Game system, computer program used therefor, and control method

The game system introduces conversation opportunities and response-based effects during battles, enhancing player engagement and battle dynamics by influencing battle outcomes.

JP2026020261APending Publication Date: 2026-02-06KONAMI ARCADE GAMES CO LTD
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Patent Information

Application Number
JP2025197438
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-11-18
Publication Date
2026-02-06

AI Technical Summary

Technical Problem

Existing games lack opportunities for conversation between characters during battles, which affects the engagement and interest of the battle part, and the outcomes of these conversations do not influence the battle.

Method used

A game system that provides conversation opportunities between characters during battles, offering players options to respond to character statements, with effects determined by the chosen responses, impacting the battle parameters.

Benefits of technology

Enhances player engagement by allowing interactive conversations that affect battle outcomes, increasing the interest and dynamics of the battle part.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system capable of improving the amusement of a competition part in which a plurality of characters compete.SOLUTION: When a predetermined conversation condition is satisfied in the battle part included in the game, the game machine 3 gives a conversation opportunity for realizing a conversation between the user who plays the current battle part and the ally character appearing on the battle field. In the conversation opportunity, the game machine 3 provides the user with the statement of the ally character and the first answer candidate 58B and the second answer candidate 58C for the statement. The game machine 3 determines an effect associated with the answer candidate selected at the conversation opportunity based on the conversation date TD that associates each effect that causes a different change in the parameter defining each character with the first answer candidate 58B or the second answer candidate 58C, and gives the effect to the parameter of the ally character with which the conversation has been performed so as to be limited to the current battle part.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

[0001] The present invention relates to a game system that provides a game including a battle part in which multiple characters battle each other based on parameters that define each character. [Background technology]

[0002] A game system is known that provides a game including a battle part in which multiple characters battle each other based on parameters that define each character (see, for example, Patent Document 1). In addition, Patent Document 2 is known as a prior art document related to the present invention. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6842861 [Patent Document 2] Patent No. 6547016 Summary of the Invention [Problem to be solved by the invention]

[0004] Patent Document 1 discloses a type of game in which a player character automatically acts and battles an enemy character. In this game, multiple options indicating guidelines for automatic action are presented, and the automatic action is executed based on the selected option. Patent Document 2 discloses a game including a battle (combat) part in which a user-controllable ally character and an enemy character fight. In this game, a question selected from multiple question panels is presented during the battle part, and if the question is answered correctly, points associated with the question are awarded. If the points satisfy a predetermined condition, an effect that gives an advantage in the progress of the battle is activated until the end of the battle part. However, neither of the games in Patent Documents 1 and 2 is configured to provide an opportunity for conversation with the player character during the battle, nor is the outcome of the conversation configured to affect the battle.

[0005] Therefore, an object of the present invention is to provide a game system etc. that can increase the interest of the battle part in which multiple characters battle each other. [Means for solving the problem]

[0006] The game system of the present invention is a game system that provides a game including a battle part in which multiple characters battle based on parameters defining each character, and is equipped with: an opportunity providing means that, when predetermined conversation conditions are met in the battle part, provides a conversation opportunity for a conversation to occur between a user playing the current battle part as the battle part that satisfies the conversation conditions and at least some of the multiple characters; an option providing means that provides the user with a statement made by one of the characters in the conversation opportunity and a plurality of options as answer candidates for establishing a conversation in response to the statement; an effect determining means that determines a target effect as an effect associated with an option selected in the conversation opportunity based on conversation data that associates each of a plurality of effects that cause different changes to the parameters with each option of the plurality of options; and an effect granting means that grants the target effect to the parameters of at least one of the multiple characters so as to be limited to the current battle part.

[0007] On the other hand, the computer program of the present invention is configured to cause a computer to function as each of the means of the above-mentioned game system.

[0008] In addition, the control method of the present invention causes a computer incorporated in a game system that provides a game including a battle part in which multiple characters battle based on parameters defining each character to execute the following steps: an opportunity granting step, when a predetermined conversation condition is satisfied in the battle part, to grant a conversation opportunity to realize a conversation between a user playing the current battle part as the battle part that satisfies the conversation condition and at least some of the multiple characters; an option providing step, which provides the user with a statement made by one of the characters in the conversation opportunity and a plurality of options as answer candidates for establishing a conversation in response to the statement; an effect determination step, which determines a target effect as an effect associated with the option selected in the conversation opportunity based on conversation data that associates each of a plurality of effects that cause different changes in the parameters with each option of the plurality of options; and an effect imparting step, which imparts the target effect to the parameters of at least one of the multiple characters so as to be limited to the current battle part. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a diagram showing a schematic configuration of a game system according to an embodiment of the present invention; [Figure 2] FIG. 2 is a functional block diagram showing the main parts of a control system of the game system. [Figure 3] FIG. 10 is a diagram schematically illustrating an example of a battle screen. [Figure 4] FIG. 10 is an explanatory diagram illustrating an example of a conversation with a character in a battle part. [Figure 5] FIG. 1 is an explanatory diagram illustrating an example of a hierarchy that may arise in a conversation during a conversation opportunity. [Figure 6] FIG. 4 is a diagram showing an example of the configuration of conversation data. [Figure 7] 10 is a flowchart showing an example of a procedure for a conversation notification process. [Figure 8] 10 is a flowchart showing an example of a procedure for an option providing process. [Figure 9] 10 is a flowchart showing an example of a procedure for a change imparting process. [Figure 10] 10 is a flowchart showing an example of a procedure for a reset process. DETAILED DESCRIPTION OF THE INVENTION

[0010] An example of a game system according to an embodiment of the present invention will be described below. First, with reference to FIG. 1, the overall configuration of the game system according to an embodiment of the present invention will be described. The game system 1 includes a center server 2 and a plurality of game machines 3 as client devices connectable to the center server 2 via a predetermined network NT. The center server 2 is configured as a single logical server device by combining server units 2A, 2B, etc. as a plurality of computer devices. However, the center server 2 may also be configured by a single server unit. Alternatively, the center server 2 may be configured logically using cloud computing.

[0011] The network NT may be configured as appropriate as long as it can connect each of the game machines 3 to the center server 2. As an example, the network NT includes the Internet as a WAN, and various connection facilities or devices such as a LAN or an access point AP that connects each of the center server 2 and the game machines 3 to the Internet.

[0012] In the example of FIG. 1, game machines 3A, 3B, and 3C are shown as game machines 3. Each of the game machines 3 is an example of a game device that provides a game. Any appropriate game device may be used as the game machine 3, but in the example of FIG. 1, the game machine 3A is configured as an arcade game machine that allows users to play games within a range corresponding to the play fee in exchange for payment of a predetermined fee. This type of game machine is sometimes called an arcade game machine. This type of game machine 3A (hereinafter, sometimes referred to as arcade game machine 3A) 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.

[0013] On the other hand, game machines 3B and 3C are configured as user terminal devices provided 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. 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, can be used as user terminal devices. In the example of FIG. 1, a PC and a smartphone are used as game machines 3B and 3C, respectively. Hereinafter, game machines 3B and 3C may be referred to as PC 3B and smartphone 3C, respectively, and may be referred to as personal game machines 3 when no distinction is made between them. Note that, although multiple types of game machines 3 are connected to the center server 2 in the example of FIG. 1, only one type of game machine 3 may be connected to the center server 2.

[0014] The personal game machine 3 is equipped with various computer software programs, thereby enabling users to enjoy various services provided by the center server 2. The personal game machine 3 is equipped with game applications (hereinafter, sometimes referred to as game apps) as such software programs, thereby functioning as a game machine 3 that provides games.

[0015] The game machine 3 provides a competitive game in which multiple characters are divided into allies and enemies and compete against each other. The competitive game may be provided in any suitable format, such as an action game, a role-playing game, a shooting game, or a timing game (music game), and is provided in the form of a simulation game, as an example. The simulation game may be composed of only competitive elements, but as an example, it is configured as a composite game including other elements. Specifically, the game machine 3 provides, as an example of a simulation game, a character development game (hereinafter, sometimes referred to as a development game) that includes a competitive part in which multiple characters compete against each other and a development part in which each character is developed. The development game may be played for a fee (including both cases in which a predetermined range of play is provided in exchange for a predetermined fee, or cases in which parts of the competitive game, such as the purchase of items or specific developments, are played in exchange for a predetermined fee) or for free (including cases in which a fee is charged for downloading the game app).

