Game control device, game control method, and game control program

The game control system improves strategic depth by using position-based effects and formation switching, addressing the lack of variety in existing games' character placement strategies.

JP2026002657APending Publication Date: 2026-01-08KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2024100793
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-21
Publication Date
2026-01-08

AI Technical Summary

Technical Problem

Existing games lack strategic variety due to integrated handling of attacks on and support between allies, limiting the strategic nature of character placements.

Method used

A game control system that utilizes battle game media with associated first and second effects based on specific positions and formations, allowing for strategic combinations and switching of formations during battles.

Benefits of technology

Enhances the strategic depth of games by enabling varied effects based on character placements and formation changes, increasing player engagement and tactical decision-making.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game with improved strategic characteristics.SOLUTION: At least one of the game terminals (10-1, 10-2,.) and the server (30) includes a battle processing unit configured to execute battle processing using battle game contents and formation information indicating a formation of a plurality of battle game contents arranged in a game space used for a battle, and first effect information indicating a first effect to be exerted on another battle game content is associated with at least some of the battle game contents, the formation information may include position information indicating arrangement positions for arranging each of the plurality of game contents for a battle in the game space, and position combination information indicating a combination of a first position and a second position which may be a part of the arrangement positions of the plurality of game contents for a battle, the first position and the second position indicating a relationship in which a first effect of the game content for a battle arranged at the first position may be exerted on the game content for a battle arranged at the second position.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a game control device, a game control method, and a game control program. [Background technology]

[0002] Conventionally, there is known a game in which a character is made to perform a specific action depending on the position where the character is placed (for example, Patent Document 1). In the game described in Patent Document 1, a deck is arranged in a three-row formation, with the front row being the attack row, the second row being the support row, and the last row being the recovery row, and the character is made to perform the appropriate action from among attack, support, or recovery depending on the row where the character is placed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2002-52249 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the deck described in Patent Document 1 is a deck that handles attacks on and from enemies and support between allies in an integrated manner, and is not a deck that handles attacks on and from enemies and support between allies separately. For this reason, the game described in Patent Document 1 cannot increase the variety of character placements, and therefore cannot increase the strategic nature of the game.

[0005] An object of one aspect of the present invention is to provide a game with improved strategic features. [Means for solving the problem]

[0006] In order to solve the above problem, a game control device according to one embodiment of the present invention includes a battle processing unit that executes a battle process using battle game media and formation information indicating the formations of multiple battle game media placed in a game space used for a battle, and at least some of the battle game media are associated with first effect information indicating a first effect to be exerted on other battle game media, the formation information including position information indicating placement positions in the game space for placing each of the multiple battle game media, and position combination information indicating a combination of a first position and a second position that are some of the placement positions of the multiple battle game media, wherein the first effect of the battle game media placed at the first position is exerted on the battle game media placed at the second position, and the battle process includes processing that applies the first effect corresponding to the first effect information associated with the battle game media placed at the first position to the battle game media placed at the second position.

[0007] In order to solve the above-mentioned problems, a game control method according to one aspect of the present invention is a game control method executed by one or more computers, and includes a battle processing step of executing a battle process using battle game media and formation information indicating the formations of multiple battle game media arranged in a game space used for a battle, wherein first effect information indicating a first effect to be exerted on other battle game media is associated with at least some of the battle game media, and the formation information includes position information indicating placement positions in the game space for placing each of the multiple battle game media, and formation information indicating the placement positions of the multiple battle game media in the game space. A combination of a first position and a second position, which are some of the placement positions of the medium, includes position combination information indicating a combination of the first position and the second position in which the first effect of the competitive game medium placed at the first position is applied to the competitive game medium placed at the second position, and in the battle processing step, the one or more computers execute processing to apply the first effect corresponding to the first effect information associated with the competitive game medium placed at the first position to the competitive game medium placed at the second position.

[0008] In order to solve the above-mentioned problems, one aspect of the present invention provides a game control program that causes one or more computers to execute a battle processing step using battle game media and formation information indicating the formations of multiple battle game media placed in a game space used for a battle, wherein first effect information indicating a first effect to be exerted on other battle game media is associated with at least some of the battle game media, and the formation information includes position information indicating placement positions in the game space for placing each of the multiple battle game media, and formation information indicating the placement positions of the multiple battle game media in the game space. a combination of a first position and a second position, which are a portion of the positions of the battle game media, the first position and the second position including position combination information indicating a combination of the first position and the second position such that the first effect of the battle game media placed at the first position is applied to the battle game media placed at the second position, and in the battle processing step, the one or more computers are caused to execute processing to apply the first effect, corresponding to the first effect information associated with the battle game media placed at the first position, to the battle game media placed at the second position.

[0009] The game control device according to each aspect of the present invention may be realized by a computer. In this case, the game control program that realizes the game control device on a computer by causing the computer to operate as each part (software element) of the game control device, and the computer-readable recording medium on which the program is recorded, also fall within the scope of the present invention. [Effects of the Invention]

[0010] According to one aspect of the present invention, it is possible to provide a game with improved strategic features. [Brief explanation of the drawings]

[0011] [Figure 1] 1 is a block diagram showing an example of the configuration of a game system according to a first embodiment of the present invention. [Figure 2] 1 is a block diagram showing the functional configuration of a game system according to a first embodiment of the present invention. [Figure 3] FIG. 2 is a diagram showing an example of owned game content information according to the first embodiment of the present invention. [Figure 4] FIG. 2 is a diagram illustrating an example of formation information showing information related to the formation according to the first embodiment of the present invention. [Figure 5] FIG. 1 is a diagram illustrating an example of a formation according to the first embodiment of the present invention. [Figure 6] 1 is a flowchart showing the flow of a method according to a first embodiment of the present invention. [Figure 7] 7 is a diagram showing an example of a game screen displayed on a display device of a game terminal in the method shown in FIG. 6. [Figure 8] 7 is a flowchart showing a detailed flow of a first effect applying process included in the method shown in FIG. 6. [Figure 9] 7 is a flowchart showing a detailed flow of a second effect applying process included in the method shown in FIG. 6. [Figure 10] 7A to 7C are diagrams illustrating a first effect imparting process and a second effect imparting process included in the method shown in FIG. 6. [Figure 11] 7 is a flowchart showing a detailed flow of a maintenance headcount determination process included in the method shown in FIG. 6. [Figure 12] 7 is a diagram for schematically explaining a maintenance headcount determination process included in the method shown in FIG. 6. FIG. [Figure 13] 7 is a diagram for schematically explaining a maintenance headcount determination process included in the method shown in FIG. 6. FIG. [Figure 14] 7 is a diagram for schematically explaining a maintenance headcount determination process included in the method shown in FIG. 6. FIG. [Figure 15] 7 is a diagram for schematically explaining a maintenance headcount determination process included in the method shown in FIG. 6. FIG. [Figure 16] 7 is a flowchart showing a detailed flow of a formation switching process included in the method shown in FIG. 6. [Figure 17]7 is a diagram showing an example of a game screen displayed on a display device of a game terminal in the method shown in FIG. 6. [Figure 18] 7 is a diagram showing an example of a game screen displayed on a display device of a game terminal in the method shown in FIG. 6. [Figure 19] 7 is a flowchart showing a detailed flow of the skill activation process included in the method shown in FIG. 6. [Figure 20] 3A to 3C are diagrams illustrating an example of connector disconnection and connector restoration according to the first embodiment of the present invention. [Figure 21] 3A to 3C are diagrams illustrating an example of connector disconnection and connector restoration according to the first embodiment of the present invention. [Figure 22] 3A to 3C are diagrams illustrating an example of connector disconnection and connector restoration according to the first embodiment of the present invention. [Figure 23] 3A to 3C are diagrams illustrating an example of connector disconnection and connector restoration according to the first embodiment of the present invention. [Figure 24] 3A to 3C are diagrams illustrating an example of connector disconnection and connector restoration according to the first embodiment of the present invention. [Figure 25] 3A to 3C are diagrams illustrating an example of connector disconnection and connector restoration according to the first embodiment of the present invention. [Figure 26] 3A to 3C are diagrams illustrating an example of connector disconnection and connector restoration according to the first embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0012] [Embodiment 1] The game system 1 according to this embodiment will be described in detail below. The game system 1 is a system for progressing a competitive game.

[0013] <Configuration of Game System 1> FIG. 1 is a block diagram showing an example of the configuration of a game system 1. As shown in FIG. 1, the game system 1 includes game terminals 10-1, 10-2, and a server 30. When there is no need to distinguish between the game terminals 10-1, 10-2, and so on, each will be simply referred to as a game terminal 10. These devices are communicatively connected via a network NW. The network NW includes, for example, the Internet, but is not limited to this. While FIG. 1 shows two game terminals 10, the game system 1 may include one game terminal 10 or three or more game terminals 10. Although FIG. 1 shows one server 30, the game system 1 may include multiple servers 30. One or more game terminals 10 and the server 30 cooperate with each other to execute a game program, thereby progressing a competitive game. Note that the game system 1 according to one aspect of the present invention does not necessarily include a server 30 and can be modified to include at least one game terminal 10. The at least one game terminal 10 does not necessarily have the function of communicating with the server 30. For example, the at least one game terminal 10 may use a pre-assigned character to progress a competitive game between the user using the game terminal 10 and a computer. Such a competitive game is not limited to a user versus computer battle, but may be a game in which users battle each other.

[0014] (Hardware configuration of game terminal 10) A game terminal 10 is a terminal used by a user to play a competitive game. Examples of game terminals 10 include, but are not limited to, a home game console (stationary or portable), a personal computer, a smartphone, a mobile phone terminal, a tablet, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), a multi-function television receiver (so-called smart TV), or a commercial game machine installed in an amusement facility or the like. As shown in FIG. 1 , for example, game terminal 10 includes a processor 11, a memory 12, a communication interface 13, an input device 14, a display device 15, and an audio output device 16. These components are connected via a bus 19.

[0015] Processor 11 controls each part of game terminal 10 by executing a program stored in memory 12. Processor 11 is configured by an integrated circuit such as a CPU (Central Processing Unit) or a GPU (Graphics Processing Unit), for example.

