Computer program, game system used therefor, and control method
The game system employs distinct determination methods for training effects in normal and special practices, addressing the lack of strategic depth in existing systems by offering varied training outcomes based on specific parameters, enhancing player engagement.
Patent Information
- Application Number
- JP2024110763
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-10
- Publication Date
- 2026-01-23
AI Technical Summary
Existing game systems lack strategic depth in training mechanics, particularly in managing parameters like stamina, which affects the probability of failure in training sessions, leading to a need for strategic decision-making based on stamina levels.
Implement a game system with a first and second determination method for training effects, where different options (normal and special practices) utilize distinct methods to determine training effects based on specific parameters like stamina, providing varied strategic choices.
Enhances strategic gameplay by introducing diverse training effects through different determination methods, enriching the player's experience and adding strategic depth to training mechanics.
Smart Images

Figure 2026010784000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a computer program, etc., that is applied to a computer incorporated into a game system that provides a training game in which a training object is trained, using a display device that displays a training object that is associated with multiple types of parameters, and an input device that inputs instructions to select from multiple options that each impart to the training object a training effect that is associated with at least some of the changes in the multiple types of parameters. [Background technology]
[0002] There is a game system that provides a training game in which a training object is trained, using a display device that displays a training object associated with a plurality of types of parameters, and an input device that inputs an instruction to select from a plurality of options that respectively impart training effects associated with at least some of the changes in the plurality of types of parameters to the training object. For example, a system that uses training as an example of an option for imparting training effects to the training object is known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2023-137039 Summary of the Invention [Problem to be solved by the invention]
[0004] The system of Patent Document 1 is provided with a parameter of "stamina" that is used to calculate the failure rate, which is the probability of failing a training session, and is restored by selecting "Rest." In other words, training has a developmental effect, while "Rest" has the effect of restoring "stamina" (reducing the failure rate of training). For this reason, the selection of training and "Rest" requires strategy that takes into account the current remaining amount of "stamina" and the failure rate. This type of strategy is likely to contribute to the enjoyment of the game.
[0005] Therefore, an object of the present invention is to provide a computer program or the like that can add new strategic features related to specific parameters. [Means for solving the problem]
[0006] The computer program of the present invention is configured to cause a computer incorporated into a game system that provides a training game in which the training object is trained to function as a first effect determination means that determines the training effect of a first option based on a first determination method that uses a specific parameter from the multiple types of parameters when a first option is selected as an option to which the first determination method should be applied, and as a second effect determination means that determines the training effect of a second option based on a second determination method that uses the specific parameter in a manner different from the first determination method when a second option is selected as an option that imparts a different training effect from the first option.
[0007] On the other hand, the game system of the present invention is a game system that provides a training game in which the training object is trained using a display device that displays a training object corresponding to multiple types of parameters and an input device that inputs instructions to select multiple types of options that each impart to the training object a training effect associated with at least some of the changes in the multiple types of parameters, and is equipped with a first effect determination means that, when a first option is selected as an option to which a first determination method that uses a specific parameter from the multiple types of parameters should be applied, determines the training effect of the first option based on the first determination method, and a second effect determination means that, when a second option is selected as an option that imparts a different training effect from the first option, determines the training effect of the second option based on a second determination method that uses the specific parameter in a manner different from the first determination method.
[0008] In addition, the control method of the present invention uses a display device that displays a development object corresponding to multiple types of parameters and an input device that inputs instructions to select multiple types of options that each impart to the development object a development effect associated with at least a portion of the changes in the multiple types of parameters, to cause a computer incorporated into a game system that provides a development game for developing the development object to execute a first effect determination procedure that, when a first option is selected as an option to which a first determination method that uses a specific parameter from the multiple types of parameters should be applied, determines the development effect of the first option based on the first determination method, and when a second option is selected as an option that imparts a different development effect from the first option, determines the development effect of the second option based on a second determination method that uses the specific parameter in a manner different from the first determination method. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a diagram showing a schematic configuration of a network system to which a game system according to an embodiment of the present invention is applied; [Figure 2] FIG. 2 is a functional block diagram showing the main parts of a control system of the network system. [Figure 3] FIG. 2 is a diagram schematically illustrating an example of a home screen. [Figure 4] FIG. 10 is an explanatory diagram for explaining an overview of the training part. [Figure 5] FIG. 4 is a diagram schematically illustrating an example of a menu screen. [Figure 6] FIG. 10 is a diagram schematically illustrating an example of a normal practice screen. [Figure 7] FIG. 10 is a diagram schematically illustrating an example of a special practice screen. [Figure 8] FIG. 10 is an explanatory diagram for explaining an example of a first determination method. [Figure 9] FIG. 10 is an explanatory diagram for explaining an example of a second determination method. [Figure 10] FIG. 10 is a diagram schematically illustrating an example of a sorting screen. [Figure 11] FIG. 10 is an explanatory diagram for explaining the details of a style battle. [Figure 12] FIG. 10 is an explanatory diagram for explaining an example of the effect of winning in a style match. [Figure 13] FIG. 10 is an explanatory diagram for explaining an example of a recovery effect. [Figure 14] 10 is a flowchart showing an example of a procedure for a normal effect determination process. [Figure 15] 10 is a flowchart showing an example of a procedure for a special effect determination process. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, a game system in which a computer program according to an embodiment of the present invention is implemented (a game system according to an embodiment of the present invention) will be described with reference to the accompanying drawings.
[0011] (Overall composition) First, the overall configuration of a network system to which a game system according to one embodiment of the present invention is applied will be described with reference to Fig. 1. As shown in Fig. 1, the network system 1 is configured as a client-server system including a center server 2 and a plurality of game machines 3 as client devices connectable to the center server 2 via a predetermined network 5.
[0012] The center server 2 is configured as a single logical server device by combining server units 2A, 2B, etc., which are multiple computer devices. However, the center server 2 may also be configured as a single server unit. Alternatively, the center server 2 may be configured logically using cloud computing.
[0013] The game machine 3 is an example of a game device, and is a computer device that provides a predetermined game. The game machine 3 is equipped with a computer program according to an embodiment of the present invention, and functions as a game system according to an embodiment of the present invention in the network system 1. The game machine 3 may include various game devices (computer devices) that provide games. In the example of FIG. 1, three types of game machines 3A, 3B, and 3C are shown as the game machines 3.
[0014] The game machine 3A is configured as a commercial (business) game machine 3 that allows users to play games within a range corresponding to the payment of a predetermined fee in exchange for the payment of the fee. This type of game machine 3 is sometimes called an arcade game machine. The game machine 3A (hereinafter sometimes called an arcade game machine 3) is often installed in a predetermined facility such as a store, with the main purpose of generating revenue by having many users repeatedly play games.
[0015] On the other hand, the game machines 3B and 3C are configured as user terminal devices for personal use by users. A user terminal device is a computer device that can be connected to a network and is provided for personal use by a user. User terminal devices include various computer devices that can be connected to a network and are provided for personal use by a user, such as a stationary or notebook personal computer (PC), a stationary home game console, a portable game console, a portable tablet terminal device, and a mobile phone including a smartphone. Various user terminal devices can be used as the game machines 3B and 3C. In the example of FIG. 1, a PC and a smartphone are shown as examples of the game machines 3B and 3C. Hereinafter, the game machines 3B and 3C may be referred to as a PC 3B and a smartphone 3C, respectively, and when there is no need to distinguish between them, they may be referred to as a personal game machine 3. Note that in the example of FIG. 1, multiple types of game machines 3 are connected to the center server 2; however, only one type of game machine 3 may be connected to the center server 2, and the number of game machines 3 connected to the center server 2 may be any appropriate number.
[0016] The personal game machine 3 can be equipped with various computer software programs to allow users to enjoy various services provided by the center server 2. The personal game machine 3 functions as a game machine 3 that provides games by installing game applications (hereinafter, sometimes referred to as game apps) as such software. Game apps may be distributed for a fee or free of charge. Furthermore, whether the game app is distributed for a fee or free of charge, it may include billing elements as appropriate depending on the progress of the game, etc.
[0017] The predetermined game is configured as a training game in which a character to be trained (hereinafter, sometimes referred to as a training character) is trained. "Training" is a concept that includes changing the values (contents) of various parameters associated with the training character in a direction that improves abilities, etc. A change in the value of a parameter in a direction that improves abilities, etc. is hereinafter referred to as "growth," and a change in the value of a parameter in such a direction may be referred to as a "change in the direction of growth." However, in addition to changes in parameter values, "training" may also include the addition of elements (new items) that are different from changes in existing parameters, such as the target character acquiring a "skill" as a special ability that exerts a unique advantageous effect in the game. Furthermore, "training" may allow changes in parameter values in a direction that lowers ability values, etc., so that, for example, a development in which training fails can be realized. In other words, "training" may also include changes in parameters other than growth.
[0018] The training game provides a plurality of options for training a character. Each option is configured to impart to the character a training effect associated with at least a partial change in the plurality of parameters. The game is played so that the character is trained through the training effect of the selected option.
[0019] The development character includes not only a concept of a person appearing in the game, but also various concepts such as animals and objects (for example, vehicles) that are given personal characteristics. The development character is displayed as an object on the game screen. The development character (object) may be represented appropriately on the game screen, and may be represented as a virtual three-dimensional object that actually moves, or as a card corresponding to the development character. The development game may be provided as an appropriate game that includes a development element for the development character, and may be provided as part or all of various games such as an action game, a role-playing game, or a simulation game. The following describes a case where the development game is provided as part of a baseball game.
[0020] A baseball game is a type of game that simulates playing the sport of baseball. In addition to a training part as a training game, a baseball game may also include other parts with different play styles, such as a competition part in which teams compete against each other. The competition part may be configured as an action game in which each character (player) is directly controlled, or as a simulation game in which each automatically controlled character is instructed on various courses of action. The training part may also include various modes with different training methods. Baseball games will be described in more detail below.
[0021] The network 5 may be configured appropriately as long as it can connect the game machines 3 to the center server 2. As an example, the network 5 includes the Internet as a WAN, and various connection facilities or devices such as a LAN or an access point AP that connects the center server 2 and the game machines 3 to the Internet.
[0022] The center server 2 provides various game machine services related to baseball games to the game machines 3 or their users. The game machine services may include various services related to baseball games, such as a distribution service or a matching service. The distribution service is a service that distributes and updates programs or data via the network 5. The center server 2 appropriately distributes various programs or data necessary for providing a baseball game to each game machine 3 through such a distribution service. The matching service is a service that matches opponents (or cooperators if cooperative play is included) in the competitive portion. Note that the game machine services may also appropriately include, for example, an authentication service that receives user identification information from the game machine 3 and authenticates the user, a service that receives and stores data such as the usage history of the authenticated user from the game machine 3, and the like. Alternatively, the above-mentioned services, such as the matching service when the opponent is a computer, may be omitted as appropriate.
[0023] (Network system control system) Next, the main parts of the control system of the network system 1 will be described with reference to Fig. 2. First, the center server 2 is provided with a control unit 21 and a storage unit 22 as storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various arithmetic processing and operation control according to a predetermined computer program, with an internal memory and other peripheral devices required for its operation.
[0024] The storage unit 22 is an external storage device including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data in one storage unit, or may be configured to store data in a distributed manner across multiple storage units. The storage unit 22 stores a server program PG1 as an example of a computer program that causes the control unit 21 to execute processes necessary to provide various services to users. The storage unit 22 also stores server data SD necessary for providing services for the game machine, etc. The server data SD may include various types of data. FIG. 2 shows play data PD, character data CD, and team data TD as examples of such data.
[0025] The play data PD is data that manages information about play performance for each user. For example, a baseball game may include various items, and the items owned by each user are managed by the play data PD. In addition to items, various other items (elements) owned by each user or each development character may also be managed by the play data PD. The character data CD is data that defines each character appearing in the baseball game. The development of a development character is realized, for example, by changes in parameters that characterize the development character (hereinafter, sometimes referred to as ability parameters). The development of a development character (changes in ability parameters) may be managed appropriately. For example, the character data CD may manage the information on the initial ability parameters before development (in other words, information on ability parameters that apply to all users). Furthermore, ability parameters may change directly in response to development effects. For example, this includes both changes via experience points and changes directly. In other words, development effects may be indirectly associated with changes in ability parameters via experience points or directly associated with changes in ability parameters. The play data PD is also used to manage the experience points. The team data TD is information for managing each baseball team that appears in the baseball game.