[0016] The center server 2 provides various game machine services to the game machine 3 or its user. The game machine services may appropriately include various services related to the game machine 3, such as a distribution service that distributes and updates programs or data for the game machine 3 via the network NT, and a matching service that matches users together when multiple users play a common game via the network NT. The game machine services may also appropriately include, for example, a service that receives user identification information from the game machine 3 and authenticates the user, a service that receives and stores play data of the authenticated user from the game machine 3 or provides the stored play data to the game machine 3, a billing service that collects fees from users, and a service that assigns a user ID to identify each user.

[0017] Next, the main parts of the control system of the game system 1 will be described with reference to Fig. 2. 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 processes and operation controls according to a predetermined computer program, with an internal memory and other peripheral devices required for its operation.

[0018] The memory unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The memory unit 22 may be configured to hold all data in a single storage unit, or may be configured to store data in a distributed manner across multiple storage units. The memory unit 22 stores a program PG1 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to users. The memory unit 22 also stores server data necessary for providing various services. Such server data may include various data for game machine services as appropriate, and the example in FIG. 2 shows play data PD, character data CD, and conversation data TD.

[0019] The play data PD is data describing information about each user's past play history. The play data PD is used, for example, to carry over previous play results (past achievements) to the next play or to carry over settings specific to each user. When each character in a training game grows according to the play situation, the past achievements include information about the parameters of that growth. When the parameter values ​​change according to the play situation, the parameter values ​​of the growth (changes) may be managed appropriately, but as an example, they are managed in the play data PD as shown here. Meanwhile, the character data CD is data describing information about parameters defining each character. While such character data CD may include information about parameters after growth, as an example, it manages the parameter values ​​corresponding to the initial values ​​(before the change). In other words, when the parameters of each character change, the changed parameters are reproduced by combining the play data PD (changes) and the character data CD (initial values).

[0020] The conversation data TD is data for realizing conversations between each character in the training game and the user playing that game. The conversation data TD describes the statements of each character and information on multiple answer candidates corresponding to those statements. Details of the conversation data TD will be described later. Note that the server data also includes other data as appropriate, such as ID data for managing various IDs such as user IDs, audio data for playing various sounds including music such as background music, action data for causing each character to perform various actions, or image data for displaying various images on the game screen.

[0021] The control unit 21 is provided with a game machine service management unit 24 as a logical device realized by combining the hardware resources of the control unit 21 and the program PG1 as software resources. The game machine service management unit 24 executes various processes for implementing the above-mentioned game machine services for the game machine 3. Such various processes include, for example, delivering various data such as play data PD to the game machine 3 and executing matching to match opponent users. Note that 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 are not shown in the drawings.

[0022] 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.

[0023] The storage unit 32 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or a semiconductor storage device. The storage unit 32 stores a program PG2 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to users. The storage unit 32 also stores game data necessary to provide the game. Such game data may include various data for the game, and the example in FIG. 2 shows play data PD, character data CD, and conversation data TD.

[0024] The play data PD, character data CD, and conversation data TD are as described above. The game data may be stored in the storage unit 32 by any suitable method. For example, the game data may be pre-installed on the game console 3, or may be stored in the storage unit 32 via various recording media. While the game data may be stored in the storage unit 32 by any suitable method, as an example, the play data PD, character data CD, and conversation data TD may all be provided by the center server 2 via a distribution service so that all necessary portions are included. The game data may also include various other data for the game, such as the above-mentioned ID management data, audio data, action data, and image data, as appropriate. However, these data are not shown in the figures.

[0025] In the control unit 31, various logical devices are configured by combining the hardware resources of the control unit 31 with the program PG2 as a software resource. Various processes required for providing the game (including processes required for enjoying the game machine services provided by the game machine service management unit 24 of the center server 2) are executed through these logical devices, and in the example of Fig. 2, a game providing unit 33 and a data management unit 34 are shown as logical devices related to the game.

[0026] The gaming providing unit 33 executes various processes for providing a training game. Such processes include processes for realizing a battle part. Furthermore, the training game includes conversations between each character and the user. Therefore, the processes executed by the gaming providing unit 33 include processes for realizing such conversations. As examples of such processes, the gaming providing unit 33 executes a conversation notification process, an option providing process, a change imparting process, and a reset process. The procedures for the conversation notification process, the option providing process, the change imparting process, and the reset process will be described in detail below.

[0027] The data management unit 34 executes various processes for managing the data stored in the storage unit 32. Such processes include, for example, a process for updating the play data PD, or a process for providing the updated play data PD to the center server 2.

[0028] Furthermore, the game machine 3 may be provided with various output devices and input devices as appropriate depending on the type of game machine, such as the arcade game machine 3A or the personal game machine 3. In the example of FIG. 2, a monitor 37 and a speaker SP are shown as examples of output devices. The monitor 37 and the speaker SP are well-known display devices for displaying game screens and the like, and well-known audio playback devices for playing audio, respectively. Similarly, in the example of FIG. 2, an input device 36 for inputting a user's play behavior (operations or actions) is shown as an example of an input device provided in the game machine 3. The input device 36 may be configured as appropriate depending on the type of game machine 3. For example, in the case of the arcade game machine 3A, a control panel provided with multiple push buttons is used as an example of the input device 36. In such a case, the play behavior is achieved by manually pressing the push buttons.

[0029] In the case of the PC 3B, a keyboard including multiple push buttons or a dedicated controller is used as an example of the input device 36. In this case, the operation of pressing the push buttons is used as a play act. Similarly, in the case of the smartphone 3C, for example, a touch sensor that is arranged to cover the display surface of the monitor 37 and outputs a signal corresponding to a user's touch operation (operation of touching with a finger) is used as an example of the input device 36. In this case, the touch operation is used as a play act.

[0030] In addition, various other input devices and output devices may be provided appropriately in the game machine 3. For example, the arcade game machine 3A may be provided with a value collection device as an input device for collecting a predetermined value required for a game from a user using cash, substitute coins, medals, electronic currency (including points), a credit card function, etc. Such a device may collect various values ​​such as electronic currency via a card that records the remaining amount of electronic currency, for example.

[0031] Next, the battle part will be further explained with reference to Figures 3 to 5. As described above, the training game includes a training part and a battle part, but it may also include various other developments (parts) with different conditions for progression from the battle part, such as a story part in which a predetermined story unfolds through each character. Of these, the battle part is a part in which a battle between multiple characters is realized. In the battle part, each character fights based on parameters set for that character.

[0032] 3 is a diagram schematically illustrating an example of a battle screen. The battle screen 50 is a game screen for realizing the battle part among the various parts, that is, a game screen for realizing a battle between characters. The battle screen 50 may have different configurations depending on the type of game machine 3, such as the arcade game machine 3A, but the example of FIG. 3 shows the battle screen 50 when a smartphone 3C is used as the game machine 3. The following describes the case where a smartphone 3C is used as the game machine 3.

[0033] As shown in FIG. 3, the battle screen 50 includes a character image 51, a target mark 52, a life gauge 53, and an enlarged character image 54. The character image 51 is an image showing each character appearing in the battle part. The character image 51 includes an ally character image 51A and an enemy character image 51B. In the battle part, each character is classified into an ally character and an enemy character. The ally character image 51A and the enemy character image 51B are images corresponding to the ally character and the enemy character, respectively, among each character.

[0034] An ally character is a character corresponding to a user playing the battle part. An ally character may be directly controlled by a user and played as an action game, but as an example, it is controlled by autoplay. That is, an ally character performs a battle through automatic actions in accordance with predetermined rules. The automatic actions (predetermined rules) may be executed as appropriate, but as an example, they are executed to reflect the characteristics (personality, etc.) of each character and instructions regarding strategies in the battle (e.g., emphasis on attack, emphasis on defense, emphasis on close range, emphasis on long range, etc.).

