Program, game control method, game device, and game system
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KONAMI DIGITAL ENTERTAINMENT CO LTD
- Filing Date
- 2025-10-02
- Publication Date
- 2026-06-05
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, a game control method, a game device, and a game system. [Background technology]
[0002] Conventionally, baseball games have been provided in which player characters are collected by using item charges or the like, and a team is formed using the collected player characters to play a match against an opposing team (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-80820 Summary of the Invention [Problem to be solved by the invention]
[0004] In a baseball game in which a player plays a match, if the user is allowed to use the player characters he owns at any time, there is a possibility that, for example, the same pitcher character will be used in consecutive matches (made to pitch consecutively). However, in real professional baseball, etc., pitchers are more tired after each match than fielders, so pitchers are rarely made to pitch consecutively and are usually rested for several matches. If the same pitcher character were allowed to pitch consecutively in a baseball game, this could impair realism and reduce the game's appeal.
[0005] The present invention has been made in consideration of the above-mentioned problems, and has as its object to improve the entertainment value of games. [Means for solving the problem]
[0006] The program of the present invention is a program for controlling a game that progresses using characters, and causes a computer to function as a memory means for storing parameters that are associated with characters and that have an effect on the game depending on the values of the characters used in the game, and a change means for changing the values of the parameters of the characters used in the game from among the parameters stored in the memory means, and the game can be executed in multiple modes, and the parameters are managed for each of the modes. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 10 is a diagram showing an example of a player information image of a baseball game. [Figure 2] FIG. 10 is a diagram showing an example of a team setting image for a baseball game. [Figure 3] FIG. 10 is a diagram showing an example of a team setting image for a baseball game. [Figure 4] 1 is a diagram illustrating an example of the configuration of a game system according to an embodiment. [Figure 5] 1 is a block diagram illustrating an example of a functional configuration of a game device according to an embodiment. [Figure 6] FIG. 10 is a diagram showing an example of player character data. [Figure 7] FIG. 10 is a diagram illustrating an example of order data. [Figure 8] 10 is a flowchart showing an example of a processing procedure by the game device according to the embodiment. [Figure 9] 10 is a flowchart showing an example of a processing procedure by the game device according to the embodiment. [Figure 10] FIG. 10 is a diagram for explaining an ID given to a player character. [Figure 11] FIG. 10 is a diagram for explaining the relationship between real-time battle modes, orders, and fatigue levels. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. [1. Game Description] Below, an outline of a game to which the present invention is suitable will be described. In this embodiment, a baseball game is described in which player characters are collected using item charges, etc., and a team (hereinafter also referred to as a user team) is formed using the collected player characters to play matches against opposing teams.
[0009] (Player character) In the baseball game of this embodiment, player characters that imitate real baseball players are provided, and the names and images of the real baseball players are set. Note that, although the player characters imitate real baseball players in this embodiment, fictional characters may also be used as player characters.
[0010] 1 is a diagram showing an example of a player information image showing information about a player character. The player information image is displayed on the display unit 106 of the game device 10, which will be described later. In FIG. 1, a player information image G100 of a pitcher character is shown. Part P101 shows an image of a player character, and an image of a real baseball player is displayed. Part P102 indicates the player name and series. In the example of FIG. 1, the player name is "x", but the name of an actual baseball player is displayed. Also, in the example of FIG. 1, the series of the player character is "2017 Series 1." Player characters with the same player name may be provided for each series, for example, "2017 Series 1 Player Name x," "2017 Series 2 Player Name x," etc. Therefore, there may be player characters with the same player name but from different series within the same team. With each update of the series, changes to the abilities, etc. are made based on the baseball player's performance.
[0011] Part P103 indicates the rarity of the player character. Rarity represents the rank of the player character, and the higher the rarity, the higher the upper limit of the level, abilities, and spirits. Rarity is ranked from highest to lowest as "S, A, B, C, D." Player characters with the same player name may have different rarities, and there may be player characters with the same player name but different rarities on the same team. Part P104 indicates the spirits of the player characters. Spirits are a numerical value given to each player character, and are parameters that increase as the player character is strengthened. When a match or event confronts, a "spirits showdown" is held based on the spirits of the two player characters, and the results of this will cause changes in abilities, etc.
[0012] The part P105 indicates the defensive information, cost information, training level information, level and experience value information of the player character. The defensive information indicates the player character's appropriate position (defensive position) and the level of the player character's defensive ability. Defensive ability is rated "S, A, B, C, D, E, F, G" in descending order of defensive ability. In the example of Figure 1, "First S" indicates that the player character's appropriate position is "pitcher (starting pitcher)" and that the player character's defensive ability is "S." The cost information indicates the cost of the player characters. A team must be formed so that the total cost of the player characters does not exceed an upper limit (team cost). The training level information indicates the training level of the player character. The training level of the player character increases as the player undergoes training. As the training level increases, the player character's abilities and spirits also increase. Note that "Lv0 / 10" indicates that the upper limit of the player character's training level is "10" and the current training level is "0." Level and experience point information indicates the level and experience points of a player character. Player characters who participate in a match are awarded experience points. When the experience points reach a certain value, the player character's level increases. When the player character's level increases, the player character's abilities and spirits also increase. Note that "Lv50 / 60" indicates that the player character's maximum level is "60" and the current level is "50".