[0016] Memory 12 stores programs executed by processor 11 and various data used by processor 11. Memory 12 may be configured, for example, with a hard disk drive (HDD), a solid state drive (SSD), an electrically erasable programmable read-only memory (EEPROM (registered trademark)), a read-only memory (ROM), a random access memory (RAM), or a combination thereof. Note that part or all of memory 12 is not limited to being built into game terminal 10, and may be externally attached via an input / output interface (not shown) such as a universal serial bus (USB). Also, part or all of memory 12 may be connected to game terminal 10 via a network as a device independent of game terminal 10.

[0017] The communication interface 13 is an interface for connecting to the network NW. The communication interface 13 is configured by, for example, a wired connection interface such as Ethernet (registered trademark) or a wireless connection interface such as WiFi (registered trademark).

[0018] The input device 14 is a device that accepts user operations and is configured, for example, by a controller, keyboard, mouse, touchpad, microphone, or a combination of some or all of these. The display device 15 is a device that displays a screen for progressing through the competitive game and is configured, for example, by a display. The input device 14 and the display device 15 may be separate devices, or at least a part of the input device 14 may be formed integrally with the display device 15 as a touch panel or the like. The audio output device 16 is a device that outputs audio and is configured, for example, by a speaker, headphones, or a combination of these. Some or all of the input device 14, the display device 15, and the audio output device 16 are not necessarily built into the game terminal 10, but may be connected externally as peripheral devices.

[0019] (Hardware configuration of server 30) The server 30 is a computer capable of communicating with the game terminal 10. As shown in Fig. 1, the server 30 includes, for example, a processor 31, a memory 32, and a communication interface 33. These components are connected via a bus 39. The processor 31, the memory 32, and the communication interface 33 will be described in the same manner as the components of the same name that are provided in the game terminal 10, and therefore detailed description thereof will not be repeated.

[0020] (Functional configuration of game system 1) FIG. 2 is a block diagram showing the functional configuration of game system 1. As shown in FIG. 2, game system 1 includes control unit 110 and storage unit 130. Control unit 110 is realized by one or both of processor 11 of game terminal 10 and processor 31 of server 30 executing a game program. In other words, processor 11 of game terminal 10 executes a game program stored in memory 12, thereby realizing at least a portion of the functions of control unit 110 while cooperating with server 30 as necessary. Furthermore, processor 31 of server 30 executes a game program stored in memory 32, thereby realizing at least a portion of the functions of control unit 110 while cooperating with game terminal 10 as necessary. Storage unit 130 is composed of memory 12 of game terminal 10 and memory 32 of server 30.

[0021] Processor 11 of game terminal 10 may function as control unit 110 by executing a game program stored in memory 12. In this case, as described above, game system 1 does not need to include server 30.

[0022] 2, the control unit 110 includes a first effect granting unit 111, a second effect granting unit 112, a number-of-players-to-be-maintained determination unit 113, a formation collapse processing unit 114, a formation switching unit 115, a state control unit 116, a skill activation control unit 117, a parameter change unit 118, and a display control unit 119. In the following, these functional blocks will be described as being arranged in the game device 10. However, at least one of these functional blocks may be arranged in the server 30. Furthermore, at least one of these functional blocks may be distributed between the game device 10 and the server 30.

[0023] The storage unit 130 stores owned game media information indicating information about owned game media, formation information indicating information about formations, and deck information indicating information about decks. Some or all of this information may be stored in the memory 12 of the game terminal 10, in the memory 32 of the server 30, or in a distributed manner across the memory 12 and the memory 32.

[0024] Such a control unit 110 corresponds to a "battle processing unit." The control unit 110 executes battle processing using battle game media and formation information indicating the formation of multiple battle game media arranged in a game space used for the battle. Hereinafter, a game including this battle processing will also be referred to as a battle game. A battle game may be played between multiple users, or between a user and a computer.

[0025] "Game media" refers to media used in the progression of a game. "Battle game media" refers to game media used in battles.

[0026] Specific examples of game media include game objects such as characters appearing in a game or character cards corresponding to characters, various items used in a game (e.g., items that exert a predetermined effect when equipped to a character or used on a character), in-game currency, and media possessed by a user that is separate from game terminal 10 (e.g., a recording medium such as a card on which data to be read by the game terminal is recorded). Furthermore, for example, game media is a unit that can be possessed by a user. A possessable unit is, for example, the smallest unit when consumed or acquired. Note that "possessed by a user" refers to being associated with a user. Furthermore, "possessed by a user" may refer to being associated with a user in a state in which the user can use the game media exclusively. Giving a user possession of game media is also referred to as "granting the user." In other words, game media is possessed by being granted to a user. Possession includes, for example, permanent possession until consumed by the user, temporary possession by rental, etc. Bringing a game medium into a state in which the user possesses the game media is also referred to as "granting the user."

[0027] In-game currency is game content that is required in exchange for using certain in-game functions. Examples of such functions include exchanging it for game content such as characters, items, and avatars, drawing lots for game content to be given to users such as so-called "gacha," and recovering parameters required to progress through the game (for example, sometimes referred to as "stamina" in some games).

[0028] The game content may also be associated with a non-fungible token whose holder is managed on the blockchain.

[0029] A "game space" is a virtual space in which a game battle takes place.

[0030] A specific example of a game space is a virtual space in which game media such as characters are placed. The game space may be a virtual three-dimensional space associated with three coordinate axes, or a virtual two-dimensional plane associated with two coordinate axes. The opponent's game media may be the same space as the space in which the user's game media is placed, or a different space. In this embodiment, to describe a mode in which the opponent is a computer, the "user's game media" may be referred to as a player character, and the "opponent's game media" may be referred to as a non-player character. Player characters, non-player characters, objects such as buildings, or background objects may be placed in the game space. In a game executed in one aspect of the game system of the present invention, the opponent may be another user, as described above.

[0031] The term "formation" refers to the overall shape of the arrangement of multiple battle game media, which is formed by the arrangement of the multiple battle game media.

[0032] Examples of formations include formations in which characters are arranged on the sides or vertices of polygons, curves, or broken lines, and formations in which characters are arranged in a trident shape.

[0033] "Competitive games" are various games in which users compete against each other or against a computer, such as sports games, combat games, and fighting games.

[0034] In a computer battle, a user may pit multiple characters owned by the user against enemy characters set for each stage. Such a battle game may be a game in which an enemy character, which is a non-player character, battles against an ally character, which is a player character, and the ally character advances to the next stage by defeating the enemy character. A player can advance to the next stage by defeating an enemy character set for each stage. Furthermore, if the battle game is between users, it may be a game in which the player characters of each user battle each other, and the winning side can earn in-game currency, items, titles, etc. Note that the battle game may be a game in which only the user can battle against the computer, a game in which only users can battle against each other, or a game in which both users can battle against the computer and users can battle against each other.

[0035] At least some of the battle game media are associated with first effect information indicating a first effect to be exerted on other battle game media.

[0036] A "first effect" is an effect that a battle game medium has on other battle game mediums.

[0037] The first effect may be, for example, an effect that is advantageous to the progress of the game. An effect that is advantageous to the progress of the game is an effect that makes it easier for the user to achieve their objective in the game. For example, the first effect may be an effect that increases or decreases a parameter that affects the progress of the game to be advantageous to the progress of the game. For example, if the game content is a character, an effect may be an improvement in a parameter that indicates the character's ability, or if the game content is an item such as a weapon, an improvement in its effect. Examples of parameters that indicate a character's ability include attack power and defense power when fighting against an enemy character. The first effect may also include an effect that reduces the degree of decrease when a parameter that indicates a character's ability decreases. For example, examples include reducing the rate of decrease and reducing the value of decrease. As an example, the first effect may include an effect that reduces the impact of an unfavorable parameter such as poison. More specifically, the first effect may include an effect that reduces the impact of an unfavorable parameter such as poison, such that when a player is in a poison state in which hit points are reduced by 10 for a certain period of time, the effect of the unfavorable parameter is reduced by 5. Note that the value related to the reduction is not limited to this and may be a constant value or a percentage such as 10%. Note that the first effect is not limited to an effect that is advantageous to the progress of the game. For example, the first effect may include an effect that does not affect the progress of the game, such as an effect that changes the appearance of a character, or may be an effect that is detrimental to the progress of the game. The first effect may also include both advantageous and disadvantageous effects to the progress of the game. For example, the first effect may significantly increase the attack power of a character compared to other effects, while slowing the character's movement speed. In this way, the first effect may bestow a more powerful parameter on a character, while also imparting a disadvantage to the character.

[0038] The formation information includes position information indicating positions in the game space for placing each of the multiple fighting game media, and position combination information indicating a combination of a first position and a second position, which are some of the positions of the multiple fighting game media, such that a first effect of the fighting game media placed at the first position is exerted on the fighting game media placed at the second position.

[0039] The first effect imparting unit 111 includes processing for applying a first effect corresponding to first effect information associated with the battle game medium placed at the first position to the battle game medium placed at the second position. As a result, the first effect associated with the player character placed at the first position specified by the position combination information is applied to the player character placed at the second position by the first effect imparting unit 111. In this way, which battle game medium imparts an effect to which battle game medium changes depending on the placement position, thereby making it possible to further increase the strategic nature of the game.

[0040] The combination of the first position and the second position further has a relationship in which a first effect of the battle game medium placed at the second position is applied to the battle game medium placed at the first position. The first effect applying unit 111 applies a first effect corresponding to first effect information associated with the battle game medium placed at the second position to the battle game medium placed at the first position. As a result, the player character placed at the first position specified by the position combination information and the player character placed at the second position apply the first effect to each other. Therefore, the battle game medium to which the effect is applied further changes depending on the placement position, thereby further increasing the strategic nature of the game.

[0041] The formation information further includes second effect information indicating a second effect that affects the progress of the battle, and the second effect applying unit 112 applies the second effect using the second effect information.