[0035] Furthermore, in the battle part, any number of ally characters may appear, and the battle may be realized in any suitable format such as one against many or many against many, but as an example, three ally characters appear. These ally characters may appear simultaneously on the battle field (the area where the battle is carried out in the battle part) prepared for the battle part, but as an example, they appear one by one in order. Specifically, when one ally character on the field is defeated by an enemy character, the next ally character appears on the field. For this reason, in the example of FIG. 3, one ally character image 51A (one ally character) is shown.

[0036] On the other hand, an enemy character is a character that corresponds to the enemy of an ally character. Any number of enemy characters may appear in the battle part, but the example of FIG. 3 shows multiple enemy character images 51B (multiple enemy characters). In other words, a battle between one ally character and multiple enemy characters (one against many) is shown in the battle part. In this case, the actions of each enemy character may be realized appropriately, and may be realized by automatic actions controlled by a computer, by direct operation by the opposing user, or according to predetermined rules like the ally characters. As an example, the actions of each enemy character may be realized by both automatic actions based on instructions from the opposing user and automatic actions controlled by a computer. In other words, the battle part includes a mixture of enemy characters corresponding to the opposing user and computer-controlled enemy characters.

[0037] The target mark 52 is a mark (image) that indicates the target of an ally character's attack. The ally character attacks the target on which the target mark 52 is superimposed. The user may be notified of the target of the ally character's attack as appropriate, and may not be notified at all, but as an example, the user is notified through such a target mark 52. Furthermore, the target mark 52 may move in response to an appropriate user operation, etc., but as an example, it moves automatically through the automatic action of the ally character. In other words, the automatic action of the ally character includes an action of moving the target mark 52 so as to change the target of attack.

[0038] The life gauge 53 indicates the life points (stamina) that decrease when attacked. The life gauge 53 includes an ally life gauge 53A and an enemy life gauge 53B. The ally life gauge 53A indicates the life points of an ally character, and the enemy life gauge 53B indicates the life points of an enemy character. The enemy life gauge 53B may also be displayed on a computer-controlled enemy character, but as an example, it is displayed only on the enemy character corresponding to the opposing user. When the life points reach zero, it is determined that the battle cannot continue (the character has been defeated). Since multiple ally characters are displayed on the field in portions, they are classified into standby ally characters that wait outside the field and ally characters that appear on the field. The standby ally characters and the on-field ally characters may be switched as appropriate, but as an example, when the battle cannot continue, the character that cannot continue the battle is switched with the next standby ally character in a pre-specified order. The outcome of the battle between users can be determined as appropriate, but as an example, the user who has no characters left on the field that can continue the battle is determined to have lost.

[0039] The enlarged character image 54 is an image that enlarges and displays the ally character image 51A. The ally character image 51A functions as an image (moving image) that moves as needed, but the enlarged character image 54 is a still image that enlarges and displays a part of the ally character image 51A (for example, the upper body). The enlarged character image 54 may be displayed temporarily at an appropriate time, or may be displayed constantly. Furthermore, the enlarged character image 54 may also be displayed for enemy characters, but in the example of FIG. 3, it is displayed only for ally characters.

[0040] Furthermore, various auxiliary information to assist in the battle, such as a time image 55 indicating the remaining time in the battle part or a radar image 56 indicating the position of the enemy character corresponding to the opponent user, is appropriately displayed on the battle screen 50. Such auxiliary information also includes various other information, such as information indicating the user's name, information on the name of each character, and information (e.g., an image) indicating a waiting ally character if one exists.

[0041] FIG. 4 is an explanatory diagram illustrating an example of a conversation with a character in the battle part. As described above, in the battle part, a conversation opportunity is provided for a conversation between a character and a user (including a user character or avatar appearing in the game in an appropriate role such as a commander), and the content of the conversation affects the outcome of the battle in the battle part. Specifically, when a predetermined conversation condition is met in the battle part, a conversation opportunity for a conversation with a character is provided. The conversation opportunity may occur automatically (or compulsorily) when the conversation condition is met. For example, the fulfillment of the conversation condition is notified, and the conversation opportunity is provided if the user desires it. The conversation may be executed appropriately in the conversation opportunity. For example, a character's statement and multiple corresponding answer candidates are presented, and the conversation is executed by selecting an answer candidate. Then, an effect of changing the character's parameters occurs depending on the answer selected. For example, the conversation in the battle part is executed in the following manner.

[0042] Conversation opportunities will be further described with reference to (A) to (C) of FIG. 4. In the example of FIG. 4, (A) schematically illustrates an example of a battle screen 50 when the conversation conditions are met, (B) an example of a battle screen 50 including a selection pop-up for selecting answer candidates, and (C) an example of a battle screen 50 including the effects of the conversation. As shown in the example of FIG. 4, (A) of FIG. 4, a notification pop-up 57 is displayed on the battle screen 50 when the conversation conditions are met. The notification pop-up 57 is a display for notifying that the conversation conditions are met. The notification pop-up 57 may be displayed as appropriate to notify that the conversation conditions are met, and may be displayed as appropriate for that purpose. In the example of FIG. 4, however, it is displayed in association with the enlarged character image 54 so as to convey the intention of the conversation target character to speak.

[0043] The conversation target in the conversation opportunity may be any character, for example, an enemy character (including both the opponent user's character and a computer-controlled character) (in this case, for example, an enlarged character image 54 corresponding to the enemy character may be displayed for the notification pop-up 57), but in the example of FIG. 4, it is an ally character. Also, if there are multiple ally characters, the conversation target may be a waiting ally character, that is, an ally character off the field (in this case, for example, an enlarged character image 54 corresponding to the waiting ally character may be displayed additionally or may be displayed to replace the current character enlarged image 54), but in the example of FIG. 4, it is an ally character on the field. For this reason, the notification pop-up 57 is displayed as if it were popping up from the enlarged character image 54 of the ally character on the field.

[0044] The notification pop-up 57 may display appropriate information notifying the user that the conversation conditions are met, that is, that a conversation opportunity is available. For example, text information may be displayed, but in the example of FIG. 4, an exclamation mark (!") is displayed to attract the user's attention. The notification pop-up 57 may also function as a simple notification, but in the example of FIG. 4, it functions as an area where a touch operation to display a selection pop-up should be performed. In other words, when a touch operation is performed at the position of the notification pop-up 57, the selection pop-up is displayed. On the other hand, the notification pop-up 57 disappears after a certain period of time has passed, regardless of whether a touch operation is performed or not. In other words, the notification pop-up 57 gives the user an opportunity to select whether or not a conversation opportunity is required. In this example, the notification pop-up 57 functions as a selection opportunity to select whether or not a conversation opportunity is required.

[0045] The selection pop-up 58 is a pop-up display that presents multiple answer candidates as options for conversation. When the selection pop-up 58 is displayed, the battle in the battle part is suspended. In other words, the battle in the battle part does not progress while the selection pop-up 58 is displayed. The battle is not suspended while the selection pop-up 58 is displayed (conversation opportunity), and may be continued in the background (battle screen 50) through, for example, an auto-battle (for example, if the opponent is a user rather than a computer, a shorter waiting time is preferable), but is suspended as an example. As shown in the example (B) of FIG. 4, the selection pop-up 58 includes an enlarged character image 54, a statement pop-up 58A, a first answer candidate 58B, and a second answer candidate 58C. The enlarged character image 54 is as described above, but the selection pop-up 58 also displays an enlarged character image 54 corresponding to the character being the subject of the conversation.

[0046] The comment pop-up 58A is a pop-up display for displaying comments made by the character who is the subject of the conversation. The character who is the subject of the conversation may make only one type of comment, but as an example, multiple types of comments are prepared. In this case, the actual comment made by the character who is the subject of the conversation is identified from these multiple types of comments based on predetermined conditions. In the example of FIG. 4, the comment "Let's do our best!" is identified and displayed in the comment pop-up 58A. Such predetermined conditions may be configured as appropriate, but as an example, they include conversation conditions for generating a conversation opportunity and conditions related to the characteristics of each character. In other words, the character's comment displayed in the comment pop-up 58A changes depending on the conversation conditions that are met and the characteristics of that character. The conversation conditions and the characteristics of each character will be described later in detail along with the conversation data TD.

