skill talent is determined, the skill talent is imparted to the development object as an inheritance result. Furthermore, the higher the level of the skill talent that is a candidate for inheritance, the higher the probability that the skill talent will be imparted (i.e., the inheritance probability). Furthermore, the level of the skill talent to be inherited may be determined by lottery. In this case, the higher the level of the candidate for inheritance, the higher the probability that a high-level skill talent will be inherited. Furthermore, the higher the level of the determined skill talent, the fewer skill points will be consumed to inherit the skill in the development part. Furthermore, skills that can be acquired by an intermediary game element corresponding to the skill talent may include unique skills. Unique skills may be acquired by consuming skill points, or may be acquired by inheritance without consuming skill points.
[0131] The determination unit 31C also identifies some of the multiple predecessor inheriting objects linked to the inheriting object. Specifically, the determination unit 31C identifies, from the multiple predecessor inheriting objects, a predecessor inheriting object linked to the same attribute as the attribute of the selected inheriting object. The determination unit 31C then determines the inheritance elements to be inherited by the nurturing object from the inheritance elements of the inheriting object and the inheritance elements linked to the identified predecessor inheriting object. As a result, in addition to the inheritance elements of the inheriting object, the inheritance elements are also determined from the inheritance elements of the predecessor inheriting object linked to the same attribute as the attribute of the inheriting object. Therefore, even if the user selects the same inheriting object, the inheritance result can be changed depending on the attribute to be linked, thereby providing diversity in the nurturing.
[0132] For example, in the case of the inheritance object in the respected category in FIG. 5, multiple predecessor inheritance objects in the respected category, rival category, and comrade category are linked. In this case, the determination unit 31C identifies, from among the multiple predecessor inheritance objects, a predecessor inheritance object linked to the same respected category as the attribute of the selected inheritance object. Then, the determination unit 31C determines the inheritance elements to be inherited by the development object from among the inheritance elements of the inheritance object and the inheritance elements of the identified predecessor inheritance object. Furthermore, the determination unit 31C associates the identification information of the determined inheritance elements with the object identification information of the development object and stores them in the server storage unit 32. The determination unit 31C also similarly determines the inheritance elements for the inheritance objects in the rival category and comrade category and the predecessor inheritance object.
[0133] In this way, the inheritance elements of the predecessor inheritance object that are linked to the same attributes as the attributes of the selected inheritance object are the target of inheritance. In other words, the inheritance elements of the predecessor inheritance object that are linked to different attributes are excluded from the inheritance target. Alternatively, the determination unit 31C may identify a predecessor inheritance object that is linked to an attribute different from the attribute of the selected inheritance object, or the predecessor inheritance object may be specified by the user. For example, the inheritance elements of the inheritance object in the respected category and the inheritance elements of the predecessor inheritance object in the rival category linked to the inheritance object may be the target of inheritance. Furthermore, the inheritance elements of the inheritance object in the respected category and the inheritance elements of the predecessor inheritance objects in the rival category and comrade category linked to the inheritance object may be the target of inheritance.
[0134] In addition, apart from the effect exerted by the determination unit 31C, the inheritance result of the inheritance elements of the inheriting object and the inheritance result of the inheritance elements of the predecessor inheriting object may differ depending on the attributes. As an example, the inheritance probability of the inheritance elements of the inheriting object may be set higher than the inheritance probability of the inheritance elements of the predecessor inheriting object. This makes it easier for the determination unit 31C to determine the inheritance elements from the inheritance elements of the inheriting object selected by the user. This makes it easier for the user to obtain the inheritance result they desire.
[0135] Furthermore, the predecessor inheritance object does not have to be the target of inheritance. For example, if there are no raised objects immediately after the start of the game, some of the inheritance objects and predecessor inheritance objects may not be selected as targets of inheritance. However, even immediately after the start of the game, pre-prepared game objects can be selected as the inheritance objects and predecessor inheritance objects. Alternatively, immediately after the start of the game, raised objects raised by other users may be borrowed and selected as the inheritance objects and predecessor inheritance objects. Note that even when the raising game is ended and raised objects already exist, raised objects raised by other users may be borrowed and selected as the inheritance objects and predecessor inheritance objects.
