Game system, storage medium storing game program for game system, and control method
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KONAMI DIGITAL ENTERTAINMENT CO LTD
- Filing Date
- 2025-12-08
- Publication Date
- 2026-07-28
AI Technical Summary
In games that simulate the raising of a raising object, players become attached to their objects, and there is a need to provide an experience that allows for the inheritance of parameters to enhance gameplay progression and attachment.
A game system that allows players to select an inheritance object and determine tasks that can be executed by a development object, providing variety in development policies and inheritance elements.
Enhances gameplay experience by allowing players to develop attachment through varied inheritance and development policies, improving gameplay progression.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system that provides a game that simulates the raising of a raising object, a game program for the game system, and a control method. [Background technology]
[0002] Patent Document 1 discloses a game system that provides a game including a success part in which a player develops a game character to create an original character, and a stadium part in which the player competes against other users' teams. In this game, when the success part is completed, the character's development is complete and the character can be used in matches in the stadium part as an original character.
[0003] Patent Document 2 discloses an electronic device for playing a game in which game media are developed in a development game and the developed game media are used in a main game. In this electronic device, a development game media receiving unit receives a selection of development game media selected by a player from a group of material game media. Then, an inheritance game media receiving unit receives a selection of inheritance game media by the player. Furthermore, a development game execution unit starts the development game after the development game media and inheritance game media have been selected.
[0004] When the training game starts, the fixed information parameter change unit sums up, for each piece of manifestation fixed information, a predetermined value corresponding to the rank of the manifestation fixed information of each inheriting game medium and each predecessor trained game medium.The fixed information parameter change unit then adds the sum to the training parameter corresponding to the fixed information for each piece of manifestation fixed information.The training game execution unit also executes a predetermined number of inheritance events at predetermined times while the training game is in progress.In these inheritance events, the lottery information parameter change unit changes the training parameters corresponding to each piece of lottery information based on the results of a lottery based on probability. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-06280 [Patent Document 2] Japanese Patent Publication No. 2022-17687 Summary of the Invention [Problem to be solved by the invention]
[0006] In a game that simulates the raising of a raising object, which is a game object, parameters associated with the raising object may increase. As the parameters increase, the raising object grows, allowing the player to progress through the game more advantageously. Furthermore, users often become attached to the raising objects they have raised. In such cases, the user may wish to have the parameters of the raising object they have become attached to inherited by the next raising object. However, even if the parameters are inherited, this only allows the player to progress through the game more advantageously. Therefore, there is a need to provide users with an experience that allows them to develop an attachment to the raising object. To achieve this, it is possible to increase the variety of raising policies for raising objects. [Means for solving the problem]
[0007] A game system according to one embodiment provides a game in which each task of a task group including a plurality of tasks is executed to simulate the development of a development object, which is a game object to be developed. The game system includes a selection receiving means for receiving a selection of an inheritance object, which is a game object associated with an inheritance element that can be inherited by the development object, and a task determination means for determining, when the selection of the inheritance object is accepted, the task that can be executed by the development object from among the inheritance tasks corresponding to the inheritance element associated with the selected inheritance object.
[0008] Another aspect of the game program is a game program for a game system that includes a computer and executes each task of a task group including a plurality of tasks to provide a game that simulates the raising of a development object, which is a game object to be developed, and that functions as a selection receiving means for receiving a selection of an inheritance object, which is a game object associated with an inheritance element that can be inherited by the development object, and a task determination means for determining, when the selection of the inheritance object is accepted, the task that can be executed by the development object from among the inheritance tasks corresponding to the inheritance element associated with the selected inheritance object.
[0009] Another aspect of the control method is a control method for a game system that includes a computer and executes each task of a task group including a plurality of tasks to provide a game that simulates the raising of a development object, which is a game object to be developed, and that causes the computer to accept a selection of an inheritance object, which is a game object associated with an inheritance element that can be inherited by the development object, and when the selection of the inheritance object is accepted, determines the task that can be executed by the development object from among the inheritance tasks corresponding to the inheritance element associated with the selected inheritance object.
[0010] This allows for a variety of development policies for development objects. [Brief explanation of the drawings]
[0011] [Figure 1] FIG. 1 is a schematic diagram showing the overall configuration of a game system. [Figure 2] A schematic diagram of the top screen of the training section. [Figure 3] Schematic diagram of the lesson screen. [Figure 4] Schematic diagram of the work screen. [Figure 5] Schematic of the route screen. [Figure 6] FIG. 1 is a schematic block diagram of a game system. [Figure 7] Task decision flowchart. [Figure 8] Automatic progression flowchart. DETAILED DESCRIPTION OF THE INVENTION
[0012] Exemplary embodiments for carrying out the present invention will be described in detail below with reference to the drawings. However, the dimensions, materials, shapes, and relative positions of components described in the following embodiments can be set arbitrarily and can be changed depending on the configuration or various conditions of the device or method to which the present invention is applied. Furthermore, unless otherwise specified, the scope of the present invention is not limited to the embodiments specifically described below. In the following description, identification information is data composed of letters, numbers, symbols, images, or combinations thereof. [Example]
[0013] Fig. 1 is a schematic diagram showing the overall configuration of a game system 100. As shown in Fig. 1, the game system 100 includes a game terminal 10, which is an example of a user terminal, and a server 30. The server 30 is configured as a single logical server by combining multiple server units 52. However, the server 30 may also be configured by a single server unit 52. Alternatively, the server 30 may be configured logically using cloud computing.
[0014] Server 30 is configured to be connectable to network 50. As an example, network 50 is configured to realize network communication using the TCP / IP protocol. Specifically, a local area network LAN connects server 30 to Internet 51. The Internet 51 as a WAN and local area network LAN are connected via router 53. Game terminal 10 is also configured to be connected to Internet 51. Servers 30 may be connected to each other via local area network LAN or via Internet 51. Network 50 may be a dedicated line, a telephone line, an in-house network, a mobile communication network, any other communication line, or a combination thereof, and may be wired or wireless.
[0015] The game terminal 10 is a computer device operated by a user. For example, the game terminal 10 includes a stationary or notebook personal computer 54, and a mobile terminal device 55 such as a mobile phone including a smartphone. In addition, the game terminal 10 includes various types of computer devices such as a stationary home game device, a portable game device, a portable tablet terminal device, and an arcade game machine. By implementing various types of computer software, the game terminal 10 can allow the user to enjoy various services provided by the server 30. Note that the following description will mainly focus on an example in which the game terminal 10 is a mobile terminal device 55.
[0016] As an example, the server 30 transmits the program and data used in the game to the game terminal 10 via the network 50. The game terminal 10 then stores the received program and data. Alternatively, the game terminal 10 may be configured to read the program or data stored in an information storage medium (not shown). In this case, the game terminal 10 may obtain the program or data via the information storage medium.
[0017] A user can play various games on game terminal 10. For example, this game includes an element of raising a game object. Specific games include simulation games that simulate raising a game object, as well as competitive trading card games, music games, board games, mahjong games, RPG games, horse racing games, fighting games, puzzle games, quiz games, and sports games such as baseball and soccer. Furthermore, game objects are objects that are displayed or used on game terminal 10. For example, game objects are used in game processing to progress through the game, and include characters, cards, effects, equipment, items, and the like.
[0018] The following description will mainly focus on an example in which a game is played on the game terminal 10 to simulate the raising of a raising object, which is a game object to be raised. In this example, a material object, which is a game object that serves as the material for raising, is an idol character with a human-like appearance, and the raising object is a copy of that character. In other words, there may be multiple raising objects for the same character. However, the raising object may also be the character itself, which is the material object. The raising object may also be a virtual card or the like corresponding to the character.
[0019] [Game Overview] An overview of the game will be explained with reference to Figures 2 to 5. Figure 2 is an example of the top screen of the training part. Figure 3 is an example of a lesson screen when a lesson action is selected. Figure 4 is an example of a work screen when a work action is selected. Figure 5 is an example of a route screen that displays a work route.
[0020] The game includes a development part in which a development object is developed, and the development part is divided into multiple sections. Each section is composed of multiple turns, and the final turn includes a live part in which the development object performs a live performance. The number of turns included in each section varies depending on the character that is the development object's material or the ongoing scenario. Furthermore, in each turn, the development object can be made to perform a predetermined action. For example, one turn passes when the development object performs a task, which is an action to perform a job (described below). Furthermore, in the development part, an event targeting the development object may occur at an appropriate timing within each turn. Alternatively, the development part does not have to be divided into sections. In this case, the development part can be composed of multiple turns. Furthermore, instead of providing a live part in the final turn of each section, a live part may be provided in the final turn of the development part. Furthermore, the live part may be provided separately from the development part.
[0021] Before playing the training part, the user selects one or more event objects as game objects to construct a group of objects (hereinafter referred to as a deck). A deck is composed of a predetermined number (e.g., six) of event objects, and the user must select the predetermined number of event objects. Alternatively, the number of event objects may be limited to a certain number. In this case, the user can select as many event objects as desired until the limit is reached. Constructing a deck may cause a support event to occur with a predetermined probability in the training part. For example, an event object corresponds to a character, which is a material object. For example, an event object is a virtual card with a character drawn on it. Furthermore, the support event that occurs when constructing a deck is linked to the event object. For example, an event object for a singer character is linked to a support event that improves singing ability, and the support event occurs with a predetermined probability in lessons to improve singing ability. Furthermore, special effects may occur depending on the combination of event objects included in the deck. For example, if a deck contains two event objects corresponding to two specific characters, a support event featuring those specific characters may occur. In the following description, selecting an event object will be referred to as constructing a deck, in order to distinguish it from selecting an inheritance object, which will be described later.
[0022] Furthermore, support events affect the development of the development object. That is, during the development part, support events that are advantageous for increasing the parameters described below occur depending on the event objects included in the deck. For example, a support event is an event in which a friend helps a development object with a lesson while the development object is in the middle of a lesson. When a support event occurs, it can have an advantageous or disadvantageous effect on development. Therefore, the user includes an event object in the deck that corresponds to a support event that increases a desired parameter. In other words, the user includes event objects in the deck so that a support event occurs that is in line with the user's development strategy. For example, advantageous effects include an increase in the amount of parameter increase through lessons, an increase in the development object's parameters, the acquisition of a skill, or a reduction in the amount of consumption factors (e.g., skill points described below) consumed to acquire a skill. On the other hand, adverse effects include, for example, a decrease in the amount of parameter increase or a decrease in the development object's parameters.
[0023] In the training part, the user trains the training object by making it perform various actions. That is, the training object is made to perform various actions in response to the user's instructions, and as a result, parameters, which are ability values linked to the training object, change. The parameters are variables linked to object identification information that uniquely identifies the training object, and change as the game progresses.