[0026] The server data SD may include appropriate data for implementing various services, such as ID management data for managing various IDs, such as a user ID for identifying each user. The play data PD, character data CD, and team data TD are all part of the game data GD. The server data SD may also include other game data GD, such as image data for displaying various images for game screens or audio data for playing game sounds (including background music). Alternatively, the server data SD may not include game data GD.
[0027] The control unit 21 is provided with various logical devices realized by combining the hardware resources of the control unit 21 with the server program PG1 as software resources. An example of such logical devices is shown in FIG. 2, which shows a game machine service management unit 24. The game machine service management unit 24 is a logical device that executes various processes for realizing the above-mentioned game machine services for the game machine 3. Input devices such as a keyboard and output devices such as a monitor may be connected to the control unit 21 as needed. However, these devices are not shown in the drawings.
[0028] On the other hand, the game machine 3 is provided with a control unit 31 as a computer and a storage unit 32 as storage means. The control unit 31 is configured as a computer that combines a CPU as an example of a processor that executes various processes according to a predetermined computer program with an internal memory and other peripheral devices required for its operation.
[0029] The storage unit 32 is an external storage device that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk or semiconductor storage device. The storage unit 32 stores a game program PG2 as an example of a computer program that causes the control unit 31 to execute various processes necessary to provide a service such as a game. The storage unit 32 also stores game data GD necessary for providing a game. The game data GD may include various types of game data, such as image data, audio data, or ID management data, as appropriate. FIG. 2 shows play data PD, character data CD, and team data TD as examples of such data.
[0030] The game data GD may be stored in the storage unit 32 by any suitable method. For example, it may be pre-installed in the game machine 3, or may be stored in the storage unit 32 via various recording media. As an example, the play data PD, character data CD, and team data TD are provided from the center server 2 through a distribution service.
[0031] In the control unit 31, various logical devices are configured by combining the hardware resources of the control unit 31 with the game program PG2 as software resources. The control unit 31 executes various processes necessary for providing the game via the logical devices (including processes necessary for enjoying the game machine services provided by the game machine service management unit 24 of the center server 2). In Figure 2, a progress control unit 33 and a data management unit 34 are shown as examples of logical devices.
[0032] The progress control unit 33 is a logical device that performs various processes related to the progress of the baseball game. For example, the progress control unit 33 executes processes to execute a match in the match part, grant progress corresponding to a selected option, or grant experience points as an example of a training effect. As examples of such processes, the progress control unit 33 executes a normal effect determination process and a special effect determination process. The procedures for the normal effect determination process and the special effect determination process will be described in detail below.
[0033] The data management unit 34 is a logical device that performs various processes related to the management of the game data GD recorded in the storage unit 32. The processes performed by the data management unit 34 include, for example, data acquisition processing, data update processing, and data transmission processing. The data acquisition processing is processing that acquires game data GD such as play data PD, character data CD, and team data TD from the center server 2. The data update processing is processing that appropriately updates the game data GD. Similarly, the data transmission processing is processing that provides (transmits) the game data GD to the center server 2.
[0034] The game machine 3 is provided with appropriate output devices and input devices depending on the type of game machine 3, such as an arcade game machine 3 or a personal game machine 3. For example, the arcade game machine 3 may be provided with a control panel as an input device having a stick-shaped operation unit for indicating various directions and push button switches used for various decisions. The input device may also be a fee collection device for collecting a predetermined fee required for the game from the user using cash, substitute coins, medals, electronic currency (including points), a credit card function, or the like. Similarly, the PC 3B is often provided with an input device such as a keyboard with multiple push buttons or a dedicated controller instead of a control panel. The following describes a case where a smartphone 3C is used as the game machine 3.
[0035] The game machine 3 (smartphone 3C) may be provided with appropriate general-purpose output devices, such as a camera and a communication device that are provided in a typical smartphone. FIG. 2 shows, as examples, a monitor MO, a speaker SP, and a touch sensor TS. The monitor MO is a display device for displaying a game screen including various images. The speaker SP is an audio playback device for outputting various sounds, such as music such as background music, sound effects according to user instructions, or character voices. The monitor MO and the speaker SP are both examples of output devices connected to the control unit 31 and are controlled in response to output signals from the control unit 31. The touch sensor TS is an example of an input device connected to the control unit 31 and is a detection device for detecting the position of a touch operation. The touch sensor TS is arranged to cover the display surface of the monitor MO. The touch sensor TS inputs (outputs) to (from) the control unit 31 a signal corresponding to the position of a touch operation on the game screen displayed on the monitor MO.
[0036] (Baseball game overview) Next, the baseball game will be further described with reference to FIGS. 3 to 13. First, an overview of the baseball game will be described with reference to FIG. 3. FIG. 3 is a diagram schematically showing an example of a home screen. The home screen 40 is a game screen that serves as the starting point for screen transitions. As shown in FIG. 3, the home screen 40 includes six icons 41 to 46 corresponding to training, battle, character list, my team, lottery, and shop, respectively. Each of these icons 41 to 46 is an image indicating a position where a touch operation should be performed, and functions as a virtual push button.
[0037] The training icon 41 is an icon for instructing the start of the training part. When the training icon 41 is touched, the training part starts. The training part may include a plurality of play methods (modes) with different training methods, etc., and in each mode, a training character may be trained alone or as part (a member) of a group (team). The following describes, as an example, a case where training of a training character belonging to a team (group) is executed.
[0038] The battle icon 42 is an icon for instructing the start of the battle part. When the battle icon 42 is touched, the battle part starts. The battle part is a part for enjoying playing against each other in a battle between teams. The battle part may include any type of play method (mode), and may include, for example, a play method in which the team developed in the development part is used to play against another team (which may be computer-controlled or another user).
[0039] The character list icon 43 is an icon for displaying a character list. Each character in the game may be usable as appropriate. For example, all characters may be selectively usable unconditionally, or may be usable under certain conditions. As an example, a user may use a character they own. Specifically, the game provides multiple characters to be granted to the user and owned when certain conditions are met. The certain conditions may be set as appropriate, and may be met, for example, by lottery or gameplay. Therefore, a user may own a character to be granted to the user through lottery or other means. The character list displays characters to be granted to the user and owned by the user (hereinafter, sometimes referred to as "owned characters"). Owned characters may be used as appropriate. For example, they may be used as members of a team to be developed in the development part or as characters in events (scenario) that occur in the development part. Baseball games may also have a deck function. In the deck function, owned characters are appropriately registered by the user in a group called a deck. Owned characters registered in the deck may appear as teammates, rivals, or various supporting characters in various events that progress in the development part.
[0040] The My Team icon 44 is an icon for displaying information about a team including a character trained in the training part (including multiple characters trained through multiple plays, etc.), or for instructing various settings related to that team. In the training part, multiple characters may be trained at once, or multiple characters may be trained over multiple plays. After training, a My Team is formed including those characters trained. The order of My Team, including starting members and reserve members, is also set through the My Team icon 44. The My Team may be used as appropriate, for example, in a match in the match part.
[0041] The lottery icon 45 is an icon for instructing a lottery for a character to be awarded to a user. For example, a character may be awarded by lottery, and the lottery icon 45 is used for the lottery. The lottery may be executed unconditionally, or, for example, under appropriate conditions. The lottery may be executed under a time condition, such as once a day. For example, the lottery is executed based on the consumption of a predetermined value, such as coins, medals, points, tickets, or other items (which may be awarded according to progress in the game or may be awarded in exchange for a predetermined value through a so-called charge). In other words, the lottery is executed via the lottery icon 45 in exchange for the predetermined value.
[0042] The shop icon 46 is an icon for instructing the use of a shop function. A shop function is provided for purchasing items and the like. In the game, appropriate values such as coins, medals, and points are provided, and items are purchased in exchange for consuming these, for example. This shop function can be used by touching the shop icon 46.
[0043] (Overview of the training part) FIG. 4 is an explanatory diagram for explaining an overview of the training part. The example of FIG. 4 shows an example of the flow of the training part. The training part may be divided into appropriate parts and provided. Therefore, the training part may include appropriate parts. For example, as shown in FIG. 4, the training part includes three types of parts, a pre-part, a main part, and a registration part, which are provided in order.
[0044] The pre-part is a part for registering or setting information necessary for executing the main part. The pre-part may also be configured as appropriate and may include appropriate procedures. For example, the pre-part may include procedures such as registering basic information, setting a deck, and selecting items. Registering basic information is a procedure for registering basic information about a development character. The basic information may include various types of information as appropriate. For example, the basic information may include information such as name, voice, defensive position, dominant arm, and batting form (or pitching form). Note that the voice is the pronunciation (pronunciation / furigana) of the main character's name when it is output aloud. Furthermore, if the defensive position is other than pitcher, the basic information may include information about batting form. On the other hand, if the defensive position is pitcher, the basic information may include information about pitching form. An original character based on various user settings may be set as the development character. Alternatively, a character selected from various candidates, such as pre-prepared characters, owned characters, or characters assigned to the user based on other conditions, may be set as the development character.
[0045] Deck setting is a procedure for realizing the deck function. Specifically, in deck setting, a deck (which may be only one owned character, but as an example, multiple owned characters) is set as the owned characters to be used in the training part. The owned characters (hereinafter sometimes referred to as deck characters) set (registered) in the deck have various effects on the training of the training characters. For example, deck characters appear in the main part as various peripheral characters such as teammates, and influence the training of the training characters. In addition, deck characters may be set with various characteristics, which may affect the training of the training characters in the main part.
[0046] Item selection is a procedure for selecting an item to give an advantage in training a character. Opportunities for selecting an item may be provided as appropriate. For example, they may be provided in the pre-game part. Usable items may be granted to the user as appropriate, for example, as a bonus for playing a previous training part, a bonus granted at the start of play (a bonus to encourage continued play), a lottery, or a transfer from another user. Various items may be provided in the baseball game, and when selecting an item, an item to be used in this training from among the items owned by the user is selected.
[0047] The main part is a part for actually training a character whose basic information has been registered in the pre-part. In the main part, training is performed according to a predetermined scenario, for example. Any appropriate scenario may be adopted as the predetermined scenario. For example, in the training part, training progresses according to a high school baseball scenario in which the character joins a high school baseball team, practices with his teammates, wins a regular spot, participates in games (regional qualifying tournaments and national tournaments), and aims to become a professional baseball player. Each scenario may be configured as appropriate. As an example, the high school baseball scenario includes multiple sections. In the example of FIG. 4, two sections, a first section and a second section, are shown as examples. However, this is not limited to this, and the main part may be composed of only one section, or may include three or more sections. Furthermore, each section may branch as appropriate, and different developments may be realized depending on the branching.
[0048] Each section may be configured as appropriate. For example, it may consist of only one turn, but as an example, it may include multiple turns. The number of turns may be any number, and may differ between sections. In the example of FIG. 4, each section includes 12 turns. One turn corresponds to one week in the game. With each turn, virtual time in the game advances by one week, thereby progressing the scenario. Note that one turn may correspond to any period in the game, such as one day or one month. The in-game time corresponding to one turn may differ between turns. For example, one turn usually corresponds to one week, but in a special turn or special section, one turn may correspond to a unit of time (period) other than one week, such as one game.
[0049] Each turn, multiple options (progress) are provided for training the training character. Each option may be set as appropriate. As an example, each option is set to correspond to the practice that the training character should perform. The training character may be trained through direct operation by the user (instructions for actions at any time), but as an example, the training character is trained through the selection (instructions) of a practice. Therefore, a practice that the training character should perform is selected from multiple practices each turn. The training then progresses so that the training character automatically performs the selected practice on a weekly basis. The multiple practices may be set as appropriate. For example, they include practices with different training methods (training directions), such as attack and strength. Below, the options corresponding to each practice may be referred to as practice commands.