[0013] Part P106 shows the pitching power parameter, control parameter, and stamina parameter, which represent the pitcher's abilities. As the stamina parameter decreases, the control, power, and amount of change in breaking balls decrease. A number and an alphabet are displayed for each parameter. The number indicates the value of the parameter, and the alphabet indicates the level of ability. Each parameter is ranked from highest to lowest as "S, A, B, C, D, E, F, G." The part P107 indicates the fatigue level of the player character, which will be described later. The player information image G100 includes multiple pages, and the pages can be switched by operating the operation part P108.
[0014] Although FIG. 1 shows a pitcher character, in the case of a fielder character, the defensive information in part P105 displays the defensive position (catcher, first base, second base, etc.). Also, in part P106, parameters representing the abilities of the fielder (for example, trajectory parameters, hitting parameters, power parameters, running ability parameters, etc.) are displayed.
[0015] Here, with reference to Figure 10, the IDs assigned to player characters will be explained. IDs assigned to player characters include an "original ID," a "profile number ID," and a "player ID." An original ID is an ID assigned to each player name. A profile number ID is an ID assigned according to rarity. A player ID is an ID assigned to each player character owned by a user. As described above, there may be player characters with the same player name but different series or rarities within the same team. There may also be player characters with the same player name and the same series or rarity within the same team. In this case, as shown in Figure 10, there will be multiple player characters assigned the same original ID, but the player IDs of these multiple player characters will be different from each other.
[0016] (Match format) There are two types of match formats for playing against an opposing team: computer match and real-time match. In computer matches, the match between the user's team and the opposing team (a computer team or the user team of another user on the network) progresses automatically. In computer matches, the progress of the match is automatically determined by the computer based on parameters related to the user's team and the opposing team, and the user watches the match progress as it progresses automatically. Note that even in computer matches, the user can still perform some operations (pitching and batting operations on the user's team's side). In a real-time match, a game between a user team and an opposing team (a user team of another user on the network) progresses via a communication match in accordance with operations on each game device 10. If one user is on defense and the other user is on offense, a player character pitches or plays defense in response to the operation of one user (pitching operation or fielding operation), and a player character bats or runs the bases in response to the operation of the other user (batting operation or base-running operation). In this way, the game situation is updated based on the user's operations on the player characters. Real-time matches are a match format that is also used in esports (e-sports).
[0017] (Real-time battle mode) Real-time battles are available in ranked battle mode, room battle mode, and tournament mode. Ranked Battle Mode is a mode in which you play in real time against other players of the same rank, selected through a matching process. In Ranked Battle Mode, your rank increases based on the points you earn from winning or losing matches. In this way, Ranked Battle Mode is a mode in which you can compete against players from all over the country.
[0018] Room Battle mode is a mode in which you play in real time against other players who are participants in a group called a room. In Room Battle mode, points are not awarded for winning or losing a match. When you create a room, a room ID is issued, and multiple players can share the room ID and play matches against other room members. When creating a room, you can set the match rules (for example, the number of innings in the match) as you like. In this way, Room Battle mode is a mode in which you can play against a limited number of players, such as friends.
[0019] Tournament mode is a mode in which players can participate in a tournament that is held for a limited time, and play against other players in real time. Players are assigned a parameter called a "rating," and with each match, their current rating changes depending on their wins and losses and the difference in rating with their opponent. The highest rating recorded during the tournament period, known as the "best rating," is recorded as a ranking record.
[0020] (User team formation) To have the player characters owned by the user participate in a game, they must be registered in the order, which can be edited on the order screen. An order may consist of, for example, five starting pitchers, four relief pitchers (including two setup pitchers), one closer, nine fielders including a designated hitter, and five bench slots (pitchers and fielders), for a total of 24 player characters.
[0021] 2 and 3 are diagrams showing examples of team setting images for organizing a user team. The team setting images constitute an order screen displayed on the display unit 106 of the game device 10, which will be described later. As shown in FIGS. 2 and 3, the team setting images G200 and G300 are images for selecting player characters to be registered as fielder members or pitcher members of the team from among the player characters owned by the user. Parts P201 to P203 are parts for selecting either a pitcher, a fielder, or a reserve player.
[0022] 2 shows a team setting image G200 for registering fielders when part P201 is selected. In the team setting image G200, player characters registered as fielders of the team are displayed in an area A204. That is, a plurality of parts P205 corresponding to the plurality of player characters registered as fielders of the team are displayed in the area A204. In the example of Fig. 2, the name of the player character is displayed within each part P205. Although not shown in Fig. 2, an image, rarity, etc. of the player character may be displayed within each part P205.
[0023] Area A204 includes area A2041 for starting members and area A2042 for bench members. Area A2041 displays parts P205 representing player characters registered as starting members. That is, one part P205 (one player character) is associated with each position. Meanwhile, area A2042 displays parts P205 representing player characters registered as bench members. For example, by dragging and dropping a part P205 onto another part P205, it is possible to change the positions of player characters, or to switch player characters between starting members and bench members. In addition, by selecting one of the parts P205, the user can also switch the player character corresponding to that part P205 with a reserve player character (a player character owned by the user that is not registered as a member of the team).