[0024] In the example shown in FIG. 2, a character image R10 representing a development object is displayed. An action area R11 showing actions performed by the development object is provided so as to overlap the bottom of the character image R10. This action area R11 displays lessons, work, skill acquisition, going out, going to the hospital, and rest. For example, lessons are actions that increase the parameters of the development object. Furthermore, by taking lessons, consumption elements that are consumed to acquire skills may be acquired. For example, consumption elements include skill points and in-game currency. Furthermore, work is an action that increases the parameters of the development object or increases the number of fans and ticket sales.
[0025] Skill acquisition is an action that allows the user to acquire skills to advantageously progress through live parts, the development of development objects, or various events, according to the user's selection. Going out is an action that raises the condition, which is one of the development object's parameters, from a low level to a high level. Going to the hospital is an action that removes a worsening state when the condition, which is one of the development object's parameters, is in a worsening state. The action of going to the hospital can only be selected when the development object is in a worsening state (for example, injured or ill). Alternatively, the action of going to the hospital may be selectable when the development object is not in a worsening state. Resting is an action that restores stamina, which is one of the development object's parameters.
[0026] The actions taken by the development object may be any options that produce effects such as changes in parameters linked to the development object, gaining or losing abilities, obtaining or using items, and changes in relationships with other game objects. For example, as other actions, the development object may be able to perform training camp, travel, live performance, interviews, filming, appearances, competitions, auditions, scouting, and attending school.
[0027] In the example of parameters shown in FIG. 2, the parameter area R12 shows singing ability, dancing ability, visuals (for example, values that increase with clothing, makeup, hairstyle, etc.), expressiveness, and mental strength. Each parameter is shown by its value and the level that is acquired when the value reaches a predetermined value. For example, the singing ability shown in FIG. 2 has a parameter value of "79" and a parameter level of "G." Skill points, which are parameters used to acquire skills, may also be displayed in the parameter area R12.
[0028] As other examples, parameters may include acting ability, musical performance ability, stamina, intelligence, and charm. Note that parameters may be information indicating the degree of ability or level, information indicating the presence or absence of ability, or information indicating the state of a game object. When indicating the degree of size or level, the parameter changes as the parameter value increases or decreases. When indicating the presence or absence of ability, the parameter changes as a flag is turned on or off.
[0029] In addition, the example shown in FIG. 2 shows a stamina bar R13 indicating a stamina parameter and a condition icon R14 indicating a condition parameter. The stamina is indicated by the proportion of the colored area displayed in the stamina bar R13, and the larger the proportion of the colored area in the stamina bar R13, the higher the stamina parameter. In addition, the condition icon R14 indicates the current condition of the object being raised by the characters displayed on the icon. In the example of FIG. 2, the character "good" indicates that the condition is good. The condition of this object being raised is divided into multiple stages. As an example, the degree of condition can be indicated in the order of "poor condition", "poor condition", "average condition", "good condition", and "excellent condition".
[0030] In addition to support events, other events occur with a predetermined probability in the training part. As an example of such an event, a scenario event occurs according to a predetermined scenario while the training object is acting in the training part. For example, a scenario event unfolds a drama depicting the friendship between game objects. A character event related to the training object may also occur. Note that, although multiple events may occur in one turn, there may also be cases where no event occurs.
[0031] Also, before the start of the development part, an inheritance event may occur that inherits an inheritance element (described below) from an inheritance object selected by the user. Alternatively, the inheritance event may occur during the development part. Furthermore, the inheritance event may occur both before the start of the development part and during the development part.
[0032] The live part also functions as a checkpoint for checking the level of development. This live part occurs during the final turn of each section. In the example of FIG. 2, the checkpoint area R16 indicates that the "Back to School Live" that takes place in the live part is the checkpoint of the current section. For example, the "Back to School Live" is a mini-game in which a live performance by a development object alone or a unit consisting of multiple game objects including a development object is displayed as a staged video. In the example of FIG. 2, the title area R18 indicates that the development object has the title of "pre-debut idol." As an example, this title changes as a parameter (e.g., the number of fans) increases.
[0033] The success conditions for the live performance can then be achieved depending on the parameters of the trained training object. For example, the success conditions may be that the singing ability exceeds a predetermined value, or that the number of fans or ticket sales exceeds a predetermined number, or that the live performance itself is held. If the success conditions for the live performance are achieved, training can continue, but if the success conditions are not achieved, training ends. A live performance may also have a hosting condition. In the example of FIG. 2, the condition area R17 indicates that the hosting condition is that the number of tickets sold reaches 250. Note that the hosting condition may also be other conditions, such as that the singing ability exceeds a predetermined value, or that the number of fans or ticket sales exceeds a predetermined number. If the hosting condition for the live performance is achieved, the live performance part can proceed, but if the hosting condition is not achieved, training ends.
[0034] For example, a condition for holding a live concert is to acquire a certain number of fans or ticket sales. The number of fans or ticket sales can increase by performing work or by generating an event. Therefore, in order to hold a live concert, the user needs to have the nurturing object perform work to increase the number of fans or ticket sales.
[0035] Furthermore, the success rate of the live performance increases or decreases depending on the parameters of the training object. Therefore, in order to make the live performance successful, the user must increase the parameters by giving lessons to the training object in the training part. If the live performance is successful, an advantageous effect will occur in the progress of the game. For example, an advantageous effect is the acquisition of an inheritable title (for example, the title "Top Idol"). By inheriting this title, the increase in a specified parameter will increase.
[0036] In addition, in the case of a job action, the user selects a job, and the selected job is carried out by the development object. A job is an option of an action that the user can select, and constitutes part of a job group that includes multiple jobs. As an example, a job group is a job route made up of multiple jobs. This job route has a structure in which multiple jobs that are related to each other are set in a predetermined order. A job is an example of a task. Furthermore, the development object carrying out a job includes such a performance being carried out.
[0037] For example, when a development object performs a job that is the starting point of a job route, the next job related to that job becomes executable. By performing a job, the development object grows, and the parameters linked to the development object change. The multiple jobs in a job group have a relationship in that they are stages of work to achieve a target title (for example, top idol). Alternatively, the multiple jobs have a relationship in that they follow a predetermined scenario (for example, the drama leading up to a student's debut as an idol). For example, jobs include live performances, interviews, filming, appearances, competitions, and auditions.
[0038] The training part is composed of multiple sections, each consisting of multiple turns. Basically, one turn progresses each time the training object performs an action. Note that the actions performed by the training object include actions that do not consume a turn. For example, a turn does not elapse even if the training object performs a skill acquisition action, and the training object can perform another action. Actions that do not consume a turn can also be performed before the start of a live performance during a live performance. The number of turns required to complete the training part is arbitrary; for example, it is 72 turns, corresponding to six years in the game. In the example of FIG. 2, the turn number area R15, which indicates the number of turns remaining until the live performance, displays that there are eight turns remaining. The user then trains at least one training object during the multiple-turn period in the training part. That is, the user has the training object perform an action (e.g., a job) every turn. A live performance is then performed during the live performance, which is the final turn of each section. Alternatively, a live performance may be performed only during the final turn of the training part. A live performance may also be performed after the end of the training part or during a randomly selected turn during the training part.
[0039] After the training is completed, the training object for which training has been completed can be used as an inheriting object. For example, the user selects any character as the next successor training object to be trained. Then, the user selects a training object whose training was completed before the successor training object as an inheriting object. For example, when an inheriting object is selected, the inheritance elements linked to the inheriting object can be inherited by the successor training object.
[0040] For example, the inheritance element may be a job skill corresponding to the job route, or a parameter skill corresponding to a parameter linked to the inheritance object. The inheritance element may also be information that identifies the job route. For example, identification information that uniquely identifies the job skill is information that identifies the job route.
[0041] [Game Flow] As an example, the above-mentioned game progresses as follows. First, the user selects a development object to be developed from among the game objects that serve as development materials. The user also selects an inheritance object that has an inheritance element to be inherited by the development object. For example, the user selects two inheritance objects. However, the number of selectable inheritance objects may be one or three or more. The user then selects one or more event objects to construct a deck. For example, the user selects six event objects. However, the number of selectable event objects may be five or less or seven or more. Depending on the event objects included in the deck, support events may occur in the development part. Furthermore, each support event may be different from the others, and each has a predetermined effect on the development of the development object.
[0042] Once the user has created a deck, the training part begins. In the training part, the user selects one action from among lesson, work, rest, hospital visit, and skill acquisition, and has the training object execute it. Specifically, if the training object is in a bad state (for example, if it becomes ill or injured), the user selects the action of hospital visit to resolve the bad state. Also, if the training object is in poor health, the user selects the action of going out to change from poor health to good or excellent health. Note that if the training object is in a bad state or is in poor health, the effect of the lesson will decrease or it will be impossible to select a lesson. If the effect of the lesson decreases, the amount of parameter increase will decrease, parameter increase will be limited, or parameters will decrease, etc.
[0043] When the user causes the training object to perform the selected action, one turn progresses. In addition, during the training part, the training object's stamina increases or decreases. Basically, when the training object performs a lesson or job, its stamina decreases. If the stamina is lower than a predetermined value, the probability of injury from performing a lesson increases, the effect of the lesson decreases, or the lesson cannot be selected. Therefore, the user selects the action of resting to recover a predetermined amount of stamina. Note that stamina may also be recovered by the occurrence of an event, the use of a skill or item, etc.
[0044] Furthermore, the user selects lesson actions that will increase the parameters in order to make the live performance a success. In the example of FIG. 2, when the user selects a lesson icon in the action area R11, the lesson screen of FIG. 3 is displayed. In the example of FIG. 3, when the user selects an icon indicating the content of the lesson in the lesson area R21, a confirmation icon R22 is displayed. Then, when the user selects the confirmation icon R22, the lesson begins. As a result, a video of the lesson is displayed on the screen, and the parameters of the training object increase or decrease as a result of the lesson. Furthermore, in the lesson area R21, a plurality of lessons that can be executed by the training object are displayed as lesson options that the user can select.
[0045] Additionally, the variable parameter area R23 displays the values of parameters that vary depending on the selected lesson. In the example of FIG. 3, the variable parameter area R23 indicates that singing ability will increase by 9 points, visuals will increase by 4 points, and skill points will increase by 3 points. Furthermore, the lesson content area R24 displays the content of the selected lesson. In the example of FIG. 3, the lesson content area R24 indicates that the "singing ability" lesson is at level 1. In the example of FIG. 3, the lesson level is also displayed within each icon in the lesson area R21.
[0046] [Work] Furthermore, the user selects a job action to fulfill the specified conditions so that the live concert can be held. When the development object performs a job, the number of fans or ticket sales, etc., increases. In the example of FIG. 2, when the user selects a job icon in the action area R11, the job screen of FIG. 4 is displayed. In the example of FIG. 4, the user selects an icon indicating the job content displayed in the list area R31. In this list area R31, multiple jobs that can be performed by the development object are displayed as job options that the user can select. When the job screen is initially displayed, the job displayed at the top of the list area R31 is automatically selected.