[0047] The first answer candidate 58B and the second answer candidate 58C are both options that function as answer candidates to the utterance displayed in the utterance popup 58A. Therefore, they both function as areas where touch operations for selecting an answer candidate should be performed. Although both or either one of the utterances of each character and the answer candidates may be provided via audio, in the example of FIG. 4, both are provided visually through the first answer candidate 58B and the like. However, the utterances of the characters are also played back as audio. In this example, the first answer candidate 58B and the second answer candidate 58C function as multiple options of the present invention.

[0048] A single statement has multiple answer candidates set in a one-to-many relationship. Each statement may have any number of answer candidates set, and the number of answer candidates corresponding to each statement may vary. However, in the example of FIG. 4, a first answer candidate 58B and a second answer candidate 58C are shown, each corresponding to two answer candidates. In other words, two answer candidates are set for the statement displayed in the statement popup 58A, and two options (first answer candidate 58B and second answer candidate 58C) are presented to display each of them. The content of each answer candidate may be set as appropriate, and may be different for each statement to avoid overlap, or may overlap in part. However, in the example of FIG. 4, the first answer candidate 58B and the second answer candidate 58C are displayed as answer candidates "Let's do our best!" and "No good, no good," respectively.

[0049] A display time limit is set for the selection pop-up 58. When the display time limit has elapsed, the display of the selection pop-up 58 ends even if the first answer candidate 58B, etc., has not been selected. In other words, once the display time limit has elapsed, the selection pop-up 58 disappears regardless of whether a selection has been made, and the battle resumes in the battle part. The display time limit may be appropriately notified in the selection pop-up 58. In the example of FIG. 4, the display time limit is notified by a change in the display mode of the first answer candidate 58B and the second answer candidate 58C. Such a change in the display mode can be implemented as appropriate, but as an example, it is realized through a change in color scheme. Specifically, the color schemes of the first answer candidate 58B and the second answer candidate 58C gradually change from bottom to top over time so as to spread throughout the entire display time limit. In the example of FIG. 4, the color change is indicated by a dot pattern, and the color schemes of both the first answer candidate 58B and the second answer candidate 58C change from bottom to about 70%. In this case, the notification indicates that about 70% of the display time of the selection pop-up 58 has elapsed, i.e., that about 30% of the time remains until the display time limit.

[0050] When either the first answer candidate 58B or the second answer candidate 58C is selected by touch operation in the selection pop-up 58, the selection pop-up 58 disappears and the screen returns to the original battle screen 50, where an effect corresponding to the selection result in the selection pop-up 58 occurs. Such an effect may occur as a change in an appropriate element that affects the battle outcome, such as a change in field attributes (for example, a field that provides a predetermined amount of recovery effect or damage effect every predetermined time), but one example of an effect occurs as a change in the parameters that define each character. In the battle part, each character fights according to parameters such as attack power or defense power. Therefore, changes in parameters directly affect the battle outcome. The results of conversations in conversation opportunities affect such parameters that directly affect the battle outcome.

[0051] Changes in parameters may include various changes, such as buffs (positive effects) and debuffs (negative effects). Specifically, each character may be appropriately defined by various parameters such as life points (stamina), a skill gauge (a gauge that indicates the amount of value required to activate a skill), attack power, defense power, or speed. For example, a buff causes a change that has a favorable effect on the outcome of a battle, such as an increase in attack power, defense power, or speed, or the recovery of consumable parameters such as life points or the value of a skill gauge. On the other hand, a debuff causes a change that has a disadvantageous effect on the outcome of a battle, such as a decrease in attack power, defense power, or speed, or the consumption (reduction) of consumable parameters such as life points or the value of a skill gauge.

[0052] Furthermore, the degree of parameter change may be uniform, but may also vary depending on the selection made in the selection pop-up 58. Examples of such degree include the amount of change and the change period. That is, for multiple answer candidates provided as response candidates to multiple statements, different effects (changes) are set, each with different parameter target, amount of change, change period, and direction of change (buff, debuff, etc.). Of these effects, the effect corresponding to the selection made in the selection pop-up 58 is actually imparted. However, the change period is limited to the end of the current battle part at the most, so that the effect is limited to the current battle part. That is, the effect of a buff or debuff in the battle part is reset so that it does not remain in other parts, such as the training part.

[0053] The character whose parameters change may be set as appropriate, for example, depending on the answer selected in the selection pop-up 58, may be a single character (including enemies or other characters other than the character who spoke), or may be multiple characters such as the entire group of friendly characters, or an appropriate portion of that group (which may or may not include the character who spoke), but as an example, it is set to a single character that satisfies a predetermined condition. The predetermined condition may be set as appropriate, but as an example, it is satisfied by the character who spoke. In other words, the target whose parameters change (the target of the effect in the conversation opportunity) is the character who spoke in that conversation opportunity.

[0054] 4C shows an example of the effect of a selection in a conversation opportunity, in which a life point reduction debuff is applied only to the ally character who engaged in the conversation. Also, FIG. 4C corresponds to the case where the second answer candidate 58C ("That's no good, no good") is selected in FIG. 4B. In this case, as shown in FIG. 4C, the battle screen 50 includes a response pop-up 59. The response pop-up 59 displays the character's response to the selection result (response to the statement) in the selection pop-up 58. Each answer candidate is further associated with a response, and the response pop-up 59 displays the response ("That's terrible") corresponding to the answer selected in the selection pop-up 58 (the answer actually selected from the answer candidates). Also, the response pop-up 59 may be displayed as needed, but in the example of FIG. 4, it is displayed as a pop-up from the enlarged character image 54, similar to the notification pop-up 57.

[0055] The character's response may be presented only visually in the response pop-up 59, but is also played back as audio, for example. The character's response may also be accompanied by an appropriate action by the character, and for example, such an action (hereinafter, sometimes referred to as a reaction action) is performed by the enlarged character image 54. Specifically, each answer candidate is associated with a different reaction action (overlap is permitted as appropriate). These reaction actions include, for example, an action that changes facial expression to express emotions such as joy, anger, sadness, or pleasure, or an action such as raising the arms or dropping the shoulders to express similar emotions. Then, the ally character in the enlarged character image 54 performs a reaction action corresponding to the answer selected in the selection pop-up 58.

[0056] Also, in FIG. 4C, the remaining life points indicated by the ally life gauge 53A have decreased by two notches compared to FIG. 4A. In other words, the remaining life points of the ally life gauge 53A have decreased as a result of the selection made in the selection pop-up 58. As an example, this flow (transition of the game screen) creates a conversation opportunity and an effect according to the conversation result. In this example, the ally character image 51A on the field functions as a part of the characters and a single character in the present invention. Furthermore, the decrease in life points that occurs in FIG. 4C functions as the target effect of the present invention.

[0057] FIG. 5 is an explanatory diagram illustrating an example of layers that may occur in a conversation during a conversation opportunity. A conversation during a conversation opportunity may end with a response to a character's statement, or the character may make another statement in response to that response, giving the user another opportunity to respond. In other words, the conversation may end with a single exchange (one character statement and the user's response to that statement, which may include the character's response to that response, as appropriate), or may occur over multiple exchanges. The example in FIG. 5 shows a case where multiple such exchanges (multiple layers) occur in a conversation. In the example in FIG. 5, the character's statement is shown as a box with a diagonal line to the right, and answer candidates are shown as white boxes.

[0058] As shown in FIG. 5, when one of two answer candidates (options), "Answer A" or "Answer B," corresponding to a character's utterance (first utterance), is selected, the first exchange is established, forming the first layer of the conversation. Furthermore, each of these answer candidates is further associated with a utterance (second utterance) by which the character responds to each answer. For example, in the example of FIG. 5, "Answer A" is further associated with two second utterances, "A1" and "A2." Therefore, when "Answer A" is selected, the character further utters either "A1" or "A2." The one of these may be determined appropriately based on various conditions, such as the play situation, but is determined by lottery, for example.