[0024] Furthermore, part P206 indicates team spirits. Team spirits are calculated by executing a predetermined calculation process based on the spirits of each player character registered as a team member. For example, team spirits are the sum of the spirits of each player character registered as a team member. A "spirits showdown" with the team spirits of the opposing team occurs, and the superiority or inferiority of the two teams in the match is determined based on the results. Part P207 indicates the team cost. The team cost indicates the total cost of the player characters registered as team members. "221 / 250" indicates that the team cost is "221" and the upper limit cost is "250." The user must set the team members so that the team cost does not exceed the upper limit cost.
[0025] The part P208 is a part for setting the batting order, etc. When the part P208 is selected, an image for setting the batting order is displayed. Part P209 is a part for saving team data. When part P209 is selected, the team data set by the user is saved.
[0026] 3 shows a team setting image G300 for registering a pitcher member when part P202 is selected. Elements similar to those in the team setting image G200 are given the same reference numerals, and their description will be omitted. In the team setting image G300, the player characters registered as pitchers of the team are displayed in area A204. In this case, a plurality of parts P205 corresponding to the player characters registered as starting pitchers, relay pitchers, and closers are displayed in area A204. Although not shown in the figure, when part P203 is selected, a reserve player character is displayed in area A204.
[0027] In this way, the user creates an order using the player characters that the user owns, organizes a user team made up of multiple player characters, and plays a match against an opposing team. In the baseball game of this embodiment, as shown in Figure 11(a), the orders are managed in common between the ranked battle mode and the room battle mode. On the other hand, in the tournament mode, the orders are managed separately from the orders in the ranked battle mode and the room battle mode. In other words, the orders for the tournament mode can be created independently from the orders in the ranked battle mode and the room battle mode. In this way, the orders are common between the ranked battle mode and the room battle mode, and the team setting image is also common. Figures 2 and 3 show the team setting image for creating orders for the ranked battle mode and the room battle mode.
[0028] (fatigue level) In the baseball game of this embodiment, a parameter called a "fatigue level" is associated with the pitcher character in a real-time match, introducing the concept that the pitcher character becomes fatigued when he takes the mound. The fatigue level is level 0 when there is no fatigue, and increases by 1 as fatigue increases, with the highest level being level 4.
[0029] By having a pitcher character pitch as a starter, the fatigue level of this pitcher character increases by four levels.
[0030] Furthermore, by having a pitcher character pitch in as a relief pitcher, the fatigue level of this relief pitcher character increases according to a predetermined rule. For example, the degree to which the fatigue level increases varies depending on the ratio of the relief pitcher character's remaining stamina at the end of the game to their maximum stamina (called the stamina remaining rate). For example, if the stamina remaining rate is 80% or higher, the relief pitcher character increases by one level; if the stamina remaining rate is 50% or higher but less than 80%, the relief pitcher character increases by two levels; if the stamina remaining rate is 20% or higher but less than 50%, the relief pitcher character increases by three levels; and if the stamina remaining rate is less than 20%, the relief pitcher character increases by four levels.
[0031] Furthermore, by resting a pitcher character for one game, the fatigue level of the rested pitcher character is reduced by one level. In other words, by playing a game in which the pitcher character is not pitched and another pitcher character is pitched instead, the fatigue level of the rested pitcher character is reduced by one level. The fatigue level of a pitcher character who is a reserve player is also reduced by a similar level.
[0032] Depending on the level value of the fatigue level, an effect of suppressing a predetermined ability of the pitcher character is given. The higher the fatigue level, the lower the spirits will be set. For example, for a pitcher character, if the fatigue level is level 0, the spirits will not decrease, but will decrease by 10% at level 1, 20% at level 2, 30% at level 3, and 40% at level 4. Also, the higher the fatigue level, the lower the stamina will be set at the start of the game. For example, if the fatigue level is level 0, the stamina will not decrease compared to the stamina set at the start of the game for a pitcher character, but will decrease by -30% at level 1, -60% at level 2, -90% at level 3, and -100% at level 4.
[0033] In this way, a fatigue level is associated with a pitcher character, and the fatigue level value of a pitcher character who has pitched in a game is changed. The fatigue level value has the effect of suppressing certain abilities of the pitcher character (spirits and stamina at the start of the game). This makes it possible to prevent situations where the same pitcher character is pitched repeatedly, improving the entertainment value of the game. Note that the fatigue level does not prohibit a pitcher character from pitching consecutively, and it is possible for the pitcher character to pitch even if his spirits and stamina at the start of the game are low.
[0034] Furthermore, by resting a pitcher character, the fatigue of the rested pitcher character will recover (the fatigue level will decrease). This increases the fun of considering the rotation (the order of starting pitchers to be used) just like in real professional baseball, such as resting a pitcher character for several games after pitching, and further improves the enjoyment of the game.