[0047] In addition, the list area R31 displays all tasks that can be performed by the development object. Alternatively, some of the tasks that can be performed by the development object may not be displayed in the list area R31. In addition, tasks that cannot be performed by the development object are not displayed in the list area R31. As an example, tasks that cannot be performed by the development object include tasks that are not released and are locked, tasks that are released but have not yet met the execution condition of receiving an offer, and tasks that are released but have not yet met the execution condition, such as the passage of a predetermined number of turns. In addition, the list area R31 may display tasks that occur with a predetermined probability.
[0048] In the example of FIG. 4, the list area R31 displays the level and content of the job, as well as the parameter values that change as a result of performing the job. For example, the job content for "TV Level 1" is appearing on a variety show. The list area R31 indicates that performing this job will increase the number of fans by 94, skill points by 27, and ticket sales by 53. The job name area R32 displays the name of the selected job. In the example of FIG. 4, "Appearing on a Variety Show" is displayed as the name of the job in the list area R31. When the user selects the confirm button R33, the job begins. This causes a video of the job to be displayed on the screen, and the parameters of the development object increase or decrease as a result of the job.
[0049] Furthermore, when the user selects the route button R34, the route screen shown in FIG. 5 is displayed. On the route screen, the selected task is displayed with relative emphasis compared to other tasks. In the example of FIG. 5, the icon for the task "TV Level 1" is highlighted in the route area R41 by being surrounded by a frame. This highlighting allows the user to easily recognize where the selected task is located on the task route. Alternatively, the highlighting may be displayed by varying the size, transparency, density, chromaticity, saturation, brightness, shape, hue, or a combination thereof.
[0050] In the example of FIG. 5, the route area R41 displays the job route and the jobs included in the job route. For example, the jobs included in the "TV job route" are jobs from "TV level 1" to "TV level 4." The route name area R42 displays the name of the job route that includes the selected job and its route level. The job route includes multiple jobs categorized by job type (e.g., TV, magazine, or theater) or content (e.g., appearance, live performance, or filming).
[0051] As an example, jobs include one-off jobs, multiple consecutive jobs, audition jobs, and special jobs (described below). When the user touches the confirm button R43, a job is selected and executed. When a training object executes a job, one turn is consumed and a set predetermined stamina is reduced. Note that, in general, a job that has been executed once cannot be executed again in the training part. As an exception, there may be jobs that can be executed multiple times.
[0052] For example, a "handshake event" is an example of a job that can be selected first as the starting point of a job route. Then, when the development object performs the "handshake event" job, the "regional handshake event" job is unlocked and becomes selectable. Furthermore, when the development object performs the "regional handshake event" job, the "national handshake event" job is unlocked and becomes selectable. Here, "regional handshake event" and "national handshake event" are displayed as jobs included in the job route from the beginning.
[0053] In a series of multiple jobs, when the nurturing object performs each job, one turn is consumed and a predetermined set amount of stamina is reduced. After that, the next job becomes selectable, but if the next job is not performed within the predetermined number of turns, the next job becomes unselectable. Alternatively, the next job may become selectable after a predetermined number of turns have passed. Note that the results of the jobs are displayed when the series of multiple jobs are completed. Alternatively, the results of each job may be displayed when each job is completed.
[0054] The audition job includes multiple consecutive jobs that are related to each other. However, the first job is an audition that can be passed or failed based on the parameters of the development object. If the audition is passed, the next job can be selected. If the next job is not performed within a predetermined number of turns, the next job cannot be selected. Alternatively, the next job may be selected after a predetermined number of turns have passed. Note that the results of the job are displayed when the audition job is completed. Alternatively, the results of each job may be displayed when the respective job is completed. On the other hand, if the audition is failed, the audition job ends. However, if the audition is failed, the first job, the audition, may be selected again.
[0055] For example, an example of an audition job is a "drama audition." The "drama audition" job occurs with a certain probability each turn. When the training object performs the "drama audition" job in the turn it occurs, the result of passing or failing can be obtained based on the training object's parameters. When the training object passes the "drama audition" job, the next job, "first recording," becomes available for selection. In this way, an audition becomes the starting point for a series of multiple jobs.
[0056] The job route also includes a unique job route linked to each development object. Furthermore, the job route also includes an inherited job route that can be selected by inheriting inheritance elements from an inheritance object. Additionally, the job route may include a special job route that occurs for a limited time or when certain conditions are met. Jobs that are not included in the job route include special jobs that occur for a limited time or when certain conditions are met (for example, performing at a live school festival, performing at a Christmas event, or entering a prize competition).
[0057] As an example, the jobs that the user can select are determined at the start of the training part. For example, the jobs that the user can select are jobs included in the unique job route and the inherited job route, and the user can select a job included in either job route. As an example, let's say the unique job route is the "idol route." This "idol route" includes the jobs of "street performance," "music program appearance," and "Budokan live performance." Furthermore, let's say the inherited job route is the "model route." This "model route" includes the jobs of "reader model photo shoot," "exclusive model photo shoot," and "fashion show appearance." In the initial stage, the user selects the first job that will be the starting point of the job route. Note that jobs included in the job route may be added or deleted during the training part.
[0058] In the example of FIG. 5, the job route includes a branch, and the job selected by the user can be different for each development or development object. Specifically, after performing the "TV Level 2" job, the user can select either the "TV Level 3" or "TV Level 4" job. Alternatively, after selecting one of the branches, the other may be selectable. Even in this case, the job selected by the user can be different between a route in which only one branch is selected, a route in which only the other branch is selected, and a route in which both branches are selected. However, the job route does not have to include a branch.
[0059] Furthermore, a branch may occur only when a branching condition is met. For example, the jobs included in the job route include jobs that always occur and jobs that occur when a predetermined occurrence condition is met. As an example, the predetermined occurrence condition is winning a lottery held every turn, and winning the lottery causes a job that branches off. Note that a job that occurs as a result of winning the lottery may occur on the same route as an existing route, in which case no branching occurs. By providing a job route in this way, the user can visually get a sense of how the development object grows by performing different jobs for each development or each development object.
[0060] Furthermore, when the training part ends, an inheritance element (e.g., the talent of a gravure idol) is linked to the training object based on the job that was performed. When the training object that has completed training is selected as the inheritance object, the inheritance element can be inherited by the next training object. Furthermore, when the training part ends, a title (e.g., gravure idol) may be linked to the training object based on the job that was performed. For example, the training part ends when the last live performance of the training part ends, when the success conditions for the last live performance of each section of the training part are not met, when the user performs an operation to end training, etc. In either case, talent, etc. according to the state of the training object at the time of ending is linked.
[0061] Furthermore, at least one job route is linked to each development object. Therefore, regardless of which development object the user selects, the user can select a job included in at least one job route. Alternatively, if a job route can be inherited from an inheritance object, or if a job route linked to an event object included in a deck can be selected, the development object does not need to be linked to a job route when the development object is selected.
[0062] When the training object performs each job, it increases the number of fans and the number of ticket sales, which are parameters. Reaching a certain number of ticket sales may be a condition for holding a live concert. Furthermore, when the training object performs a job, the parameter, such as singing ability, increases depending on the content of the job. On the other hand, when the training object performs a job, the parameter, stamina, decreases. Note that the parameter that increases, such as the number of fans, increases significantly if the job is successful, and decreases slightly if the job is unsuccessful.
[0063] Furthermore, when a nurturing object performs a job, a new job may become executable. In other words, the nurturing object's performance of a job may be a condition for unlocking another job. The success of a job may be a condition for unlocking another job. Furthermore, the execution or success of one or more jobs may be a condition for unlocking another job route. When a job route is unlocked, the user can select a job included in the unlocked job route.
[0064] Furthermore, as shown in FIG. 5, some of the jobs displayed in the root area R41 have not been released. Specifically, the "TV Level 4" job is marked with the word "locked" because it does not meet the release conditions. Therefore, the user cannot select the "TV Level 4" job. Alternatively, jobs that do not meet the release conditions may be hidden on the root screen. However, by displaying the jobs included in the job route in an unselectable manner on the root screen, the user can recognize the job that they ultimately want the development object to perform.
[0065] Furthermore, among the jobs displayed in the route area R41, there are jobs waiting for an offer. Specifically, the "TV Level 3" job is waiting for an offer and cannot be selected, so its icon is marked with the words "Waiting for Offer." Furthermore, among the jobs displayed in the route area R41, there are jobs that cannot be selected if not performed within a specified number of turns. Specifically, the "TV Level 2" job will not be selectable unless it is performed within X turns. This number of turns is indicated by the number of turns marked on the job icon.
[0066] Furthermore, in order to acquire skills that will give an advantage in the live performance part, etc., the user selects the skill acquisition action. That is, the user touches the "skill acquisition" icon displayed in the action area R11 of FIG. 2. As another example, the effect exerted by a skill may include an effect of making an event or job more likely to be successful, an effect of changing the parameters of a training object, an effect of increasing the amount of parameter increase through lessons, etc.
[0067] Furthermore, after a predetermined number of turns have passed, a live part that functions as a checkpoint is performed. If the success conditions are met as a result of the training, the training can continue, but if the success conditions are not met, the training ends. The number of checkpoints can be set as appropriate. For example, multiple checkpoints may be set, and a live part may be performed at the last turn of each section. Then, the training ends when the live part of the last checkpoint ends. Once the training ends, the training object can be used as an inherited object. Furthermore, if predetermined conditions are met, a title (for example, top model) can be acquired. Then, the acquired title is linked to the training object whose training has ended.
[0068] By selecting a cultivated inheritance object, job talent, which is an example of an inheritance element, can be inherited by the cultivated object. For example, when job talent is inherited, an effect occurs in which an inheritance job route can be selected and the job included therein can be selected. Another effect is that the probability of job occurrence increases or decreases, and when predetermined occurrence conditions are met, a special job occurs. Another effect may be that a new job is added to the unique job route of the cultivated object.
[0069] For example, suppose the unique job route of the development object is the "idol route." The initial "idol route" includes the jobs of "street performance," "music program appearance," and "Budokan live performance." In this case, when "model talent" is inherited, the development object is linked to the "model route" as an inherited job route. The development object can then perform the jobs included in the inherited job route. For example, the "model route" includes the jobs of "reader model photo shoot," "exclusive model photo shoot," and "fashion show appearance." Note that, unlike the live performance part, the live performance of the job selected as the action does not display a performance (mini-game) in which the development object sings. Alternatively, the performance may also be displayed in the live performance of the job.