[0059] Furthermore, two more answer candidates are associated with each of the utterances (second utterances) of “A1” and “A2.” Therefore, when the character makes the second utterance, two more answer candidates are presented as options. In the example of FIG. 5, two answers, “Answer C” and “Answer D,” are associated with the second utterance of “A1,” and two answers, “Answer E” and “Answer F,” are associated with the second utterance of “A2.” Therefore, when the character makes the second utterance of “A1,” two more answers, “Answer C” and “Answer D,” are presented as answer candidates in the conversation opportunity. When either “Answer C” or “Answer D” is selected in response to the second utterance of “A1,” or either “Answer E” or “Answer F” is selected in response to the second utterance of “A2,” a second exchange is established, forming a second layer in the conversation. Furthermore, “Answer F” is further associated with the character’s response to that answer. For this reason, when "Answer F" is selected, the utterance (response) of the character associated with it is executed as part of the second layer, i.e., as part of the second exchange. When the second exchange is executed, both the effect corresponding to the answer in the first layer and the effect corresponding to the answer in the second layer, or either one as appropriate, may be applied to the battle part, but as an example, only the effect corresponding to the last answer, i.e., the answer in the second layer, is applied.

[0060] On the other hand, each character's statement does not necessarily have to form multiple layers. In the example of Figure 5, among the answer candidates for the character's first statement, "Answer B" is associated with only the character's response corresponding to that answer. In this case, when "Answer B" is selected as the answer to the first statement, the conversation continues until the corresponding character's response, and a single exchange is established, forming the first layer, but the conversation ends there. In other words, the conversation does not develop into multiple exchanges, but ends with just one exchange, and the effect corresponding to the answer in that single exchange is applied to the battle part. In this way, multiple layers (exchanges) can appropriately occur in all or part of a conversation with a character. When multiple layers occur, more complex conversations can be realized. Furthermore, another element of interest (interest) can be added, such as the number of layers to which the conversation can continue. In this example, the character's second statement, such as "A1" or "A2," functions as an additional statement in the present invention. Furthermore, the two answer candidates associated with it, "Answer C" and "Answer D," or the two answer candidates, "Answer E" and "Answer F," each function as two or more answer candidates in the present invention.

[0061] Next, details of the conversation data TD will be described. FIG. 6 is a diagram showing an example of the configuration of the conversation data TD. The conversation data TD may include various information for realizing a conversation with a character, as appropriate. The example in FIG. 6 shows a portion related to the effects that occur in the battle part depending on the content of the conversation (answer). As shown in FIG. 6, the conversation data TD includes a conversation record TDR that associates and manages the conversation conditions, etc., for each statement made by each character. Furthermore, such a conversation record TDR includes information such as a "conversation ID," "type," "conversation conditions," "personality," "character ID," "image ID," "audio ID," "statement," "answer candidate," "effect," and "action." The conversation record TDR records this information so that it is mutually associated.

[0062] The "conversation ID" is information indicating a conversation ID uniquely assigned to each conversation set (or utterance) to identify each conversation set, which is a set consisting of each utterance and multiple answer candidates corresponding to each utterance (which may include the character's responses to the answers, as appropriate). The "type" is information indicating the type (kind) of the utterance (conversation set). Conversation opportunities may be assigned appropriately in various parts, not just the battle part. For example, other types of conversations may be executed, such as one-sided utterances from a character, conversations between multiple characters, or group conversations including multiple characters and the user. The "type" describes information indicating these types. For example, in the above example, a one-on-one conversation between a character and a user in the battle part is executed using a method of selecting answer candidates (conversation selection method). In the case of this type of conversation, information such as the conversation selection method is described in the "type" as information indicating the type of conversation.

[0063] The "conversation conditions" are information indicating the conditions for generating conversation opportunities, i.e., each utterance and the associated conversation. Conversation opportunities may arise due to various conditions, and these various conditions may be used as conversation conditions. For example, conversation conditions may include timing conditions such as the beginning, middle, and end of a battle (the beginning, etc., may be determined simply from the elapsed time of the battle, or may be determined based on a predetermined value, such as life points or the remaining life of an enemy character), and these timing conditions are described in the "conversation conditions." The conversation conditions may also include various other conditions, such as parameter conditions using the value of a predetermined parameter, such as life points; action conditions based on the actions of each character, such as the success or failure of an attack, or whether the attack was received or dodged; and battle situation conditions, such as whether the earned score is high or low when an earned score is used to determine victory or defeat. When these conditions are applied, they are described in the "conversation conditions." Furthermore, these conditions, including the time condition, may be applied in appropriate combination (superimposed), in which case multiple conditions are described as conversation conditions in the "conversation conditions."

[0064] "Personality" is information indicating the personality of the character to which each utterance should be applied. As described above, various parameters are set for each character, and personality is one of these. In a game, various personality types, such as "demure," "hot-blooded," "cool," or "childish," may be prepared as appropriate, and information on the type (type) of each personality is described in "personality." Furthermore, "character ID" is information indicating a character ID that is uniquely assigned to each character to identify them. Each utterance (conversation set) may be prepared uniformly regardless of the character's characteristics, such as type or personality type, but, as an example, is prepared according to the character's characteristics (type and personality). Through this personality or character ID information, character-specific conversations are realized, emphasizing each character's individuality.

[0065] The "image ID" is information indicating an image ID that is uniquely assigned to each image to identify each image displayed on the game screen (the image corresponding to the image ID is displayed based on the image data). In a conversation opportunity, for example, a selection popup 58 is displayed, in which an enlarged character image 54 is displayed. The "image ID" describes, for example, the image ID information that indicates the enlarged character image 54. The "audio ID" is information indicating an audio ID that is uniquely assigned to each sound to identify the sound of each character (the sound corresponding to the audio ID is played based on the audio data). In a conversation opportunity, the utterances of each character may be provided to the user as text information only, but may also be played as audio, for example. The "audio ID" describes, for example, the audio ID information that indicates the sound used to generate such utterances.

[0066] "Statement" is information indicating the statement made by each character. The statements made by each character include multiple statements when multiple exchanges are prepared, and responses when the character further responds to the user's answer. For example, if a first statement and a second statement are prepared, "Statement" describes information about the first statement and the second statement. The second statement also includes information that associates the second statement with the answer candidates in the first statement. "Answer candidate" is information indicating the answer candidates associated with each statement. If multiple answer candidates are associated with each statement, "Answer candidate" describes information about those multiple answer candidates.

[0067] "Effect" is information indicating the effect associated with each answer candidate, that is, the effect that should be applied if each answer candidate is actually selected as an answer. For example, if the effect in the battle part is specified by elements such as the target, amount of change, change period, and direction of change of parameters, "Effect" describes information regarding the target, amount of change, change period, and direction of change of those parameters. "Action" is information indicating a reaction action corresponding to each answer candidate. Actions that express various emotions such as joy, anger, sadness, and happiness are used as reaction actions, and information regarding one of these multiple actions is described in "Action" (the actual action may be managed by other data such as action data, in which case "Action" may describe information regarding an action ID that identifies each action).

[0068] For example, in the example of Figure 4, information about the statement "Let's do our best!" is described in "Statement", and information about the two candidate answers "Let's do our best!" and "That's no good, that's no good" is described in "Cancel answer". Also, in "Effect", information such as life points, a predetermined amount, and decrease, which correspond to the target, amount of change, and direction of change of parameters, are described so as to be associated with the candidate answer "That's no good, that's no good". Also, when a character responds to "That's no good, that's no good" with "That's terrible", the information in "Statement" also includes the information "That's terrible" so as to be associated with "That's no good, that's no good".