[0035] Here, fatigue levels are managed for each original ID. This is to prevent consecutive or frequent appearances by player characters with the same player name. For example, if the fatigue level of the player character "2017 Series 1 Player Name x" is assigned level 2, then the player character will be assigned level 2 for "2017 Series 2 The fatigue level of the player character "Player name x" will also be set to level 2.
[0036] 11(a), the fatigue level is managed for each real-time battle mode, i.e., the fatigue level is managed for each of the ranked battle mode, room battle mode, and tournament mode. If fatigue levels were managed only for each original ID, for example, when playing a match in Room Battle mode and then trying to play a match in Ranked Battle mode, the fatigue level from Room Battle mode would be applied. This would have the effect of suppressing a pitcher's specific abilities due to the fatigue level from Room Battle mode, even if the pitcher did not pitch in Ranked Battle mode. Furthermore, if a player wants to have a pitcher character pitch consecutively in Ranked Battle mode, where points can be earned, they could pitch in Ranked Battle mode and then play matches in Room Battle mode without having the pitcher character pitch, thereby lowering the pitcher character's fatigue level and allowing the pitcher character to pitch consecutively in Ranked Battle mode without fatigue. To avoid this situation, fatigue levels are managed for each mode in addition to each original ID, so that fatigue levels in one mode do not affect other modes.
[0037] In the room battle mode, when a room is created, it may be possible to select for each room whether or not to introduce a fatigue level, that is, whether or not to associate a fatigue level with the pitcher character. Furthermore, as a rule of the room battle mode, a user can only belong to one room at a time. In this case, if the fatigue level of the pitcher character is carried over when the user changes rooms, the pitcher character will start in a fatigued state in the new room, which would make it impossible to maintain fairness with other players. Therefore, when a user changes rooms, the fatigue levels of the pitcher characters owned by that user (pitcher characters available to that user) that are managed in the room battle mode are reset, so that the fatigue level in one room does not affect other rooms. However, the fatigue level managed in the room battle mode will not be reset simply because the user has left the room. When re-entering the same room, the user can continue playing the game with their fatigue level maintained.
[0038] 1, a part P107 indicating the fatigue level may be displayed in the player information image G100. Also, the spirits shown in the part P104 may be displayed as a numerical value that decreases according to the fatigue level.
[0039] 3, in the team setting image G300 for registering pitcher members, an icon 211 indicating the fatigue level may be displayed on part P205 of a pitcher character that is not fatigue-free (a pitcher character whose fatigue level is level 1 or higher). In this case, as shown in FIG. 3, in the team setting image G300 for the ranked battle mode and the room battle mode, it is preferable to be able to switch between displaying the fatigue level managed in the ranked battle mode and displaying the fatigue level managed in the room battle mode by operating the operation part P210.
[0040] [2. Game System Configuration] Next, an outline of a game system for realizing the game described above will be described. 4 is a diagram showing an example of the configuration of a game system 1 according to this embodiment. In the game system 1 according to this embodiment, a server device 30 and a plurality of game devices 10 are connected wirelessly via a network 20. Note that the server device 30 and the plurality of game devices 10 may also be connected by wire.
[0041] The game device 10 is a device for operating the baseball game described above, and may be, for example, a portable communication device such as a smartphone, a dedicated portable game device, a tablet, or a stationary game device. The game device 10 has a CPU 101, a ROM 102, a RAM 103, a communication unit 104, an operation unit 105, a display unit 106, and a storage device 107. Note that while FIG. 1 shows the hardware configuration of one game device 10, the other game devices 10 have similar hardware configurations and are therefore not shown.
[0042] The CPU 101 reads out a control program stored in the ROM 102 into the RAM 103 and executes various processes. The ROM 102 stores a control program (such as an OS) required to operate the game device 10. A flash memory (NVRAM) may be used instead of the ROM 102. The RAM 103 is used as a temporary storage area such as the main memory and work area of the CPU 101. The communication unit 104 performs communication processing with the server device 30 and other external devices via the network 20. The operation unit 105 accepts various operations by the user. Note that, if the display unit 106 is a liquid crystal display panel equipped with a touch panel, the touch panel serves as the operation unit 105. The display unit 106 displays various information such as the game screen described above. The storage device 107 mainly stores game programs related to the game and various data related to the game.
[0043] The functions and processing of game device 10 are realized by CPU 101 reading a program stored in ROM 102 or storage device 107 and executing this program. As another example, CPU 101 may read a program stored in a removable storage medium such as an SD card, rather than reading a program stored in ROM 102 or the like. Furthermore, the means for supplying the program to the computer may be a computer-readable storage medium such as a CD-ROM storing the program, or a transmission medium such as the Internet for transmitting the program. Hereinafter, game device 10 will be described as a smartphone having a liquid crystal display panel equipped with a touch panel.
[0044] The server device 30 includes a CPU 301 , a ROM 302 , a RAM 303 , a communication unit 304 , and a storage device 305 .
[0045] CPU 301 reads out control programs stored in ROM 302 and executes various processes. RAM 303 is used as a temporary storage area such as the main memory and work area of CPU 301. Communication unit 304 performs communication processing with game device 10 and other external devices via network 20. Storage device 305 stores programs related to the game, identification information such as the ID of the user operating game device 10, and various other information for each user required for the game. Note that some of this information may be stored in a database (not shown) or the like.