[0136] The determination unit 31C may also exert an effect linked to the attribute of the identified predecessor inheriting object and determine an inheritance element to be inherited by the development object. For example, the determination unit 31C refers to a table to search for effect identification information stored in association with the attribute of the predecessor inheriting object. The determination unit 31C then exerts the searched effect. Furthermore, the determination unit 31C determines an inheritance element to be inherited by the development object from among the inheritance elements of the inheriting object and the inheritance elements linked to the identified predecessor inheriting object.
[0137] This allows the effect corresponding to the predecessor inheritance object that is linked to the same attribute as the attribute of the inheritance object to be exerted. Therefore, the exerted effect can be varied depending on the attribute linked to the inheritance object. In particular, by associating the effect linked to the attribute of the inheritance object with the effect corresponding to the predecessor inheritance object, the effect corresponding to the attribute to be linked can be emphasized. For example, if the effect linked to each attribute increases the root level of the task route, a higher root level can be imparted by executing an inheritance event. Note that the manner in which the effects are associated includes having both effects be the same, changing the inheritance probability of the inheritance element that is common to both effects, changing a parameter that is common to both effects, and so on.
[0138] In addition, the inheritance probability of a predetermined inheritance element of the inheritance object to which the predecessor inheritance object is linked may change depending on the attributes of the predecessor inheritance object. For example, a predecessor inheritance object in the respected slot may be linked to an effect that increases or decreases the inheritance probability of the talent of the task of the inheritance object in the respected slot. Furthermore, a predecessor inheritance object in the rival slot may be linked to an effect that increases or decreases the inheritance probability of the talent of the parameter of the inheritance object in the rival slot. Furthermore, a predecessor inheritance object in the comrade slot may be linked to an effect that increases or decreases the inheritance probability of the talent of the skill of the inheritance object in the comrade slot.
[0139] Furthermore, the determination unit 31C determines the inheritance elements to be inherited by the development object based on the effect associated with the selected inheritance object. This allows the determination of the inheritance elements to be more advantageous based on the exerted effect (for example, the effect of changing the inheritance probability, etc.). As an example, the determination unit 31C determines the inheritance elements based on the effect of increasing or decreasing the inheritance probability of the inheritance elements associated with the inheritance object. This allows the determination unit 31C to determine the inheritance elements with the inheritance probability increased or decreased.
[0140] Furthermore, the determination unit 31C may exert another effect from among the plurality of effects associated with the plurality of inheritance objects at a timing different from the timing at which at least one effect from among the plurality of effects is exerted, and may also determine an inheritance element to be inherited by the development object. For example, for an inheritance event that occurs before the start of the development part, a parameter increase effect is linked to the rival frame. Then, the determination unit 31C exerts the parameter increase effect in the inheritance event that occurs before the start of the development part, and determines an inheritance element to be inherited by the development object.
[0141] On the other hand, for inheritance events that occur during the training part, which is a timing different from before the start of the training part, the effect is not linked to the rival slot, but the effect of increasing the inheritance probability of skill talent is linked to the respected slot and comrade slot.The determination unit 31C then exerts an effect of increasing the inheritance probability of skill talent as an effect other than the parameter increase effect for inheritance events that occur during the training part.The determination unit 31C then determines the inheritance elements to be inherited by the training object.
[0142] Furthermore, the inheritance rules applied to the inheritance of inheritance elements may differ depending on the timing of the inheritance event. For example, the inheritance rules applied to an inheritance event occurring before the start of the training part are such that parameter talent and task talent are selected and inherited. The inheritance rules applied to an inheritance event occurring during the training part are such that parameter talent and skill talent are selected and inherited. In this case, the more executable tasks there are in the early stages of the training part, the more advantageously the training can proceed. Therefore, by setting the inheritance rules so that task talent is inherited before the start of the training part, the training can proceed more advantageously. For example, the determination unit 31C reads and applies the inheritance rules stored in the server storage unit 32 depending on the timing of the inheritance event.