[0069] Alternatively, if a conversation condition is satisfied when various parameters, such as the life point value, skill gauge, character level, or trust indicating the relationship of trust, are equal to or less than a predetermined value at the end of the game, the "conversation condition" describes the conditions for the end of the game, the target parameter, the predetermined value, and whether the parameter is equal to or less than the predetermined value. In this case, for example, information (statement) such as "No problem at all!" when the life point value is equal to or greater than the predetermined value, or "You're going to get beaten!" when the life point value is equal to or less than the predetermined value, is described in the "statement." Furthermore, the trust information may be used as an element for adjusting the tone of the statement, for example, to be more casual when the trust is equal to or greater than the predetermined value and more serious when the trust is less than the predetermined value.

[0070] Similarly, if a conversation condition is satisfied when a predetermined attack (action) is successful or unsuccessful, the predetermined attack and the conditions, such as whether it was successful, are described in the "conversation condition." In this case, for example, when an attack is successful, information such as "Good job, I'm feeling good today!" is described in the "utterance," and when an attack is unsuccessful, information such as "No good, something's wrong" is described in the "utterance." Alternatively, if a conversation condition is satisfied when an acquired score is lower than or equal to a predetermined value compared to an opponent, or when an opponent wins, information such as the acquired score, the predetermined value, and whether the opponent won is described in the "conversation condition." In this case, for example, when an opponent loses by or equal to a predetermined value, information such as "If we keep going like this, we might lose" is described in the "utterance," and when an opponent wins, information such as "I've got the win." Note that the conversation data TD is not limited to these pieces of information, and may manage any other appropriate information. Alternatively, this information may be omitted as appropriate. In this example, the conversation data TD functions as the set data and reaction data of the present invention.

[0071] Next, the conversation notification process, the option providing process, the change adding process, and the reset process will be described with reference to FIGS. 7 to 10. The conversation notification process is a process for notifying the conditions for providing a conversation opportunity, i.e., the fulfillment of a conversation condition. A conversation opportunity can be provided in various parts, but the example in FIG. 7 shows a case where a conversation opportunity is provided in a battle part. In this case, the gaming providing unit 33 starts the conversation notification process of FIG. 7 each time progress related to the requirements of the conversation condition occurs in the battle part, such as the passage of a predetermined time when the conversation condition includes a time condition, and first determines whether the conversation condition is satisfied (step S101). If the conversation condition is not satisfied (step S101: No), that is, if the play situation in the battle part does not satisfy the condition described in the "conversation condition" of the conversation data TD, the gaming providing unit 33 skips the subsequent processes and ends the current conversation notification process.

[0072] On the other hand, if the conversation conditions are satisfied (step S101: Yes), that is, if the play situation in the battle part satisfies the conditions described in the "conversation conditions" of the conversation data TD, the gaming providing unit 33 notifies that a conversation opportunity can be granted (conversation is possible) (step S102). The fact that a conversation opportunity can be granted is realized, for example, through a notification pop-up 57. For this reason, the gaming providing unit 33 realizes this notification by displaying the notification pop-up 57 on the battle screen 50. After this notification, the gaming providing unit 33 then ends this conversation notification process. As a result, notification is provided of a situation in which a conversation opportunity can be granted when the conversation conditions are satisfied in the battle part. Specifically, as the conversation conditions are met, a notification pop-up 57 notifying that a conversation opportunity can be provided is displayed on the battle screen 50.

[0073] The option providing process is a process for granting a conversation opportunity to the user. A conversation opportunity may be unconditionally granted when the conversation conditions are met, but the example of FIG. 8 shows the option providing process when a touch operation is performed on the notification pop-up 57 (the user has requested a conversation opportunity). In this case, when a touch operation is performed on the notification pop-up 57, the gaming providing unit 33 starts the option providing process of FIG. 8 and first determines the characteristics of the character to be conversed with (step S201). The character to be conversed with may be any character; for example, if the conversation conditions are met by an ally character placed on the field, that ally character is used as the character to be conversed with. For this reason, the gaming providing unit 33 references the character data CD and determines the characteristics (parameters) associated with the utterance in the conversation data TD, such as the type and personality of the ally character.

[0074] Next, the gambling providing unit 33 refers to the conversation data TD and determines a conversation set (a set of a statement and a plurality of answer candidates corresponding to that statement) to be provided in the conversation opportunity (step S202). The gambling providing unit 33 refers to the characteristics (type and personality of the character) determined in step S201 and the conversation data TD, and realizes this determination based on the currently satisfied conversation conditions and the characteristics of the character, such as their personality, so that the character's characteristics are reflected. In other words, the gambling providing unit 33 determines a conversation set according to the character's characteristics. Furthermore, if multiple conversation sets (multiple exchanges) are prepared, the gambling providing unit 33 determines the multiple conversation sets.

[0075] Next, the gaming providing unit 33 displays a selection pop-up 58 including the conversation set identified in step S202 on the battle screen 50 (step S203). Specifically, the gaming providing unit 33 causes a selection pop-up 58 including a statement pop-up 58A corresponding to a statement in the conversation set (corresponding to the first stage if multiple exchanges occur), a first answer candidate 58B and a second answer candidate 58C corresponding to multiple answer candidates, respectively, and an enlarged character image 54 to appear on the battle screen 50. After this display, the gaming providing unit 33 terminates this selection providing process. As a result, the selection pop-up 58 is displayed, through which the character's statement and the multiple answer candidates corresponding thereto are provided. In other words, a conversation opportunity is provided through the display of the selection pop-up 58.

[0076] The change imparting process is a process for imparting a change (such as an effect) to the battle part according to the content of the conversation (the selected answer) in the conversation opportunity. The example of FIG. 9 shows the change imparting process when a conversation set is updated to realize a multi-layered conversation. In this case, when a touch operation is performed on any of the options in the selection pop-up 58 while it is being displayed (the selection pop-up 58 is displayed for a predetermined period of time, for example), the gambling providing unit 33 starts the change imparting process of FIG. 9 and first determines whether the touch operation was performed on an answer candidate option such as the first answer candidate 58B or the second answer candidate 58C (step S301). If the touch operation was not performed on an answer candidate option such as the first answer candidate 58B (step S301: No), the gambling providing unit 33 skips the subsequent processes and ends the current change imparting process.

[0077] On the other hand, if a touch operation is performed on an answer candidate option such as first answer candidate 58B (step S301: Yes), the gaming providing unit 33 determines whether or not the touched (selected) answer has a subsequent conversation set (e.g., a second statement, etc.) (step S302). If a subsequent conversation set (excluding responses from characters belonging to the first layer) exists (step S302: Yes), the gaming providing unit 33 updates the statements, etc. in the selection pop-up 58 to the subsequent conversation set (e.g., a second statement, etc.) (step S303), and ends the current change-imparting process.

[0078] On the other hand, if there is no subsequent conversation set (step S302: No), the gaming providing unit 33 determines the effect to be applied, the reaction action, and the character's response based on the result of the touch operation (selected answer) in step S301 (step S304). The gaming providing unit 33 makes this determination by referring to the information on "effect," "action," and "statement" in the conversation data TD.

[0079] Next, the gaming providing unit 33 actually applies the effects, reaction actions, and character responses determined in step S304 to the battle screen 50 (step S305). For example, the gaming providing unit 33 displays a response pop-up 59 including the character's response, updates the character's parameters so that an effect such as a debuff is applied, and controls the character's actions so that a reaction action is performed to produce that effect. Furthermore, parameter changes may be performed as appropriate. However, for example, the play data PD is not updated, but the changes are realized through a table managed separately from the play data PD so that they are applied only to the current battle part. After this application, the gaming providing unit 33 terminates the current change application process. As a result, if multiple conversation sets are prepared, the next conversation set following the previous conversation set is presented so that multiple conversations are established in the conversation opportunity. Effects, reaction actions, and character responses corresponding to the content of the conversation in the conversation opportunity (the selected answer; or the last answer if multiple exchanges occur) are applied to the battle part.