[0046] FIG. 5 is a block diagram showing an example of a functional configuration for storing, changing, and managing fatigue levels in the game device 10. As shown in FIG. The storage device 107 of the game device 10 stores a game program for executing the game, and further includes a data storage unit 1071 that stores various data necessary for game processing. The data storage unit 1071 stores player character data DT1, order data DT2, etc.
[0047] 6 is a diagram showing an example of the player character data DT1. The player character data DT1 is data indicating a list of player characters owned by a user, and exists for each user. The player character data DT includes fields for "serial number," "original ID," "player ID," "name," "series," "rarity," "cost," "position," "experience points," "level," and "spirits." For pitcher characters, it also includes a "fatigue level" field. Although not shown in FIG. 6, it may also include upper limit level, training level, ability parameters, etc.
[0048] The "serial number" field indicates a serial number for uniquely identifying a player character owned by the user. If a user owns multiple player characters with the same player name, the original IDs of these player characters will be the same, but the serial numbers will be different. "Original ID" indicates the original ID of the player character owned by the user. "Player ID" indicates the player ID of a player character owned by the user. The "Name", "Rarity", "Cost", "Position", "Level", and "Spirits" fields indicate the player character's player name, rarity, cost, appropriate position, level, and spirits, respectively. The "series" field indicates which series the player character belongs to. The "experience value" field indicates the cumulative total of experience values given to the player character. The "Fatigue Level" field shows the fatigue level in Ranked Battle Mode, Room Battle Mode, and Tournament Mode. The player character's experience points, level, spirits, etc. are changed by having the player character participate in a match or undergo special training. In addition, the player character's fatigue level is changed by having the player character participate in a match or resting.
[0049] In this way, the storage device 107 stores, in the player character data DT1, a fatigue level, which is a parameter associated with a pitcher character and exerts an influence on the pitcher character who takes the mound in a game according to its value. Specifically, the fatigue level has an effect of suppressing a predetermined ability of the pitcher character according to the level value of the fatigue level. The fatigue level is stored and managed for each real-time battle mode. That is, fatigue levels are managed separately for the ranked battle mode, room battle mode, and tournament mode. For example, when a match is played in ranked battle mode, the fatigue level of the pitcher character who takes the mound in this match has an effect of suppressing a predetermined ability of the pitcher character according to the level value of the fatigue level managed in ranked battle mode. The same applies to room battle mode and tournament mode. In this embodiment, the storage device 107 corresponds to the storage means of the present invention.
[0050] In the server device 30, provided player character data indicating a group of player characters currently provided by the game system 1 and a group of player characters provided in the past is stored in the storage device 305. The provided player character data manages fixed information such as "original ID," "name," "rarity," "cost," and "position," as well as initial values such as "experience points," "level," and "spirits." In Figure 6, the player character data DT1 is shown to include fixed information such as "original ID," "name," "rarity," "cost," and "position," but this information may refer to the provided player character data, and the player character data DT1 may include only changeable information such as "experience points," "level," "spirits," and "fatigue level."
[0051] FIG. 7 is a diagram showing an example of order data DT2. Order data DT2 is data indicating an order created by a user, and exists for each user. Furthermore, even for the same user, there may be multiple order data DT2, such as orders for ranked battle mode and room battle mode, and orders for tournament mode. FIG. 7 shows order data for ranked battle mode and room battle mode. The order data DT2 includes member data 701 and team spirits data 702. The member data 701 indicates the serial numbers of the player characters registered in the order (five starting pitchers, four relief pitchers, one closer, nine fielders including a designated hitter, and five bench players). The member data 701 also indicates the batting order set by the user. Team spirits data 702 indicates the numerical value of team spirits.
[0052] The game device 10 also includes a game control unit 120, and the functions of the game control unit 120 are realized by the CPU 101 executing a game program stored in the storage device 107. The game control unit 120 performs control necessary for the user to play the game on the game device 10. The game control unit 120 includes a fatigue level changing unit 1201 and a reset unit 1202.
[0053] The fatigue level change unit 1201 changes the fatigue level value of a pitcher character who has pitched in a match, among the fatigue levels stored in the player character data DT1 in the storage device 107. As described above, by having a pitcher character pitch as a starter, the fatigue level of this pitcher character is increased by four levels. Also, by having a pitcher character pitch as a relief pitcher, the fatigue level of this relief pitcher character is increased according to the remaining stamina. For example, when a match is played in ranked match mode, the fatigue level value managed in ranked match mode among the fatigue levels of pitcher characters who have participated in this match is changed. The same applies to room match mode and tournament mode. The fatigue level change unit 1201 also changes the fatigue level value of a pitcher character who did not pitch in a match. As described above, by resting a pitcher character for one match, the fatigue level of the rested pitcher character is reduced by one level. For example, when a match is played in ranked match mode, the fatigue level value managed in ranked match mode of the pitcher character who did not pitch in the match is changed. The same applies to room match mode and tournament mode. In this embodiment, the fatigue level changing unit 1201 corresponds to the changing means of the present invention.