[0143] Furthermore, the determination unit 31C may determine the inheritance elements to be inherited by the development object according to inheritance rules associated with the attributes of the inheritance object. As a result, even when inheritance objects identified by the same object identification information are selected, the inheritance rules applied by the determination unit 31C differ depending on the attributes associated with the inheritance object. For example, the inheritance rules associated with the comrade slot stipulate that a greater number of skill talents are drawn and inherited than in other slots. Furthermore, the inheritance rules associated with the respected slot stipulate that a greater number of task talents are drawn and inherited than in other slots. Alternatively, the determination unit 31C may determine the inheritance elements to be inherited by the development object according to inheritance rules associated with the effects associated with the inheritance object.
[0144] As another example, the inheritance rules associated with the rival slot specify that a larger number of talents with parameters are drawn and inherited than for other slots. For example, the determination unit 31C determines the inheritance elements according to the inheritance rules associated with the attributes, thereby emphasizing the inheritance results according to the attributes. Specifically, if an effect that increases the inheritance probability of talents for high-level skills is associated with an attribute, if an inheritance rule that inherits talents for a larger number of skills is associated with that attribute, more talents for high-level skills can be inherited. This allows the inheritance results to be emphasized.
[0145] Furthermore, the inheritance rule associated with an attribute may differ depending on the timing of the occurrence of the inheritance event. For example, different inheritance rules are associated with each attribute depending on the timing of the occurrence of the inheritance event. As an example, an inheritance rule associated with a given attribute for an inheritance event that occurs during the training part specifies that at least five inheritance elements are drawn and inherited. On the other hand, an inheritance rule associated with the attribute for an inheritance event that occurs before the start of the training part specifies that one inheritance element is always drawn and inherited.
[0146] As another example, an inheritance rule associated with an attribute for an inheritance event occurring during a training part may state that an inheritance element is selected and inherited, while an inheritance rule associated with the attribute for an inheritance event occurring before the start of the training part may state that the inheritance element is not inherited.
[0147] In addition, the inheritance rules associated with the attributes of the inheriting object may be different from the inheritance rules associated with the attributes of the predecessor inheriting object. For example, the inheritance rules associated with the attributes of the inheriting object may be set to have more advantageous effects than the effects associated with the attributes of the predecessor inheriting object. For example, the number of inherited elements inherited according to the inheritance rules associated with the attributes of the inheriting object may be greater than the number of inherited elements inherited according to the inheritance rules associated with the attributes of the predecessor inheriting object.
[0148] Furthermore, the determination unit 31C may determine inheritance elements to be inherited by the development object from among the inheritance elements linked to the attributes of the selected inheritance object. In other words, inheritance elements not linked to attributes among the inheritance elements of the inheritance object are excluded from the inheritance targets. As an example, the respected frame is linked to the parameter talents and task talents of the inheritance object and stored in the server storage unit 32. The determination unit 31C then reads the linked parameter talents and task talents and determines the inheritance elements from among them. Meanwhile, the skill talents of the inheritance object in the respected frame are excluded from the inheritance targets.
[0149] Similarly, the determination unit 31C determines the inheritance elements from the parameter talents of the inheritance object linked to the rival slot. Meanwhile, the skill talents and task talents of the inheritance object in the rival slot are excluded from the inheritance targets. Also, the determination unit 31C determines the inheritance elements from the parameter talents and skill talents of the inheritance object linked to the comrade slot. Meanwhile, the task talents of the inheritance object in the comrade slot are excluded from the inheritance targets. In this way, by making only the characteristic inheritance elements of each attribute the inheritance targets for each attribute, the characteristics of the attribute can be emphasized.