[0042] The "second effect" is an effect that affects the progress of the battle. Examples of the second effect include an effect that is advantageous to the progress of the game. For example, the second effect may be an effect that increases or decreases a parameter that affects the progress of the game in a way that is advantageous to the progress of the game. For example, the second effect may be an effect that brings the opponent's game content closer to a state in which the battle is impossible, or an effect that makes the opponent's game content impossible to battle (e.g., by attacking and inflicting damage). For example, if the game content is a character, examples of the second effect include an effect that improves a parameter indicating the character's ability, reduces damage to the character from an enemy character, or generates a shield that reduces damage from an enemy character by the character activating a skill. The second effect may also include an effect that reduces the degree of decrease when a parameter indicating the character's ability decreases. Note that the second effect is not limited to an effect that is advantageous to the progress of the game. For example, the second effect may include an effect that does not affect the progress of the game, such as an effect that changes the appearance of a character or the game space, or an effect that is disadvantageous to the progress of the game. According to the above configuration, a second effect associated with a formation can be obtained. This makes it possible to further increase the strategic nature of the game.

[0043] The number-of-players-to-maintain determination unit 113 determines whether the number of battle game media that are not in a predetermined first state among the plurality of battle game media has fallen below a predetermined number set in advance for the formation. The formation collapse processing unit 114 stops the first effect when the number of battle game media that are not in a predetermined first state among the plurality of battle game media has fallen below the predetermined number set in advance for the formation.

[0044] The "predetermined first state" is a state associated with a game medium that satisfies the requirement for the game medium to be excluded from being counted as a fighting game medium that satisfies the predetermined number.

[0045] An example of the predetermined first state is a state in which it is no longer possible to affect the opponent's game media. More specifically, an example is a state in which a parameter that, when set to zero, makes it impossible to participate in a battle is set to zero. Such parameters are sometimes referred to as "stamina" or "HP (hit points)." Another example is a state in which, even if the parameter is not zero, it makes it impossible to take action related to the battle. Examples of such states include a petrified state, a paralyzed state, and a state in which one is moved outside the game space. According to the above configuration, in order to maintain the first effect, it is necessary to prevent the battle game media from entering the predetermined first state. This increases the strategic element of the game, such as determining which battle game media should be placed where to avoid this.

[0046] The formation switching unit 115 switches the formation information used in the battle process to other formation information when a predetermined first operation is performed by a user playing the battle.

[0047] The "predetermined first operation" is an operation that the user performs during play in a battle in order to switch the formation information used in the battle process to another formation information.

[0048] For example, if the screen displaying the game is a touch panel screen, the predetermined first operation may be, for example, a touch or swipe operation on a predetermined area or a specific operator on the screen. For example, in a mode in which formation information is associated with each character and an icon representing the character is displayed on the game screen during a battle, an operation may be, for example, a tap on the icon or a swipe in a predetermined direction. In this case, the formation information being used in the battle process is switched to formation information associated with the character corresponding to the icon, thereby switching the formation of the character.

[0049] In other words, the formation switching unit 115 switches the formation information used in the battle process to other formation information in response to an operation by a user playing the battle. With the above configuration, it is possible to switch the formation to another formation, which can further increase the strategic nature of the game.

[0050] When switching formation information to other formation information, the state control unit 116 puts the multiple battle game media in a predetermined second state until the switching is complete.

[0051] The "predetermined second state" is a state associated with the battle game medium when switching formations.

[0052] An example of the predetermined second state is a state in which an action that reduces the parameter of an ally's game content that becomes impossible to participate in a battle when it reaches zero is not accepted. More specifically, an example is a state in which attacks from an opponent's game content are not accepted (this state is sometimes referred to as an "invincible state"). For example, an example is a state in which all attacks from an opponent are not accepted, including normal attacks with weapons or bare hands, special attacks such as skills, magic, and special abilities, and special moves that affect the entire field. With the above configuration, the formation can be switched and a predetermined second state can be entered, further increasing the strategic nature of the game.

[0053] The control unit 110 performs processing to apply the second effect in response to an operation by a user playing a match. With this configuration, the user can decide for himself or herself the timing to activate the second effect, which can further increase the strategic nature of the game.

[0054] The skill activation control unit 117 performs processing to activate a skill associated with the battle game medium.

[0055] A "skill" is information used to execute a process that has an advantageous effect on the progress of a game. Examples of skills include those that improve the ability parameters of game media used to progress a game, those that inflict damage on an opponent's game media in a battle, a sports match, or the like, and those that restore parameters such as the stamina of an ally. A process that has an advantageous effect executed using a skill may be executed in response to a user's operation (e.g., a skill known as an "active skill") or may be executed without a user's operation (e.g., a skill known as a "passive skill"). Depending on the game, a skill may also be referred to as an "ability," "ability," or the like. For example, skills may be associated with game media in various ways. For example, the skill of a game media granted to a user may be predetermined according to the type of game media (e.g., a character ID).

[0056] The parameter modification unit 118 modifies the parameters of the game content in accordance with the first effect and the second effect. The parameters of the game content are parameters that affect the progress of the game. For example, when the battle is a battle, such parameters include parameters indicating the abilities of each character (hereinafter also referred to as ability parameters). Each character is associated with ability parameters relating to, for example, attack power, defense power, hit points, weapon range, etc.

[0057] The display control unit 119 performs control to display an image on the display device 15. Here, "performing control to display an image on the display device 15" means, for example, generating an image and displaying the image on the display device 15. Furthermore, "performing control to display an image on the display device 15" may also mean generating data necessary for displaying the image and transmitting the data to the display device 15, thereby displaying the image on the display device 15. Note that "data necessary for displaying an image" may be data indicating the image itself, or may be data necessary for generating the image.

[0058] (Example of owned game media information) 3 is a diagram illustrating an example of owned game media information stored in storage unit 130 in one aspect of the game described above. Such owned game media information may be stored in memory 12 of game terminal 10 or in memory 32 of server 30.

[0059] The owned game medium information is information about the owned character that is generated when the character is granted to the user. A owned character refers to a character granted to the user. The method of granting a character to the user is not particularly limited. For example, a character may be automatically granted to the user when the game is started for the first time. An example of an automatic granting method is one in which the grant itself is decided without user operation and the granted character requires user operation to be specified, or the granted character may be specified without user operation. As a specific example, when the game is started for the first time, a character selected by the user from a plurality of presented characters may be granted to the user. Alternatively, a character may be randomly granted to the user without user operation such as selection when the game is started for the first time. In this case, the user can train the granted character and play a competitive game using the trained character. As another granting method, a character to be granted may be determined by lottery and granted to the user, or the game operator may grant the character to the user playing the game. Furthermore, a character may be granted to the user as a reward for completing a mission in the game. Furthermore, the characters may be provided to the user for a fee or free of charge. Note that one aspect of the lottery described above is sometimes referred to as "gacha" or the like.

[0060] 3, the owned game media information indicates information about the owned characters owned by the user, and includes information indicating the owned ID, character ID, name, rarity, job, level, attack power, defense power, HP (hit points), connector effect, skills, morale gauge, formation associated with the character, etc. The morale gauge is an example of a parameter consumed when a skill is activated, and is the name used in this embodiment.

[0061] The possession ID is information identifying a record generated in response to the assignment of the character. The character ID is information identifying the type of character. The name indicates the name of the character. Hereinafter, a character named "Character A" will also be referred to simply as "Character A." The user possesses at least Character A with a character ID of "0012," Character B with a character ID of "0036," and Character C with a character ID of "0057." While other characters are not shown, the user may possess Characters D to F (described below) in addition to Characters A to C, or may possess additional characters. Furthermore, the same user may be assigned multiple characters of the same type. For example, if multiple Characters A are assigned, the possession IDs will be different, but the character ID will be the same ("0012"). Rarity indicates the ease of acquiring a character, its ability, etc., and can also be considered a character's rank. Characters are assigned one of S, A, B, C, or D, for example. However, the number of rarity levels is not limited to five, and any number of levels may be set. In the example shown in FIG. 3, the rarities of characters A to C are B, C, and C, respectively. Note that rarity may be set for characters in the form of normal, rare, and super rare. Furthermore, characters with the same name but different rarities may be set.

[0062] A job indicates a character's role, particularly in battle. Depending on the job, a character may be good at long-range attacks or have excellent endurance. Different characters may belong to the same job. In the example shown in Figure 3, the jobs of characters A to C are wizard, warrior, and warrior, respectively. The level indicates the character's strength, and the level can be increased by meeting certain conditions in the game. In the example shown in Figure 3, the levels of characters A to C are 10, 18, and 19, respectively.

[0063] Attack power, defense power, and hit points are each a character's ability parameters. In this way, characters have multiple types of ability parameters. In the example shown in FIG. 3, the attack powers of characters A to C are 500, 800, and 900, respectively. The defense powers of characters A to C are 100, 150, and 180, respectively. The hit points of characters A to C are 840, 1200, and 1260, respectively.

[0064] The connector effect is an example of the above-mentioned "first effect" associated with each character. An example of a connector effect is an effect that one character has on another character. In this embodiment, the connector effect is an effect that is advantageous to the progress of the game. As a specific example, the connector effect is an effect that characters connected via a connector, which will be described later, grant to each other. In the example shown in FIG. 3, character A is associated with a connector effect called EF1. Character B is associated with a connector effect called EF2. Character C is associated with a connector effect called EF3. Note that the connector effect may be unique for each character, or different characters may have the same connector effect.

[0065] As described above, skills are an example of information used to execute processes that have beneficial effects on the progress of the game. Each character is associated with at least one skill. In the example shown in FIG. 3, characters A to C have skills SL1 to SL3. Skills may be unique for each character, or different characters may have the same skill. Furthermore, each character may have multiple skills of different types.

[0066] The formation indicates formation information associated with each character. One formation is associated with each character. In the example shown in FIG. 3, characters A to C have formations F1 to F3. The formation may be unique for each character, or different characters may have the same formation. The method for associating a formation with a character is not particularly limited, but may be, for example, a formation may be associated with a character by being given a formation as a reward for clearing a mission in the game.

[0067] (Formation information) FIG. 4 is a diagram illustrating an example of formation information showing information related to the formation.

[0068] As shown in FIG. 4, the formation information includes position information, connector information, formation effect information, secret technique information, and formation maintenance number information. Each piece of information will be described later. The information included in the formation information is not limited to these pieces of information, and may include other information. For example, it may include effect information that changes the display effects for each formation.