[0050] In each turn, experience points (training effect) are determined (calculated) as a value that quantitatively evaluates the results that the training character has achieved through practicing each practice command. The experience points for each practice are determined based on a predetermined determination method. Furthermore, multiple types of practice commands with different training effects (training effects) are prepared for each turn. The training effect (experience points) of each practice command is determined (calculated) based on a different determination method. For this reason, the method of determining experience points includes multiple types of determination methods. Details of the determination methods will be described later.
[0051] Experience points earned each turn are used as a resource for changing the ability parameters of the development character. The ability parameters may be set as appropriate, and may include, for example, multiple types of basic parameters and multiple types of skills. These basic parameters and the skills possessed change through the allocation of experience points. Therefore, experience points function as an example of an intermediary value for correlating the training character's practice with changes in the values of the ability parameters. The allocation of experience points to basic parameters and the acquisition of skills can be selected either manually, as instructed by the user, or automatically, as instructed by a computer without receiving user instructions. Opportunities for allocating experience points can be provided as appropriate, such as at the start of each turn. At these opportunities, manual or automatic processing can be selected. Experience points may be used as appropriate, for example, solely as a resource for changing basic parameters, with resources for acquiring skills being separately provided. Furthermore, the process of allocating experience points may be either manual or automatic, as appropriate.
[0052] The registration part is a part for registering the end of the development of a development character. Development of a development character ends when an end condition is met in the main part. The end condition may be set as appropriate, and may be met in appropriate cases (including overlapping cases), such as when an end instruction is executed by the user or when the development goal set during development cannot be achieved. As an example, the end condition is met when the main part ends. In other words, when the scenario of the main part progresses to the end (when the final turn of the final section ends), development of the development character ends. Development characters registered in the registration part can be used in parts other than the development part, such as the battle part. After the registration part ends, if the development part is started again from the beginning, a different development character can be developed. As an example, the development part is played in the following manner.
[0053] (Details of the main part) Next, details of training in the main part will be explained. FIG. 5 is a diagram schematically illustrating an example of a menu screen. The menu screen 50 is a game screen for displaying menus that can be executed in each turn. Each turn may include various executable elements. The menu screen 50 displays menus corresponding to those elements. The example of FIG. 5 shows a case in which six types of menus are prepared as executable menus: "Rest," "Practice," "Special Training," "Ability Improvement," "Play," and "Visit the Hospital." In this case, the menu screen includes six menu selection buttons 51 corresponding to these six types of menus, respectively. Each menu selection button 51 is an image indicating the position where a touch operation should be executed, and functions as a virtual push button.
[0054] "Rest" is a menu for letting the development character rest during the target turn. When the development character takes a break from practice, a predetermined recovery effect is given. Therefore, when a touch operation is performed on the "Rest" menu selection button 51, the development character takes a break from practice and ends the target turn. In this case, the predetermined recovery effect is applied to the development character. Details of the recovery effect will be described later.
[0055] Both "Practice" and "Special Training" are menus for allowing a training character to practice using practice commands. However, the types of practice commands (practice) that can be selected differ between these. For example, "Practice" provides practice commands that correspond to normal practice (hereinafter sometimes referred to as normal practice commands). On the other hand, "Special Training" provides practice commands that correspond to special practice (special training) (hereinafter sometimes referred to as special practice commands). The training effects of normal practice (normal practice commands) and special practice (special training commands) are determined (calculated) using different methods so that the training effects differ.
[0056] Specifically, when a touch operation is performed on the "Practice" menu selection button 51, a normal practice screen 70 is displayed. The normal practice screen 70 is a game screen for performing normal practice by selecting a normal practice command. When normal practice is performed via the normal practice command, the training effect is determined by a first decision method. On the other hand, when a touch operation is performed on the "Special Training" menu selection button 51, a special practice screen 80 is displayed. The special practice screen 80 is a game screen for performing special practice by selecting a special practice command. When special practice is performed via the special practice command, the training effect is determined by a second decision method. In this example, the normal practice command and the special practice command function as the first option and the second option, respectively, of the present invention.
[0057] "Ability Up" is a menu for changing ability parameters using acquired experience points. When the "Ability Up" menu selection button 51 is touched, an allocation screen is displayed. The allocation screen is a game screen for changing ability parameters by allocating acquired experience points. Details of the allocation screen will be described later.
[0058] "Play" is a menu for making the training character play instead of practicing. When a touch operation is performed on the "Play" menu selection button 51, the training character plays instead of practicing and ends the target turn. Various effects may be set for play. For example, a play story (development) is given depending on the turn or deck character, and some training effect is given depending on the development.
[0059] "Hospital Visit" is a menu item that allows the development character to visit the hospital instead of practicing. During the main part of the game, the development character may experience an injury. Injuries (abnormal conditions) are an element used to represent the concept of injuries that can occur to real baseball players. The penalty (the effect of the abnormal condition) associated with an injury may be set appropriately, including, for example, the inability to practice. Injuries occur according to a predetermined injury determination method (occurrence conditions). While the injury determination method may be configured to cause injuries independently of practice, it is, for example, incorporated into the second injury determination method and configured to cause injuries in connection with special practice. Hospital visits are used to recover from the injury. Therefore, the "Hospital Visit" menu selection button 51 is displayed as selectable only when the development character is injured. When the "Hospital Visit" menu selection button 51 is touched, the development character visits the hospital instead of practicing, ending the target turn. The development character's injury then recovers as a result of visiting the hospital. The injury determination method will be further explained in detail below, along with the second injury determination method.
[0060] In addition to each menu selection button 51, the menu screen 50 may include various information related to the selection, as appropriate. In FIG. 5, as examples, it includes a turn information section 52, a stamina gauge 53, an ability information section 54, a home button 55, and a character image 56. The turn information section 52 is a section for displaying information related to turns. In the example of FIG. 5, as examples of information related to turns, information such as the current section ("first section") and the remaining turns in the current section ("9 turns remaining") is displayed.
[0061] The stamina gauge 53 is a bar-shaped gauge that displays the current amount of stamina possessed by the development character. Stamina is a value that represents the concept of the virtual stamina possessed by the development character and is a type of parameter. Stamina may be set as appropriate. As an example, stamina is consumed as practice is performed. Practices that consume stamina may be either normal practice or special practice, but as an example, both normal practice and special practice. In other words, stamina decreases when both special practice and normal practice are performed. The amount of decrease may be the same or different between special practice and normal practice. Meanwhile, stamina is restored based on predetermined recovery conditions. Recovery conditions may be set as appropriate, and include, for example, a recovery effect associated with rest (selecting or executing "rest"). In other words, stamina is restored, as an example, when the development character takes a break from practice. Furthermore, the current amount of stamina is used differently in the first determination method and the second determination method. How stamina is used will be further explained in detail in the determination method described below.
[0062] The stamina gauge 53 may be configured as appropriate. In the example of FIG. 5, the current amount (right end of the black fill) is indicated by a black fill extending from the left end (minimum value) to the right end (maximum value). An appropriate number of scale marks 53M are provided on the stamina gauge 53. In the example of FIG. 5, three scale marks 53M are provided. The current amount of stamina is used to determine the development effect in the first determination method and the second determination method, as described above. Therefore, each scale mark 53M functions as information indicating the degree to which it affects the development effect based on the first determination method and the second determination method (degree of influence).
[0063] The maximum value of stamina may be fixed, but as an example, it grows (changes) appropriately. In this case, the total width from the minimum value to the maximum value may be fixed, and a width corresponding to a certain amount of that total width may change. Each scale mark 53M may be positioned at a fixed position to indicate a percentage of the maximum value. As an example, the stamina gauge 53 is configured so that its width changes as the maximum value changes. Each scale mark 53M is set to correspond to a predetermined value within a certain range, such as 25, 50, or 75. Therefore, as the maximum value increases, the stamina gauge 53 extends so that its range to the right expands from the scale mark 53M corresponding to the maximum predetermined value (e.g., 75). In this example, the stamina gauge 53 including each scale mark 53M functions as the first influence information of the present invention. Furthermore, the current amount of stamina functions as a specific parameter of the present invention.
[0064] The ability information section 54 is a section for displaying information on ability parameters. In the example of FIG. 5, information on current basic parameters associated with a character to be trained is displayed in the ability information section 54 as an example of ability parameters. The home button 55 is an image indicating the position where a touch operation should be performed to return to the home screen 40, and functions as a virtual push button. Therefore, when a touch operation is performed on the home button 55, the home screen 40 is displayed. The character image 56 is an image representing the character to be trained. In this example, the character image 56 functions as a training object of the present invention.
[0065] 6 is a diagram schematically illustrating an example of a normal practice screen 70. As shown in FIG. 6, the normal practice screen 70 includes an instruction icon 71, a related character section 72, an experience point display section 73, a style information section 75, a training transition button 76, a back button 77, a turn information section 52, and a stamina gauge 53. The turn information section 52 and the stamina gauge 53 are similar to those in the menu screen 50 of the example of FIG. 5.
[0066] The instruction icons 71 are icons for instructing the training character on the practice (normal practice) to be performed, and function as options (practice commands) for instructing each practice. In FIG. 6, five instruction icons 71 are displayed as examples of practice commands (practice), corresponding to five types of practice: batting, strength, base running, shoulder strength, defense, and mental training. Appropriate types of practice may be prepared in the main part, and may differ for each section, turn, or scenario (including both those inserted as events in each turn or part of a section, and those applied to various modes in the training part), and special practice may appear as appropriate. The normal practice screen 70 displays instruction icons 71 corresponding to these. Each instruction icon 71 may be configured as appropriate. In the example of FIG. 5, information on the content and level of the practice (all similarly "LV.1") is included.
[0067] Level information is information that indicates the level of each practice. The level affects the amount of experience points (development effect) for each practice. For example, even when the same practice is performed, the higher the level, the more experience points can be earned. The level of each practice increases by one (not limited to one, but can be any number) each time a specified level-up condition is met. The level-up condition may be set appropriately, and may be met, for example, when a specified level-up item is used. As an example, the level of a certain practice will increase when it is performed a certain number of times. In other words, the level-up condition is met by performing it a certain number of times.
[0068] A cursor CL and a battle notification section VA may be additionally displayed on each instruction icon 71. The cursor CL is an image for indicating the selected instruction icon 71. In the example of FIG. 6, the cursor CL is displayed below the instruction icon 71 corresponding to muscle strength. In this case, the cursor CL indicates that the instruction icon 71 corresponding to muscle strength practice is currently selected. When each instruction icon 71 is touch-operated, the cursor CL moves below the instruction icon 71 that was touch-operated. In other words, the selected instruction icon 71 changes depending on the touch operation on each instruction icon 71. Then, when a further touch operation is performed on the selected instruction icon 71, the practice corresponding to that instruction icon 71 is performed. In other words, the touch operation on the selected instruction icon 71 functions as an instruction to perform the practice corresponding to that instruction icon 71.
[0069] The battle notification section VA is a section for notifying the practice that will be the target of a martial arts battle. A martial arts battle is one of the events that occurs under certain conditions. The certain conditions may be set as appropriate, for example, a specific playing situation (such as when a certain amount of experience points are earned). As an example, the certain condition is set to winning by lottery. In other words, a martial arts battle occurs randomly based on the lottery. Then, the battle notification section VA is displayed in the practice in which a martial arts battle has occurred to notify the occurrence. A martial arts battle may occur in all practice sessions, but does not occur in "mental" practice sessions (specific practice sessions), for example. Details of martial arts battles will be described later.
[0070] The related character section 72 is a section for displaying the teammates (which may be only players, but may also include, for example, auxiliary characters such as a manager or coach) who will participate in each practice when that practice is instructed. The teammates who will participate in a practice may be the same for each opportunity (turn) to instruct a practice. For example, the teammates who will participate in a practice may differ depending on the practice and the turn. In this case, the teammates who will participate (be assigned) in each practice for each turn may be determined appropriately, for example, by lottery. The teammates include deck characters. When a practice in which a deck character participates is executed, the characteristics of the deck character may be effective.
