Non-transitory computer-readable storage medium, game control method, game device

The game system enhances player engagement by associating multiple attributes with variable parameter values and booster settings, addressing the monotony of character acquisition based on fixed ability values, thereby maintaining player interest.

JP2026030994AActive Publication Date: 2026-02-24KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2024134220
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-09
Publication Date
2026-02-24
Estimated Expiration
2044-08-09

AI Technical Summary

Technical Problem

Existing games that allow players to acquire characters with varying ability values can become monotonous as players primarily focus on acquiring characters with high ability values, leading to a decline in interest over time.

Method used

A game system where multiple attributes are associated with player objects, and parameter values are variable, allowing for dynamic increases based on predetermined conditions and booster settings, enhancing the acquisition process.

Benefits of technology

This approach maintains player interest by introducing variability and potential for higher parameter values through booster enhancements, making character acquisition more engaging and rewarding.

✦ Generated by Eureka AI based on patent content.

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    Figure 2026030994000001_ABST
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Abstract

To improve the interest of a user when acquiring an object.SOLUTION: A non-transitory computer-readable storage medium storing a program for executing a game in which a plurality of attributes are associated with an object and parameter values of the plurality of attributes are variable, the program causing a computer to execute an association process of associating, with user identification information, an object for which a rising value of a parameter value is defined but an attribute for which the parameter value is to be raised based on the rising value is not defined, a determination process of determining an attribute for which the parameter value is to be raised among the plurality of attributes in a case where a predetermined condition is satisfied after the association process, and a raising process of raising the parameter value of the attribute determined in the determination process based on the rising value. The program causes a computer to execute: SELECTED DRAWING: Figure 5
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Description

[Technical Field]

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

[0002] Conventionally, game devices that execute a game using objects acquired by a user are known. Patent Document 1 discloses a game in which a player consumes virtual currency owned by the player to acquire a character selected from a plurality of characters, and the player uses the acquired character to battle an enemy character that will be an opponent. In the game of Patent Document 1, the acquired character is set with parameters indicating ability values ​​such as attack power, defense power, and stamina, and the higher the ability value, the more advantageously the player can advance in the battle against the enemy character. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-185344 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the game of Patent Document 1 has a problem in that when acquiring a character, the player's main interest is whether or not they can acquire a character with high ability values. If the player's interest does not change when acquiring a character, they may gradually become bored and stop playing the game. The present invention has been made in consideration of the above-mentioned problems, and has as its object to improve the user's interest in acquiring objects. [Means for solving the problem]

[0005] The program of the present invention is a program for executing a game in which multiple attributes are associated with objects and the parameter values ​​of the multiple attributes are variable, and the program causes a computer to execute the following steps: an association process for associating an object with user identification information, in which an increase value for the parameter value is set but an attribute whose parameter value is increased based on the increase value is not set; a determination process for determining, after the association process, if a predetermined condition is met, an attribute from among the multiple attributes whose parameter value is increased; and an increase process for increasing the parameter value of the attribute determined by the determination process based on the increase value. [Brief explanation of the drawings]

[0006] [Figure 1] FIG. 10 is a diagram showing an example of a detailed screen of a player object. [Figure 2] FIG. 10 is a diagram illustrating an example of a main menu screen. [Figure 3] FIG. 10 is a diagram showing an example of a player acquisition screen. [Figure 4] FIG. 10 is a diagram showing an example of a pre-acquisition details screen. [Figure 5] FIG. 10 is a diagram showing an example of a pre-acquisition booster screen. [Figure 6] FIG. 10 is a diagram showing an example of a player object list screen. [Figure 7] FIG. 10 is a diagram illustrating an example of an action menu screen. [Figure 8] FIG. 10 is a diagram illustrating an example of a selection screen. [Figure 9] FIG. 10 is a diagram illustrating an example of a skill selection screen. [Figure 10] FIG. 10 is a diagram illustrating an example of a table in which groups and abilities are associated with each other. [Figure 11] FIG. 10 is a diagram showing an example of a booster detail screen. [Figure 12] FIG. 10 is a diagram showing an example of a booster detail screen. [Figure 13] FIG. 10 is a diagram showing an example of a detailed screen of a player object. [Figure 14] FIG. 10 is a diagram showing an example of a booster detail screen. [Figure 15] FIG. 10 is a diagram showing an example of a booster detail screen. [Figure 16] FIG. 10 is a diagram showing an example of a pre-acquisition booster screen. [Figure 17] FIG. 1 is a diagram illustrating an example of the overall configuration of a game system. [Figure 18] FIG. 2 is a diagram illustrating an example of a functional configuration of the game device. [Figure 19] 10 is a flowchart illustrating an example of processing by the game device. [Figure 20] 10 is a flowchart illustrating an example of processing by the game device. [Figure 21] 10 is a flowchart illustrating an example of processing by the game device. DETAILED DESCRIPTION OF THE INVENTION