[0070] As another example, by inheriting "idol talent," the route level of the "idol route," which is a unique job route, increases. As the route level increases, new jobs are added to the job route, or new jobs are unlocked so that they can be selected. In other words, as the route level increases, the number of jobs that can be selected from the jobs included in the job route increases. For example, as the route level increases, the job of "national tour" is added to the "idol route," or is unlocked.
[0071] [Game System] The game system 100 shown in FIG. 6 provides a game in which each task of a task group including a plurality of tasks is executed to simulate the raising of a development object, which is a game object to be raised. For example, the task group is a task route in which a plurality of interrelated tasks are set in a predetermined order, and the task route may branch out like a tree diagram. Furthermore, a job route, which is an example of a task route, includes a plurality of jobs, which are examples of tasks. Then, by executing a job, a parameter associated with the development object, which is a game object to be raised, increases or decreases. As shown in FIG. 3, this game system 100 includes a game terminal 10 and a server 30.
[0072] The user selects a job that the training object wants to perform from among the jobs that the training object can perform. As a result, the training object performs the jobs included in the job route, aiming to ultimately obtain a title related to that job route (for example, idol, actress, or model). Then, by progressing through the jobs on the job route, the user can visually recognize the growth of the training object. Also, as will be described later, depending on the selected inheritance object, different job options are added even when training training objects based on the same character. Therefore, a different growth route can be formed for each training or training object, allowing for a wide variety of training parts.
[0073] Gaming terminal 10 has a terminal control unit 11 as an example of terminal control means, a terminal storage unit 12 as an example of terminal storage means, a terminal communication unit 13 as an example of terminal communication means, a terminal operation unit 14 as an example of operation means, a terminal display unit 15 as an example of display means, and an audio output unit 16 as an example of audio output means. As an example, terminal control unit 11 is configured as a computer and has a processor (not shown). This processor is, for example, a CPU (Central Processing Unit) or an MPU (Micro-Processing Unit). Furthermore, the processor controls the entire gaming terminal 10 and also comprehensively controls various processes based on the control program and game program stored in terminal storage unit 12.
[0074] The terminal storage unit 12 is a computer-readable non-transitory storage medium. Specifically, the terminal storage unit 12 includes a random access memory (RAM) that serves as a system work memory for the processor to operate, a read-only memory (ROM) that stores programs and system software, a hard disc drive (HDD), a solid state drive (SSD), and other storage devices. In this embodiment, the CPU of the terminal control unit 11 executes various processing operations such as calculations, control, and determination in accordance with a control program stored in the ROM or HDD of the terminal storage unit 12. Alternatively, the terminal control unit 11 can also perform control in accordance with a control program stored in a portable storage medium such as a compact disc (CD), a digital versatile disc (DVD), a compact flash (CF) card, or a universal serial bus (USB) memory, or in an external storage medium such as a server on the Internet.
[0075] The terminal storage unit 12 also stores a terminal program PG1, which is an example of a game program, object data 12A, and terminal data 12B. The object data 12A is data related to development objects and inheritance objects, which are game objects to be developed. For example, the object data 12A includes information indicating a character image, parameter values, and object status, which are linked to object identification information that uniquely identifies the object. The terminal data 12B is data necessary for game processing to progress the game, such as game images and game music.
[0076] The terminal program PG1 causes the terminal control unit 11, which is a computer, to function as an object reception unit 11A, which is an example of object reception means, a mode selection unit 11B, which is an example of mode selection means, and a game progression unit 11C, which is an example of progression means. In other words, the terminal control unit 11 has each unit as a logical device realized by a combination of hardware and software. Alternatively, the terminal program PG1 can be stored in another computer-readable non-transitory storage medium other than the terminal storage unit 12.
[0077] The terminal operation unit 14 is an input device through which the user inputs game operations. The terminal display unit 15 is a device that displays game images, such as a liquid crystal display or an organic EL display. The audio output unit 16 is an output device that outputs game music and the like, such as a speaker or headphones. Note that in FIG. 3, the terminal operation unit 14 and the terminal display unit 15 are shown separately. However, the terminal operation unit 14 and the terminal display unit 15 may be integrated into a touch panel. The terminal operation unit 14 may also include a touchpad, a pointing device such as a mouse, buttons, keys, levers, or sticks that are not integrated with the terminal display unit 15. The terminal operation unit 14 may also be a device that detects the user's voice or movements and performs operations according to the detection results.
[0078] The server 30 includes a server control unit 31, a server storage unit 32, and a server communication unit 33. The server control unit 31 is configured as a computer and has a processor (not shown). This processor, such as a CPU or MPU, controls the entire server 30 and also comprehensively controls various processes based on a program stored in the server storage unit 32. Alternatively, the server control unit 31 can perform control according to a program stored in a portable recording medium such as a CD, DVD, CF card, or USB memory, or an external storage medium. The server control unit 31 is also connected, via wired or wireless, to an operation unit (not shown) including a keyboard or various switches for inputting predetermined commands and data. The server control unit 31 is also connected, via wired or wireless, to a display unit (not shown) for displaying the input status, setting status, measurement results, and various information of the device.
[0079] The server storage unit 32 is a computer-readable non-transitory storage medium. Specifically, the server storage unit 32 includes storage devices such as RAM, ROM, HDD, and SSD. The server storage unit 32 also stores server data 32A. The server data 32A includes data such as image data or music data required for the game to progress, and update data for the terminal program PG1. The server data 32A also includes information on development objects or inheritance objects, as an example of user information linked to user identification information that uniquely identifies a user. The server communication unit 33 is a communication module or a communication interface. The server communication unit 33 enables data transmission and reception between the game terminal 10 and the server 30 via the network 50.
[0080] The server storage unit 32 also stores a server program PG2, which is an example of a game program. The server program PG2 causes the server control unit 31, which is a computer, to function as a selection receiving unit 31A, which is an example of a selection receiving means, and a task determination unit 31B, which is an example of a task determination means. In other words, the server control unit 31 has each unit as a logical device realized by a combination of hardware and software. Alternatively, the server program PG2 can be stored in another computer-readable non-transitory storage medium other than the server storage unit 32.
[0081] [Selected reception method] The selection receiving unit 31A receives the selection of an inheritance object, which is a game object associated with an inheritance element that can be inherited by the development object. The inheritance element is a game element that can be associated with the object identification information of the development object. The inheritance element is also a game element that, when inherited, causes a predetermined effect on the development object. The inheritance element is used to determine a job route or a job included in the job route. For example, the inheritance element may be job talent, skill talent, or parameter talent. Note that parameter talent may be associated with information on the amount of variation that varies a predetermined parameter. When this parameter talent is inherited, the parameter of the development object corresponding to the parameter talent varies by the amount of variation specified by the parameter talent.
[0082] As an example, the user selects one desired development object from among a plurality of development candidate game objects displayed on the terminal display unit 15 of the game terminal 10. The user also selects two desired inheritance objects from among a plurality of inheritance objects displayed on the terminal display unit 15. Then, the object receiving unit 11A of the game terminal 10 receives the development object and inheritance object selected by the user, and transmits the respective object identification information to the server 30. Then, the selection receiving unit 31A receives the selection of the inheritance object and also receives the selection of the development object.
[0083] Each inheritance object is linked to a work talent as an example of an inheritance element. Then, the task determination unit 31B extracts or draws a work talent of the inheritance object selected by the user and inherits it to the development object. That is, the task determination unit 31B links the work talent to be inherited to the object identification information of the development object. Furthermore, the task determination unit 31B includes the linked work talent in the server data 32A for each user and stores it in the server storage unit 32. Furthermore, the task determination unit 31B transmits this information to the game terminal 10.
[0084] By inheriting work talent, the number of work routes or jobs that the user can choose from in the training part increases, or new work routes or jobs become available for selection. Therefore, in addition to or instead of the work of the unique work route that is the individuality of each training object, for example, an inherited object that has completed training earlier can inherit work from a senior. This allows the user to experience how the range of work expands due to relationships between seniors and juniors.
[0085] Furthermore, the selection receiving unit 31A receives the selection of an event object, which is a game object corresponding to a support event. Specifically, the object receiving unit 11A of the game terminal 10 receives the selection of the event object. Furthermore, the object receiving unit 11A transmits object identification information of each event object to the server 30. Then, the selection receiving unit 31A receives the selection of the event object from the game terminal 10. Note that a support event is an event that affects the raising of a raising object, and occurs with a predetermined probability in the raising part. The occurrence of this support event may be determined by selecting an event object.
[0086] Furthermore, the event object may be, for example, a virtual card including an image of a character. Alternatively, the event object may be another game object such as a character or an item. As an example, a user selects six desired event objects from among a plurality of event objects displayed on the terminal display unit 15 to create a deck. Then, the object receiving unit 11A of the game terminal 10 receives the event objects selected by the user and transmits the respective object identification information to the server 30. Then, the selection receiving unit 31A receives the selection of the event objects.
[0087] A support event is linked to each event object. Then, the task determination unit 31B links the support event corresponding to the event object selected by the user to the object identification information of the development object. That is, the task determination unit 31B links the event identification information that uniquely identifies the support event to the object identification information. Furthermore, the task determination unit 31B transmits this information to the game terminal 10 at the start of the development part. Then, the game progression unit 11C of the game terminal 10 holds a lottery, for example, at the start of each turn in the development part, and generates a support event according to the result of the lottery. Note that the timing of this lottery is not limited to the start of each turn, and the lottery may be held at any appropriate timing.
[0088] The server control unit 31 executes some of the processes for progressing the game. For example, the server control unit 31 executes processes such as lotteries conducted to acquire game objects during the game. The server control unit 31 also manages information about game objects included in the server data 32A. For example, a training object can be selected as an inherited object when a training end condition is met. Therefore, the server control unit 31 includes the training object whose training has ended as an inherited object in the server data 32A and stores it in the server storage unit 32.
[0089] For example, the condition for ending the development of a development object is the end of the live part, which is the final checkpoint. When saving a development object whose development has been completed as an inherited object, the server control unit 31 draws, by lottery, parameters and job talent to be inherited elements from the parameters and job execution history of the development object whose development has been completed. The server control unit 31 then associates the parameters and job talent obtained as the result of the lottery with the object identification information of the inherited object and stores them in the server storage unit 32. This inherited object may be available to the user in other games (for example, live mini-games unrelated to the development part).
[0090] Note that a development object's unique job route may include jobs or job routes that cannot be inherited by other development objects after the development is complete. When developing a development object that is linked to a fixed job that cannot be inherited or a fixed job route that includes a job route that cannot be inherited, the fixed job or the job included in the fixed job route can be performed. On the other hand, when saving as an inherited object after the development part is completed, the fixed job, fixed job route, or job talent that generates the fixed job route do not constitute an inheritance element. Therefore, these are not inherited to the next development object. This makes it possible to provide jobs that can only be performed by development objects that use specific characters as materials.