[0069] Position information is an example of position information in the present invention, and is information indicating the position in the game space where each of a plurality of characters is to be placed. In other words, a "position" indicates the position where a character is to be placed. In one aspect of the present invention, all characters participate in a battle by forming a formation. Therefore, the characters are placed on positions so as to form a formation. The number of positions varies depending on the formation. The minimum number of positions is 1, and the maximum number is 6. Therefore, the fighting game in one aspect of the present invention is a fighting game in which characters fight in a formation of up to 6 vs. 6.

[0070] Before a battle in a fighting game, a user selects multiple characters to use in the battle from among the characters the user owns, and constructs a deck by placing the characters in positions in the formations associated with the selected characters. The deck constructed in this manner is stored in the storage unit 130 as deck information. For example, suppose the user selects six characters. Furthermore, these six characters each have a different formation. The user places the characters in their respective positions in the six different formations. Note that this placement may be performed automatically without user operation. Furthermore, after the automatic placement, the user may be able to further change the placement. Furthermore, there may be formations in which the number of characters that can be placed is less than six. In this case, the characters may be placed in the game space independently of the position information that constitutes the formation. In this way, some formations may not be able to place all six characters.

[0071] As described above, in this embodiment, characters with the same name but different rarities may be set. However, in a battle game according to one aspect of the present invention, multiple characters with the same name may or may not be set in a single deck. If multiple characters with the same name cannot be set in a single deck, it may be possible to prohibit multiple characters with the same name in a single deck, regardless of whether the rarities are the same or different, or to allow multiple characters with different rarities. Furthermore, as described with reference to FIG. 3, rarity is a type of character attribute, and characters with the same name may be distinguished by other attributes even if they have the same rarity. Examples of other attributes include different costume designs, different years of appearance, different teams, and, in a baseball game, different positions (e.g., pitcher and fielder). Therefore, even if characters have the same name, if their rarities, costume designs, years of appearance, etc. are different, multiple characters may or may not be set in a single deck. Furthermore, it may be possible to prohibit multiple characters with the same attributes, including name, rarity, costume design, and year of appearance, from being set in a single deck. The year of appearance will now be described. If a character is modeled after a real-world athlete, the character's abilities may be set based on the athlete's performance, abilities, etc. in the year in which they appeared in the real world. The year in which they appeared may also be associated with the character as an attribute.

[0072] In addition, the number of characters with the same name that can be set in one deck may be limited. Furthermore, the number of characters with the same attributes that can be set in one deck may be limited, regardless of the name. As a specific example, a limit may be imposed such that up to three characters with the warrior job can be set, and up to two characters with the wizard job can be set.

[0073] Also, in a baseball game, since only one pitcher position can be set, excluding the reserve, multiple players with the same name who play different positions may not be set in one deck (in this case, multiple reserves may be set). Also, while the above mentions the year of appearance, as a specific example of the year of appearance, player A from 2024 and player A from 2023 may not be set in one deck at the same time. Also, as a specific example of rarity, player A with a rarity rank A and player A with a rarity rank B may not be set in one deck at the same time.

[0074] The connector information is an example of position combination information in the present invention. As will be described later, such connector information specifies a combination of position P1 and position P2, which are some of the positions of multiple characters. The combination also indicates a relationship between the first effect of the character located in position P1 and the character located in position P2.

[0075] The formation effect information is information relating to the formation effect. The formation effect is an example of a second effect in the present invention.

[0076] A formation may have a formation effect associated with it. Formation effects impart parameters or special effects to the entire formation or to characters in specific positions while it is being deployed. Examples of formation effects include increasing the general's attack power by 30% or dealing damage to enemy characters when touching a specific area of ​​the formation. Here, the use of a formation in the game space is also referred to as "deploying" that formation. In this embodiment, unless there are special conditions, the formation effect is activated while the formation is being deployed without the user's selection operation. Therefore, the formation effect is a passive effect. However, this is not limited to this. The formation effect may also be an active effect that is executed in response to user operation. Note that, as described below, if a formation collapses or a connector is released, the character in the corresponding position will not receive the formation effect during that time. Furthermore, only formation effects associated with deployed formations are applied; formation effects associated with undeployed formations are not applied in duplicate. For example, suppose a deck contains Formation A and Formation B. Suppose the formation effect associated with Formation A increases the general's attack power by 30%. Suppose the formation effect associated with Formation B increases the general's attack power by 40%. There is always one formation deployed during a battle, and formation effects are only applied while that formation is deployed. Therefore, the only formation effect applied while Formation A is deployed is an increase in the general's attack power by 30%. While Formation A is deployed, the formation effect associated with Formation B is also applied, so an effect such as "increasing the general's attack power by 70%" does not occur. However, if the formation effect and the effect generated by another passive skill, etc., are of the same type, that effect can be executed multiple times. For example, suppose the connector effect described below increases the general's attack power by 20%. In this case, the formation effect and connector effect can overlap. Therefore, while Formation A is deployed, an effect such as "increasing the general's attack power by 50%" may occur.

[0077] The secret technique information is information related to a formation secret technique. "Secret technique" is an example of a skill for exerting a second effect. In other words, a second effect is associated with a formation, and when a predetermined condition is met, the second effect applying unit 112 executes a process for exerting the second effect. The predetermined condition may be the acceptance of a user operation for executing the process for exerting the second effect (it may be an active skill), or it may be a condition that does not involve a user operation (it may be a passive skill). A "formation secret technique" is a secret technique associated with a formation, and can be activated by consuming the required morale gauge. Such a formation secret technique can, for example, have an effect of inflicting great damage on all enemies.

[0078] The formation maintenance number information is information regarding the number of people required to maintain the formation. In this embodiment, the formation collapses when the number of characters capable of fighting falls below the number required to maintain the formation. The collapse of the formation may be referred to below simply as "formation collapse."

[0079] (formation) FIG. 5 is a diagram illustrating an example of a formation. In one embodiment of the present invention, the formation is represented by a "formation guide." "Formation guide" is a collective term for information indicating two elements in the formation, namely, positions and connectors, and an image displayed based on that information. Note that the formation may include one formed by only one character.

[0080] The shape of the formation F1 shown in Figure 5 is a trapezoid, and positions P3 to P6 where characters are placed are set at the four vertices. Position P2 is set at the midpoint between positions P3 and P6. Position P1, which is the general position, is set at a position from position P2 towards the inside of the trapezoid. Position P1 indicates the position where the general character is placed, and positions P2 to P6 indicate positions where characters other than the general are placed. Note that the formation F1 shown in Figure 5 corresponds to the formation F1 explained in Figure 3. The general position will be explained later.

[0081] As shown in FIG. 5, such positions P1 to P6 are represented by specific marks at the vertices, between vertices, or at the very tip of the formation guide. In the example shown in FIG. 5, the specific marks are such that position P1 is represented by a star mark, and positions P2 to P6 are represented by double circle marks. However, they are not limited to these. The marks may be simple circle marks, rectangular marks, triangular marks, etc. Alternatively, all positions may be represented by the same mark.

[0082] A "connector" is a linear graphic that connects positions. The linear graphic is displayed based on connector information, which is one aspect of position combination information in the present invention. Specifically, the linear graphic is displayed so as to connect the first position and the second position specified by the connector information. Connector CN1 connects position P1 and position P2. Connector CN2 connects position P2 and position P3. Connector CN3 connects position P3 and position P4. Connector CN4 connects position P4 and position P5. Connector CN5 connects position P5 and position P6. Connector CN6 connects position P6 and position P2. This means that the character located at position P1 is connected to the character located at position P2 via connector CN1. Note that a direction may be set in the connector information. As will be described later, characters connected via connectors exert a connector effect on each other, but by setting a direction in the connector information, the connector effect may be limited to only one of the characters. In this case, a visually identifiable figure such as an arrow indicating the direction may be displayed on the connector.

[0083] As described above, connector information is an example of position combination information in the present invention. Position P1 is an example of a "first position" included in the connector information. Position P2 is an example of a "second position" included in the connector information. Therefore, positions P1 and P2 indicate a combination of positions P1 and P2 in a relationship in which the first effect of character A, who is placed in position P1, is exerted on character C, who is placed in position P2.

[0084] At the start of a battle, characters are positioned according to the formation guide of the formation selected by the user. As described above, the user can freely organize which characters to place in which positions on the deck organization screen.

[0085] In one aspect of the present invention, characters placed on a formation guide act independently, but their actions are restricted by the formation guide. The formation guide is always attached to the ground in the game space, and characters are not fixed to the positions indicated by the formation guide. The formation guide does not change shape during a battle. Therefore, for example, even if a character moves away from its position, the formation guide's connectors and position do not extend to follow.

[0086] At least some of the multiple positions may have special effects associated with them. Positions that are not associated with such special effects are called "normal positions," and positions that are associated with such special effects are called "general positions" and "break positions" in this embodiment. The number of normal positions varies depending on the formation. Note that each normal position may or may not have a predetermined job that can be placed therein.

[0087] The "general position" will now be explained. The general position is the position where the general character corresponding to the leader of the deck is placed. The character placed in the general position of all formations set in the deck is the same character. In a battle game according to one aspect of the present invention, hit points are shared by all formations, and if the hit points of the general character are halved in one formation, the hit points of the general character will remain halved in other formations as well.

[0088] If a commander character becomes unusable, all characters in that deck become unusable. If that deck is a player's deck, the match will be lost. Therefore, one example of a victory condition in a fighting game according to one aspect of the present invention is to render the opponent's commander character unusable. "Unusable" may mean a state in which the hit points are zero and the character is unable to fight, or a state such as being petrified, paralyzed, or being removed from the game space. Another victory condition may be to render all characters unusable. In this case, even if the commander character is defeated, victory is not achieved unless all remaining characters are defeated. Note that in a fighting game according to one aspect of the present invention, a character that becomes unusable during a match will not be restored to a usable state again during that match. Furthermore, a character with any job may be placed in the commander position.

[0089] Next, we will explain "break positions." Attacking characters placed in break positions can increase the morale gauge. The morale gauge can be consumed to activate skills and formation secrets, so the more the morale gauge is filled, the more advantageous the deck becomes. In other words, the break position can be said to be a position that is a weak point in the formation. The number of break positions varies depending on the formation. There may be only one break position, or multiple break positions. The jobs of characters that can be placed in break positions may be determined in advance. It is also possible that the general position and the break position are set to the same position.