[0007] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0008] [1. Game Description] Below, an outline of a game suitable for application of the present invention will be described, with reference to a screen displayed on a game device, which will be described later. The game of this embodiment relates to a game in which multiple abilities are associated with player objects and parameter values ​​of the multiple abilities are variable. Specifically, the game of this embodiment is primarily a soccer game. In the soccer game of this embodiment, a user forms their own user team, and while strengthening the user team, they compete in human-versus-computer matches against teams formed by other users, or against teams formed by a computer, competing to win by scoring more points than the other teams.

[0009] In order to form a user team, a user acquires player objects to participate in a match, thereby owning the player objects. 1 is a diagram showing an example of a details screen G100 that displays detailed information about player objects owned by the user. The details screen G100 is displayed by selecting a player object that the user wishes to check details about from among the player objects owned by the user and displaying the details. A player object is an object modeled after a real player or a real but retired player (both collectively referred to as real players). However, a player object may also be an object of a fictitious player. Furthermore, the player objects may be a mixture of objects modeled after real players and objects of fictitious players.

[0010] The details screen G100 displays a player name display area P101, an overall value display area P102, a position display area P103, a body etc. display area P104, an evaluation value display area P105, a level display area P106, a talent point display area P107, a card type / category display area P108, an affiliation display area P109, an ability display area P110, an object medium P111, a back button B113 for returning to the previous screen, an action button B114, etc.

[0011] The player name display area P101 displays the name of the player object. If the player object is a real player, the real name or nickname of the model player who served as the model is displayed. Here, "Name AAA" is displayed. The overall value display area P102 displays the overall value of the player object. The overall value is calculated based on the parameter values ​​of each ability of the player object, which will be described later. The overall value is, for example, a value between "0" and "100." In this example, an overall value of "79" is displayed. A player object with a higher overall value has higher overall ability than a player object with a lower overall value, and is more likely to perform well in a match. Note that if a booster, which will be described later, is set for the player object, the overall value may be higher than "100."

[0012] The position display area P103 displays the position (role) that the player object is good at. If the player object is a real player, the position that the model player actually plays is displayed. Positions can be divided into GK (goalkeeper), defender, midfielder, and offender. Defenders include CB (center back), LSB (left fullback), RSB (right fullback), etc. Midfielders include DMF (defensive midfielder), CMF (central midfielder), LMF (left midfielder), RMF (right midfielder), OMF (offensive midfielder), etc. Offenders include LWG (left winger), RWG (right winger), ST (second striker), CF (center forward), etc. Here, the position "CB" is displayed.

[0013] The body etc. display area P104 displays the height, weight, age, and dominant foot of the player object. If the player object is a real player, the actual height, weight, age, and dominant foot of the model player are displayed. The evaluation value display area P105 displays the evaluation value of the player object. If the player object is a real player, the evaluation value when the model player participated in a match in the real world is reflected. The real-world match may be the most recent match in which the model player participated, or the most recent multiple matches. The evaluation values ​​are divided into five categories, A, B, C, D, and E, in descending order, and the more the model player performs in the match, the higher the evaluation value. Here, the evaluation value "C" is displayed.

[0014] The level display area P106 displays the level of the player object. When a player object participates in a match, experience points are added to each player object according to the performance of that player object. When the added experience points reach a value set for each level, the level increases. Here, the level "5 / 25" is displayed, indicating that the current level is "5" and the maximum level is "25." The level of a player object can also be increased by performing level training for each player object, which will be described later.