[0054] When a user moves to a different room, the reset unit 1202 resets the fatigue levels managed in the room battle mode among the fatigue levels of pitcher characters owned by the user (pitcher characters available to the user). In this embodiment, the reset unit 1202 corresponds to the reset means of the present invention.
[0055] [3. Processing in the game system] The processing in the game system according to this embodiment will be described below. In a real-time match, a match between a user team and an opponent team (a user team of another user on the network) progresses via a communication match in accordance with operations on each game device 10. Operations of the user and the other users are exchanged between the game devices 10 via the server device 30, thereby realizing the communication match and updating the match status. Note that known screen displays and operations may be used in a real-time match, and therefore a description thereof will be omitted.
[0056] For example, when a match is played in ranked match mode, the fatigue level of a pitcher character taking the mound in the match is affected to suppress a predetermined ability of the pitcher character according to the fatigue level value managed in ranked match mode. Also, when a match is played in room match mode, the fatigue level of a pitcher character taking the mound in the match is affected to suppress a predetermined ability of the pitcher character according to the fatigue level value managed in room match mode. Also, when a match is played in tournament mode, the fatigue level of a pitcher character taking the mound in the match is affected to suppress a predetermined ability of the pitcher character according to the fatigue level value managed in tournament mode.
[0057] Next, the process executed when a real-time match ends will be described. 8 is a flowchart showing an example of a processing procedure by the game device 10 according to this embodiment. The processing described below is realized by the CPU 101 reading a game program stored in the storage device 107 into the RAM 103 and executing this game program. The flowchart in Fig. 8 is executed when a real-time battle ends. That is, the flowchart in Fig. 8 is executed when a match in the ranked battle mode ends, when a match in the room battle mode ends, and when a match in the tournament mode ends.
[0058] In S101, the fatigue level change unit 1201 increases the fatigue level of the starting pitcher character of the finished game by four levels. The fatigue level change unit 1201 changes the level value in the "fatigue level" field of the starting pitcher character in the player character data DT1 according to the mode of the completed game. That is, if a match in ranked match mode has ended, the fatigue level value managed in ranked match mode is changed. Also, if a match in room match mode has ended, the fatigue level value managed in room match mode is changed. Also, if a match in tournament match mode has ended, the fatigue level value managed in tournament match mode is changed. Note that the maximum value of the fatigue level is level 4, so if the fatigue level is already level 1 or higher, it will be set to level 4. In addition, the fatigue level change unit 1201 changes the level value of the "fatigue level" field of the pitcher character who is given the same original ID as the starting pitcher character in the player character data DT1 so that it is the same as the level value of the "fatigue level" field of the starting pitcher character.
[0059] In S102, the fatigue level change unit 1201 determines whether a relief pitcher took the mound in the finished game. If a relief pitcher took the mound, the process proceeds to S103, and if a relief pitcher did not take the mound, the process proceeds to S104. In S103, the fatigue level change unit 1201 increases the fatigue level of the relief pitcher character in accordance with the remaining stamina rate. In addition, in the player character data DT1, the level value of the "fatigue level" field of the relief pitcher character is changed depending on the mode of the finished game, and the "fatigue level" field of the pitcher character given the same original ID is changed to have the same level value, just like in the case of the starting pitcher.
[0060] In S104, the fatigue level change unit 1201 reduces by one level the fatigue level of a pitcher character who did not pitch in the finished game. In addition, in the player character data DT1, the level value of the "fatigue level" field of an unpitched pitcher character is changed depending on the mode of the completed game, and the "fatigue level" field of pitcher characters given the same original ID is changed to have the same level value, just like in the case of starting pitchers and relief pitchers.
[0061] Next, the process executed when a user moves to a room will be described. 9 is a flowchart showing an example of a processing procedure by the game device 10 according to this embodiment. The processing described below is realized by the CPU 101 reading a game program stored in the storage device 107 into the RAM 103 and executing this game program. The flowchart in FIG. 9 is executed when a user moves to a room. In S201, the reset unit 1202 resets the fatigue levels managed in the room battle mode among the fatigue levels of pitcher characters owned by the user (pitcher characters available to the user). That is, the reset unit 1202 changes the fatigue levels in the room battle mode in the "fatigue level" fields of all pitcher characters in the player character data DT1 to level 0.
[0062] In this embodiment, the fatigue level managed in the room battle mode is reset when the user moves to a room, but this is not limited to this. For example, the fatigue level may be further managed for each room in the room battle mode. This allows the user to maintain the previous fatigue level when they move from one room to another and return to the same room. Note that a room disappears when a certain condition is met (for example, everyone has left the room), so when a room disappears, management of the fatigue level in that room can be stopped.