[0090] <Game System 1 Processing> The game system 1 configured as above executes method S1. The flow of method S1 will be described with reference to Fig. 6. Fig. 6 is a flowchart showing the flow of method S1 executed by game system 1. Note that the following description will be given assuming that the game processed by game system 1 is one aspect described above. As shown in Fig. 6, method S1 includes steps S100 to S118.

[0091] In step S100, the control unit 110 accepts a stage selection by a user playing a fighting game. If the fighting game is a battle between users, the processing in step S100 may be processing for accepting a selection of an opponent.

[0092] In step S102, the control unit 110 accepts a deck selection by the user. The user may select a deck according to, for example, the stage they wish to conquer. Note that the order of the processing of step S100 and the processing of step S102 may be reversed. Assume that the user has already decided which stage they will play. In this case, the user may first select a deck, and then select the stage after selecting the deck. In this way, by accommodating various user play styles, it is possible to increase the satisfaction of many users.

[0093] FIG. 7 is a diagram illustrating an example of a game screen displayed on the display device 15 of the game terminal 10 when a competitive game is started based on the information received in steps S100 and S102. As illustrated in FIG. 7, the game screen G1 includes an area G11 showing information about the number of players required to maintain the formation, an area G12 showing information about the progress of the battle, an area G13 showing information about the game settings, an area G14 showing information about the opponent's enemy character, an area G15 showing information about the user's ally character, an area G16 showing information about the formation's secret technique, an area G17 showing information about the morale gauge, an area G18 showing information about the formation, and an area G19 showing information about the ally character. Here, the game terminal 10 will be described as a smartphone as an example. Therefore, the game screen G1 shown in FIG. 7 is a competitive game screen displayed on the display device 15 of the game terminal 10, which is a smartphone.

[0094] Area G11 shows the number of characters required to maintain the formation and the number of characters that can be placed in the currently deployed formation (here, formation F1). In the example shown in Figure 7, the number of characters required to maintain the formation is displayed as "5," and the number of characters that can be placed in the formation is displayed as "6."

[0095] As shown in area G14, enemy characters are also arranged to form a predetermined formation. In this way, enemy characters may also form a formation. In this case, the formation effect and connector effect are also applied to the enemy characters. Since the number of people required to maintain the formation is also set for the enemy's formation, if the number of enemy characters can be reduced below the predetermined number, the enemy's formation can be collapsed. In addition, each enemy character has an HP bar indicating the remaining hit points and a job displayed.

[0096] As shown in area G15, allied characters are arranged to form formation F1 (see Figure 5). Each allied character displays an HP bar indicating the remaining hit points and a job. In addition, the general character placed in the general position (see Figure 5) displays a mark resembling a crown, indicating that the character is a general.

[0097] At the start of a battle, hit points are set to a value greater than "0." As an example, hit points are set to a value corresponding to the level of each character, regardless of whether they are an ally character or an enemy character, at the start of a battle. A character's hit points decrease when the character is attacked by another character. In a battle game according to one aspect of the present invention, when a character's hit points reach "0," the character is unable to battle. As an example of a victory condition, as described above, the user wins if all enemy characters are rendered unable to battle. Also, if an enemy character is designated as a general, the user wins if the general is rendered unable to battle. However, as shown in area G13, the user must fulfill the victory conditions within the time limit set for each stage.

[0098] The morale gauge shown in area G17 is filled by specific actions taken by the character during battle. For example, the morale gauge may be filled each time an ally character attacks an enemy character. Also, as described above, an ally character can fill the morale gauge significantly by attacking an enemy character positioned in a break position.

[0099] When the user taps the sword-shaped icon shown in area G16, a formation secret technique is activated. In the example shown in FIG. 7, the formation secret technique is called "Mugetsukujin," and its effect is to damage all enemies. A predetermined morale gauge is required to activate the formation secret technique. Therefore, the display control unit 119 may cause the sword-shaped icon to glow when the morale gauge required to activate the formation secret technique has accumulated. This allows the user to more easily visually determine whether the formation secret technique can be activated.

[0100] Area G18 shows the formation associated with each character, the number of characters that can be deployed in that formation, the number of characters required to maintain that formation, and the number of times that the formation can be deployed during one battle. Note that "the number of times that a formation can be deployed" may also be rephrased as "the number of times that a formation can be switched." If the currently deployed formation is formation F1, switching this formation F1 to formation F2 may be called "switching from formation F1 to formation F2" or "deploying formation F2."

[0101] As shown in area G18, character A is associated with a trapezoidal formation (formation F1 described in Figure 5). Character B is associated with a V-shaped formation. Character C is associated with a formation shaped like an inverted trapezoid. Character D is associated with a linear formation. Character E is associated with a T-shaped formation. Character F is associated with a trident-shaped formation. Note that the V-shaped formation corresponds to formation F2 in Figure 3, and the inverted trapezoid formation corresponds to formation F3 in Figure 3.

[0102] For the formation associated with character A, the number of characters required to maintain the formation is "5", and the number of characters that can be placed in the formation is "6". Furthermore, the number of times that the formation associated with character A can be deployed is "2 times". For the formation associated with character B, the number of characters required to maintain the formation is "4", and the number of characters that can be placed in the formation is "5". Furthermore, the number of times that the formation associated with character B can be deployed is "3 times". For the formation associated with character C, the number of characters required to maintain the formation is "4", and the number of characters that can be placed in the formation is "5". Furthermore, the number of times that the formation associated with character C can be deployed is "2 times". For the formation associated with character D, the number of characters required to maintain the formation is "2", and the number of characters that can be placed in the formation is "4". Furthermore, the number of times that the formation associated with character D can be deployed is "1 time". For the formation associated with character E, the number of characters required to maintain the formation is "2", and the number of characters that can be placed in the formation is "4". Additionally, the number of times the formation associated with character E can be deployed is "1 time." For the formation associated with character F, the number of characters required to maintain the formation is "4," and the number of characters that can be deployed in the formation is "6." Additionally, the number of times the formation associated with character F can be deployed is "2 times."

[0103] In this way, in a battle game according to one aspect of the present invention, a limit is set on the number of times each formation can be deployed, and it is not possible to deploy that formation beyond the limit. Note that if the number of deployments reaches zero during a battle, the limit may be restored as time passes during the battle.

[0104] As shown in area G19, each ally character displays an HP bar indicating the remaining hit points and a job. Area G19 also displays the remaining hit points of each ally character as a number (e.g., 840). Area G19 also displays the rarity (e.g., B) of each ally character. A crown-shaped mark indicating that character A is a general is displayed near the face icon of character A, who is the general. Area G19 also displays the skills possessed by each ally character. Characters A to C, who are ally characters, correspond to characters A to C shown in FIG. 3. Therefore, character A's skill "Heal Circle" corresponds to skill SL1 shown in FIG. 3, character B's skill "Vacuum Blade" corresponds to skill SL2 shown in FIG. 3, and character C's skill "Vacuum Blade" corresponds to skill SL3 shown in FIG. 3.

[0105] As mentioned above, it may be possible to set multiple characters with the same name in one deck. In this case, the maximum number of characters that can be set in one deck is six, as mentioned above, and even if six characters are set, all six characters must have different names, as shown in Figure 7.

[0106] (First effect granting process flow) In step S104, control unit 110 applies a first effect. Figure 8 is a flowchart showing a detailed flow of the first effect application process in step S104. As shown in Figure 8, the first effect application process in step S104 includes steps S200 to S208. As described above, the "connect effect" is an example of the first effect in the present invention.

[0107] In step S200, the control unit 110 acquires position information indicating where in the formation F1 the characters A to F are positioned, by referring to the formation information stored in the storage unit 130. That is, the control unit 110 acquires position information indicating the position in the game space for arranging each of the multiple battle game media (e.g., characters A to F).

[0108] In step S202, the control unit 110 references the owned game media information stored in the storage unit 130 and acquires information regarding the connector effects possessed by the characters A to F. That is, since at least some of the battle game media in one aspect of the present invention (for example, at least some of the characters A to F) are associated with connector effect information indicating the connector effect exerted on other battle game media, the control unit 110 acquires the connector effect information.

[0109] In step S204, the control unit 110 imparts connector effects to the corresponding characters according to the positions of the characters A to F. That is, at positions P1 and P2, which are some of the positions of a plurality of battle game media (e.g., characters A to F), the control unit 110 executes processing to apply a first effect corresponding to connector effect information associated with character A positioned at position P1 to character C positioned at position P2.

[0110] In step S206, control unit 110 changes the ability parameters of each character in accordance with the given connector effect.

[0111] In step S208, control unit 110 changes the display mode of the connectors depending on the degree of change in the ability parameter. For example, control unit 110 may increase the thickness of the line of a connector connected to a character whose ability parameter has increased significantly, or may make the connector glow more brightly.

[0112] (Flow of the second effect granting process) In step S106, control unit 110 applies a second effect. Fig. 9 is a flowchart showing a detailed flow of the second effect application process in step S106. As shown in Fig. 9, the second effect application process in step S106 includes steps S300 to S306. Note that the formation effect in this embodiment is an example of the second effect.

[0113] In step S300, the control unit 110 acquires information indicating the formation effect associated with the formation F1 by referring to the formation information stored in the storage unit 130. In other words, the control unit 110 acquires formation effect information indicating the formation effect that will affect the progress of the battle.

[0114] In step S302, the control unit 110 imparts a formation effect to the character. Note that the formation effect may be applied to an object other than a character. For example, the formation effect may be applied to a field or the like. As described above, examples of formation effects include increasing the attack power of a general by 30%, or inflicting damage on an enemy character when touching a specific area of ​​the formation.

[0115] In step S304, the control unit 110 changes the ability parameters of the character in accordance with the imparted formation effect. Note that if the formation effect is to be imparted to a field or the like, the processing of step S304 may be processing related to that control.

[0116] In step S306, the control unit 110 changes the display mode according to the given formation effect. For example, if the formation effect is "to put up a barrier that reduces damage to the general equal to the number of heavy warriors in the party," the control unit 110 controls the display so that the general is covered with a barrier.

[0117] FIG. 10 is a diagram visually explaining an example of the processing in steps S200 to S208 and steps S300 to S306.