[0071] The characteristics of deck characters include, for example, deck character bonuses. Deck character bonuses may include any number of types, and as an example, include multiple types. Each type of deck character bonus may be set with an appropriate effect. As an example, all of them include effects that affect experience points. Each owned character may have a deck character bonus. When an owned character with this characteristic is set as a deck character, an effect according to the type of characteristic is exerted in the main part. For example, deck character bonuses include a type that provides a beneficial effect (buff) on experience points earned through practice. This type of deck character bonus may have any appropriate effect that provides an advantage to experience points, and may include overlapping types that exert similar effects.
[0072] The experience point display section 73 is a section for displaying the experience points currently possessed by the training character. Multiple types of experience points may be set as appropriate. In the example of FIG. 6, five types are included: "Strength," "Agility," "Technique," "Curveball," and "Spirit." The training character currently possesses "4," "6," "35," "0," and "59" points for these five types of experience points. In addition, "+140" and "+60" are displayed next to "Strength" and "Spirit." These indicate the experience points that will be awarded if the currently selected practice is actually performed. In other words, it can be understood that if the currently selected practice of "Strength" is actually performed, "+140" and "+60" experience points will be awarded to "Strength" and "Spirit." In addition, the experience points that will be awarded, such as "+16" and "+5", will reflect the effects of deck character bonuses and specialty training (if multiple types of deck character bonuses are applicable, they will be applied in combination).
[0073] The character information section 75 is a section for displaying information related to character parameters. Character parameters are a type of parameter associated with a character being trained. Character parameters are also a type of parameter that can be developed through training. Therefore, changes in character parameters are included in the training effect. Regardless of the type of training, the training effect of any training may include changes in character parameters. For example, special training may change character parameters, but regular training may not. The training effects of special training and regular training may differ depending on whether or not character parameters change. As an example, the training effects of both special training and regular training include changes (growth) in character parameters. Specifically, whether special training or regular training is performed, experience points and growth in character parameters are granted to the training character. However, the degree to which character parameters change differs between special training and regular training. In other words, the first and second determination methods are configured to have different effects (degrees) on the growth of character parameters. The effects on the growth of character parameters will be further described in detail in the determination method.
[0074] The style information section 75 includes a style detail section 75A and a spirit gauge 75B. The style detail section 75A is a section for displaying the current value of the style parameter. The style parameter may include various parameters as appropriate. In the example of FIG. 6, the style parameter includes three types: "running," "attacking," and "defense." The style detail section 75A includes information of "70," "68," and "69" as the current values of these three types of style parameters.
[0075] The spirit gauge 75B is a bar-shaped gauge for displaying the current amount of spirit possessed by the development character. Spirit is a value that represents the concept of virtual spirit possessed by the development character, and is a type of parameter. Spirit may be set as appropriate. For example, spirit may be set as a value that increases with the execution of either normal practice or special practice. Alternatively, spirit may be set as a value that increases with the execution of a specific menu such as "play" rather than practice. As an example, spirit is set as a value that increases by a predetermined amount with the execution of normal practice and special practice. The predetermined amount may differ between normal practice and special practice, but as an example, it is set to the same amount so that it increases equally regardless of which practice is performed. On the other hand, spirit does not increase if you take a break from practice (if "rest" is selected).
[0076] When Ki accumulates to a predetermined value (for example, a maximum value), a benefit is granted to the character parameter. The benefit (hereinafter, sometimes referred to as a Ki benefit) may be any appropriate benefit, and may be one or more types. Examples include a fixed increase (for example, 10) in three types of character parameters, and a buff that increases the degree of increase in the character parameter included in the training effect (for example, multiplying the increase obtained by the first or second determination method by 1.2). For example, the Ki benefit is granted for a limited number of turns (for example, three turns). This allows for strategic consideration of when to allow Ki to reach a predetermined value (to obtain a buff).
[0077] The spirit gauge 75B may be configured as appropriate. In the example of FIG. 6, similar to the stamina gauge 53, the current amount (right end of the black fill) is indicated by a black fill extending from the left end (minimum value) to the right end (maximum value). Furthermore, while a spirit benefit is being applied, information indicating its application (e.g., "UP") and information such as the number of turns remaining until the spirit benefit is applied (e.g., "3 turns") are appropriately added. When a spirit benefit is granted, the current amount of the spirit gauge 75B returns to its minimum value. In other words, spirit is consumed to grant the spirit benefit.
[0078] The special training transition button 76 and the back button 77 are both images that indicate positions where a touch operation should be performed, and function as virtual push buttons. Specifically, the special training transition button 76 is a virtual push button on which a touch operation should be performed to instruct a transition to a special practice screen 80. When a touch operation is performed on the special training transition button 76, the special practice screen 80 is displayed. In other words, the game screen is switched from the normal practice screen 70 to the special practice screen 80. On the other hand, the back button 77 is a virtual push button on which a touch operation should be performed to instruct a return to the previous game screen (menu screen 50). When a touch operation is performed on the back button 77, the menu screen 50 is displayed. In other words, the game screen is switched so as to return from the normal practice screen 70 to the menu screen 50.
[0079] In the example of FIG. 6, the training character is shown as a fielder. The type of practice and the type of experience points may differ depending on the type of training character, such as a pitcher. A normal practice screen 70 including corresponding instruction icons 71 may be displayed. The normal practice screen 70 may also include various other information necessary for training, such as other conditions that may cause various buffs or debuffs (detrimental effects) to the acquisition of experience points. However, detailed explanations of these will be omitted.
[0080] FIG. 7 is a diagram schematically illustrating an example of a special practice screen 80. In FIG. 7, the same components as those in FIG. 6 are assigned the same reference numerals as those in FIG. 6, and their description will be omitted. As shown in FIG. 7, compared to the normal practice screen 70, the special practice screen 80 includes special training icons 81 instead of the instruction icons 71. The special training icons 81 are icons for instructing the special practice to be performed by the training character, and function as options (special practice commands) for instructing each special practice. Like the instruction icons 71, the types of special training icons 81 are prepared according to the special practice included in the main part. In the example of FIG. 7, three types of special training icons 81 corresponding to three types of special practice, namely, "running special training," "attack special training," and "defense special training," are displayed as examples of special practice commands (special practices).
[0081] The training icons 81 for "Running Training," "Attack Training," and "Defense Training" are associated with three types of style parameters, "Running," "Attack," and "Defense," respectively. Specifically, "Running Training" is set as a special training for increasing the style parameter of "Running." Similarly, "Attack Training" and "Defense Training" are set as special training for increasing the style parameters of "Attack" and "Defense," respectively. Furthermore, the special trainings for "Running Training," "Attack Training," and "Defense Training" may be configured to increase only the style parameter, but as an example, they are configured to also award a predetermined type of experience points. Details of the training effects of special training will be further explained in the explanation of the determination method.
[0082] An injury rate notification section 82 may be displayed on each special training icon 81. The injury rate notification section 82 is a section for notifying information on the injury rate. The injury rate is information indicating the probability of an injury occurring. The injury rate can be determined (calculated) as appropriate. For example, it is determined for each special training based on a reference value for each training and the current amount of physical strength. The injury rate notification section 82 is displayed on the special training icon 81 corresponding to the special training in which the injury rate exceeds a predetermined value (e.g., 0%). In the example of FIG. 7, it is displayed on the special training icon 81 for "attack special training" and includes information on an injury rate of "10%." In this case, when "attack special training" is performed, there is a 10% probability of an injury occurring. In this example, the injury rate notification section 82 (or the injury rate information contained therein) functions as the second impact information of the present invention.
[0083] Furthermore, on the special training screen 80, a bonus icon 83 may be displayed in the related character section 72. The bonus icon 83 is displayed while the training icon 81 corresponding to a special training is selected if a training bonus has been granted for that special training. The training bonus is an event-like bonus that allows the player to acquire not only the original training effect based on the second determination method but also additional experience points and style parameters. The training bonus may be granted appropriately, for example, when a predetermined play situation is met. As an example, a lottery is held for each deck character, and the bonus is granted in the special training in which the winning deck character is placed. The bonus icon 83 is displayed in the related character section 72 so as to correspond to the winning deck character. When a special training including the bonus icon 83 is actually performed, a predetermined amount of additional experience points and style parameters are granted in addition to the experience points and style parameters (training effect) based on the second determination method.
[0084] (Determination method) Next, a determination method for calculating the training effect of each practice will be described with reference to Figures 8 and 9. As described above, the determination method includes a first determination method for normal practice and a second determination method for special practice. Different determination methods may be applied between practices within a normal practice or between practices within a special practice. As an example, the same first determination method is applied to all practices within a normal practice, and the same second determination method is applied to all practices within a special practice. Figure 8 is an explanatory diagram for explaining an example of the first determination method. The training effect of a normal practice may be configured to award only experience points. The example of Figure 8 shows the first determination method when the training effect of a normal practice includes the growth of style parameters. In this case, as shown in Figure 8, the first determination method includes two types: (1) an experience point determination method and (2) an additional value determination method.
[0085] As shown in (1) of FIG. 8, the first experience point determination method is configured to determine (calculate) experience points by multiplying a base value based on stamina by a distribution rate corresponding to the type of normal practice. The base value is determined based on a table that associates levels corresponding to the state of stamina with base values corresponding to the levels. This table may be configured as appropriate. In the example of FIG. 8, four levels are set according to the amount of remaining stamina. At each level, the amount of stamina is divided into 24-point intervals, such as "remaining stamina 24 or less" and "remaining stamina 25-49," and all "remaining stamina 75 or more" are set to belong to "Lv. 4," which corresponds to the maximum level. Each level is associated with a base value that increases as the level increases, such as "10" and "100." In other words, the base value is set according to the current amount of stamina, increasing as the current amount increases. Note that the base value may be uniform regardless of the level of practice, but as an example, it is set to increase as the level of practice increases.
[0086] The distribution rate corresponds to the ratio (proportion) by which the base value is distributed to each type of experience point. The distribution rate to be added to the base value is specified by a table that specifies the type of practice and the distribution rate set for each type of experience point. This table may be set as appropriate. In the example of Figure 8, for "Strike" practice, "Strength P" is set to "30%," "Technique P" to "50%," and "Spirit P" to "20%." "Strength P," "Agility P," "Technique P," and "Spirit P" correspond to the experience points for "Strength," "Agility," "Technique," and "Spirit," respectively, in the example of Figure 6. Therefore, for example, if "Strike" practice is performed with stamina at level 4, the base value of 400 points is multiplied by distribution rates of 30%, 50%, and 20%, resulting in 120 points, 200 points, and 80 points, respectively, as the experience points to be earned for "Strength," "Technique," and "Spirit." The calculated experience points are then added as a training effect to the experience points that the training character possesses before the practice.
[0087] On the other hand, as shown in (2) of FIG. 8, the first determination method, the additional value determination method, is configured to increase (grow) the value of a style parameter based on a table that specifies the type of style parameter to be added for each type of practice and the additional value. This table may be set as appropriate. In the example of FIG. 8, the normal practice of "batting," "muscle strength," "base running," "arm strength," and "defense" is set to increase each type of style parameter, such as "offense," by a uniform additional value ("5"). Furthermore, the normal practice of "mental" is set to increase all three types of style parameters in a balanced manner, but with a lower additional value ("2") than the other practices. In other words, the additional value determination method includes two types of addition methods: one that increases style parameters in a concentrated manner, such as "offense," and one that increases style parameters in a balanced manner. Therefore, for example, when "batting" practice is performed, the "offense" style parameter increases (grows) by a uniform 5 points regardless of the player's physical strength. On the other hand, when "mental" training is performed, the three style parameters of "running," "attacking," and "defense" each increase (grow) by two points in a balanced manner.
[0088] FIG. 9 is an explanatory diagram illustrating an example of the second determination method. The training effect of special training may be configured to grow only the style parameter. The example of FIG. 9 shows the second determination method when the training effect of special training includes both the growth of the style parameter and the acquisition of experience points. Furthermore, the training effect of special training may appropriately include various elements other than the growth of the style parameter and the acquisition of experience points (elements similar to those of normal training). The example of FIG. 9 shows the second determination method when one of such elements is the occurrence of an injury. In this case, as shown in FIG. 9, the second determination method includes three types: (1) an experience point determination method, (2) an additional value determination method, and (3) an injury determination method.