[0091] [Task determination method] When the selection of an inheritance object is accepted, the task determination unit 31B determines a task executable by the development object from among the inheritance tasks corresponding to the inheritance elements linked to the selected inheritance object. The task determination unit 31B also determines a task group including the task and an inheritance task group including the inheritance task, thereby determining the tasks executable by the development object. For example, the task determination unit 31B extracts or draws a job talent linked to the selected inheritance object and has the job talent inherited by the development object. An inheritance job route, which is an example of an inheritance task group, is linked to the job talent.
[0092] Therefore, the task determination unit 31B can determine an inherited task route, which is a group of inherited tasks, based on the task ability. As a result, the task determination unit 31B determines, as inherited tasks, multiple tasks included in the inherited task route corresponding to the task ability, which is the inherited element, and from among them, determines the task that is the starting point of the inherited task route as an inherited task that can be executed by the training object. Then, the task determination unit 31B associates route identification information that uniquely identifies the determined task route with the object identification information of the training object and stores it in the server storage unit 32.
[0093] The route identification information of the job route linked to the training object is transmitted to the game device 10. The game progression unit 11C then presents jobs included in the job route to the user as options. Alternatively, the task determination unit 31B may determine a single job as an executable job from among multiple jobs set corresponding to the job talents. When the task determination unit 31B determines multiple single jobs, a job route is ultimately constructed. Furthermore, the job route determined by the task determination unit 31B includes linear routes, routes including branches, and routes that originate from branch points. Note that the inheritance of job talent is performed when the selection of an inheritance object is accepted and the training part begins. Alternatively, the task determination unit 31B may inherit job talent during the training part.
[0094] Furthermore, each character, which is a material object, is linked to one or more (for example, three) types of unique work routes. When multiple unique work routes are linked to a character, the combination of the multiple unique work routes linked to the character may be different for each character. When a single unique work route is linked to a character, the unique work route linked to the character may be different for each character. Alternatively, a common combination of unique work routes may be linked to multiple characters, or a common unique work route may be linked to multiple characters. Then, at the start of the training part or during the training part, the task determination unit 31B may further determine a new work route separate from the unique work route and link it to the training object.
[0095] Furthermore, a predetermined effect may occur depending on the combination of the unique job route linked to the development object and the job talent inherited from the inheritance object. For example, if the unique job route linked to the development object matches the type of inherited job talent, the unique job route is changed to add a new job, or a new job is released so that it can be selected. As an example, if an "idol route," which is a type of job route, is linked as the unique job route, "idol talent" may be inherited as a job talent. In this case, since the unique job route matches the type of inherited job talent, a new job is added to the "idol route," or a new job is released so that it can be selected.
[0096] Such changes to the unique job route are processed by the task determination unit 31B according to changes in the route level of the job route. For example, the task determination unit 31B extracts the job talents of all selected inherited characters to calculate the route level. Then, the task determination unit 31B adds up the talent levels of the same type of job to calculate the total level. The talent level may be the route level of the job route at the end of training, or may be determined based on the route level.
[0097] The job talent associated with the inheritor object may correspond to the job route that the inheritor object performed during the training part. This allows the next training object to perform the job that the previously trained training object performed during the training process. Therefore, the user can experience the fun of training the next training object that will succeed the previously trained training object by training the next training object. For example, an inheritor object that performs a job on an idol route is associated with idol talent. The level of the associated job talent is determined by a predetermined probability. For example, the probability of association is 30% for job talent level 1, 40% for level 2, and 10% for level 3. The probability of not being associated with a job talent is 20%. This probability may also increase or decrease depending on the number of jobs performed during the training part.
[0098] As an example, if the inheritance object has model talent levels 3, 2, 2, and 1, the total value of the model's talent levels is 8. Furthermore, the task determination unit 31B extracts the route level of the material object's work route and adds it to the total level value. For example, if the route level of the material object is level 3, 11 is calculated as the result of the addition. This calculation result then becomes the route level of the work route of the development object selected from the material object. In the above example, the work route has a route level of 11. Note that the method of inheriting a work route is not limited to the method using the route level described above, and methods using other values may also be used. Furthermore, the value used is not limited to the summed value, but may be a predetermined value such as the maximum value.
[0099] On the other hand, if the unique job route linked to the training object does not match the type of inherited job talent, a new job route corresponding to the inherited job talent is linked to the training object as an inherited job route. As an example, if an "idol route" is linked as a unique job route, "model talent" may be inherited as a job talent. In this case, a "model route," which is a new inherited job route, is linked to the training object. Note that there may be a limit on the number of inherited routes that can be added, or there may be an additional restriction on inherited routes. For example, the additional restriction may be that the training object must be a specific character's training object. In other words, an inherited route that is not added is set for the training object.
[0100] Furthermore, when a task is executed, the task determination unit 31B may further determine, as a task group, other tasks linked to the executed task. For example, a predetermined job is linked to a job route. As an example, a job of a Budokan live performance is linked to a singer's job route. Then, in the training part, when the training object executes the job of a Budokan live performance, the task determination unit 31B determines the singer's job route and links it to the training object. This allows the training object to execute a new job derived from the executed job. In the real world, jobs derived from jobs that have been experienced may also arise, and the user can cause the training object to experience such a chain of jobs.
[0101] Furthermore, when a support event occurs targeting a development object, the task determination unit 31B may further determine, as a task group, a subtask group that is a set of tasks to be added and that is linked to the support event. For example, an event object that constitutes a deck is linked to a work talent. As an example, when an event object linked to a model talent is included in a deck, a support event in which the event object appears may occur in the development part.
[0102] When this support event occurs, the task determination unit 31B links the model's talent to the training object. Then, the task determination unit 31B determines a model's work route corresponding to the model's talent and links it to the training object as a subtask group. That is, the task determination unit 31B links the route identification information of the model's work route to the object identification information of the training object and stores it in the server storage unit 32. This allows the training object to perform a new task based on the support event. When a support event occurs, the game terminal 10 transmits event identification information of the support event that has occurred to the server 30.
[0103] The linking of subtask groups may overlap with the linking of inherited task groups. For example, the same type of task route may be linked to the development object. Furthermore, the task determination unit 31B may link subtask groups regardless of the occurrence of a support event. Specifically, the task determination unit 31B may further determine a subtask group linked to an event object as a task group. For example, when a user selects an event object, the task determination unit 31B links a task route corresponding to the event object to the development object as a subtask group. This allows the development object to execute a new task based on the event object.
[0104] In this way, by inheriting work talent, different work options can be provided for each development or each development object. By having the development object perform various types of work, the user can visually sense how the development object progresses. For example, the user can select various work routes, such as a work route to eventually become a gravure idol who will eventually publish a photo book. The user can then set the work that the development object they are developing will ultimately perform as a goal. Furthermore, the user can enjoy selecting what kind of work the development object will perform and what kind of work the object will ultimately perform in order to achieve the development goal.
[0105] The inheritance element that the development object inherits may be the talent for the job itself. For example, talent for live performance or talent for television appearances may be inherited by the development object as an inheritance element. In this case, the task determination unit 31B determines a single job as an executable job from among multiple jobs set corresponding to the talent to be inherited. Then, when the task determination unit 31B determines multiple jobs, a job route is ultimately formed.
[0106] The task determination unit 31B may also determine a single task regardless of the parameters associated with the development object. For example, if a development object with model talent inherits live performance talent, the task determination unit 31B determines a live performance task that does not exist in the model route. The determined live performance task is then presented to the user for selection.
[0107] [Task decision flow] The task determination flow will be described with reference to Figure 7. When starting the training part, the user selects a training object from among a plurality of game objects that are candidates for training, displayed on the terminal display unit 15 of the game terminal 10. Furthermore, the user selects an inheriting object from among a plurality of inheriting objects displayed on the terminal display unit 15. Then, the selection receiving unit 31A of the server 30 receives the selection of the training object transmitted from the game terminal 10 (S101), and also receives the selection of the inheriting object (S102).
[0108] The task determination unit 31B then extracts a job talent as an inheritance element linked to the selected inherited object (S103) and inherits it to the development object. If the type of unique job route linked to the development object corresponds to the type of inherited job talent (YES in S104), the task determination unit 31B determines a job as the starting task of the unique job route by changing the route level of the unique job route (S105). The task determination unit 31B then associates the route identification information of the determined job route with the object identification information of the development object and stores it in the server storage unit 32 (S106). Furthermore, the task determination unit 31B transmits this information to the game device 10. The game progression unit 11C of the game device 10 then includes this information in object data 12A and stores it in the device storage unit 12. The game progression unit 11C then simulates the development of the development object.
[0109] On the other hand, if the type of unique job route linked to the development object does not correspond to the type of talent of the inherited job (NO in S104), the task determination unit 31B adds an inherited job route and determines a job as the starting task of the inherited job route (S107). Then, the task determination unit 31B links the route identification information of the determined job route to the object identification information of the development object and stores it in the server storage unit 32 (S106). Furthermore, the task determination unit 31B transmits this information to the game device 10. Then, the game progression unit 11C includes this information in object data 12A and stores it in the device storage unit 12. Thereafter, the game progression unit 11C simulates the development of the development object.
[0110] [Object reception method] Returning to FIG. 6, the object receiving unit 11A of the game terminal 10 will be described. The object receiving unit 11A receives a selection of an event object linked to a support event, which is an example of an event that varies a parameter indicating the state of a development object. For example, the user selects six event objects from among the multiple event objects displayed on the terminal display unit 15. The object receiving unit 11A then receives the selection of the event objects and transmits the object identification information of each event object to the server 30. As an example, the event object is a virtual card including an image of a character.
[0111] Furthermore, the event object is linked to a support event that changes a parameter indicating the state of the development object. For example, a support event occurs when a deck including a selected event object is constructed. As an example, the game progression unit 11C conducts a lottery at the start of each turn in the development part and generates a support event according to the lottery result. As a result, the support event that occurs in the development part varies depending on the selected event object, which affects the development of the development object. The user can then indicate a development policy for the game object using the event object. Note that a support event linked to an event object that is not included in the deck may also occur in the development part.
[0112] [Mode selection method] The training part is turn-based, and the user can select an action (e.g., a lesson) for each turn. Also, during the training part, support events corresponding to event objects included in the deck occur with a predetermined probability. These events increase or decrease the parameters linked to the training object. Also, during each turn, the user can select a job included in a job route and have the training object perform it. Note that the user can also alternate between performing jobs included in multiple job routes.
[0113] In this way, in a training game in which the user causes the training object to execute an action selected by the user and change its parameters, the user selects an action for each turn. Then, the training object executes the action and the resulting effect is displayed. This series of processes is repeated multiple times. Since this repeated process takes a certain amount of time, it can take a long time to complete the training part.