[0118] Positions P1 to P6 of formation F1 and connectors CN1 to CN6 shown in Fig. 10 have been described with reference to Fig. 5, and therefore description will not be repeated here. As shown in Fig. 10, character A is positioned at position P1. Character C is positioned at position P2. Character D is positioned at position P3. Character F is positioned at position P4. Character E is positioned at position P5. Character B is positioned at position P6.

[0119] Based on this positional relationship, connector effects are given to each character as follows:

[0120] The connector effect EF1 corresponding to the connector information associated with the character A is given to the character C connected via the connector CN1. The connector effect EF1 is, for example, an effect that increases hit points by 30%.

[0121] The connector effect EF2 corresponding to the connector information associated with character C is given to characters A, B, and D connected via connectors CN1, CN6, and CN2. The connector effect EF2 is, for example, an effect that increases damage inflicted on enemies by 15%.

[0122] The connector effect EF3 corresponding to the connector information associated with character D is given to characters C and F connected via connectors CN2 and CN3. The connector effect EF3 is, for example, an effect that reduces damage received from enemies by 20%.

[0123] The connector effect EF4 corresponding to the connector information associated with character F is given to characters D and E connected via connectors CN3 and CN4. The connector effect EF4 is, for example, an effect that increases defensive power by 25%.

[0124] The connector effect EF5 corresponding to the connector information associated with character E is given to characters F and B connected via connectors CN4 and CN5. The connector effect EF5 is, for example, an effect that increases attack power by 10%.

[0125] The connector effect EF6 corresponding to the connector information associated with character B is given to characters E and C connected via connectors CN5 and CN6. The connector effect EF6 is, for example, an effect that increases the range of a weapon by 40%.

[0126] Characters connected in this way via connectors exert a connector effect on each other.

[0127] Here, focusing on the number of connector effects granted to each character, character A has one, characters B, D, E, and F have two, and character C has three. Therefore, according to the formation guide shown in formation F1, character C will have more connector effects than the other characters. For example, by placing characters with stronger connector effects in positions P1, P3, and P6, the character placed in position P2 can obtain three powerful connector effects, enabling them to advance the battle at an advantage. In this way, the characters that are granted connector effects vary depending on the placement, further increasing the strategic nature of the game. According to this embodiment, factors such as placement position and connector effect can influence the outcome of a battle, so it is possible to add a variety of strategic elements to the game even if the type of character owned remains the same. Furthermore, generally, characters with low ability parameters tend to be less motivated to train than characters with high ability parameters. However, even if a character has low ability parameters, if it has a strong connector effect, it can lead to increased motivation to train.

[0128] Additionally, character A, who is the general and placed in position P1, is given a formation effect that reduces damage taken by 10%.

[0129] (Flow of the process for determining the number of people to maintain) In step S108, the control unit 110 determines whether or not the formation maintenance number of players, which is the number of players required to maintain the formation, is being maintained.

[0130] 11 is a flowchart showing the detailed flow of the process of determining the number of people required to maintain a certain level in step S108. As shown in FIG. 11, the process of determining the number of people required to maintain a certain level in step S108 includes steps S400 to S412.

[0131] In step S400, the control unit 110 refers to the formation information stored in the storage unit 130 and acquires formation maintenance number information indicating the number of people required to maintain the formation F1.

[0132] In step S402, control unit 110 determines whether any ally characters are in a state where they are unable to fight. If the determination in step S402 is YES, the process proceeds to step S404. On the other hand, if the determination in step S402 is NO, the process proceeds to step S412.

[0133] In step S404, control unit 110 determines whether the number of ally characters available for combat has fallen below the number required to maintain formation F1. If the determination in step S404 is YES, the process proceeds to step S406. On the other hand, if the determination in step S404 is NO, the process proceeds to step S412.

[0134] In step S406, the control unit 110 stops the connector effect and formation effect applied in the processing of steps S106 and S108. As a result, the ally characters will no longer be able to receive the connector effect and formation effect. In other words, the control unit 110 stops at least the first effect when the number of fighting game media that are not in the predetermined first state among the multiple fighting game media becomes less than the predetermined number set in the formation.

[0135] In step S408, the control unit 110 returns the ability parameters of each ally character to the state before the connector effect and formation effect were applied.

[0136] In step S410, control unit 110 changes the display mode of the connector. For example, control unit 110 may change the display of the connector from a solid line to a dotted line, or change the color of the connector to purple.

[0137] On the other hand, in step S412, the control unit 110 maintains the connector effect and the formation effect because the formation is maintained.

[0138] 12 to 15 are diagrams visually explaining an example of the processing in steps S400 to S410.

[0139] FIG. 12 shows an example of a battle scene between enemy character X and ally character D. As shown in FIG. 12, all ally characters A to F are ready to fight. Since the number of characters required to maintain formation F1 is "5," formation F1 is maintained in the battle scene shown in FIG. 12. Therefore, characters A to F are subject to the connector effect and the formation effect.

[0140] FIG. 13 shows an example of a scene in which enemy character X and ally character D are fighting, and character D is defeated and unable to fight. At this time, character D is no longer displayed on the formation guide. Furthermore, the display of connectors CN2 and CN3 connected to the defeated character D is changed from a solid line to a dotted line. Note that even if character D is unable to fight, the display of position P3 where character D was positioned and connectors CN2 and CN3 connected to character D are maintained. At this time, the colors of position P3 and connectors CN2 and CN3 connected to character D may be changed. For example, if the positions and connectors were glowing orange when the formation was maintained, the colors of position P3 and connectors CN2 and CN3 connected to character D may be changed to purple.

[0141] When character D becomes unable to battle, the number of allied characters able to battle decreases from "6" to "5." As mentioned above, the number of characters required to maintain formation F1 is "5." Therefore, even if character D becomes unable to battle, formation F1 is maintained. However, characters C and F cannot receive character D's connector effect EF3. As shown in FIG. 12, when character D was able to battle, characters C and F could receive character D's connector effect EF3. However, when character D becomes unable to battle, they cannot receive the connector effect EF3. In other words, as shown in FIG. 13, connector effect EF3 is no longer activated. Therefore, the user is at a disadvantage when character D becomes unable to battle. Note that, as shown in FIG. 13, the non-functioning of some connectors may be referred to as "connectors being deactivated." In light of FIG. 13, it can be said that connectors CN2 and CN3 are deactivated.

[0142] FIG. 14 shows an example of a battle scene between enemy character Y and ally character C. As shown in FIG. 14, ally characters A to C and E to F are ready to battle. Since the number of characters required to maintain formation F1 is "5," formation F1 is maintained in the battle scene shown in FIG. 14. Therefore, characters A to C and E to F are subject to the connector effect and the formation effect.

[0143] FIG. 15 shows an example of a scene in which enemy character Y and ally character C fight, and character C is defeated and becomes unable to fight. At this time, character C is no longer displayed on the formation guide. When character C becomes unable to fight, the number of ally characters available for battle decreases from "5" to "4." As a result, the number of characters available for battle falls below the number of characters required to maintain formation F1, "5." When the number of ally characters available for battle, "4," falls below the number of characters required to maintain the formation, "5," the formation collapses. When the formation collapses, the following process is executed. As shown in FIG. 15, the control unit 110 releases all connectors. Specifically, the control unit 110 releases connectors CN1, CN4, CN5, and CN6. The control unit 110 also changes the display of connectors CN1, CN4, CN5, and CN6 from solid lines to dotted lines. Because all connectors have been released, each character cannot receive all connector effects. That is, as shown in FIG. 15, all connector effects EF1 to EF6 are no longer activated. In addition, the formation effect will no longer be activated, so you will not be able to receive the formation effect. You will also be unable to use the formation secret technique. Also, you will not be able to re-deploy a formation that has collapsed.

[0144] Furthermore, when a formation collapse occurs, the control unit 110 may set all positions to the same state as the break position. This allows a character in any position to attack and accumulate a large amount of morale gauge. In this way, if the opponent's formation can be collapsed, the player can quickly gain an advantage in the game. Note that, as a display mode when a formation collapse occurs, the control unit 110 may change the color of positions P1 to P6 and connectors CN1 to CN6 to purple.

[0145] Furthermore, when the formation collapses, a special display may be displayed. For example, the control unit 110 may display an effect in which the entire connector breaks and disappears.

[0146] Even if the formation collapses, the formation guide remains as is, that is, the displays of positions P1 to P6 and connectors CN1 to CN6 included in the formation remain as is.

[0147] Although formation collapse has been described as occurring when the number of characters capable of fighting falls below the number of characters necessary to maintain the formation, this is not limiting. For example, if a character positioned in the opponent's break position is defeated (e.g., his hit points are reduced to zero), even if the number of characters is not below the number necessary to maintain the opponent's formation, a temporary (e.g., two-second) formation collapse state may occur in the opponent's formation. As described above, to collapse the opponent's formation, the number of characters must be reduced to below a predetermined number. However, by defeating a character in the break position, even if the number of characters is greater than the number necessary to maintain the formation, the formation can be temporarily collapsed in this case. This temporarily weakens the opponent by preventing them from obtaining connector effects and formation effects. Furthermore, because the formation collapse may cause all positions to be in the same state as the break position, the user can increase their morale gauge, which can quickly turn the battle situation in their favor and significantly increase the strategic value of the game. Even if a formation collapse state occurs temporarily, if there are enough players to maintain the formation, the formation collapse state will be canceled and the formation will return to normal after a predetermined time (e.g., about 2 seconds) has passed. A special display may be displayed when a character positioned in a break position is defeated. For example, a hit stop of about 0.8 to 1 second may be performed on the entire character, and during that time, the camera may move so that the defeated character and the defeated character are centered on the screen. Positions set as break positions may be expressed as follows: That is, at least some positions are associated with an effect different from the first effect and / or second effect that affect the progress of the game, and this effect changes parameters used in battle, such as ability parameters, to be more advantageous in the battle. Examples of such an effect include making it easier to fill the morale gauge or making it easier to reduce the hit points of the opponent's character. Then, in response to making the opponent's character positioned in that position unusable, this effect may be associated with another position.

[0148] (Formation switching process flow) In step S110, the control unit 110 switches the formation in response to a user operation. Figure 16 is a flowchart showing the detailed flow of the formation switching process in step S110. As shown in Figure 16, the formation switching process in step S110 includes steps S500 to S514.