[0089] As shown in (1) of FIG. 9, the second determination method of experience points is configured to determine (calculate) experience points by multiplying a base value corresponding to the type of special training by a correction value (%). The base value is determined based on a table that associates (specifies) each type of training with a base value for each type of experience point. This table may be configured as appropriate. For example, the base value may be set as a variable value that changes using an appropriate parameter (e.g., the current amount of stamina, as in the first determination method). In the example of FIG. 9, the base value is set as a fixed value. Specifically, for each special training, two different combinations of experience points are set as base values of 100 points each. Therefore, for example, when a special training of "special running training" is performed, 100 points each for "strength" and "agility" are used as base values to determine the experience points.
[0090] The correction value is a value for correcting the base value. Various values may be used as the correction value as appropriate. The correction value may be a predetermined fixed value or a variable value using various parameters. For example, the correction value may be a percentage multiplier obtained by summing the three types of style parameters of a training character (100% may be further added as a common multiplier). As an example, the correction value is configured as a variable value using style parameters. Specifically, the correction value is set to a multiplier (%) obtained by adding the total current values of a predetermined type of style parameter (the type corresponding to the special training to be performed) of all characters (including the training character) scheduled to participate in the special training to be performed to 100% as a common multiplier. For example, if running training is the target of the training, the current values of the running style parameters of the three teammates participating and the training character are added to 100% to calculate the correction value. For example, in the example of Figure 6, if three teammates participating in special running training have running style parameters of 49, 46, and 38 points, respectively, a 203% multiplier is set as the correction value, calculated by adding the training character's 70 points and the common multiplier (100%) to these. Therefore, for example, when a special training session for "special running training" is performed, 203 points are determined as the experience points to be acquired for "strength" and "agility," respectively, calculated by multiplying the base value of 100 points by 203% (a multiplier of 2.03). These determined experience points are then added to the experience points the training character possessed before the session as a training effect. In other words, the second determination method is configured as a method (logic) for determining experience points based on the current amount of style parameters (predetermined types) of the participants participating in the special training session. Therefore, unlike the experience point determination method of the first determination method, it does not depend on the current amount of stamina parameters.
[0091] On the other hand, as shown in (2) of FIG. 9, the additional value determination method in the second determination method is configured to increase (grow) the value of the style parameter based on a table that specifies the type of style parameter to be added for each type of practice and the additional value. This table may be set as appropriate. In the example of FIG. 9, the special practices of "Running Training," "Attack Training," and "Defense Training" are configured to increase each type of style parameter (running, attack, and defense) by a uniform additional value ("20"). Therefore, the special practices are configured to increase each type of style parameter by a fixed value for each type of practice through the additional value determination method, similar to normal practice (or the first determination method). However, as can be seen by comparing (2) of FIG. 8 with (2) of FIG. 9, the special practices are configured to increase the degree of growth (addition) of the style parameter greater than normal practice.
[0092] Furthermore, as shown in (3) of FIG. 9, the injury determination method is a method for determining whether or not an injury will occur based on the injury rate. The injury determination method may be configured as an appropriate method that utilizes the injury rate. In the example of (3) of FIG. 9, the injury determination method is configured as a method for determining whether or not an injury will occur by lottery based on the injury rate. The injury rate may be calculated as appropriate. As an example, the injury rate is calculated according to a predetermined rule that utilizes a reference value set for each type of special training and the current amount of physical strength. Then, whether or not an injury will occur is determined (determined) by lottery based on the calculated injury rate. For example, if the injury rate is 30%, a lottery is held in which the injury rate is 30%.
[0093] The impact of an injury may be set as appropriate. For example, it may be set to reduce the training effect, such as by subtracting the experience points determined by the experience point determination method or the additional value determined by the additional value determination method. Furthermore, a similar subtraction may or may not be applied to the increase (grant) of spirit. If other factors, such as motivation, are provided, they may also be affected. In other words, beyond the reduction in training effect, a disadvantage may be imposed on other factors. For example, if an injury occurs, neither the experience points (calculated by the experience point determination method) nor the character parameter (calculated by the additional value determination method) that would have been obtained through the performed special training are obtained. In other words, the training effect that would have been obtained through the special training is not obtained. In this case, the injury determination method (whether or not an injury occurs) functions as a method for determining whether or not the experience points and character parameter (effect amount) associated with the special training are acquired, or a method for determining the success or failure of the training effect (which may include zero effect if experience points, etc., are not obtained). On the other hand, the impact of an injury may affect the granting of spirit, but, for example, does not affect the granting of spirit. Therefore, even if an injury occurs, the predetermined amount of motivation is given in the same way as if no injury occurred.
[0094] Comparing the second determination method with the first determination method, both include an experience point determination method and an additional value determination method, but the content differs. Specifically, the experience point determination method of the first determination method is configured to increase or decrease the experience points earned according to the current amount of stamina, while the experience point determination method of the second determination method is configured to increase or decrease according to the current value of the style parameter, regardless of the current amount of stamina. However, special training includes the risk of injury. The current value of stamina is used to affect the risk of injury. In other words, although the same current value of stamina is used between the first determination method and the second determination method, the way in which it is used (the applied calculation formula) is different. As a result, a difference in the training effect is created, such as a risk of injury occurring in special training but not in normal training. Furthermore, the magnitude of the additional value differs between the first determination method and the second determination method. This is an example of a difference between the training effect based on the first determination method (normal training) and the training effect based on the second determination method (special training). In this example, the second determination method functions as the experience point determination method or the additional value determination method of the present invention. Also, the second determination method functions as the success / failure determination method of the present invention.
[0095] Note that the examples in Figures 8 and 9 show cases where the development character is a fielder. For this reason, for example, in Figure 8 (2), "curveball" (experience points related to pitchers) is omitted as a type of experience points in the distribution rate table. The same is true for the table of basic values in Figure 9 (1). If the development character is a pitcher, experience points for "curveball" are added to these tables. On the other hand, experience points exclusive to fielders may be omitted as appropriate when the development character is a pitcher.
[0096] (Sorting screen) 10 is a diagram showing a typical example of an allocation screen. Experience points are allocated, i.e., ability parameters are changed using experience points as resources, through the allocation screen 60. The allocation screen 60 may be configured as appropriate, and as an example, as shown in FIG. 10, includes an ability display section 61, a resource display section 62, an allocation execution section 63, a back icon 64, a reset icon 65, and a confirmation icon 66.
[0097] The resource display section 62 is a section for displaying the amount of experience points currently possessed (experience points acquired before allocation) as resources for changing ability parameters. The resource display section 62 displays the amount of possessed experience points for each type, such as "strength" and "agility."
[0098] The allocation execution unit 63 is a component for allocating the player's experience points to ability parameters. The ability parameters may include any type of ability. For example, if the character being developed is a fielder, the seven types of abilities included are "trajectory," "contact," "power," "running ability," "arm strength," "fielding ability," and "catching." These are parameters that affect the trajectory of the ball, contact with the ball, power, etc., when batting. The allocation execution unit 63 arranges these seven types of abilities and five types of experience points in a matrix, and displays the amount of experience points required to increase each ability by one level, such as "strength" and "agility." For example, for "trajectory," "strength," "technique," and "spirit" each have a value of "30." This display indicates that to increase the "trajectory" ability by one level, 30 experience points must be allocated (consumed) for each of the three types of "strength," "technique," and "spirit." The same applies to other abilities such as "Meat."
[0099] Additionally, the allocation execution unit 63 has a plus icon 63a for each ability, such as "Trajectory." The plus icon 63a indicates the position where a touch operation should be performed to increase the target ability by consuming the required amount of experience points. Therefore, when a touch operation is performed on the plus icon 63a for "Trajectory," 30 experience points each of the three types of "Strength," "Technique," and "Spirit" are actually consumed, and the "Trajectory" ability is increased by one point. Similarly, the allocation execution unit 63 may have a minus icon 63b for some abilities. The minus icon 63b indicates the position where a touch operation should be performed to decrease the target ability. The decrease in ability may be performed without limit, but is limited to the ability that has been increased this time, for example. In the example of FIG. 10, a minus icon is displayed for some abilities, such as "Meet," indicating that some abilities, such as "Meet," can be decreased, i.e., the ability has been increased this time. For example, when a touch operation is performed on the minus icon 63b for "Meat," the "Meat" ability decreases by one, and the three types of experience points required to increase it, namely "Strength," "Technique," and "Spirit," are returned (added) to the amount of experience points owned by "1," "6," and "4," respectively.
[0100] The ability display unit 61 is a section for displaying information on ability parameters associated with a character to be trained. In the example of FIG. 10, the ability display unit 61 is configured so that information on seven types of ability values, such as "trajectory," is divided into two rows, upper and lower, with the upper row displaying the value before the change and the lower row displaying the value after the change. The ability display unit 61 includes a pitcher ability icon 61a and a fielder ability icon 61b for switching the type of ability parameter to be displayed. By touching the pitcher ability icon 61a and the fielder ability icon 61b, the type of ability parameter to be displayed can be switched between ability parameters for pitchers and ability parameters for fielders. In the example of FIG. 10, by touching the fielder ability icon 61b, ability parameters for fielders are displayed.
[0101] The ability display unit 61 also includes a basic icon 61c and a skill icon 61d for switching the allocation target in the allocation execution unit 63. By touching the basic icon 61c and the skill icon 61d, the type of ability parameter to be allocated can be switched between basic parameters and skills. In the example of FIG. 10, by touching the basic icon 61c, basic parameters (seven types) are displayed as allocation targets in the allocation execution unit 63. By touching the skill icon 61d, the allocation target in the allocation execution unit 63 is switched, and acquireable skills (which may be set as appropriate) are displayed instead of the basic parameters (seven types).
[0102] The back icon 64, the reset icon 65, and the confirmation icon 66 are all icons that indicate positions where a touch operation should be performed. Touching the back icon 64, the reset icon 65, and the confirmation icon 66 respectively realizes an instruction to return to the previous screen (for example, the menu screen 50), an instruction to reset the allocation (changes in ability parameters) in the allocation execution unit 63, and an instruction to confirm the allocation in the allocation execution unit 63 (to end the allocation screen 60).
[0103] Note that, for example, an ability parameter such as "trajectory" that includes both "strength" and "spirit" as the experience points required for the change, in other words, a change in an ability parameter that requires at least one of the experience points of "strength" and "spirit" obtained by practicing "strength," can be said to be associated with the practice of "strength." Therefore, the provision of experience points that contribute to such a change in an ability parameter can be considered a training effect.
[0104] (Style Battle) FIG. 11 is an explanatory diagram for explaining the details of a style battle. A style battle is a battle that utilizes style parameter values. FIG. 11 schematically shows an example of a normal practice screen 70 when a practice in which a style battle is occurring is selected, and an example of a battle result screen 90. As shown in FIG. 11, when an instruction icon 71 including a battle notification section VA is selected, information related to the style battle is displayed on the normal practice screen 70. Note that in the example of FIG. 11, components common to the normal practice screen 70 are assigned common reference numerals and their description is omitted.
[0105] Specifically, compared to the example of FIG. 6, the normal practice screen 70 of FIG. 11 omits the related character section 72 and the experience point display section 73, and instead displays an opponent character image 57. The opponent character image 57 is an image representing the opponent's character. In a style battle, the opponent may be determined appropriately. For example, the opponent is randomly selected from NPCs (non-player characters) prepared in advance in the main part. Also, compared to the example of FIG. 6, the style information section 75 omits the spirit gauge 75B, but instead adds a style detail section 75A corresponding to the opponent. Therefore, the style detail section 75A includes a first style detail section 75A1 for the development character and a second style detail section 75A2 for the opponent. The first style detail section 75A1 and the second style detail section 75A2 display the current style parameter values of the development character and the opponent, respectively. Therefore, the user can refer to the first style detail section 75A1 and the second style detail section 75A2 to determine whether or not to execute a style battle, in other words, whether or not to execute a practice in which a style battle is occurring.