[0114] Therefore, the training part of the game provided by the game system 100 is provided with an automatic progression mode and a manual progression mode. In the automatic progression mode, the actions performed by the training object progress automatically. In the manual progression mode, the actions performed by the training object progress in response to a user operation. The mode selection unit 11B selects either the automatic progression mode or the manual progression mode in response to a user operation. Note that the amount of change in parameters based on the execution of an action or the like may differ between the automatic progression mode and the manual progression mode.
[0115] For example, the top screen of the training part shown in FIG. 2 and the lesson screen shown in FIG. 3 are provided with an automatic progression button R19 for selecting the automatic progression mode. Each time the user touches the automatic progression button R19, the mode selection unit 11B switches between the automatic progression mode and the manual progression mode. The mode selection unit 11B may select the automatic progression mode only while the user is touching the automatic progression button R19. In this case, the mode selection unit 11B selects the manual progression mode when the user releases his or her finger from the automatic progression button R19. The automatic progression button R19 may also be provided on a screen before the start of the training part. When the user touches the automatic progression button R19 before the start of the training part, the mode selection unit 11B selects the automatic progression mode. In this case, when the automatic mode is selected, training may end without transitioning to the top screen of the training part.
[0116] Furthermore, in the automatic progression mode, at least one action is automatically selected. Then, in the automatic progression mode, only the result of the action (for example, the parameter after increase or decrease) is displayed, and the display of the effects is skipped. This allows the user to train the training object in a short time. Alternatively, in the automatic progression mode, the selected action and its effects may progress automatically. In this case, the effects may be displayed at high speed. Hereinafter, the progression of the training part in the automatic progression mode according to these aspects may be simply referred to as automatic progression.
[0117] [Progress method] The game progression unit 11C, which is an example of a progression means, simulates the raising of a game object. Furthermore, in automatic progression mode, the game progression unit 11C automatically selects and progresses an action to be performed by the raising object. In manual progression mode, the action to be performed by the raising object progresses in accordance with user operation. Furthermore, in automatic progression mode, the game progression unit 11C progresses the action, varies parameters, and automatically determines an action that corresponds to the selected event object. This reduces the time and effort required to raise a game object.
[0118] For example, when the mode selection unit 11B selects manual progression mode, the game progression unit 11C accepts the action selected by the user. Then, when the user selects the confirm icon R22 (Figure 3), the game progression unit 11C progresses the lesson and increases or decreases the parameters linked to the development object. The game progression unit 11C also displays video or images of effects corresponding to the selected lesson on the terminal display unit 15. Furthermore, when the user selects the confirm button R33 (Figure 4), the game progression unit 11C progresses the job and increases or decreases the parameters linked to the development object. The game progression unit 11C also displays video or images of effects corresponding to the selected job on the terminal display unit 15.
[0119] On the other hand, when the mode selection unit 11B selects the automatic progression mode, the game progression unit 11C automatically selects at least one action to be performed by the training object from among actions that the user can manually select. The game progression unit 11C then automatically progresses the selected action, increasing or decreasing the parameter associated with the training object. At this time, the game progression unit 11C may repeat the action selection and automatic progression until all turns in the training part are completed. Alternatively, the game progression unit 11C may repeat the action selection and automatic progression for a predetermined number of turns until a checkpoint is reached.
[0120] For example, in automatic progression mode, the game progression unit 11C may automatically progress actions by automatically executing multiple determined actions. As one example, the game progression unit 11C automatically executes the selected actions and processes their effects. The game progression unit 11C then displays the effects associated with the actions at a faster speed than in manual progression mode. This ends the training part and automatically completes the training of the training object. Alternatively, the game progression unit 11C may display the effects at a slower speed than in manual progression mode, or at the same speed as in manual progression mode. The user may also be able to select the speed at which the effects are displayed.
[0121] Furthermore, in automatic progression mode, the game progression unit 11C may automatically progress actions by automatically acquiring the results of parameter changes resulting from multiple determined actions. That is, only the values of parameters changed by the actions or the amount of parameter change are presented to the user, and the display of effects is skipped. As an example, the game progression unit 11C automatically executes the selected action and processes its effects in each turn. At this time, the game progression unit 11C omits displaying the effects. The game progression unit 11C then automatically acquires the change results (for example, the values of the changed parameters or the amount of parameter change) and presents them to the user as the parameters of the training object or the amount of parameter change. This reduces the time and effort required to train the training object. Alternatively, the game progression unit 11C may calculate only the increase or decrease in parameters without performing effect processing. Furthermore, the game progression unit 11C may not present the change results to the user.
[0122] Note that when omitting the display of effects, the game progression unit 11C may execute the processing of each action collectively. That is, instead of calculating the parameter fluctuations resulting from the execution result of each action, the game progression unit 11C may calculate the parameter fluctuations resulting from the execution result of all actions collectively. This reduces the processing load on game device 10.
[0123] When processing actions collectively, the game progression unit 11C may calculate the amount of change in parameters using the following simplified processing. First, the game progression unit 11C calculates the average number of visits to the hospital and the average number of times going out in advance by referring to the development history for each user. Note that the development history is included in the device data 12B, for example, and stored in the device storage unit 12. Alternatively, the average number of visits to the hospital and the average number of times going out may be set in advance. Next, the game progression unit 11C calculates the number of turns consumed by performing visits to the hospital based on the average number of visits calculated in advance. Here, assuming that a bad state is always resolved by visiting the hospital, the average number of times a bad state occurs becomes the average number of visits to the hospital. Furthermore, the game progression unit 11C calculates the number of turns consumed by performing an outing based on the average number of visits calculated in advance. Furthermore, the game progression unit 11C calculates parameters (e.g., ticket sales) required to satisfy the conditions for holding each live show. Then, the game progression unit 11C calculates the number of turns consumed by performing the tasks required to reach the parameters.
[0124] The game progression unit 11C then adds up these consumed turn counts and subtracts the total number of turns. As a result, the game progression unit 11C calculates the number of turns consumed by executing lessons as the provisional number of lessons. For example, if the total number of turns is 72 and the total number of consumed turns is 30, the provisional number of lessons is 42. Furthermore, the game progression unit 11C calculates the number of turns consumed by executing breaks as the number of breaks. As an example, the game progression unit 11C calculates the number of breaks assuming one break for every three provisional lessons. The game progression unit 11C then subtracts the number of breaks from the provisional number of lessons to calculate the actual number of lessons. For example, if the provisional number of lessons is 42, the number of breaks will be 10, and the actual number of lessons will be 32. Note that the game progression unit 11C may calculate the total consumed stamina by multiplying the provisional number of lessons by the average consumed stamina. In this case, the game progression unit 11C calculates the number of rests by dividing the total consumed stamina by the average restored stamina corresponding to the stamina when a rest is taken once (for example, six-tenths of the upper limit).
[0125] The game progression unit 11C then calculates the proportions of the parameter types linked to the event objects included in the deck. For example, the game progression unit 11C calculates the respective proportions for singing ability, dancing ability, visuals, expressiveness, and mental strength. Here, the game includes lessons corresponding to each parameter type. The game progression unit 11C then calculates the number of individual lessons for each parameter based on the calculated proportions. For example, suppose there are two event objects for singing ability, two for dancing ability, and two for visuals. In this case, the proportion of each parameter type out of the total number of event objects (6) is two-sixths. Therefore, the game progression unit 11C allocates the actual number of lessons (32) to each parameter type, calculating 11 individual lessons for singing ability, 11 individual lessons for dancing ability, and 10 individual lessons for visuals. Note that if the number is not divisible, the game progression unit 11C may randomly allocate lessons to each lesson. Furthermore, if there is a type of parameter that cannot be linked to an event object, an appropriate number of individual lessons may be assigned to the type of parameter that cannot be linked.
[0126] The game progression unit 11C also calculates the amount of variation of each parameter per lesson. As an example, the game progression unit 11C provisionally executes the processing of a lesson and uses the result as the amount of variation per lesson. The game progression unit 11C then multiplies the number of individual lessons corresponding to each parameter type by the amount of variation to calculate the total amount of variation of the parameters. Alternatively, the game progression unit 11C may calculate the average amount of variation of each parameter per lesson. Note that the game progression unit 11C may use an approximate value instead of the average amount of variation. The game progression unit 11C may also correct the calculated amount of variation by referring to an event object.
[0127] Furthermore, the game progression unit 11C calculates the total amount of parameter variation due to work based on the number of turns consumed to perform the work. The game progression unit 11C also calculates the total amount of parameter variation due to performing a live show. The game progression unit 11C also performs a lottery the number of turns to extract events that will occur in the training part. The game progression unit 11C then calculates the total amount of parameter variation due to the events that have occurred.
[0128] Finally, the game progression unit 11C calculates the final change amount of the parameters based on the total change amount of each calculated parameter. Then, based on the final change amount of the parameters, the game progression unit 11C calculates the post-training parameter values as the change results and links them to the training object. The game progression unit 11C then displays the change results on the device display unit 15 and stores them in the device memory unit 12 as part of object data 12A. Note that the skill acquisition action may be manually performed by the user after training is complete. The game progression unit 11C may also automatically perform the skill acquisition action by consuming skill points.
[0129] The game progression unit 11C also changes the parameters of the development object as the game progresses. For example, when a lesson to improve singing ability is conducted in the development part, the game progression unit 11C increases the development object's singing ability and decreases the development object's stamina. The game progression unit 11C then links the increased or decreased parameters to the development object's object identification information, includes them in object data 12A, and stores the object data in the device storage unit 12. Furthermore, the game progression unit 11C transmits the data of the development object to the server 30 at a predetermined timing.
[0130] Furthermore, in automatic progression mode, the game progression unit 11C may select actions according to a training policy and automatically progress training. Specifically, the user can indicate their training policy by including event objects in their deck. For example, the parameters of the training object change depending on support events that occur due to the selected event object. Therefore, the user selects an event object that is suitable for the parameters they want to change in accordance with their training policy. This allows the event object to infer the parameters the user wants to change.
[0131] Therefore, in automatic progression mode, the game progression unit 11C automatically selects a lesson in which a parameter affected by the event object changes. As an example, each event object is associated with the type of parameter that it primarily changes. The game progression unit 11C then selects an action (e.g., a lesson) that increases the type of that parameter. This allows the game progression unit 11C to reflect the user's development policy in the automatic progression. Note that the deck may be constructed automatically. Even in this case, the user can check the contents of the deck and indicate their own development policy. Furthermore, the game progression unit 11C may reference one or more event objects.
[0132] As another example of automatic progression, the game progression unit 11C may perform automatic progression in the manner shown below until all turns (e.g., 72 turns) have elapsed, regardless of which event object is selected. First, the user selects six event objects to create a deck. The object receiving unit 11A then receives the event objects selected by the user. Thereafter, the game progression unit 11C references the parameters of the development object, selects a predetermined action, and automatically executes it.