[0015] The talent point display area P107 displays the talent points of the player object. As the player object's level increases, talent points are added to the player object. Talent points are used to increase the ability parameter values ​​of the player object, which will be described later. Here, talent points of "8" are displayed.

[0016] The card type / category display area P108 displays the type and category of the player object. Types include standard, feature, highlight, trending, legendary, and epic. Standard is a player object modeled after an active player. Feature is a player object modeled after an active player and reflects the ability parameter values ​​of a predetermined period in the real world (e.g., the current season). Highlight is also a player object modeled after an active player and reflects the ability parameter values ​​of a predetermined period in the real world (e.g., the current season). Highlight is a player object with a greater range of enhancement possibilities than feature. Trend is a player object modeled after an active player and reflects the ability parameter values ​​of the most recent game or a specific period within the season in the real world. However, the ability parameter values ​​of trend player objects cannot be changed. Legendary is a player object of an active or retired player and reflects the ability parameter values ​​of a predetermined period in the real world (e.g., a period during which the player was active). Epic is a player object modeled after a retired player. Standard player objects are available for users to acquire at any time, while highlight, trending, legendary, and epic player objects can be acquired by users for a limited time. Roughly speaking, the abilities of a player object increase as the level increases from standard to feature, highlight, trending, legendary, and epic. Note that for some player objects, the same model player is available for each type. Therefore, users can acquire and own player objects of the same model player for each type. The type is an identifier used to identify multiple player objects of the same model player within the same type, or to identify player objects that possess special skills.

[0017] The player object's nationality, club team, and league name are displayed in the player object's affiliation display area P109. If the player object is a real player, the model player's nationality, club team, and league name are displayed. The league name is the name of the league in which the real player's club team participates.

[0018] The ability display area P110 displays the abilities of a player object and the parameter values ​​of those abilities. Here, abilities are attributes associated with a player object. A player object possesses multiple abilities, and the parameter values ​​for each ability can vary. Here, there are multiple types of abilities (26 types in this case), which can be divided into offensive abilities, defensive abilities, goalkeeper abilities, and physical abilities.

[0019] Offensive abilities include offensive sense, ball control, dribbling, ball retention, ground passes, fly passes, finishing ability, heading, place kicks, curves, etc. Defensive abilities include defensive sense, ball-winning, aggressiveness, defensive awareness, etc. The abilities related to goalkeeping include GK (goalkeeper) sense, catching, clearing, collapsing, deflecting, etc. Note that the abilities related to goalkeeping may be included in the abilities related to defense. Physical abilities include speed, explosiveness, kicking power, jumping, physical contact, body control, and stamina.

[0020] Offensive sense is the ability to react to the ball during an attack, and the higher the parameter value, the faster the reaction. Ball control is the ability to handle the ball, and the higher the parameter value, the more freely the ball can be handled. Dribbling is an ability related to dribbling, and the higher the parameter value, the more accurate the dribbling can be even when going at high speed. Ball keeping is an ability related to dribbling at low speeds, and the higher the parameter value, the more agile the dribbling turn can be made at low speeds.

[0021] Ground Pass is an ability related to ground passes, and the higher the parameter value, the more accurately ground passes can be made. Flypass is an ability related to flypassing, and the higher the parameter value, the more accurately the flypass can be performed. Finishing ability is an ability related to shooting accuracy, and the higher the parameter value, the more likely a player is to shoot inside the goal frame.

[0022] Heading is an ability related to the accuracy of heading, and the higher the parameter value, the more accurate the heading. Place kicks are an ability related to the accuracy of free kicks and penalty kicks, and the higher the parameter value, the more likely it is that the ball will be kicked to the intended location in free kicks and penalty kicks. The curve is a capability related to the ease of the curve, and the higher the parameter value, the easier it is to make the curve.