[0063] As described above, a fatigue level is associated with a pitcher character, and the fatigue level value of a pitcher character who has pitched in a game is changed. The fatigue level value has an effect of suppressing the pitcher character's specified abilities (spirits and stamina at the start of the game). This makes it possible to prevent situations where the same pitcher character is pitched repeatedly, improving the entertainment value of the game. Note that the fatigue level does not prohibit a pitcher character from pitching consecutively, and it is possible for a pitcher character to pitch even if his spirits and stamina at the start of the game are low. Furthermore, fatigue levels are managed for each real-time battle mode (ranked battle mode, room battle mode, tournament mode), so fatigue levels in one mode do not affect other modes. In addition, by resting a pitcher character, the fatigue of the rested pitcher character will be recovered (the fatigue level will decrease). This increases the fun of considering the rotation (the order of starting pitchers to be used) just like in real professional baseball, such as resting a pitcher character for a few games after pitching, and further improves the game's appeal.
[0064] [4. Modifications] Although the embodiments of the present invention have been described in detail with reference to the drawings, the specific configuration is not limited to the above-described embodiments and can be modified as appropriate within the scope of the present invention.
[0065] In the above embodiment, an example has been described in which a fatigue level is associated with a pitcher character, but a fatigue level may also be associated with a fielder character. If there is a player who can play both pitcher and fielder, the fatigue levels can be managed by dividing the player into a "pitcher version" and a "fielder version."
[0066] In addition, although an example has been described in which the fatigue level of a starting pitcher is uniformly increased by four levels, the degree of increase in fatigue level may be varied depending on the number of pitches, etc. The fatigue level may be increased not only at the end of the game but also during the game.
[0067] In addition, an example has been explained in which a state of no fatigue is level 0, and the level increases by 1 as fatigue increases, with the highest level being level 4, but the range of level values for fatigue levels is not limited, and they may be expressed in finer multiple levels.
[0068] In addition, although the example has been described in which the method of changing fatigue levels is the same in each real-time battle mode (ranked battle mode, room battle mode, tournament mode), the method of changing fatigue levels may be different for each mode. For example, in room battle mode or tournament mode, where the battle is short-term, the amount of increase in the fatigue level of the starting pitcher may be smaller than the amount of increase in the level in ranked battle mode, making it easier for the pitcher to pitch consecutively.
[0069] Although the fatigue level is introduced in the real-time ranked battle mode, room battle mode, and tournament mode in the above example, the present invention is not limited to this. For example, the fatigue level may not be introduced in the room battle mode. In this case, as shown in Figure 11(b), fatigue levels are managed separately for the ranked battle mode and the tournament mode. 11(b), the orders for the ranked battle mode and the room battle mode are managed as separate orders from the orders for the tournament mode. Therefore, if fatigue levels are not introduced in the room battle mode, fatigue levels may be managed for each order. This is one way of managing fatigue levels for each mode.
[0070] Furthermore, although an example of introducing a fatigue level into a real-time battle has been described, a fatigue level may also be introduced into a computer battle. As long as a game using characters can be played in multiple modes, the battle method is not limited when applying the present invention.
[0071] 8 and 9 are described as being performed by the game device 10, all or part of the processing may be performed by the server device 30. Also, while the player character data DT1 and order data DT2 are described as being stored in the storage device 107 of the game device 10, they may be stored in the storage device 305 of the server device 30.
[0072] Furthermore, although the above-described embodiment has been described with reference to a baseball game, the present invention is not limited to this example and can be applied to any game that progresses using characters, such as sports games other than baseball (such as soccer games), fighting games, combat games, racing games, and the like.
[0073] [5. Notes] The following games are envisioned as games to which the present invention is applied. This is a baseball game in which a match is played between teams consisting of a plurality of player characters, and has a function of restricting the ability of the player character in the match according to the fatigue level of the player character participating in the match, and a function of increasing the fatigue level of the player character participating in the match. A player can select one of a first mode and a second mode in which a match can be played. The fatigue level of the player character is configured to include a first fatigue level for the first mode and a second fatigue level for the second mode. When a match is played in the first mode, the abilities of the player characters participating in the match are limited in accordance with a first fatigue level associated with the player characters participating in the match, and the first fatigue level of the player characters participating in the match is increased. When a match is played in the second mode, the abilities of the player characters participating in the match are limited in accordance with the second fatigue level associated with the player characters participating in the match, and the second fatigue level of the player characters participating in the match is increased.
[0074] The game is played between teams consisting of multiple characters, and is equipped with a means for influencing the abilities of a character in the game according to a parameter representing the degree to which the character used in the game influences the abilities of the character, and a means for changing the parameter of the character used in the game. The game system includes a means for selecting one mode from a first mode and a second mode in which the game can be executed, and the parameters of the character include a first parameter and a second parameter. When the game is executed in the first mode, the ability of the character used in the game is affected in accordance with a first parameter associated with the character used in the game, and the first parameter of the character used in the game is changed; When the game is executed in the second mode, the abilities of the character used in the game are affected according to the second parameter associated with the character used in the game, and the second parameter of the character used in the game is changed.
[0075] The present invention can be understood, for example, as follows. (1) A program according to one aspect of the present invention is a program for controlling a game that progresses using characters, and causes a computer to function as a memory means (107) that stores parameters that are associated with characters and that have an effect on the game depending on the values of the characters used in the game, and a change means (1201) that changes the values of the parameters of the characters used in the game from among the parameters stored in the memory means (107), and the game can be executed in multiple modes, and the parameters are managed for each of the modes.