[0133] Specifically, if the development object is in a bad condition (for example, injured or ill), the game progression unit 11C selects and executes the action of going to the hospital. However, if the bad condition has been caused by an event and the bad condition does not improve even after going to the hospital, the game progression unit 11C does not select the action of going to the hospital. Furthermore, if the development object's condition is "very poor" or "poor," the game progression unit 11C selects and executes the action of going out. Furthermore, if the stamina parameter is low (for example, if the stamina falls below four-tenths of the upper limit), the game progression unit 11C selects and executes the action of resting.
[0134] Furthermore, if the conditions for holding a live performance (for example, ticket sales reaching a predetermined value) are not met, the game progression unit 11C selects and executes a work action. At this time, the game progression unit 11C selects and executes jobs included in the development object's unique work route in the order in which the jobs are listed. Furthermore, if there are multiple unique work routes, the game progression unit 11C selects the work routes in the order in which they are listed. Furthermore, if there are no selectable jobs, the game progression unit 11C selects and executes a lesson action.
[0135] Alternatively, the game progression unit 11C may select a job in a job route with the highest route level. Or, the game progression unit 11C may select a job in a job route that will result in the highest talent level for the job of the development object. Furthermore, the game progression unit 11C may select a job in a job route that is linked to a character corresponding to an event object.
[0136] Furthermore, if the conditions for holding a live concert are met, the game progression unit 11C selects and executes a lesson action. As an example, the game progression unit 11C calculates the proportions of the types of parameters linked to the event objects included in the deck. For example, the game progression unit 11C calculates the respective proportions for singing ability, dancing ability, visuals, expressiveness, and mental strength. Then, the game progression unit 11C selects and executes a number of lessons according to the calculated proportions.
[0137] As an example, suppose the number of event objects is one for singing ability, two for dancing ability, one for visuals, one for expressiveness, and one for mental strength. In this case, the game progression unit 11C selects and executes one lesson for singing ability, two lessons for dancing ability, one lesson for visuals, one lesson for expressiveness, and one lesson for mental strength. The game progression unit 11C then executes these multiple lessons repeatedly as a set, and when one set is finished, executes the lesson from the first lesson.
[0138] However, depending on the type of parameter linked to the event object, the game progression unit 11C may not reflect the parameter in the lesson selection. For example, if a parameter such as condition or stamina is linked, the game progression unit 11C does not reflect the parameter in the lesson selection. As an example, suppose the number of event objects is two for visuals, one for expressiveness, two for mental strength, and one for condition. In this case, the game progression unit 11C ignores the condition parameter and selects and executes two visual lessons, one expressiveness lesson, and two mental strength lessons. Note that an option may be selected when an event occurs during a turn, for example. In this case, the game progression unit 11C selects an option randomly or selects the first option.
[0139] Furthermore, in automatic progression mode, the game progression unit 11C may automatically progress only part of the training part. For example, the game progression unit 11C may automatically progress only the selection and execution of job or lesson options. Furthermore, the game progression unit 11C may automatically progress only the selection and execution of dialogue options that appear in events.
[0140] Furthermore, the selection of actions by the game progression unit 11C may be performed using AI (Artificial Intelligence) created by machine learning. For example, the game progression unit 11C determines the content of a lesson according to the type of parameter linked to the event object. The number of lessons, the order, and the timing of the selection and execution of other actions are then determined using AI, so that optimal actions are automatically performed at optimal times. The AI is equipped with a predetermined control routine, analyzes optimal actions through learning using big data, and derives predetermined procedures. These procedures are then reflected in the automatic progression by the game progression unit 11C.
[0141] Furthermore, in automatic progression mode, the game progression unit 11C may automatically determine actions based on a training guideline input by the user. This allows the training guideline input by the user to be reflected in the automatic progression. This input training guideline may be specific content or may simply specify a type of lesson. Alternatively, the user's training guideline may be a guideline to select and execute an action set by the user up to a predetermined number of turns, and then select and execute another action set by the user after the predetermined number of turns has been reached.
[0142] Furthermore, the user's development policy may be to select and execute a lesson that increases a set parameter until the set parameter reaches a predetermined value, and then select and execute another lesson set by the user after the predetermined value is reached. Note that the user's development policy may be indicated using an event object, or may be indicated by a method other than an event object. Furthermore, in automatic progression mode, the game progression unit 11C may execute automatic progression so that a predetermined parameter fluctuates by a predetermined amount. For example, the game progression unit 11C may execute automatic progression so that all parameters are doubled.
[0143] Furthermore, the game progression unit 11C ends the automatic progression when the training part ends and the trained training object is saved as an inherited object, and presents the change results to the user. Alternatively, the game progression unit 11C may end the automatic progression when all turns in the training part end. At this time, actions such as lessons and work cannot be performed, but skill acquisition actions can be performed. This allows the user to have the training object acquire the desired skill.
[0144] Furthermore, in automatic progression mode, the game progression unit 11C may interrupt automatic progression at any timing in response to user operation. For example, the user touches the automatic progression button R19 during automatic progression. The game progression unit 11C then interrupts automatic progression, and the mode selection unit 11B selects manual progression mode. This allows the user to play the training part manually. Thereafter, the mode selection unit 11B may reselect automatic progression mode in response to user operation. In this case, the game progression unit 11C executes automatic progression again.
[0145] Furthermore, in automatic progression mode, the game progression unit 11C may interrupt automatic progression at a predetermined timing. For example, the predetermined timing may be when an event occurs during a turn, when a line option is selected, or when a live performance occurs. Alternatively, the game progression unit 11C may interrupt automatic progression when a predetermined number of turns (for example, 10 turns) have elapsed.
[0146] Furthermore, in automatic progression mode, the game progression unit 11C determines the occurrence of a support event, which is an example of an event corresponding to each event object, and automatically progresses the support event. This allows the support event corresponding to each event object to progress automatically. As an example, the user can select, to some extent, the support events that will occur depending on the event objects included in the deck.
[0147] Furthermore, in automatic progression mode, the game progression unit 11C automatically progresses other events different from the support events corresponding to the event objects. As an example, other events that progress automatically are events that occur midway through a turn (e.g., scenario events). This allows other events different from the support events corresponding to the event objects to progress automatically. Furthermore, in automatic progression mode, the game progression unit 11C automatically progresses the live performance in the live part.
[0148] Furthermore, the effects of automatic progression may only affect a portion of the training. For example, in automatic progression mode, the game progression unit 11C may reflect only a portion of the results that would have been obtained in manual progression mode in parameter changes. As an example, the results of automatic progression may be reflected only in changes to skill points, route level, or job talent level. This allows the user to reduce the time and effort required for training when they wish to reflect only a portion of the training.
[0149] [Audio output control means] The game progression unit 11C, which is an example of an audio output control means, causes the audio output unit 16, which is an example of an audio output means, to output audio based on output sound data such as game music. As an example, the audio output unit 16 is a speaker, and is configured integrally with the game terminal 10. Alternatively, the audio output unit 16 may be separate from the game terminal 10 and connected to the game terminal 10 by wire or wirelessly. Furthermore, the audio output unit 16 may be configured integrally with a display device that is separate from the game terminal 10.
[0150] [Automatic Progression Flow] An example of the automatic progression flow will be described with reference to Figure 8. When starting the training part, the user selects a predetermined number (e.g., six) of event objects from among the multiple event objects displayed on the terminal display unit 15 of the game terminal 10 to construct a deck. Then, the object receiving unit 11A receives the selection of the event objects (S201). Thereafter, when the user touches the automatic progression button R19 during the training part (YES in S202), the mode selecting unit 11B selects the automatic progression mode.
[0151] Then, the game progression unit 11C executes automatic progression in automatic progression mode (S203). Thereafter, when the training is completed (YES in S204), the game progression unit 11C stores information about the training object in the device storage unit 12 so that it can be selected as an inherited object. On the other hand, if the training is not completed (NO in S204), the game progression unit 11C continues the training simulation.
[0152] Furthermore, if the user does not touch the automatic progression button R19 during the training part (NO in S202), the mode selection unit 11B selects manual progression mode. Then, in manual progression mode, the game progression unit 11C accepts the selection of actions to be performed by the training object in accordance with the user's operation and proceeds (S205). Thereafter, when training is completed (YES in S204), the game progression unit 11C stores information about the training object in the device storage unit 12 so that it can be selected as an inherited object. On the other hand, if training is not completed (NO in S204), the game progression unit 11C continues the training simulation.
[0153] The inheritance of inheritable elements in the game system 100 described above can provide diversity to the policies for raising the raising object. Furthermore, the automatic progression in the game system 100 described above can reduce the time and effort required to raise the game object.
[0154] Although the present invention has been described above with reference to each embodiment, the present invention is not limited to the above-described embodiments. Inventions modified without violating the present invention, and inventions equivalent to the present invention, are also included in the present invention. Furthermore, each embodiment and each modified form, and technical means included in each embodiment or each modified form, can be combined as appropriate without violating the present invention.
[0155] For example, each functional unit may be provided in either the server 30 or the game terminal 10. As an example, the selection receiving unit 31A and the task determination unit 31B may be provided in the game terminal 10. Alternatively, a progression unit as a progression means, an object receiving unit 11A, and a mode selection unit 11B may be provided in the server 30. Furthermore, the server control unit 31 and the terminal control unit 11 may cooperate to function as a computer. By providing the functional units in the server 30, safety can be improved. On the other hand, by providing some of the functional units in the game terminal 10, the load on the server 30 can be reduced. The multiple functional units may be provided completely separately, or some of the functions may be separated and function as functional units. For example, the game terminal 10 may perform inheritance processing, and the server 30 may check the inheritance results.
[0156] Various aspects derived from the above-described embodiments and modifications will be described below. To facilitate understanding of each aspect, the reference symbols shown in the accompanying drawings will be used. However, the reference symbols are not intended to limit the present invention to the illustrated forms.
[0157] (Appendix 1) A game system 100 that provides a game that simulates raising a raising object, which is a game object to be raised, by executing each task of a task group including a plurality of tasks, a selection receiving means (31A) for receiving a selection of an inheritance object, which is a game object associated with an inheritance element that can be inherited by the development object; The game system 100 is provided with a task determination means 31B that, when the selection of the inheritance object is accepted, determines the tasks that the development object can execute from among the inheritance tasks corresponding to the inheritance elements linked to the selected inheritance object.
[0158] (Appendix 2) The game system 100 described in Appendix 1, wherein the task determination means 31B determines the task that the training object can execute by determining the task group that includes the task and determining the inherited task group that includes the inherited task.
[0159] (Appendix 3) The game system 100 according to appendix 1 or 2, wherein the task determination means 31B, when executing the task, further determines, as the task group, another task group linked to the executed task.