[0023] Defensive sense is the ability to react to the ball when defending, and the higher the parameter value, the faster the reaction. Ball seizure is an ability related to seizing the ball, and the higher the parameter value, the more likely it is that the ball will be seized from the opponent. Aggressiveness is an ability related to stealing the ball, and the higher the parameter value, the more aggressively a player tries to steal the ball from the opponent. Defensive awareness is an ability related to defense, and the higher the parameter value, the higher the awareness of participating in defense.

[0024] GK sense is a goalkeeper's ability, and the higher the parameter value, the faster the reaction to the ball. Catching is a goalkeeper's ability to catch the ball, and the higher the parameter value, the higher the success rate of the catch and the more powerful the shot can be caught. Clearing is a goalkeeper's ability to clear the ball, and the higher the parameter value, the safer the ball can be deflected. Collapsing is a goalkeeper's ability to save, and the higher the parameter value, the more shots can be saved from close range. Deflecting is a goalkeeper's ability related to saving, and the higher the parameter value, the wider the range in which the goalkeeper can make a save.

[0025] Speed ​​is an ability related to running ability, and the higher the parameter value, the faster you can run. Instantaneous power is an ability related to movement, and the higher the parameter value, the faster each movement can be. Kicking power is an ability related to kicking power, and the higher the parameter value, the stronger the ball can be kicked. Jump is an ability related to jumping power, and the higher the parameter value, the higher the jump.

[0026] Physical contact is an ability related to fighting, and the higher the parameter value, the stronger the player is in fighting and the more likely they are to maintain their balance even when in contact. Body control is the ability related to body balance; the higher the parameter value, the easier it is to avoid tackles, and even if you lose your balance due to contact, you can withstand it and not fall. Stamina is an ability related to physical strength, and the higher the parameter value, the more physical strength can be maintained during a match.

[0027] In this example, all player objects possess the 26 common abilities described above. However, each player object may possess different abilities. For example, a player object may possess abilities according to its position. Specifically, if the player object's position is defender, it may possess only defensive abilities and physical abilities. If the player object's position is offender, it may possess only offensive abilities and physical abilities. If the player object's position is midfielder, it may possess only offensive abilities, defensive abilities, and physical abilities. If the player object's position is goalkeeper, it may possess only goalkeeper abilities.

[0028] The parameter value for each ability is, for example, a value between "0" and "99." Here, if the player object is a real player, a parameter value based on the track record of the model player is applied. The track record may be, for example, track record based on one or more past or most recent matches, or track record over a specific period. Here, the specific period may be, for example, one season or one tournament, such as this year, last year, or the year before, or multiple seasons or multiple tournaments, or it may be one season or one tournament in which the player performed (most) well, or the period throughout his or her active career.

[0029] A user can strengthen a player object by increasing the parameter value of each ability. Talent points are used to increase the parameter value of a player object's ability. A user can select the ability they want to increase and increase the parameter value of the desired ability by spending talent points. Parameter values ​​can be increased up to a maximum value of 99. However, there is a limit to the number of talent points that can be accumulated for each player object. Therefore, a user can strengthen a player object by increasing parameter values ​​while considering which ability parameter values ​​to allocate based on the player object's position, the style of the user's team, etc. In principle, the parameter value of each ability cannot be decreased, but it may be possible to allow it to be decreased.

[0030] The object medium P111 represents a player object as a card on the screen. The object medium P111 displays the player object's entire body, upper body, face, etc. If the player object is a real player, an actual image of the model player or an illustration of the player is displayed. The object medium P111 also displays the player's name, overall value, and position with the same content as the player name display area P101, overall value display area P102, and position display area P103. The object medium P111 also displays a rarity display area P112.

[0031] The rarity display area P112 displays the rarity of the player object. Rarity indicates how difficult it is to obtain the player object. Rarity is displayed by the number of marks (stars), and the more marks there are, the higher the rarity and the more difficult it is to obtain. Five marks indicates the highest rarity, and one mark indicates the lowest rarity. Note that rarity is not limited to being indicated by the number of marks, and may also be indicated by letters or logos, such as "Normal (N)," "Rare (R)," "Powerful Rare (PR)," "Super Rare (SR)," and "Ultra Rare (UR)." The more rare a player object a user releases, the greater the amount or value of the reward they can obtain.