[0076] (7) A game control method according to one aspect of the present invention is a game control method for controlling a game that progresses using characters, which stores parameters associated with characters and that have an effect on the character used in the game depending on their values in a storage means (107), and controls to change the values of the parameters of the character used in the game from among the parameters stored in the storage means (107), and is characterized in that the game can be executed in multiple modes, and the parameters are managed for each of the modes.
[0077] (8) A game device according to one aspect of the present invention is a game device that executes a game that progresses using characters, and is equipped with a storage means (107) that stores parameters that are associated with characters and that have an effect on the game depending on the values of the characters used in the game, and a modification means (1201) that modifies the values of the parameters of the characters used in the game from among the parameters stored in the storage means (107), and the game can be executed in multiple modes, and the parameters are managed for each of the modes.
[0078] (9) A game system according to one aspect of the present invention is a game system for executing a game that progresses using characters, and is equipped with a memory means (107) for storing parameters that are associated with characters and that have an effect on the game depending on the values of the characters used in the game, and a change means (1201) for changing the values of the parameters of the characters used in the game from among the parameters stored in the memory means (107), and the game can be executed in multiple modes, and the parameters are managed for each of the modes.
[0079] According to the inventions (1), (7), (8) or (9) above, it is possible to prevent situations where the same character is used repeatedly, thereby improving the entertainment value of the game and preventing fatigue levels in one mode from affecting other modes.
[0080] (2) In one aspect of the present invention, in the aspect (1) above, the multiple modes include a first mode and a second mode, the parameters include a first parameter managed in the first mode and a second parameter managed in the second mode, and when the game is executed in the first mode, an influence in the game is given to a character used in the game depending on the value of the first parameter of the character, and the change means (1201) changes the value of the first parameter of the character used in the game, and when the game is executed in the second mode, an influence in the game is given to a character used in the game depending on the value of the second parameter of the character used in the game, and the change means (1201) changes the value of the second parameter of the character used in the game.
[0081] (3) In one aspect of the present invention, in the above aspect (1) or (2), the parameter is an effect on the game that suppresses a predetermined ability of a character.
[0082] (4) In one aspect of the present invention, in any one of the above aspects (1) to (3), the game is a game in which teams made up of multiple characters compete against each other. According to the above aspect (4), it is necessary to consider how to combine the characters that make up the team, and the entertainment value of the game can be further improved.
[0083] (5) In one aspect of the present invention, in any one of the above aspects (1) to (3), the game is a battle game, the plurality of modes include a group battle mode in which a user battles against participants in a group, and in the group battle mode, a user can only belong to one group at a time, and when a user moves to a different group, the computer is made to function as a reset means (1202) that resets the parameters of characters available to the user that are managed in the group battle mode. (6) In one aspect of the present invention, in the aspect (5) above, it is possible to select for each group whether or not to introduce the parameter. According to the above aspects (5) and (6), the game can be played in a mode in which the game can be played against a limited number of players, such as friends. When a user switches groups, the fatigue level in one room can be prevented from affecting the other rooms. [Explanation of symbols]
[0084] 1: Game system, 10: Game device, 20: Network, 30: Server device, 101, 301: CPU, 102, 302: ROM, 103, 303: RAM, 104, 304: Communication unit, 105: Operation unit, 106: Display unit, 107, 305: Storage device, 1071: Data storage unit, 120: Game control unit, 1201: Fatigue level change unit, 1202: Reset unit
Claims
1. A program for controlling a game in which players compete using characters, A storage means for storing parameters indicating the character's abilities and a fatigue level that changes according to the character's usage in battle, associated with the character. When the character is used in the aforementioned battle, the fatigue level changing means changes the fatigue level associated with the character in accordance with the amount of change in at least one of the parameters during the battle, The system also includes a parameter changing means for changing at least one parameter of the character in accordance with the fatigue level associated with the character, when the character is used in the next match. The aforementioned battle can be played in multiple modes. The program is characterized in that the fatigue level is stored and modified for each mode.
2. A game control method for controlling a game in which players compete using characters, Computers The parameters indicating the character's abilities and the fatigue level, which changes depending on the character's usage in battle, are stored in association with the character. When the character is used in the aforementioned battle, the fatigue level associated with the character is changed according to the amount of change in at least one of the parameters during that battle. If the character is used in the next match, control the character to change at least one of its parameters according to the fatigue level associated with that character. The aforementioned battle can be played in multiple modes. A game control method characterized in that the fatigue level is stored and modified for each mode.
3. A game system for playing a game in which players compete using characters, A storage means for storing parameters indicating the character's abilities and a fatigue level that changes according to the character's usage in battle, associated with the character. When the character is used in the aforementioned battle, the fatigue level changing means changes the fatigue level associated with the character in accordance with the amount of change in at least one of the parameters during the battle, The system also includes a parameter changing means for changing at least one parameter of the character in accordance with the fatigue level associated with the character, when the character is used in the next match. The aforementioned battle can be played in multiple modes. A game system characterized in that the fatigue level is stored and modified for each mode.