[0160] (Appendix 4) A game system 100 described in any one of Appendices 1 to 3, wherein the task determination means 31B, when a support event occurs targeting the development object, further determines a group of subtasks linked to the support event as the task group.
[0161] (Appendix 5) the selection receiving means 31A further receives a selection of an event object that is a game object corresponding to the support event; The game system (100) according to Appendix 4, wherein the support event occurs when the event object is selected.
[0162] (Appendix 6) The selection receiving means 31A further receives a selection of an event object that is a game object, The game system 100 according to any one of Supplementary Notes 1 to 3, wherein the task determination means 31B further determines a subtask group linked to the event object as the task group.
[0163] (Appendix 7) A game program PG2 of a game system 100 including a computer 31, which executes each task of a task group including a plurality of tasks to provide a game simulating the raising of a raising object, which is a game object to be raised, The computer a selection receiving means (31A) for receiving a selection of an inheritance object, which is a game object associated with an inheritance element that can be inherited by the development object; When the selection of the inheritance object is accepted, the game program PG2 functions as a task determination means 31B that determines the tasks that the development object can execute from the inheritance tasks corresponding to the inheritance elements linked to the selected inheritance object.
[0164] (Appendix 8) A control method for a game system (100) that includes a computer (31) and that provides a game that simulates raising a raising object, which is a game object to be raised, by executing each task of a task group including a plurality of tasks, comprising: The computer, Accepting the selection of an inheritance object, which is a game object associated with an inheritance element that can be inherited by the development object; A control method in which, when the selection of the inheritance object is accepted, the tasks that can be executed by the nurturing object are determined from among the inheritance tasks corresponding to the inheritance elements linked to the selected inheritance object.
[0165] According to the game system 100 described in Supplementary Note 1 or 2, it is possible to provide diversity in the development policy of the development object. Also, according to the game system 100 described in Supplementary Note 3, it is possible to make the development object perform a task included in a new task route derived from a performed task.
[0166] Furthermore, according to the game system 100 described in Supplementary Note 4 or 5, it is possible to make the training object perform a new task derived from a support event. Furthermore, according to the game system 100 described in Supplementary Note 6, it is possible to make the training object perform a new task derived from an event object. Furthermore, according to the game program PG2 described in Supplementary Note 7 and the control method described in Supplementary Note 8, it is possible to provide diversity in the training policy for the training object.
[0167] Furthermore, the following aspects can be derived from the above-described embodiment and modifications.
[0168] (Appendix 9) A game system 100 that provides a game that simulates the raising of a raising object, which is a game object to be raised, an object receiving means 11A for receiving a selection of an event object associated with an event that changes a parameter indicating the state of the nurturing object; a mode selection means 11B for selecting either an automatic progress mode or a manual progress mode in response to a user's operation; The game system 100 includes a progression means 11C that automatically progresses the actions performed by the nurturing object in the automatic progression mode, and progresses the actions in response to the user's operation in the manual progression mode.
[0169] (Appendix 10) The game system 100 described in Appendix 9, wherein, in the automatic progression mode, the progression means 11C progresses the action to vary the parameters and automatically determines the action to correspond to the selected event object.
[0170] (Appendix 11) The game system 100 described in Appendix 9, wherein the progression means 11C, in the automatic progression mode, progresses the action to vary the parameters and automatically determines the action based on the development policy input by the user.
[0171] (Appendix 12) The game system 100 described in any one of Appendices 9 to 11, wherein, in the automatic progression mode, the progression means 11C progresses the action to vary the parameters, and determines the occurrence of the event corresponding to the event object, thereby automatically progressing the event.
[0172] (Appendix 13) A game system 100 described in any one of Appendices 9 to 12, wherein the progression means 11C, in the automatic progression mode, automatically progresses the actions by automatically executing the determined plurality of actions, or automatically progresses the actions by automatically obtaining the results of the parameter changes due to the determined plurality of actions.
[0173] (Appendix 14) The game system 100 according to any one of appendices 9 to 13, wherein the progression means 11C automatically progresses an event different from the event in the automatic progression mode.
[0174] (Appendix 15) 15. The game system according to claim 9, wherein in the automatic progression mode, the progression means 11C reflects only a part of the results that would have been obtained in the manual progression mode in the variation of the parameters.
[0175] (Appendix 16) A game program PG1 of a game system 100 including a computer 11 and providing a game simulating the raising of a raising object, which is a game object to be raised, The computer 11 an object receiving means for receiving a selection of an event object associated with an event that changes a parameter indicating a state of the development object; a mode selection means for selecting either an automatic progression mode or a manual progression mode in response to a user's operation; A game program PG1 that, in the automatic progression mode, automatically progresses the actions performed by the development object, and, in the manual progression mode, functions as a progression means that progresses the actions in response to the user's operation.
[0176] (Appendix 17) A control method for a game system 100 that includes a computer 11 and provides a game that simulates the raising of a raising object, which is a game object to be raised, comprising: The computer 11 Accepting a selection of an event object associated with an event that changes a parameter indicating a state of the nurturing object; allowing the user to select either an automatic progression mode or a manual progression mode in response to a user operation; In the automatic progression mode, the action performed by the nurturing object is automatically advanced, and in the manual progression mode, the action is advanced in response to the user's operation.
[0177] That is, Patent Document 1 (JP 2017-06280 A) discloses a game system that provides a game including a success part in which a user trains a game character to create an original character, and a stadium part in which the user competes against other users' teams. In this game, when the success part is completed, the character training is complete and the character can be used as an original character in matches in the stadium part.
[0178] Furthermore, Patent Document 2 (JP 2022-17687 A) discloses an electronic device for playing a game in which game media are developed in a development game and the developed game media are used in a main game. In this electronic device, a development game media receiving unit receives a selection of development game media selected by a player from a group of material game media. Then, an inheritance game media receiving unit receives a selection of inheritance game media by the player. Furthermore, a development game execution unit starts the development game after the development game media and inheritance game media have been selected.
[0179] When the training game starts, the fixed information parameter change unit sums up, for each piece of manifestation fixed information, a predetermined value corresponding to the rank of the manifestation fixed information of each inheriting game medium and each predecessor trained game medium.The fixed information parameter change unit then adds the sum to the training parameter corresponding to the fixed information for each piece of manifestation fixed information.The training game execution unit also executes a predetermined number of inheritance events at predetermined times while the training game is in progress.In these inheritance events, the lottery information parameter change unit changes the training parameters corresponding to each piece of lottery information based on the results of a lottery based on probability.
[0180] In a game that simulates the raising of a raising object, which is a game object, the user may cause the raising object to perform an action selected by the user. This increases the parameters of the raising object, so the user must select and execute an action multiple times before the raising is complete. Furthermore, when the raising object performs an action, an effect corresponding to the action is displayed. As a result, a series of processes, including the selection and execution of an action and the display of the effect, is repeated multiple times. This repeated process takes a certain amount of time, so it takes a long time for the raising object to be completed.
[0181] In view of the above, the game system 100 described in Supplementary Note 9 or 10 allows a user to reduce the time and effort required to raise a raising object. Furthermore, the game system 100 described in Supplementary Note 11 allows a user's raising policy to be reflected in the automatic progression. Furthermore, the game system 100 described in Supplementary Note 12 allows an event corresponding to each event object to be automatically progressed. Furthermore, the game system 100 described in Supplementary Note 13 allows a user to reduce the time and effort required to raise a raising object. Furthermore, the game system 100 described in Supplementary Note 14 allows an event other than the event corresponding to the event object to be automatically progressed. Furthermore, the game system 100 described in Supplementary Note 15 allows a user to reduce the time and effort required for raising a raising object when the user wishes to reflect only a portion of the raising results in parameter fluctuations. Furthermore, the game program PG1 described in Supplementary Note 16 and the control method described in Supplementary Note 17 allow a user to indicate a raising policy for a raising object using an event object. Furthermore, the time and effort required for raising a raising object can be reduced. [Explanation of symbols]
[0182] 11: Terminal control unit (computer) 11A: Object reception unit (object reception means) 11B: Mode selection unit (mode selection means) 11C: Game Progression Section (Means of Progression) 100: Game System 31: Server control unit (computer) 31A: Selection reception unit (selection reception means) 31B: Task determination unit (task determination means) PG1: Terminal program (game program) PG2: Server program (game program)
Claims
1. A game system that provides a game that simulates the development of a game object that is the target of development, A selection receiving means for receiving the selection of an inheritance object, which is a game object to which inheritance elements that can be inherited by the aforementioned object to be nurtured are linked, An inheritance means that causes the inherited task course, which is a task course associated with the inherited object for which the selection has been accepted, to be inherited as an inheritance element to the object to be nurtured, The system includes a task determination means that determines executable tasks from among multiple tasks included in each task course, based on the task course level corresponding to each task course linked to the aforementioned object to be trained, The inheritance means is, Determine whether the same type of task course as the inherited task course is associated with the object to be nurtured. If a negative judgment is made, the inherited task course is linked to the target object as a new task course. A game system that, if it makes a positive judgment, updates the task course level corresponding to the task course of the same type as the inherited task course.
2. A game program for a game system that provides a game that simulates the raising of a game object which is a game object to be raised, wherein the computer is A selection receiving means for receiving the selection of an inheritance object, which is a game object to which inheritance elements that can be inherited by the aforementioned object to be nurtured are linked, An inheritance means that causes the inherited task course, which is a task course associated with the inherited object for which the selection has been accepted, to be inherited as an inheritance element to the object to be nurtured, Based on the task course level corresponding to each task course linked to the aforementioned object to be trained, it functions as a task determination means that determines which tasks are executable from among the multiple tasks included in each task course. The inheritance means is, Determine whether the same type of task course as the inherited task course is associated with the object to be nurtured. If a negative judgment is made, the inherited task course is linked to the target object as a new task course. A game program that, if it makes a positive judgment, updates the task course level corresponding to the task course of the same type as the inherited task course.
3. A game system that includes a computer and provides a game that simulates the development of a game object which is a game object to be developed, wherein the computer performs a game control method, A selection acceptance process that accepts the selection of an inheritance object, which is a game object to which inheritance elements that can be inherited by the aforementioned object to be nurtured are linked, An inheritance step in which information identifying the inherited task course, which is a task course associated with the inherited object for which the selection was accepted, is inherited as an inheritance element to the object to be nurtured, The process includes a task determination step, which determines which tasks are executable from among multiple tasks included in each task course, based on the task course level corresponding to each task course associated with the object to be trained, In the aforementioned succession process, Determine whether the same type of task course as the inherited task course is associated with the object to be nurtured. If a negative judgment is made, the inherited task course is linked to the target object as a new task course. A game control method that, if an affirmative judgment is made, updates the task course level corresponding to the task course of the same type as the inherited task course.