[0150] [Flow of determining inherited elements] An example of a flow for determining inheritance elements will be described with reference to Fig. 7. First, when starting the training part, the user selects a training object from among a plurality of game objects that are candidates for training and displayed on the terminal display unit 15 of the game terminal 10. Then, the selection receiving unit 31A of the server 30 receives the selection of the training object transmitted from the game terminal 10 (S101).
[0151] Furthermore, the user selects an inheriting object from a screen listing the developed objects that can be set in each box of the inheriting object setting area R52 (FIG. 6). Then, selection receiving unit 31A receives and accepts the selection of multiple inheriting objects for each of multiple types of roles from game terminal 10. Furthermore, association unit 31B associates the inheriting object with an effect via the role to be linked with the inheriting object (S102). Then, when the user selects to start the development game, game progression unit 11C of game terminal 10 generates an inheritance event.
[0152] When an inheritance event occurs, the determination unit 31C determines the inheritance elements to be inherited by the nurturing object from among the inheritance elements of the selected inheritance object and the inheritance elements of the predecessor inheritance object of the same role linked to the inheritance object. Specifically, if the inheritance object is in the esteemed category (YES in S103), the determination unit 31C identifies the predecessor inheritance object in the esteemed category (S104). Then, the determination unit 31C determines the inheritance element (for example, task talent) by lottery from the inheritance elements linked to the inheritance object in the esteemed category and the predecessor inheritance object (S105).
[0153] In parallel, the determination unit 31C searches for an effect linked to the respected slot and activates the effect. For example, the determination unit 31C activates an effect of increasing the route level of the task route corresponding to the determined talent of the task (S105). Furthermore, if the object is an inheritance object in the rival slot (YES in S106), the determination unit 31C identifies the predecessor inheritance object in the rival slot (S107). Then, the determination unit 31C searches for an effect linked to the rival slot and activates the effect. For example, the determination unit 31C activates an effect of increasing the inheritance probability of the skill talent (S108).
[0154] Furthermore, the determination unit 31C determines an inheritance element (for example, skill talent) by lottery from among the inheritance elements linked to the inheritance object in the rival slot and the predecessor inheritance object (S108). Also, if it is an inheritance object in the comrade slot (YES in S109), the determination unit 31C identifies the predecessor inheritance object in the comrade slot (S110). Then, the determination unit 31C determines an inheritance element (for example, parameter talent) by lottery from among the inheritance elements linked to the inheritance object in the comrade slot and the predecessor inheritance object (S111).
[0155] In parallel, the determination unit 31C searches for an effect linked to the comrade slot and activates the effect. For example, the determination unit 31C activates an effect that increases a parameter corresponding to the determined parameter's talent by a predetermined amount (S111). In this way, the determination unit 31C activates the effect linked to the attribute based on the attribute linked to the selected inheritance object. Thereafter, the determination unit 31C links the identification information of the determined inheritance element with the object identification information of the development object (S112), and stores the information in the server storage unit 32. The determination unit 31C also transmits this information to the game terminal 10.
[0156] The order of processing by the determination unit 31C is not limited to the example described above. For example, the order of processing for the inheritance objects linked to the respected slot, rival slot, and comrade slot may be reversed. Furthermore, the processing for the inheritance objects linked to the respected slot, rival slot, and comrade slot may be performed in parallel. In addition, steps S103 to S112 are also executed for inheritance events that occur during the training part.
[0157] According to the game system 100 described above, the inheritance result changes depending on the effect associated with the inheriting object. As a result, the breeding of the breeding object can be made more diverse, and the game playability can be expanded. For example, the exerted effect can be made different depending on the attribute linked to the inheriting object. As a result, by changing the attribute linked to the inheriting object, the inheritance result can be changed, and breeding can be made more diverse.
[0158] Although the present invention has been described above with reference to the embodiments, the present invention is not limited to the above embodiments. Inventions modified within the scope of the present invention and inventions equivalent to the present invention are also included in the present invention. Furthermore, the embodiments and each modified form, and the technical means included in the embodiments or each modified form, can be combined as appropriate within the scope of the present invention.