[0149] In step S500, the control unit 110 determines whether or not a user operation to instruct a formation change has been accepted. If the determination in step S500 is YES, the process proceeds to step S502. On the other hand, if the determination in step S500 is NO, the process proceeds to step S514. That is, the control unit 110 switches the formation information used in the battle process to other formation information in response to an operation by the user playing the battle.

[0150] In step S502, the control unit 110 refers to the formation information stored in the storage unit 130 and acquires formation information to be used after switching.

[0151] In step S504, control unit 110 moves the ally characters to positions in the post-switch formation.

[0152] In step S506, the control unit 110 puts the ally character in an invincible state in which it cannot be attacked by the enemy character until the movement is complete. In the invincible state until the movement is complete, the ally character cannot attack the enemy character. Furthermore, time continues to progress during the switching movement, so the remaining time also decreases. If the determination in step S506 is YES, the process proceeds to step S504. On the other hand, if the determination in step S506 is NO, the process returns to step S504. As described above, the "invincible state" is an example of the "predetermined second state."

[0153] During movement when switching formations, instead of or in addition to becoming invincible, a morale gauge may be increased as one aspect of the predetermined second state.

[0154] In step S508, the control unit 110 imparts a connector effect according to the placement position of the ally character to the corresponding character.

[0155] In step S510, control unit 110 changes the ability parameters of each character in accordance with the given connector effect.

[0156] In step S512, control unit 110 changes the display mode of the connector according to the degree of change in the ability parameter.

[0157] On the other hand, in step S514, control unit 110 maintains the formation because it has not received a user operation to instruct a formation change.

[0158] 17 and 18 are diagrams visually illustrating an example of the processing in steps S500 to S512. As shown in area G19 in FIG. 17, characters C and D are unable to battle. Therefore, the number of characters currently able to battle is "4," which is less than the "5" required to maintain the formation, and formation F1 has collapsed. As a result of the formation collapse, as described above, the connector effect and formation effect are no longer available, putting the formation at a disadvantage. Therefore, the user can switch to a formation that can be deployed even with the currently available number of characters, "4," able to battle. For example, if the user wants to switch to the formation associated with character E, the user can perform an operation of sliding up the icon of character E displayed in area G19. This operation is an example of a "user operation to instruct a formation change" in step S500. Upon receiving this user operation, control unit 110 changes the formation. The changed formation is indicated by a T-shape in area G15 in FIG. 18. Furthermore, in area G11 of FIG. 18, the number of characters required to maintain the formation after the switch is displayed as "2," and the number of characters that can be deployed in the formation after the switch is displayed as "4." In the formation after the switch, connector effects and formation effects are applied to each ally character. However, formation effects are not limited to those applied to characters, and may also be applied to the field. Even if a formation collapses in this way, the connector effects and formation effects can be applied again by switching to a formation that can be deployed. Note that in area G18, the number of times that can be switched to the formation associated with character E (number of times that can be deployed) is 0. However, as mentioned above, the number of times limit may be restored as time passes during the battle.

[0159] (Skill activation process flow) In step S112, the control unit 110 activates a skill of an ally character in response to a user operation. Figure 19 is a flowchart showing a detailed flow of the skill activation process in step S112. As shown in Figure 19, the skill activation process in step S112 includes steps S600 to S608.

[0160] In step S600, the control unit 110 accepts a user operation to instruct skill activation. If the determination in step S600 is YES, the process proceeds to step S602. The "user operation" here refers to, for example, tapping on the area where the skill name is displayed on the game screen G1 (see FIG. 7).

[0161] In step S602, the control unit 110 determines whether the morale gauge required to activate a skill has accumulated. If the determination in step S602 is YES, the process proceeds to step S604. On the other hand, if the determination in step S602 is NO, the process proceeds to step S608.

[0162] In step S604, the control unit 110 activates the skill tapped by the user.

[0163] In step S606, the control unit 110 displays information about the activated skill. For example, if the skill is a "heal circle" that recovers the hit points of an ally character, an effect may be displayed in which the ally character displayed in area G15 (see FIG. 7) is enveloped in light and the number of recovered hit points is displayed.

[0164] On the other hand, in step S608, the control unit 110 displays a warning message such as "The morale gauge is insufficient" on the game screen G1 because the morale gauge required to activate the skill has not been filled up. Note that the control unit 110 may output an error sound instead of the warning message, or may output the warning message and the error sound simultaneously.

[0165] Note that the skill activation process of step S112 is a process that is performed in response to a user operation during a battle, and therefore the timing of the process is not particularly limited. For example, the skill activation process of step S112 may be performed between step S106 and step S108, or between step S108 and step S110.

[0166] In step S114, the control unit 110 determines whether a battle end condition is satisfied. An example of the battle end condition is the victory condition described above. As described above, if an ally character puts the enemy character's general in a state where he or she cannot fight within the time limit, or if an ally character puts all enemy characters in a state where they cannot fight, the user wins and the battle end condition is satisfied. Also, if the time limit reaches zero, or if the ally character's general is in a state where he or she cannot fight even though the time limit remains, the user loses and the battle end condition is satisfied. If the determination in step S114 is YES, the process proceeds to step S116. On the other hand, if the determination in step S114 is NO, the process returns to step S104.

[0167] In step S116, the control unit 110 executes a process to end the match.

[0168] In step S118, the control unit 110 executes a process of displaying the battle result. Examples of the battle result include acquired experience points, in-game currency, items, and the time required for the battle.

[0169] (Connector disconnection and connector restoration) Next, an example of connector release and connector restoration will be described with reference to Figures 20 to 26. Figure 20 is a diagram for explaining an example of connector release. In the above, as an example of a connector being released, it has been described that the connector is released when a character placed in a certain position becomes unable to fight, but the release condition for a connector is not limited to this.

[0170] FIG. 20 shows a "movement limit distance CL1" and a "forced connector release distance CL2." The movement limit distance CL1 indicates the range of movement of a character placed at a position in a fighting game according to one aspect of the present invention. For example, as shown in FIG. 20, character D placed at position P3 can move freely within the movement limit distance CL1. The size of the movement limit distance CL1 is not particularly limited, but an example is "2 m." That is, character D can move freely away from position P2 within a range of 2 m from position P3. Even if character D moves away from position P2 within a range of 2 m from position P3, the connector is not released and the connector effect is maintained. That is, the positions of the fighting game media placed in the formation may shift slightly during a fight, but even if they shift slightly, the degree of adaptation of the connector effect does not change.

[0171] A character cannot normally move beyond a range of 2 meters. However, as shown in FIG. 21, it is possible for a character to be placed outside the 2-meter range due to formation movement or getting caught on an object such as a wall. In the example shown in FIG. 21, character D has moved beyond the movement limit distance CL1 and within the forced connector release distance CL2. The forced connector release distance CL2 indicates the distance at which the connector is forcibly released if the distance is exceeded. The size of the forced connector release distance CL2 is not particularly limited, but one example is "4 meters." Although character D has moved beyond 2 meters and within 4 meters, which is normally not possible, the connector is not released because it is still within the forced connector release distance CL2. In other words, even in the state shown in FIG. 21, character D can receive connector effects from characters C and F and can grant connector effects to characters C and F.

[0172] If character D is attacked by an enemy in the state shown in FIG. 21, it is possible that character D may move beyond the forced connector release distance CL2, as shown in FIG. 22. In this case, connectors CN2 and CN3 connected to character D are forcibly released, and the display mode is also changed to a released state. In the state shown in FIG. 22, character D cannot receive connector effects from characters C and F, and cannot grant connector effects to characters C and F. In this way, situations can arise where the connector effect cannot be obtained even if the character is not in an unusable state. Since not being able to obtain the connector effect puts character D at a disadvantage in a battle, it is necessary to restore the released connectors CN2 and CN3.

[0173] As shown in Figure 23, even if character D moves beyond the forced connector release distance CL2 and then returns to within the forced connector release distance CL2, connectors CN2 and CN3 do not restore and remain released. As shown in Figure 24, when character D moves beyond the forced connector release distance CL2 and then returns to within the movement limit distance CL1, connectors CN2 and CN3 restore. This allows character D to receive the connector effect from characters C and F, and to grant the connector effect to characters C and F.

[0174] In this way, the position information included in the formation information may be associated with second distance information indicating the second distance (e.g., forced connector release distance CL2) that is the limit at which the first effect (e.g., connector effect) can be maintained, and first distance information indicating the first distance (e.g., movement limit distance CL1) at which the first effect can be exerted again after the fighting game medium (e.g., character D) has once left the second distance.

[0175] In the above example, it was explained that when a character moves beyond the forced connector release distance CL2, the connector connected to the character is released. However, there may be cases where the connector is not released even when the character moves beyond the forced connector release distance CL2. For example, if the process of moving beyond the forced connector release distance CL2 also involves the execution of a process of returning the character to within the forced connector release distance CL2, the connector is not released. For example, depending on the character's skill, the connector is not released even when the character moves beyond the forced connector release distance CL2. Examples of such skills include "charge" and "teleport." Here, as an example, "charge" will be described with reference to Figures 25 and 26.

[0176] As shown in FIG. 25, assume that character D has the skill "charge." "Charge" is, for example, a skill that moves in a straight line and tackles and damages an enemy character located on that line. When "charge" is activated by a user's operation, character D moves in a straight line beyond the forced connector release distance CL2 to attack the enemy character. At this time, although character D has moved beyond the forced connector release distance CL2, connectors CN2 and CN3 connected to character D are not released. After "charge" ends, character D returns to its original position, as shown in FIG. 26.

[0177] Although the above description has been given of the formations of friendly characters, enemy characters may also deploy formations.

[0178] A special formation effect may be added to the formation of two or more enemy characters appearing in a battle. For example, the enemy character in a position with more connectors connected to it may be stronger.