[0106] The style parameters of the opponents (NPCs) may be set as appropriate, or a fixed value may be set in advance for each character. As an example, the style parameters of all NPC opponent candidates are randomly determined within a predetermined upper and lower limit range at the start of the main part (not limited to the start, but may be any time before the style match). Conditions other than the upper and lower limits may be reflected in this determination as appropriate. As an example, each NPC's player data, including three characteristics: running ability, power, and defensive ability, is set so that they have a relative magnitude relationship. The determination of each NPC's style parameters reflects this relative magnitude relationship. For example, for an NPC with the characteristics of running ability > power > defensive ability, the style parameters are randomly determined so that running ability > attack ability > defense ability. This relative magnitude relationship may be realized as appropriate, for example, by first determining running ability (the style parameter that should be the maximum), and then determining attack ability so that it is less than the running ability value. As an example, the total value of three types of style parameters is determined by lottery within the range of upper and lower limits, and the total value is distributed in the order of running > offense > defense.
[0107] The three characteristics of player data, namely, running ability, power, and defensive ability, may be realized as appropriate. For example, parameters corresponding to these characteristics may be provided separately from the ability parameters, and the characteristics may be realized by these parameters. As an example, the running ability, power, and defensive ability of player data are specified by the basic parameters of each character. Specifically, each basic parameter, such as running ability and hitting ability, is classified as running ability, power, or defensive ability. For example, running ability is classified as the running ability of the player data, hitting ability and power are classified as power of the player data, and shoulder strength, defensive ability, and catching ability are classified as defensive ability of the player data. The running ability of the player data is specified by the basic parameter running ability, and power is specified by the highest value of the basic parameters hitting ability and power. Similarly, the defensive ability of the player data is specified by the highest value of shoulder strength, defensive ability, and catching ability.
[0108] The upper and lower limits may be changed as appropriate based on predetermined rules, etc. The opponent candidates may include various characters, such as deck characters. In this case, for example, the style parameter of a special deck character may be set to be high. The special deck character may be a pre-designated character or a character determined by lottery, etc. The determined style parameter value may be maintained until the end of the game, even if it changes during the game. If it changes during the game, it may change according to the progress of the game, such as the results of style battles (e.g., winning 10 times). If a deck character is included in the opponent candidates, deck registration is required to take player data into consideration. In other words, player data is used as one of the motivations for deck registration.
[0109] The battle result screen 90 is a game screen for displaying the results of a style battle. The battle result screen 90 may be appropriately configured to include various information related to the battle result. In the example of FIG. 11, it includes a result display section 91 and a breakdown display section 92. The result display section 91 is a section for displaying the final battle result (win or loss) in a style battle. In a style battle, an appropriate battle using style parameters may be realized. As an example, in a style battle, the values of three style parameters are compared between the development character and the opponent. If the development character's values are higher (greater) than those of the opponent in two or more style parameters, the development character is determined to have won. If the number of style parameters higher than the opponent is the same, the player with the greater total of the three style parameters is determined to have won. If the outcome cannot be determined despite this (if the totals of the three style parameters are the same), the development character is determined to have won.
[0110] The breakdown display unit 92 is a section for displaying a breakdown of the results of each battle for each type of three style parameters. In the example of FIG. 11, the breakdown display unit 92 is configured to display the winner for each of the three style parameters, "running," "attack," and "defense," i.e., the character being trained and the opponent with the higher value of each style parameter. The value of the style parameter may be set to continuously grow (increase), but, as an example, is set to be reset to a predetermined value (e.g., 10 points) each time a style battle is held. The predetermined value may be a fixed value, but, as an example, is set as a variable value that increases depending on the number of wins (not limited to the number of wins, but may vary depending on various factors such as ability parameters). Therefore, when the style battle ends, the values of all three style parameters return to their predetermined values (which may differ for each type). Then, the style parameters are encouraged to grow again through various training, etc. In this example, the basic parameters and style parameters function as the first and second parameters of the present invention, respectively. Furthermore, the style battles that occur on the normal practice screen 70 (main part) function as the sub-battle part of the present invention. On the other hand, the battle part (or a battle such as a match that occurs in the main part) functions as the main battle part of the present invention.
[0111] FIG. 12 is an explanatory diagram illustrating an example of the effects of a match in a Pokémon battle. The effects of the match may be set as appropriate. As shown in FIG. 12, the effects of a match in a Pokémon battle include, for example, two types: (1) experience points and (2) a buff (advantageous effect) to regular practice. In other words, an opportunity to obtain two types of effects is provided in a Pokémon battle: experience points and a buff to regular practice. On the other hand, in the case of practice when a Pokémon battle is occurring, the training effect that normally accompanies the practice may or may not be provided, and, for example, is not provided. In other words, a Pokémon battle is held instead of practice, and the effect of the match is provided instead of the training effect associated with the practice. The experience points to be provided as the effects of the match and the buff to regular practice may be set as appropriate. FIG. 12 shows an example.
[0112] Specifically, as shown in (1) of FIG. 12, the method for determining experience points is configured to determine (calculate) experience points by multiplying a base value and a correction value. The base value is specified based on a table that associates (specifies) each type of practice with a base value for each type of experience point. This table may be configured as appropriate. In the example of FIG. 12, for each type of normal practice, fixed values (values that vary depending on the type) are set for multiple different combinations of experience points. The multiple types of experience points may be set to be related to the original training effect (for example, in the case of a style match in running training, the experience points are set to the strength and agility experience points associated with the table of base values in (1) of FIG. 9), or they may be set independently. Similarly, the fixed values may be set as appropriate, and as an example, the total value for each type of practice is set to 200 points. For example, if the training in which a style match is occurring is "Strike," then 50 points, 100 points, and 50 points for "Strength," "Technique," and "Spirit" are used as base values to calculate the experience points, respectively. Note that since style matches do not occur in "Mental" training, "Mental" training is omitted from the table.
[0113] The correction value is a value used to correct the base value. Various values may be used as the correction value as appropriate. The correction value may be a fixed value specified in advance, or a variable value using various parameters, etc. As an example, the correction value is configured as a variable value using the number of wins in style battles. Specifically, the correction value is set to a multiplier (%) that increases by 50% as the number of wins increases. For example, in the case of 0 wins (when all three style parameters are lower than the opponent's), a multiplier of 0% is set as the correction value. Thereafter, the multiplier increases by 50%, and in the case of 3 wins (when all three style parameters are higher than the opponent's), a multiplier of 150% is set as the correction value.
[0114] For example, if you have zero wins in a style match for "striking" practice, 0% will be added to your base values of 50, 100, and 50 for "strength," "technique," and "spirit," and zero points will be determined (calculated) as experience points for each type. In this case, no experience points will be awarded. On the other hand, if you have three wins in the same match, 150% (1.5 times) will be added to your base values of 50, 100, and 50 for "strength," "technique," and "spirit," and 75, 150, and 75 points will be determined and awarded as experience points for "strength," "technique," and "spirit."
[0115] The correction value is not limited to the number of wins in style battles, and may be configured as various variable values, and may change depending on appropriate factors. For example, it may be configured as a variable value that changes depending on the total value of the opponent's three style parameters (or a portion of those values). Specifically, the correction value may be configured as a value obtained by converting the total value of the style parameters into a multiplier (%), similar to the correction value in the experience point determination method of the second determination method. The correction value may be set so as to combine both the value of the style parameter and wins and losses. For example, the correction value may be configured as a value that changes depending on the number of wins against the opponent out of the three style parameters. Alternatively, the correction value may be configured as a value that changes depending on the deck character. For example, the correction value may be a value calculated depending on the deck character's abilities and level.
[0116] On the other hand, as shown in (2) of FIG. 12, a buff to normal practice is configured to increase (provide an advantage to) the experience points gained through normal practice (first determination method), for example. Specifically, when a buff is granted as a winning effect, a correction value is added to the determination result based on the first determination method (experience point determination method). The correction value may be a variable value that utilizes various parameters, etc., but is set to a fixed value that increases the amount of experience points, for example. In other words, the application of the buff advantageously corrects the experience points gained through normal practice. The duration of the buff's effect may be set as appropriate, and is, for example, limited to a predetermined number of turns (e.g., three turns).
[0117] Buffs may be applied regardless of whether a player wins or loses, but for example, they are applied only if a player wins a Pokémon match. Furthermore, they may be applied to any practice, such as all practices. For example, buffs may be applied only to practices in which a Pokémon match has been played. Furthermore, buffs may be applied to any number of regular practices if a player wins a Pokémon match. For example, buffs may be applied to a predetermined number of practices (for example). The predetermined number limit may be achieved by the occurrence of Pokémon matches (if a certain number of practices have buffs, no Pokémon matches will occur in other practices). Alternatively, if more than a certain number of buffs are generated, buffs for existing practices or newly generated practices may be limited to the predetermined number. For example, buffs may be limited to three practices, and this limit is achieved by forcibly terminating existing buffs. The target for forced termination may be determined according to any appropriate rule, such as the leftmost position on the regular practice screen 70. For example, the target for forced termination may be determined to be the practice with the fewest remaining turns. In other words, when a fourth buff occurs, the existing buff with the fewest remaining turns is forcibly terminated, and the number of applied buffs remains at 3. In this example, the buff to normal practice functions as the beneficial effect of the present invention.
[0118] This allows for strategic decisions, such as whether to prioritize buffs to regular practice (winning in the Pokémon battle) when conducting special practice, or whether to prioritize gaining experience points when conducting regular practice. Furthermore, in regular practice, the first decision method is applied, in which the experience points that can be earned vary depending on the current amount of stamina. Meanwhile, in Pokémon battles, a total of 200 points are awarded, adjusted for victory or defeat, regardless of the current amount of stamina. This allows for strategic decisions, such as whether to conduct Pokémon battles or regular practice, depending on the current amount of stamina. Since the second decision method is also independent of the current amount of stamina, similar strategic decisions can be made between regular practice and special practice. However, in special practice, the current amount of stamina affects the presence (success) of training effects. Therefore, strategic decisions regarding this influence are also necessary when deciding between regular practice and special practice. These strategic decisions can be utilized to enhance the game's enjoyment.
[0119] (Recovery effect when taking a break from practice) Next, with reference to FIG. 13, the recovery effect when taking a break from practice will be described. FIG. 13 is an explanatory diagram for explaining an example of a recovery effect. As shown in FIG. 13, when a touch operation is performed on the "Rest" menu selection button 51 on the menu screen 50, the training character takes a break for the target turn and is subjected to a recovery effect. There may be one or more types of recovery effect. Furthermore, the recovery effect for each type may be set appropriately and may be variable or fixed. In the example of FIG. 13, the recovery effect includes three types: (1) an increase in stamina, (2) an increase in style parameters, and (3) an adjustment to experience points. Furthermore, two types of fixed effects are used for each of (1) and (2), and one type of adjustment method is applied to (3).
[0120] Specifically, as shown in (1) of Figure 13, the increase in stamina is divided into two types: when a special deck character is present and when it is normal (when no special deck character is present). In normal cases, the increase in stamina is an effect that restores (increases) the current amount of stamina by 50 points. On the other hand, when a special deck character is present, the increase in stamina is an effect that restores (increases) the current amount of stamina by 65 points. In other words, two types of fixed recovery effects are used depending on whether or not a special deck character is present, and the recovery effects are set to provide advantageous effects when a special deck character is present.
[0121] As shown in Figure 13 (2), the increase in style parameters can be divided into two types: when a special deck character is present, and when it is normal (when no special deck character is present). Both of these two types of effects are set to increase (grow) the style of "Running", "Attack", and "Defense". Furthermore, the recovery effect is set to be advantageous (the growth effect is higher) when a special deck character is present.