[0159] For example, each functional unit may be provided in either the server 30 or the game terminal 10. As an example, at least one of the selection receiving unit 31A, the association unit 31B, and the determination unit 31C may be provided in the game terminal 10. Furthermore, the game progression unit 11C may be provided in the server 30. In these cases, the server control unit 31 and the terminal control unit 11 may cooperate to function as a computer.
[0160] However, by providing each functional unit in server 30, security can be improved. On the other hand, by providing some of the functional units in game terminal 10, the load on server 30 can be reduced. Furthermore, the multiple functional units may be provided completely separately, or some of the functions may be separated and function as functional units. For example, the inheritance process may be performed in game terminal 10, and the result of the inheritance may be checked by server 30.
[0161] The timing of the start or end of the training part in the above-described training game can be set as appropriate. That is, in the above-described embodiment, the training part begins at the start of the first section, but the selection of the training object and the inheritance object may also be included in the training part. In this case, the first inheritance event executed after the training object and the inheritance object are determined is included in the training part. Also, in the above-described embodiment, the training part ends with the end of the last section, but the performance of linking the inheritance element executed after the end of the last section may also be included in the training part.
[0162] Various aspects derived from the above-described embodiment and each modified form will be described below. To facilitate understanding of each aspect, reference symbols shown in the accompanying drawings will be used. However, the reference symbols are not intended to limit the present invention to the illustrated forms.
[0163] (Appendix 1) A game system 100 that provides a game that simulates raising a raising object, a selection receiving means (31A) for receiving a selection of an inheriting object to which an inheritance element that can be inherited by the fostering object is linked; association means 31B for associating the selected inheritance object with a predetermined effect; A game system comprising a determination means 31C that exerts the effect associated by the association means and determines the inheritance elements to be inherited by the development object from among the inheritance elements of the selected inheritance object.
[0164] (Appendix 2) The game system according to claim 1, wherein the association means 31B associates the inheriting object with the effect via a predetermined attribute to be linked with the inheriting object.
[0165] (Appendix 3) The inheritance object is associated with a plurality of predecessor inheritance objects, each of which is associated with the attribute; The game system described in Appendix 2, wherein the determination means 31C identifies a predecessor inheritance object from among the multiple predecessor inheritance objects that is linked to the same attribute as the attribute of the selected inheritance object, and determines the inheritance elements to be inherited by the development object from among the inheritance elements of the inheritance object and the inheritance elements linked to the identified predecessor inheritance object.
[0166] (Appendix 4) The game system described in Appendix 3, wherein the determination means 31C exerts the effect linked to the attribute of the identified predecessor inheritance object and determines the inheritance elements to be inherited by the development object.
[0167] (Appendix 5) 5. The game system according to any one of appendices 1 to 4, wherein the selection receiving means 31A receives selection of a plurality of the inheritance objects to be associated with each of a plurality of types of the effects.
[0168] (Appendix 6) A game system described in any one of appendices 1 to 5, wherein the determination means 31C determines the inheritance elements to be inherited by the development object based on the effects associated with the selected inheritance object.
[0169] (Appendix 7) A game system described in any one of appendices 1 to 6, wherein the effect is at least one of an effect of changing the inheritance probability of the inheritance element and an effect of changing a parameter specified by the inheritance element.
[0170] (Appendix 8) A game system described in any one of Appendices 1 to 7, wherein the inheritance element specifies at least one of the skills used by the training object, the parameters given to the training object, and the tasks that the training object can perform.
[0171] (Appendix 9) A game program PG2 for a game system 100 including a computer 31 and providing a game that simulates raising an object, The computer a selection receiving means (31A) for receiving a selection of an inheriting object to which an inheritance element that can be inherited by the fostering object is linked; association means 31B for associating the selected inheritance object with a predetermined effect; A game program that exerts the effect associated by the association means and functions as a determination means 31C that determines the inheritance elements to be inherited by the development object from the inheritance elements of the selected inheritance object.