[0179] As described above, when the number of characters capable of combat falls below the number required to maintain the formation, the formation collapses and the connector effect and formation effect cannot be obtained. As a variation of the setting that makes it impossible to obtain the connector effect and formation effect, for example, the following settings may be used. The "number of characters required to obtain the connector effect" and the "number of characters required to obtain the formation effect" may be set separately. For example, in the above-mentioned formation F1, the "number of characters required to obtain the connector effect" may be set to "5," and the "number of characters required to obtain the formation effect" may be set to "4." In this case, when the number of characters capable of combat falls below the set value, the corresponding effect cannot be obtained. For example, if the number of characters capable of combat is "6," all six characters can obtain the connector effect and formation effect. Even if the number of characters capable of combat is reduced to "5," all five characters can obtain the connector effect and formation effect. If the number of characters capable of combat is reduced to "4," the four characters can obtain the formation effect, but they will no longer be able to obtain the connector effect. If the number of characters that can fight is reduced to "3", the three characters will no longer be able to obtain the connector effect or the formation effect. Note that the "number of people required to obtain the connector effect" and the "number of people required to obtain the formation effect" may be the same or different.

[0180] [Note] From the above description, the present invention can be understood, for example, as follows: Note that, to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently placed in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.

[0181] A game control device (10) according to aspect 1 includes a battle processing unit (100) that executes battle processing using battle game media and formation information indicating the formation of multiple battle game media placed in a game space used for the battle, and at least a portion of the battle game media is associated with first effect information indicating a first effect to be exerted on other battle game media, and the formation information includes position information indicating placement positions in the game space for placing each of the multiple battle game media, and position combination information indicating a combination of a first position and a second position that are placement positions of some of the placement positions of the multiple battle game media, wherein the first position and the second position are in a relationship such that the first effect of the battle game media placed at the first position is exerted on the battle game media placed at the second position, and the battle processing includes processing that exerts the first effect corresponding to the first effect information associated with the battle game media placed at the first position on the battle game media placed at the second position. According to the above configuration, the battle game medium that has an effect on the other battle game medium changes depending on the placement position, which makes it possible to further increase the strategic nature of the game.

[0182] A game control device according to aspect 2 is the same as in aspect 1, wherein the combination of the first position and the second position further has a relationship in which the first effect of the battle game medium placed at the second position is applied to the battle game medium placed at the first position, and the battle processing further includes processing for applying the first effect corresponding to the first effect information associated with the battle game medium placed at the second position to the battle game medium placed at the first position. According to the above configuration, which battle game medium is given an effect from which battle game medium further changes depending on the placement position, thereby making it possible to further increase the strategic nature of the game.

[0183] A game control device according to aspect 3 is the same as aspect 1, wherein the formation information further includes second effect information indicating a second effect that affects the progress of the battle, and the battle processing further includes processing for applying the second effect using the second effect information. With this configuration, a second effect associated with the formation is obtained, which can further increase the strategic nature of the game.

[0184] In the game control device according to aspect 4, in aspect 1, the battle processing unit stops the first effect when the number of battle game media that are not in a predetermined first state among the plurality of battle game media becomes less than a predetermined number that is set in advance in the formation. With the above configuration, in order to maintain the application of the first effect, it is necessary to prevent the battle game media from entering the predetermined first state, which makes it possible to further increase the strategic nature of the game, such as determining which battle game media should be placed where to avoid this.

[0185] In a game control device according to aspect 5, in accordance with aspect 1, the battle processing unit switches the formation information used in the battle processing to another formation information in response to an operation by a user playing the battle. With the above configuration, it is possible to switch the formation to another formation, thereby further increasing the strategic nature of the game.

[0186] A game control device according to aspect 6 is the same as aspect 5, in that when the battle processing unit switches the formation information to another formation information, the battle game media are set to a predetermined second state until the switching is complete. The ability to switch the formation and set the game media to the predetermined second state can further increase the strategic nature of the game.

[0187] A game control device according to aspect 7 is the same as in aspect 3, wherein the battle processing unit applies the second effect in response to an operation by a user playing the battle. With this configuration, the user can decide for himself or herself when to activate the second effect, thereby making it possible to further increase the strategic nature of the game.

[0188] A game control method according to an eighth aspect is a game control method executed by one or more computers, and includes a battle processing step of executing a battle process using battle game media and formation information indicating the formations of multiple battle game media placed in a game space used for a battle, wherein first effect information indicating a first effect to be exerted on other battle game media is associated with at least some of the battle game media, and the formation information includes position information indicating placement positions in the game space for placing each of the multiple battle game media, and one of the placement positions of the multiple battle game media. a combination of a first position and a second position, which are positions of game components, the first position and the second position including position combination information indicating a combination of the first position and the second position such that the first effect of the battle game medium placed at the first position is applied to the battle game medium placed at the second position, and in the battle processing step, the one or more computers execute processing to apply the first effect, corresponding to the first effect information associated with the battle game medium placed at the first position, to the battle game medium placed at the second position. The above configuration achieves the same effects as in aspect 1.

[0189] A game control program according to a ninth aspect is a game control program that causes one or more computers to execute a battle processing step that executes a battle process using battle game media and formation information indicating the formations of multiple battle game media placed in a game space used for a battle, wherein first effect information indicating a first effect to be exerted on other battle game media is associated with at least some of the battle game media, and the formation information includes position information indicating placement positions in the game space for placing each of the multiple battle game media, and one of the placement positions of the multiple battle game media. a combination of a first position and a second position, which are positions of battle-game media, and the first position and the second position include position combination information indicating a combination of the first position and the second position such that the first effect of the battle-game media placed at the first position is applied to the battle-game media placed at the second position, and in the battle processing step, the one or more computers are caused to execute processing to apply, to the battle-game media placed at the second position, the first effect corresponding to the first effect information associated with the battle-game media placed at the first position. With the above configuration, the same effects as those of aspect 1 are achieved.

[0190] [Software implementation example] The functions of each device that constitutes game system 1 can be realized by a program that causes a computer to function as that device, and by a program that causes a computer to function as each control block of that device (particularly each part included in control unit 110).

[0191] In this case, the device includes a computer having at least one control device (e.g., a processor) and at least one storage device (e.g., a memory) as hardware for executing the program. The control device and storage device execute the program, thereby realizing the functions described in each of the above embodiments.

[0192] The program may be non-transitory and may be recorded on one or more computer-readable recording media. The recording media may or may not be included in the device. In the latter case, the program may be supplied to the device via any wired or wireless transmission medium.

[0193] Furthermore, some or all of the functions of the control blocks can be realized by logic circuits. For example, an integrated circuit in which a logic circuit that functions as each of the control blocks is formed is also included in the scope of the present invention. In addition, the functions of the control blocks can also be realized by, for example, a quantum computer.

[0194] Furthermore, each process described in each of the above embodiments may be executed by AI (Artificial Intelligence). In this case, the AI ​​may run on the control device or on another device (for example, an edge computer or a cloud server).

[0195] The present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention. [Explanation of symbols]

[0196] 1. Game System 10-1, 10-2 Game terminals 30 servers 110 control section 111 First effect granting section 112 Second effect granting section 113 Maintenance Number Judgment Department 114 Formation Collapse Processing Unit 115 Formation Switching Section 116 State control section

Claims

1. a battle processing unit that executes a battle process using battle game media and formation information that indicates the formations of a plurality of battle game media that are arranged in a game space used for the battle; At least some of the battle game media are associated with first effect information indicating a first effect exerted on other of the battle game media; The formation information is position information indicating placement positions for placing each of the plurality of battle game media in the game space; and a combination of a first position and a second position, which are some of the positions of the plurality of battle game media, the first position and the second position including position combination information indicating a combination of the first position and the second position in a relationship in which the first effect of the battle game media placed at the first position is exerted on the battle game media placed at the second position; the battle processing includes a process of applying the first effect corresponding to the first effect information associated with the battle game medium placed at the first position to the battle game medium placed at the second position; Game control device.

2. a combination of the first position and the second position further has a relationship in which the first effect of the battle game medium placed at the second position is exerted on the battle game medium placed at the first position; the battle processing further includes a process of applying the first effect corresponding to the first effect information associated with the battle game medium placed at the second position to the battle game medium placed at the first position; The game control device of claim 1 .

3. the formation information further includes second effect information indicating a second effect that affects the progress of the battle; the battle processing further includes a process of exerting the second effect using the second effect information. The game control device of claim 1 .

4. the battle processing unit terminates the first effect when the number of battle game media that are not in a predetermined first state among the plurality of battle game media becomes less than a predetermined number that is set in advance for the formation; The game control device of claim 1 .

5. the battle processing unit switches the formation information used in the battle processing to another formation information in response to an operation by a user playing the battle; The game control device of claim 1 .

6. when switching the formation information to another formation information, the battle processing unit sets the plurality of battle game media to a predetermined second state until the switching is completed; The game control device according to claim 5 .

7. the battle processing unit performs processing to exert the second effect in response to an operation by a user playing the battle; The game control device according to claim 3 .

8. 1. A game control method executed by one or more computers, comprising: a battle processing step of executing a battle process using battle game media and formation information indicating formations of a plurality of battle game media arranged in a game space used for the battle; At least some of the battle game media are associated with first effect information indicating a first effect exerted on other of the battle game media; The formation information is position information indicating placement positions for placing each of the plurality of battle game media in the game space; and a combination of a first position and a second position, which are some of the positions of the plurality of battle game media, the first position and the second position including position combination information indicating a combination of the first position and the second position in a relationship in which the first effect of the battle game media placed at the first position is exerted on the battle game media placed at the second position; In the battle processing step, the one or more computers execute a process of exerting the first effect corresponding to the first effect information associated with the battle game medium placed at the first position on the battle game medium placed at the second position. Game control method.

9. A game control program that causes one or more computers to execute a battle processing step that executes a battle process using battle game media and formation information that indicates formations of multiple battle game media placed in a game space used for the battle, the game control program comprising: At least some of the battle game media are associated with first effect information indicating a first effect exerted on other of the battle game media; The formation information is position information indicating placement positions for placing each of the plurality of battle game media in the game space; and a combination of a first position and a second position, which are some of the positions of the plurality of battle game media, the first position and the second position including position combination information indicating a combination of the first position and the second position in a relationship in which the first effect of the battle game media placed at the first position is exerted on the battle game media placed at the second position; in the battle processing step, causing the one or more computers to execute a process of exerting the first effect corresponding to the first effect information associated with the battle game medium placed at the first position on the battle game medium placed at the second position; Game control program.

Citation Information

Patent Citations

  • Game device and information storage medium

    JP2002052249A