[0032] Next, a case where the user acquires a player object will be described. FIG. 2 is a diagram showing an example of the main menu screen G200. The main menu screen G200 displays a first in-game currency P201, a second in-game currency P202, a home button B203, a mission button B204, a shop button B205, an extra button B206, an event display area P207, a match transition button B208, a game plan setting button B209, a user team transition button B210, a contract transition button B211, and the like.

[0033] The first in-game currency P201 displays the first in-game currency currently owned by the user. The first in-game currency is issued within the game and can only be consumed within the game. The user can acquire the first in-game currency by paying money (charging), etc. The user can also acquire player objects, etc. by spending the first in-game currency that they own.

[0034] The second in-game currency P202 displays the second in-game currency currently owned by the user. The second in-game currency is issued within the game and can only be consumed within the game. The user can acquire the second in-game currency as a reward by completing tasks (missions) given to the user. The user can also acquire the second in-game currency according to the results of a match as a reward for playing in the match. The user can also acquire player objects, etc. by spending the second in-game currency they own.

[0035] The home button B203 is a button that is pressed to return to the main menu screen G200 from a state where the screen has transitioned to another screen. The mission button B204 is a button that the user presses to transition to a mission screen that displays tasks given to the user. Tasks include those related to the game, such as "score in the game," and those unrelated to the game, such as "log in for a certain number of days." When the user selects the mission button B204, the task and the reward for completing the task are displayed. The rewards include a first in-game currency and a second in-game currency in an amount corresponding to the difficulty of the task, experience points for increasing the level of the player object, skill points (described later) used to teach skills to the player object, free acquisition rights that allow the player object to be acquired free of charge, various items, and a lottery element (described later).

[0036] The shop button B205 is a button that the user presses to transition to a shop screen. On the shop screen, the user can acquire a first in-game currency in an amount corresponding to the charge. Also, on the shop screen, the user can acquire player objects and the like by spending the first in-game currency. The extra button B206 is a button that the user presses when checking user information or changing game settings. The user information includes a user ID as user identification information. The game settings include various settings such as the play environment, which includes the operation method when the user operates a player object, the language displayed, the quality of the displayed image, and the sound to be emitted. The event display area P207 is an area where information about currently ongoing events and currently obtainable player objects is displayed.

[0037] The match transition button B208 is a button that the user presses when transitioning to a match using the user team. Matches can be either human vs. human or computer vs. computer matches. The user can select either human vs. human or computer vs. computer matches. A human vs. human match is a match between the user team and another team (another user team) formed by another user. On the other hand, a computer vs. computer match is a match between another team (a COM team) formed by the computer (the game control unit, described later). The user team can be controlled using either an action method or a simulation method. The user can select either the action method or the simulation method.

[0038] The action method refers to a method in which the game progresses by the user operating player objects of the user team. In the action method, the user can control the user team by operating player objects of the user team that are switched by the user's selection or automatically switched, or by operating a pre-selected fixed player object. On the other hand, the simulation method refers to a method in which the game progresses by the computer operating player objects of the user team, rather than the user. The simulation method may also be a method in which only the results of the game are notified, without displaying all (or part) of the game from start to finish.

[0039] The game may be played in either action or simulation mode from start to finish, or may be switched between action and simulation modes automatically or by user selection during the game. For example, the game may be switched from simulation to action mode only at specific moments during the game (such as opportunities or critical situations).

[0040] A user can earn rewards after a match. Rewards include first in-game currency, second in-game currency, experience points, skill points, free acquisition rights, various items, lottery elements, etc. The amount or value of the rewards that can be earned varies depending on whether the user wins or loses the match. Specifically, if the user wins the match, the user can earn a larger amount or a higher value of reward than if the user loses the match. In both the action-based and simulation-based games, player objects with high ability parameter values ​​are more likely to perform well in a match than player objects with low ability parameter values. Therefore, by forming a user team with player objects with high ability parameter values, the possibility of winning a match can be increased. Therefore, in order to obtain a larger amount of reward or a reward with a higher value, a user will tend to form a user team with player objects with higher parameter values ​​rather than player objects with lower parameter values.