[0080] The reset process is a process for resetting (initializing) the effect of a conversation in a conversation opportunity at a predetermined reset time. In a battle part, the effect of a conversation in a conversation opportunity is limited to the battle part to which that conversation is applied. The reset process is a process for realizing such a limitation. Therefore, the reset time is set to the time when that limitation is realized. The reset time can be set appropriately depending on the content of the effect. For example, if a change period is set, the reset time is set to the end of the change period, the end of the battle part (or it may be the start of the next battle part). Furthermore, if the effect of a conversation is within a battle part, it may end at an appropriate time, such as the end of the change period. For example, it may end when a character on the field is replaced by a standby character (in this case, the period from when the character appears on the field until the character is replaced by the standby character may function as the current battle part for that character), in which case the reset time is set to the time of that replacement.

[0081] 10 at the predetermined reset time as described above, and first identifies the object to be reset (step S401). For example, if a parameter change is given as the effect of a conversation, the gaming providing unit 33 identifies a table that manages the parameter change (effect) separately from the play data PD as the object to be reset in step S401.

[0082] Next, the gaming providing unit 33 resets the state (parameters) of the target identified in step S401 to the state before the effect was applied (step S402). For example, if a change in parameters is applied as a conversation effect, the gaming providing unit 33 achieves this reset by resetting the contents of the table identified in step S401 to zero (initial value) or deleting the table itself. This reset returns the character's parameters to the contents of the play data PD, returning them to the state before the effect was applied. After this reset, the gaming providing unit 33 terminates the current reset process. As a result, the effect of the conversation, such as a debuff, is reset to the state before the effect was applied at the reset time. The reset time arrives at the end of the current battle part or the start of the next battle part at the latest (for example, life points may be reset at the start of the next battle part because a gauge of life points starts full at the start of each battle part). As a result, the effect of the conversation is limited to the current battle part in which the conversation was executed (the conversation condition was satisfied).

[0083] As described above, according to this embodiment, a conversation opportunity including character statements and corresponding answer candidate options is provided in a battle part in which multiple characters battle, and conversations with allied characters on the field are realized through the selection results therein. This adds interest to the battle part by having conversations with allied characters. Furthermore, each answer candidate presented in the conversation opportunity is associated with an effect that has a different effect on the parameters defining each character, and an effect corresponding to the selected answer candidate is applied to the parameters of the allied character who engaged in the conversation. Because the battle in the battle part is executed based on the parameters of each character, changes in the parameters affect the outcome of the battle part. As a result, the selection results (conversation content) in the conversation opportunity can be reflected in the outcome of the battle part. Meanwhile, the effect corresponding to the selected answer candidate is limited to the current battle part and is not carried over to the next battle part (e.g., the next battle part in the current play and the battle part in the next play) or other parts included in the game. Therefore, conversation opportunities can be provided relatively easily and frequently compared to when parameter changes are carried over to the next battle part, etc. In other words, it is possible to add interest (or excitement) to the battle part by adding conversation opportunities or the associated effects relatively frequently, thereby improving the interest of the battle part.

[0084] The effect of a conversation opportunity may occur on a character other than the character who conducted the conversation. However, if the effect occurs on the character who conducted the conversation, the conversation in the conversation opportunity and the effect of that conversation can be directly associated. This allows the effect of the conversation to be given in a relatively natural way. Furthermore, if a character performs a reaction action in response to the selection result in the conversation opportunity, the appeal of the conversation opportunity can be improved through the character's action (reaction). Similarly, a conversation opportunity may be automatically granted when the conversation conditions are met, but if the opportunity to select whether or not to have the conversation opportunity is given through a notification pop-up 57, the user's intention can be reflected in the granting of the conversation opportunity. This allows, for example, a strategic approach to the use of conversation opportunities.

[0085] Furthermore, because the battle portion is performed automatically, the sense of realism (sense of involvement) in the battle may be diminished compared to when each character is directly controlled. By incorporating conversation opportunities into such battle portions, the sense of participation in the battle can be enhanced. Furthermore, the conversation sets used in the conversation opportunities are prepared according to the characteristics (personality, type, etc.) of each character. This allows the characteristics (individuality) of the characters to be reflected in the conversations that occur during the conversation opportunities. This allows, for example, conversations to be created that are specific to each character, thereby enhancing the appeal of each character through the conversation opportunities.

[0086] In the above embodiment, the gaming providing unit 23 of the gaming machine 3 functions as the chance providing means (including execution of the process of step S102 in FIG. 7 in some cases) and the option providing means of the present invention by executing the process of step S203 in Fig. 8. Similarly, the gaming providing unit 23 of the gaming machine 3 functions as the effect determining means, effect providing means (including execution of the process of step S402 in Fig. 10 in some cases), and action control means of the present invention by executing the procedure in Fig. 9. Specifically, the gaming providing unit 23 functions as the effect determining means by executing step S304 in Fig. 9, and as the effect providing means and action control means by executing step S305.

[0087] 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, the game providing unit 23 of the game machine 3 executes the processes shown in FIGS. 7 to 10. As a result, the game machine 3 alone functions as the game system of the present invention. However, the present invention is not limited to such embodiments. For example, the center server 2 may execute all or part of the role (various processes, etc.) of the game machine 3 in the above-described embodiments. For example, if the center server 2 executes all of the processes shown in FIGS. 7 to 10, the center server 2 alone (including a case where the center server 2 is composed of multiple server devices) may function as the game system of the present invention. Furthermore, for example, the processes shown in FIGS. 7 to 10 may be appropriately shared between the center server 2 and the game machine 3. In such a case, the game system 1 may function as the game system of the present invention.

[0088] 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.

[0089] The game system of the present invention is a game system (3) that provides a game including a battle part in which a plurality of characters (51) battle against each other based on parameters defining each character, and includes: an opportunity providing means (33) that, when a predetermined conversation condition is met in the battle part, provides a conversation opportunity for a user playing the current battle part as the battle part that satisfies the conversation condition to realize a conversation between the user and at least some of the plurality of characters (51A); an option providing means that, in the conversation opportunity, provides the user with a statement (58A) made by one of the characters and a plurality of options (58B, 58C) as answer candidates for establishing a conversation in response to the statement; an effect determining means (33) that determines a target effect as an effect associated with an option selected in the conversation opportunity based on conversation data (TD) that associates each of a plurality of effects that cause different changes in the parameters with each option of the plurality of options; and an effect granting means (33) that grants the target effect to the parameters of at least one of the plurality of characters (51A) so as to be limited to the current battle part.

[0090] According to the present invention, a battle part in which multiple characters compete against each other is provided with a conversation opportunity including character statements and corresponding answer candidate options, and conversations with some of the characters are realized through the selection results therein. This adds interest to the battle part by allowing players to have conversations with some of the characters. Each answer candidate presented in the conversation opportunity is associated with an effect that differentially affects the parameters defining each character, and an effect corresponding to the selected answer candidate is applied to the parameters of at least one of the multiple characters. Because the battle in the battle part is executed based on the parameters of each character, changes in the parameters affect the outcome of the battle part. As a result, the selection results (conversation content) in the conversation opportunity can be reflected in the outcome of the battle part. Meanwhile, the effect corresponding to the selected answer candidate is limited to the current battle part and does not carry over to the next battle part (e.g., the next battle part in the current play and the battle part in the next play) or other parts included in the game. For example, if such changes in the battle part were not temporary but occurred continuously as a form of character growth, they would affect the entire game, including other parts. In this case, the frequency and degree of these changes must be designed taking into account the overall balance of the game. In either case, the impact on the progress of the game would be too great, and as a result, it may not be possible to set the frequency at which such changes occur. On the other hand, if the effect according to the selected answer candidate is limited to the current battle part, conversation opportunities can be provided relatively easily and frequently compared to when parameter changes are carried over to the next battle part, etc. In other words, interest (or excitement) such as additional conversation opportunities or the associated effects can be provided to the battle part relatively frequently. This can increase the interest of the battle part.