[0122] On the other hand, as shown in (3) of FIG. 13 , the experience point correction is applied to the experience points acquired in a practice session if that session is performed on the turn immediately following a rest. In other words, the experience point correction is an effect that is applied only once, on the turn immediately following a rest. The correction may also be applied to the acquisition of style parameters, but, as an example, is limited to experience points. The correction is configured to increase the experience points acquired through practice (including both normal practice and special practice) (improving the training effect). Specifically, when a training character performs normal practice or special practice on the turn immediately following a rest from practice, a correction value is added to the experience points that would have been acquired through that session (determined based on the first or second determination method). The correction value may be a variable value using various parameters, etc., but is set to a fixed value as an example. In other words, when a training character takes a rest from practice, no experience points are acquired on that turn, but the experience points are corrected to compensate for this in the immediately following practice session. In this example, the “Rest” menu selection button 51 functions as a recovery option in the present invention.
[0123] (Network system processing) Next, the procedures for the normal effect determination process and the special effect determination process will be described with reference to Figures 14 and 15. The normal effect determination process is a process for imparting a training effect based on normal practice (first determination method). When normal practice is performed by selecting a normal practice command, the progress control unit 33 starts the normal effect determination process of Figure 14, and first determines the experience points to be imparted according to the experience point determination method of the first determination method (step S101).
[0124] Next, the progress control unit 33 determines whether a buff has been applied as an effect of the battle in the style battle (step S102). If a buff has been applied (step S102: Yes), the progress control unit 33 applies a correction to the experience points determined in step S101 as an effect of the buff (step S103). This correction is performed, for example, according to the determination method shown in (2) of FIG. 12.
[0125] After applying the buff (correction) in step S102, or if it is determined in step S102 that a buff has not been applied (step S102: No), the progress control unit 33 determines whether the current turn occurred immediately after a rest period (step S104). If the current turn occurred immediately after a rest period (step S104: Yes), the progress control unit 33 applies a correction as a recovery effect associated with the rest period (step S105). If a correction was applied in step S103, this correction may be applied to the corrected experience points, but as an example, it is applied to the experience points calculated in step S101. Specifically, the progress control unit 33 applies the correction to the experience points calculated in step S101 according to the method shown in FIG. 13 (3) to calculate the effect (increase) of the current correction. In other words, the progress control unit 33 calculates the effect (increase) of the current correction separately from the effect (increase due to the correction) of the correction in step S103, and adds this increase to the experience points corrected in step S103.
[0126] After applying the correction in step S105, or if it is determined in step S104 that the current turn is not immediately after a rest (step S104: No), the progress control unit 33 calculates an additional value to be added to the style parameter (step S106). This calculation is performed according to the additional value determination method of the first determination method.
[0127] Next, the progress control unit 33 grants a training effect associated with this normal practice (step S107). The training effect includes an increase in experience points and an increase in the character parameter. In this case, the experience points are either the experience points calculated in step S101, the experience points corrected in step S103, or the experience points corrected in step S105. The increase in the character parameter is the addition of the additional value calculated in step S106. After this grant, the progress control unit 33 ends this normal effect determination process.
[0128] The procedure in Figure 14 provides experience points and an increase (addition) in style parameters as training effects associated with normal practice. Furthermore, the experience points are subject to the effects (buffs) of winning style matches and adjustments associated with rest. While the training effect may include an increase in a predetermined amount of spirit, as an example, it does not, and the predetermined amount of spirit is provided as an effect separate from the training effect. This provision is realized by a procedure different from that in Figure 14 (a process for providing a predetermined amount of spirit when a practice is performed, regardless of whether it is normal practice or special practice).
[0129] The special effect determination process is a process for granting a training effect based on special training (second determination method). When a special training is performed by selecting a special training command, the progress control unit 33 starts the special effect determination process of FIG. 15 and first determines whether an injury has occurred as a result of this special training (step S201). This determination is made according to the injury determination method in the second determination method (e.g., (3) in FIG. 9). If an injury has occurred (step S201: Yes), the progress control unit 33 grants a failure effect (step S202). The failure effect includes, for example, the granting of an injury (abnormal status) and notification thereof. On the other hand, if an injury has not occurred (step S201: No), the progress control unit 33 determines experience points according to the experience point determination method of the second determination method (step S203).
[0130] Next, the progress control unit 33 determines whether the current turn is immediately after a rest (step S204), and if the current turn is immediately after a rest (step S204: Yes), applies a correction as a recovery effect associated with the rest (step S205). After applying the correction in step S205, or if it is determined in step S204 that the current turn is not immediately after a rest (step S204: No), the progress control unit 33 determines an additional value to be added to the style parameter according to the additional value determination method of the second determination method (step S206).
[0131] Next, the progress control unit 33 determines whether or not there is a bonus for this special practice (step S207). Bonuses for special practice include, for example, a spirit bonus and a practice bonus. As an example, a spirit bonus is granted for a predetermined number of turns when the spirit gauge 75B accumulates to a predetermined value (when spirit reaches a predetermined amount). For this reason, in step S207, the progress control unit 33 determines whether or not the current turn is a turn eligible for the spirit bonus (a turn within the predetermined number). Then, if the current turn is an eligible turn for the spirit bonus, it determines that there is a spirit bonus, and if not, it determines that there is no spirit bonus. Similarly, if a practice bonus has been generated, it determines that there is a bonus, and if not, it determines that there is no bonus.
[0132] If the progress control unit 33 determines that a bonus is available (at least one of a spirit bonus and a practice bonus) (step S207: Yes), it grants the bonus (step S208). For example, in the case of a spirit bonus, the progress control unit 33 grants a buff that increases three types of style parameters by a certain amount (for example, 10) and increases the degree of increase in the style parameter based on the second determination method to the added value determined in step S206. In addition, in the case of a practice bonus, the progress control unit 33 adds a predetermined amount of experience points and style parameter.
[0133] After granting the bonus in step S208, or if it is determined in step S207 that there is no bonus (neither a spirit bonus nor a practice bonus) (step S207: No), the progress control unit 33 grants a training effect associated with this special training (step S209). The training effect includes an increase in experience points and an increase in the character parameter. In this case, the experience points are either the experience points determined in step S203, the experience points corrected in step S205, or the experience points obtained by adding a predetermined amount of experience points in step S208 to these experience points (adding the practice bonus). Furthermore, the increase in the character parameter is either the addition of the additional value determined in step S206 or the addition of the additional value after the bonus (spirit bonus and practice bonus) is granted in step S208. Then, after granting the training effect, the progress control unit 33 ends this special effect determination process.
[0134] According to the procedure in Figure 15, experience points and an increase (addition) in style parameters are granted as a training effect associated with special training. In addition, a rest correction is applied to experience points, and a spirit bonus is applied to the increase in style parameters. Similarly, if a training bonus is available, an additional training bonus is also executed. Furthermore, an increase in experience points and an increase (addition) in style parameters are granted only if no injury occurs. In other words, the success or failure of the increase in experience points and the increase (addition) in style parameters is determined depending on whether or not there is an injury, and they are granted only if appropriate.
[0135] As explained above, according to this embodiment, normal practice (normal practice command) and special practice (special practice command) that impart different training effects are prepared, and the method of using the current amount of stamina differs between them. Specifically, when normal practice is selected, the training effect is determined based on a first determination method that uses the current amount of stamina. On the other hand, when special practice is selected, the training effect is determined based on a second determination method that uses the current amount of stamina with an injury determination method different from the first determination method. Therefore, it is possible to add a strategic element that takes the current amount of stamina into consideration when selecting normal practice and special practice that impart different training effects. This adds a new strategic element related to the current amount of stamina, and ultimately improves the enjoyment of the game.
[0136] More specifically, in the first determination method, the experience points actually awarded as a training effect are determined based on the experience point determination method, which utilizes the current amount of stamina. Meanwhile, in the second determination method, the success or failure of the training effect, i.e., whether or not experience points, etc., are awarded, is determined by the experience point determination method, using the current amount of stamina. Therefore, special training and regular training can be endowed with characteristics such as a selection that includes a risk of training failure based on the current amount of stamina, and a selection that does not risk training failure but has a different training effect (slightly fewer experience points, etc., that can be earned). This characteristic can then be used to add strategic elements.
[0137] Furthermore, the first determination method primarily provides a training effect on basic parameters through the awarding of experience points. On the other hand, the second determination method is expected to provide a higher training effect on style parameters compared to the first determination method. This allows for strategic selection of training effects for parameters with different uses, such as basic parameters (mainly used in battles in the battle part, etc.) and style parameters (mainly used in style battles). Similarly, style battles using style parameters may be held in the main part. Winning a style battle grants a buff to regular practice. In other words, winning a style battle improves basic parameters (gaining experience points), or in other words, is advantageous for matches (battles) in the battle part, etc. On the other hand, winning a style battle requires the development of style parameters. This allows for strategic development of basic parameters and style parameters.
[0138] Furthermore, while the current amount of stamina is consumed as practice is performed, it is recovered (increased) by taking a break from practice. Therefore, elements such as the consumption of stamina during practice or the recovery of stamina instead of practice can be added to the strategy. The degree to which stamina affects the training effect of normal practice and the occurrence of injury during special practice is notified to the user via the stamina gauge 53 including the scale mark 53M and the injury rate notification unit 82. Therefore, through these, the user can recognize the influence of the current amount of stamina on the training effect of normal practice or the injury rate of special practice. This makes it possible to make the user more aware of the strategic importance of the current amount of stamina.
[0139] In the above embodiment, the progress control unit 33 of the game machine 3 functions as the first effect determination means and the victory effect means of the present invention by executing the procedure of Fig. 14. Specifically, the progress control unit 33 functions as the first effect determination means by executing step S101 of the procedure of Fig. 14, and as the victory effect means by executing step S103. Furthermore, the progress control unit 33 of the game machine 3 functions as the second effect determination means of the present invention by executing step S204 of the procedure of Fig. 15. Furthermore, the progress control unit 33 of the game machine 3 functions as the effect improvement means of the present invention by executing step S105 of the procedure of Fig. 14 or step S205 of the procedure of Fig. 15.
[0140] The present invention is not limited to the above-described embodiments and may be embodied in embodiments with appropriate modifications or alterations. Furthermore, the present invention may be embodied in embodiments obtained by appropriately combining various technical means included in the above-described embodiments and the following modified embodiments. For example, in the above-described embodiments, different development effects are achieved between the first determination method and the second determination method due to differences such as the presence or absence of an injury determination method. However, the present invention is not limited to such embodiments. For example, the injury determination method of the second determination method may be omitted. Furthermore, the difference between the first determination method and the second determination method may be realized by an experience point determination method that determines different amounts of experience points to be earned for the same type of experience point. In other words, as long as the development effects are different and the methods of using the current amount of stamina (a specific parameter) are different, the difference between the first determination method and the second determination method may be realized as appropriate.
[0141] In the above-described embodiment, the first experience point determination method uses a table that associates base values with levels based on the remaining amount of stamina. However, the present invention is not limited to this embodiment. For example, this table may be configured to associate base values with levels based on the remaining stamina percentage (the ratio of the current amount to the maximum amount). In this case, similar level divisions are achieved regardless of the maximum amount (upper limit) of stamina. On the other hand, when levels are divided according to the amount of stamina, as in the example of FIG. 8 (1), the range of "Level 4" expands as the upper limit (maximum amount) increases. In this case, the user's benefits can be enhanced, such as being able to continuously achieve the training effect at "Level 4" without recovering stamina. Similarly, the distribution rate in the experience point determination method may not be preset. For example, the experience points to be distributed and the distribution rate may be randomly determined for each practice. Alternatively, the table may pre-determine the experience points after multiplying the distribution rate by the base value for each stamina level. The second determination method may also be set appropriately. For example, the correction value in the experience point determination method may be omitted and the experience points may be determined based only on the base value. In other words, the first determination method and the second determination method may be set as appropriate as long as the development effects are different from each other.
[0142] In the above-described embodiment, the network system 1 includes the center server 2. However, the present invention is not limited to this embodiment. For example, in cases where an offline game that can be played without connecting to a network 5 is provided, the center server 2 may be omitted, and the game machine 3 may function alone as the game system of the present invention. Alternatively, conversely, the center server 2 may perform all or part of the functions (various processes, etc.) of the game machine 3. In this case, the combination of the game machine 3 and the center server 2 (for example, the network system 1), or the center server 2 alone (including the case where it is configured by multiple server devices) may function as the game system of the present invention.