[0172] (Appendix 10) A control method for a game system 100 that includes a computer 31 and provides a game that simulates raising a raising object, comprising: The computer, Accepting a selection of an inheritance object to which an inheritance element that can be inherited by the fostering object is linked; Associating the selected inheritance object with a predetermined effect; A control method for exerting the associated effect and determining the inheritance elements to be inherited by the nurturing object from among the inheritance elements of the selected inheritance object.
[0173] According to the game system 100 described in Supplementary Note 1, the game program PG2 described in Supplementary Note 9, and the control method described in Supplementary Note 10, the inheritance result changes depending on the effect associated with the inheriting object. As a result, it is possible to add variety to the raising of the raising object and broaden the game's appeal. Furthermore, according to the game system 100 described in Supplementary Note 2, it is possible to vary the exerted effect depending on the attribute linked to the inheriting object. As a result, by changing the attribute linked to the inheriting object, it is possible to change the inheritance result and add variety to the raising.
[0174] Furthermore, according to the game system 100 described in Supplementary Note 3, in addition to the inheritance elements of the inheriting object, the inheritance elements are also determined from the inheritance elements of the predecessor inheriting object that is linked to the same attribute as the attribute of the inheriting object. Therefore, even if the user selects the same inheriting object, the inheritance result can be changed depending on the attribute to be linked, thereby adding variety to the development. Furthermore, according to the game system 100 described in Supplementary Note 4, it is possible to exert an effect corresponding to the predecessor inheriting object that is linked to the same attribute as the attribute of the inheriting object. Therefore, it is possible to vary the exerted effect depending on the attribute linked to the inheriting object.
[0175] Furthermore, according to the game system 100 described in Supplementary Note 5, by accepting the selection of multiple inheritance objects, the changes in the inheritance results become more diverse. This allows for more variety in the training. Furthermore, according to the game system 100 described in Supplementary Note 6, it is possible to determine the inheritance elements to be more advantageous based on the exerted effect (for example, the effect of changing the inheritance probability, etc.). Furthermore, according to the game system 100 described in Supplementary Note 7, it is possible to exert a variety of effects to advantageously progress in the training simulation game. Furthermore, according to the game system 100 described in Supplementary Note 8, it is possible to cause the training object to inherit a variety of inheritance elements to advantageously progress in the training simulation game. [Explanation of symbols]
[0176] 31: Server control unit (computer) 31A: Selection reception unit (selection reception means) 31B: Correspondence unit (correspondence means) 31C: Decision section (decision means) 100: Game System PG2: Server program (game program)
Claims
1. A game system that provides a game that simulates the raising of a raising object, a selection receiving means for receiving a selection of an inheritance object to which an inheritance element that can be inherited by the development object is linked; a correlation means for correlating the selected inheritance object with a predetermined effect; a determining means for determining the inheritance elements to be inherited by the fostering object from among the inheritance elements of the selected inheritance object, while exerting the effect associated by the associating means; A game system in which the effect is associated with the inheriting object via a predetermined attribute to be linked to the inheriting object.
2. A game program for a game system including a computer and providing a game that simulates the raising of a raising object, comprising: The computer a selection receiving means for receiving a selection of an inheritance object to which an inheritance element that can be inherited by the development object is linked; a correlation means for correlating the selected inheritance object with a predetermined effect; The effect associated by the association means is exerted, and the function is a determination means for determining the inheritance elements to be inherited by the nurturing object from the inheritance elements of the selected inheritance object, The effect is associated with the inheriting object via a predetermined attribute to be linked to the inheriting object.
3. A control method for a game system that includes a computer and provides a game that simulates the raising of a raising object, comprising: The computer, Accepting a selection of an inheritance object to which an inheritance element that can be inherited by the fostering object is linked; Associating the selected inheritance object with a predetermined effect; The effect associated with the selected inheritance object is exerted, and the inheritance element to be inherited by the fostering object is determined from the inheritance elements of the selected inheritance object. The control method includes associating the effect with the inheriting object via a predetermined attribute to be associated with the inheriting object.