[0091] Various parameters may be appropriately set for each character, and appropriate changes may be applied to these parameters as effects corresponding to the selected answer candidate. For example, various parameters such as stamina, attack power, defense power, skills, skill gauge (the amount of value required to activate a skill), type, personality, or image may be appropriately set for each character. Parameter changes may then occur to these parameters appropriately. Furthermore, effects corresponding to the selected answer candidate may be appropriately limited to the current battle part depending on the characteristics of the parameters to be changed. For example, a parameter change such as recovery or consumption may occur in a consumption-type parameter such as stamina or the amount of value in a skill gauge, and such recovery or consumption may be appropriately limited to the current battle part. Specifically, limiting the current battle part may be achieved by resetting to a state before the change, which is performed at an appropriate reset time, for example. For example, stamina or parameters may start with a maximum remaining amount for each battle part and may be reset to the maximum remaining amount at the start of the battle part or the end of the current battle part. In this case, the start of the battle part or the end of the current battle part functions as the reset time. Similarly, parameters such as attack power, defense power, and skills may increase or decrease, and the increase or decrease may be reset to the state before the change at the end of the battle part, the end of an appropriate change period, etc. In this case, the end of the battle part or the end of the change period functions as the reset time.

[0092] Specifically, for example, in one aspect of the game system of the present invention, the effect-granting means may, when granting the target effect, reset the parameters of the one character to the state before the target effect was granted at a predetermined reset time that is set to limit the target effect to the current battle part.

[0093] In the battle part, each character may be controlled by a user (including the opponent), or may move automatically under computer control. Furthermore, even if the character moves automatically under computer control, the automatic movement may reflect the user's instructions. In other words, the battle part may be configured as an action game in which the user directly controls the character, or as a simulation game based on an auto-battle that reflects the user's instructions. For example, in one aspect of the game system of the present invention, the battle part may be provided so that each character fights through automatic actions according to predetermined rules. In this case, the sense of realism (sense of involvement) in the battle is weakened in an auto-battle compared to direct control, but the sense of participation in the battle can be enhanced by providing an opportunity for conversation.

[0094] Each character's utterance and a corresponding plurality of answer candidates (conversation sets) may be prepared as appropriate. For example, the same conversation set may be prepared uniformly regardless of the character's type or characteristics, such as personality. Alternatively, the conversation set may vary depending on the character's characteristics. For example, in one aspect of the game system of the present invention, when characteristics are set for each character, the option providing means may provide the user with a conversation set corresponding to the characteristics of some of the characters in the conversation opportunity based on set data (TD) that associates each conversation set, each of which consists of a plurality of utterances and a plurality of options corresponding to each utterance, with the characteristics of each character. In this case, the characteristics (individuality) of the characters can be reflected in the conversation in the conversation opportunity. This allows, for example, conversations specific to each character to be realized, thereby enhancing the appeal of each character through the conversation opportunity.

[0095] The character with whom a conversation occurs during a conversation opportunity and the character whose parameters change as a result of the conversation may be the same or different. For example, a change (e.g., a buff or debuff) may occur in the parameters of an enemy character based on a conversation with an ally character operated or instructed by the user. Alternatively, a change in the parameters of an ally character may occur based on a conversation with an enemy character. Therefore, the target of conversation during a conversation opportunity is not limited to an ally character, but may also be an enemy character. Furthermore, if the battle part is provided as a group battle (a battle between multiple ally characters and multiple enemy characters), a conversation with one of the ally characters (e.g., a conversation encouraging other ally characters to support each other) may cause a change in the parameters of other characters in the ally group. Therefore, parameter changes may occur in multiple characters. Similarly, the target character of conversation is not limited to one. A conversation may be realized between multiple characters and the user. For example, in one aspect of the game system of the present invention, the effect applying means may apply the target effect to the parameters of some of the characters as the single character. In this case, the conversation during the conversation opportunity and the effect caused by the conversation can be directly associated. This allows the effect of the conversation to be applied in a relatively natural way.

[0096] A conversation opportunity may be automatically granted when a conversation condition is met, or may be granted with appropriate conditions intervening after the conversation condition is met. For example, after the conversation condition is met, the user may be given an opportunity to confirm whether or not a conversation opportunity is needed, and if a conversation opportunity is requested, the conversation opportunity may be granted. Specifically, in one aspect of the game system of the present invention, the opportunity granting means may grant a selection opportunity (57) for selecting whether or not the conversation opportunity is needed when the conversation condition is met, and grant the conversation opportunity when a selection to request the conversation opportunity is made during the selection opportunity. In this case, the user's intention can be reflected in the granting of a conversation opportunity. This allows, for example, strategic use of conversation opportunities.

[0097] In a conversation opportunity, an appropriate number of exchanges may occur between the character and the user. For example, a conversation in a conversation opportunity may end with a single exchange (a character's statement and the user's response thereto, which may include, as appropriate, a character's responsive statement to the response), or multiple exchanges may occur. Furthermore, when multiple exchanges occur, an effect corresponding to an appropriate answer, such as a combination of all answers included in the exchanges, a combination of some of the answers, or any one of the answers, may occur as the target effect. For example, in one aspect of the game system of the present invention, each of the multiple options may be further associated with an additional statement as a statement made by some of the characters in response to each option, and two or more answer candidates corresponding to the additional statement may be associated with the additional statement. In the conversation opportunity, multiple exchanges occur as the conversation between the statements and the additional statements, and the effect determining means may determine, as the target effect, an effect corresponding to a selected answer candidate from the two or more answer candidates.

[0098] The influence of a conversation is not limited to the effect of changing a parameter, and may occur as appropriate. For example, a character may perform an action related to the conversation. In other words, the influence of a conversation may occur as a character's action (reaction). For example, one aspect of the game system of the present invention may include an action control means that controls the action of one character so that the character performs an action corresponding to an option selected in the conversation opportunity, based on reaction data (TD) that associates each of a plurality of actions to be performed by the one character with each of the plurality of options. In this case, the appeal of the conversation opportunity can be improved through the character's action (reaction).

[0099] On the other hand, the computer program of the present invention is configured to cause the computer (31) to function as each of the means of the above-mentioned game system.

[0100] The control method of the present invention also includes a computer (31) incorporated in a game system (3) that provides a game including a battle part in which multiple characters (51) battle against each other based on parameters defining each character, the computer (31) executing the following steps: an opportunity granting step, when a predetermined conversation condition is satisfied in the battle part, granting a conversation opportunity for a conversation between a user playing the current battle part as the battle part that satisfies the conversation condition and at least some of the multiple characters (51A); an option providing step, during the conversation opportunity, providing the user with a statement (58A) made by one of the characters and multiple options (58B, 58C) as answer candidates for establishing a conversation in response to the statement; an effect determining step, based on conversation data (TD) that associates each of a plurality of effects that cause different changes to the parameters with each of the multiple options, determining a target effect as an effect associated with the option selected in the conversation opportunity; and an effect applying step, applying the target effect to the parameters of at least one of the multiple characters (51A) so as to be limited to the current battle part. The game system of the present invention can be realized by executing the computer program or control method of the present invention. [Explanation of symbols]

[0101] 3. Game consoles (game systems) 31 Control unit (computer) 33 Game providing unit (opportunity providing means, choice providing means, effect determining means, effect providing means) 51 characters 57 Notification pop-up (choice opportunity) 58 Selection Pop-up (Conversation Opportunity) 51A Ally character image (some characters, one character) 58B First answer candidate (option) 58C Second answer option (choice) TD conversation data (set data, reaction data) PG2 Program (Computer Program)

Claims

[Claim 1] A game system that provides a game including a battle part in which a plurality of characters battle each other based on parameters that define each character, an opportunity providing means for providing, when a predetermined conversation condition is satisfied in the battle part, a conversation opportunity for realizing a conversation between a user playing the current battle part as the battle part that has satisfied the conversation condition and at least some of the characters; an option providing means for providing the user with a statement made by one of the characters during the conversation opportunity and a plurality of options as answer candidates for establishing a conversation in response to the statement; an effect determining means for determining a target effect as an effect associated with an option selected in the conversation opportunity based on conversation data that associates each of a plurality of effects that cause different changes in the parameter with each of the plurality of options; an effect imparting means for imparting the target effect to the parameter of at least one of the plurality of characters so as to be limited to the current battle part; A game system comprising:

Citation Information

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