[0143] Various aspects of the present invention derived from the above-described embodiments and modifications will be described below. In the following description, corresponding components shown in the accompanying drawings will be written in parentheses to facilitate understanding of each aspect of the present invention, but the present invention is not limited to the illustrated forms.
[0144] The computer program of the present invention is configured to cause a computer (31) incorporated into a game system (3) that provides a training game in which the training object is trained to function as a first effect determination means (33) that determines the training effect of a first option based on a first determination method that uses a specific parameter from the multiple types of parameters when a first option is selected as an option to which the first determination method should be applied, and as a second effect determination means (33) that determines the training effect of a second option based on a second determination method that uses the specific parameter in a manner different from the first determination method when a second option is selected as an option that imparts a different training effect from the first option.
[0145] According to the present invention, a first option and a second option that impart different training effects are provided, and the methods of using specific parameters differ between these options. Specifically, when the first option is selected, the training effect is determined based on a first determination method that uses specific parameters. On the other hand, when the second option is selected, the training effect is determined based on a second determination method that uses specific parameters in a manner different from the first determination method. This allows for strategic consideration of specific parameters in the selection of the first option and the second option that impart different training effects. This adds new strategic aspects related to specific parameters, thereby increasing the entertainment value of the game.
[0146] As long as the methods of use are different, a specific parameter may be used as appropriate in the first determination method and the second determination method. For example, either the first determination method or the second determination method may be configured to determine a result (effect) corresponding to no training effect (zero). Then, one may be used to determine whether training is ineffective (determine whether training is effective or not, in other words, determine whether training is successful or unsuccessful), and the other may be used to determine the training effect (the amount of effect if there is an effect).
[0147] For example, in one aspect of the computer program of the present invention, the second determination method includes an effect determination method for determining the development effect of the second option and a success / failure determination method for determining whether the development effect will be achieved, wherein the specific parameter is used in the success / failure determination method of the second determination method differently from the first determination method, and the second effect determination means determines the development effect of the second option and the success / failure of the development effect based on the effect determination method and the success / failure determination method, and the development effect of the second option may be omitted if the second option is determined to be a failure based on the success / failure determination method, and may be granted if the second option is determined to be a success. In this case, the second option and the first option may have characteristics such as a choice that includes a risk of failure based on the specific parameter, and a choice that does not have a risk of failure based on the specific parameter but has a different development effect. This characteristic can then be used to add strategic elements.
[0148] An appropriate parameter from among the various parameters associated with the development object may be used as the specific parameter. For example, the development object may include parameters that change with development and parameters that do not change. Any of these parameters may be used as the specific parameter. Any of these parameters may be affected by play situations other than development. In other words, they may change depending on play situations other than development. For example, a development object may be associated with a parameter of a type that is consumed when an option is selected, and this parameter may be used as the specific parameter. Furthermore, this parameter may be recovered under appropriate conditions. For example, it may be recovered over time, or may be recovered when a specific item is used, or it may be recovered when a specific option is selected.
[0149] For example, in one aspect of the computer program of the present invention, the specific parameter may be a parameter indicating a current amount of value that is consumed upon selection of at least one of the first option and the second option and restored based on a predetermined restoration condition. In this aspect, the training game may be provided with a restoration option (51) for restoring the current amount of value, the selection of the restoration option may be used as the restoration condition, and the current amount of value may be restored when the restoration option is selected. Furthermore, one aspect of this may include an effect improvement means (33) that improves the training effect of either the first option or the second option when the first option or the second option is selected after the restoration option. In these cases, elements such as consumption and restoration can be further added to the strategic nature of the game.
[0150] Information regarding the influence of a specific parameter on the first option or the second option may or may not be notified to the user in advance. For example, in one aspect of the computer program of the present invention, the display device may display at least one of information on a first influence level (53) indicating the degree to which the specific parameter affects the training effect based on the first determination method and information on a second influence level (82) indicating the degree to which the specific parameter affects the training effect based on the second determination method. In this case, the information on the first influence level or the second influence level can make the user aware of the influence of the specific parameter on the training effect of the first option or the training effect of the second option. This can make the user more aware of the strategic importance of the specific parameter.
[0151] The development effects of the first option and the second option may be effects related to various parameters. The differences between them may be realized as appropriate. For example, both development effects may be effects related to different parameters. Alternatively, both development effects may be different effects related to the same parameter. Furthermore, both development effects may be effects related to one type of parameter, or effects related to multiple types of parameters. When both development effects are effects related to the same multiple types of parameters, the difference between the two development effects may be, for example, the impact on each parameter. The uses of multiple types of parameters may also be appropriate.
[0152] For example, in one aspect of the computer program of the present invention, the multiple types of parameters may include a first parameter and a second parameter that have different uses as parameters other than the specific parameter, and the first determination method and the second determination method may be configured to determine training effects that have different influences on changes in the first parameter and the second parameter, respectively. In this aspect, the training game may include a main battle part and a sub battle part in which battles are played in different formats, and the first parameter may be used in the battle in the main battle part, and the second parameter may be used in the battle in the sub battle part. In these cases, strategic elements can be added to the selection of training effects for parameters with different uses, such as the main battle part and the sub battle part.
[0153] When a training game includes a sub-competition part, the results of that battle may be utilized as appropriate. For example, the results of the battle in the sub-competition part may affect the battle in the next battle part. Alternatively, the results of the battle in the sub-competition part may affect the main battle part, which is separate from the sub-competition part. Furthermore, the influence may be appropriate. For example, a favorable or unfavorable effect may occur on the training effect of the first option or the second option depending on the result of the battle in the sub-competition part. The effect may be appropriate. For example, a favorable effect may be imparted to the first parameter (parameter used in the battle in the main battle part) of the first option or the second option. Furthermore, the degree of the effect may change depending on the content of the battle result (for example, the number of battle items won when there are multiple battle items).
[0154] For example, in an embodiment where the training game includes a main battle part and a sub battle part, a victory effect means (33) may be provided that imparts an advantageous effect to the main battle part when the training object wins in the sub battle part. In this embodiment, the victory effect means may impart a correction that improves the training effect of the first parameter in the first option as the advantageous effect. In this case, victory in the sub battle part favors the training of the first parameter, in other words, the main battle part. On the other hand, winning in the sub battle part requires the training of the second parameter. This allows for strategic training of the first and second parameters.
[0155] On the other hand, the game system of the present invention is a game system (3) that provides a training game in which the training object is trained, using a display device (MO) that displays a training object (56) that corresponds to multiple types of parameters, and an input device (TS) that inputs instructions to select multiple types of options that each impart to the training object a training effect that is associated with at least a portion of the changes in the multiple types of parameters, and is equipped with a first effect determination means (33) that, when a first option is selected as an option to which a first determination method that uses a specific parameter from the multiple types of parameters should be applied, determines the training effect of the first option based on the first determination method, and a second effect determination means (33) that, when a second option is selected as an option that imparts a different training effect from the first option, determines the training effect of the second option based on a second determination method that uses the specific parameter in a manner different from the first determination method.
[0156] Furthermore, a control method of the present invention uses a display device (MO) that displays a training object (56) associated with multiple types of parameters and an input device (TS) that inputs instructions to select multiple types of options that each impart a training effect associated with at least a portion of changes in the multiple types of parameters to the training object, and causes a computer (31) incorporated in a game system (3) that provides a training game in which the training object is trained to execute the following steps: a first effect determination step for determining the training effect of a first option based on a first determination method that uses a specific parameter from the multiple types of parameters when a first option is selected as an option to which the first determination method should be applied; and a second effect determination step for determining the training effect of a second option based on a second determination method that uses the specific parameter in a manner different from the first determination method when a second option is selected as an option that imparts a different training effect from the first option. By executing the computer program or control method of the present invention, the game system of the present invention can be realized. [Explanation of symbols]
[0157] 3. Game consoles (game systems) 31 Control unit (computer) 33 Progress control unit (first effect determination means, second effect determination means, effect improvement means, victory effect means) 51 Menu selection button (recovery options) 53 Health Gauge (First Impact Information) 56 Character image (development object) 82 Injury Rate Notification Section (Second Impact Information) MO monitor (display device) TS Touch sensor (input device) PG2 Game Program (Computer Program)
Claims
1. A computer incorporated in a game system that provides a training game in which the training object is trained, using a display device that displays a training object associated with a plurality of types of parameters, and an input device that inputs an instruction to select from a plurality of options that respectively impart a training effect associated with at least a part of the change in the plurality of types of parameters to the training object, a first effect determination means for determining a development effect of a first option based on a first determination method when the first option is selected as an option to which a first determination method using a specific parameter from among the plurality of types of parameters should be applied; and a second effect determination means for determining the development effect of the second option based on a second determination method that uses the specific parameter in a manner different from the first determination method when a second option is selected as an option that provides a development effect different from that of the first option; A computer program configured to function as
2. the second determination method includes an effect determination method for determining a development effect of the second option, and a success / failure determination method for determining whether the development effect has been achieved, the specific parameter is used in the success / failure determination method of the second determination method in a manner different from that of the first determination method; The second effect determination means determines the development effect of the second option and the success or failure of the development effect based on the effect determination method and the success or failure determination method, The computer program according to claim 1 , wherein the development effect of the second option is omitted if the option is determined to be a failure based on the success / failure determination method, and is granted if the option is determined to be a success.
3. The computer program according to claim 1, wherein the specific parameter is a parameter indicating a current amount of value that is consumed upon selection of at least one of the first option and the second option and that is restored based on a predetermined restoration condition.
4. The development game provides a recovery option for recovering the current amount of the value, The recovery condition is determined by the selection of the recovery option; The computer program of claim 3 , wherein the current amount of value is restored when the restore option is selected.
5. 5. The computer program according to claim 4, further comprising an effect improvement means for improving the development effect of either the first option or the second option when either the first option or the second option is selected after the recovery option.
6. The computer program of claim 1, wherein the display device displays at least one of information on a first influence degree indicating the degree to which the specific parameter affects the development effect based on the first determination method, and information on a second influence degree indicating the degree to which the specific parameter affects the development effect based on the second determination method.
7. the plurality of types of parameters include, as parameters other than the specific parameter, a first parameter and a second parameter having different uses; The computer program according to any one of claims 1 to 6, wherein the first determination method and the second determination method are configured to determine development effects that have different influences on changes in the first parameter and the second parameter, respectively.
8. The training game includes a main battle part and a sub battle part in which battles are carried out in different formats, the first parameter is used in a battle in the main battle part; The computer program according to claim 7 , wherein the second parameter is used in the battle in the sub-battle part.
9. 9. The computer program according to claim 8, further comprising a victory effect means for imparting an advantageous effect to the main battle part when the training object wins in the sub battle part.
10. 10. The computer program according to claim 9, wherein the winning effect means imparts, as the advantageous effect, a correction that improves the development effect of the first parameter in the first option.
11. A game system that provides a training game in which a training object is trained, using a display device that displays a training object associated with a plurality of types of parameters, and an input device that inputs an instruction to select from a plurality of options that respectively impart a training effect associated with at least a part of the change in the plurality of types of parameters to the training object, a first effect determination means for determining a development effect of a first option based on a first determination method when the first option is selected as an option to which a first determination method using a specific parameter from among the plurality of types of parameters should be applied; a second effect determination means for, when a second option is selected as an option that imparts a different development effect from the first option, determining the development effect of the second option based on a second determination method that uses the specific parameter in a manner different from the first determination method; A game system comprising:
12. A computer incorporated in a game system that provides a training game in which the training object is trained, using a display device that displays a training object associated with a plurality of types of parameters, and an input device that inputs an instruction to select from a plurality of types of options that respectively impart a training effect associated with at least a part of the change in the plurality of types of parameters to the training object, a first effect determination step of determining a development effect of a first option based on a first determination method when the first option is selected as an option to which a first determination method using a specific parameter from among the plurality of types of parameters should be applied; a second effect determination step of determining the development effect of the second option based on a second determination method that uses the specific parameter in a manner different from the first determination method when a second option that provides a development effect different from the first option is selected; A control method for executing the above.
Citation Information
Patent Citations
Information processing program, information processing method, and game device
JP2023137039A