[0041] The game plan setting button B209 is a button that the user presses to transition to a plan setting screen where the user can set a game plan before playing a game. On the plan setting screen, the user can set a game plan such as the formation, team style, managers to participate in the game, player objects at the start of the game, reserve player objects, positions, etc.

[0042] A formation is a formation created based on the positions of player objects. Formations include, for example, "4-4-2" and "4-3-3." Here, "4-4-2" means a formation with four defenders, four midfielders, and two offenders. The user can select a formation to use in a match from multiple formations.

[0043] The team style is the tactic of the user team. Examples of team styles include "possession," "short counter," "long counter," "side attack," and "log ball." "Possession" is a tactic that uses passing and dribbling to break down the other team. "Short counter" is a tactic that involves stealing the ball in a high position (as close to the other team's goal as possible) and launching an attack. "Long counter" is a tactic that involves stealing the ball in a low position (as close to the user team's goal) and launching an attack. "Side attack" is a tactic that involves using the side to launch an attack. "Long ball" is a tactic that involves using long passes from a low position to a high position to launch an attack. The user can select from multiple team styles to adopt in a match.

[0044] Each manager has a preset team style that they are good at. A user can own multiple managers and can select a manager from among the multiple managers they own to participate in a match. When the team style selected by the user matches the team style that the manager selected by the user is good at, the ability of the user's team as a whole improves.

[0045] The player object at the start of the match is a player object that will participate in the match from the beginning. The user can select the player object at the start of the match from the player objects that the user owns. A reserve player object is a player object that is used to replace a player object participating in a match during the match. A user can select a reserve player object from the player objects that the user owns.

[0046] A position refers to the position at which a player object participating in a match is placed or the role of a player object participating in a match. As described above, positions include GK, CB, LSB, RSB, DMF, CMF, LMF, RMF, OMF, LWG, RWG, ST, CF, etc. In addition, a user can change the position of a player object by swapping the player objects participating in a match with each other.

[0047] The user team transition button B210 is a button that the user presses to transition to a screen for checking the user's user team. By pressing the user team transition button B210, the user can check the player objects owned by the user and the manager owned by the user.

[0048] The contract transition button B211 is a button that the user presses when transitioning to a player acquisition screen for acquiring a new player object. FIG. 3 is a diagram showing an example of the player acquisition screen G300. The player acquisition screen G300 displays an object list display area P301, an acquisition button B302, a details button B303, a back button B304, and the like.

[0049] In the object list display area P301, object media P311 to P313 corresponding to player objects that the user can newly acquire are displayed. Here, a case will be described in which it is possible to acquire player objects different from the player objects in FIG. The "96", "97", and "97" displayed on the object media P311 to P313 respectively are the maximum overall values ​​that can be reached when the player objects are strengthened after being acquired. Also, although three object media P311 to P313 are displayed in the object list display area P301 here, they are changed and displayed as appropriate depending on the number of player objects that can be acquired.

[0050] First, of the object media P311 to P313, the object media P311 indicates a player object to which one booster P321 has been set. The booster P321 is colored a first color (for example, light blue, green, orange, purple, etc.). Here, the booster has the function of strengthening the ability of the player object. A player object to which a booster has been set has increased parameter values ​​for one or more of the 26 abilities described above. Therefore, if a player object to which a booster has been set is acquired and talent points are consumed to increase the parameter value of the ability, the parameter value is increased by the amount of the booster set, and it is possible for the parameter value to exceed the maximum value of "99."

[0051] The abilities whose parameter values ​​are increased by setting a booster differ depending on the position of the player object. For example, if a player object's preferred position is GK (goalkeeper), the parameter values ​​of multiple abilities related to defense among the above-mentioned abilities, particularly those related to goalkeeping, will increase. Also, for example, if a player object's preferred position is defender, the parameter values ​​of multiple abilities related to defense and physical abilities will increase. Also, for example, if a player object's preferred position is midfielder, the parameter values ​​of multiple abilities related to offense, defense, and physical abilities will increase. Also, for example, if a player object's preferred position is offender, the parameter values ​​of multiple abilities related to offense and physical abilities will increase.

[0052] There are several types of boosters (four in this case). The first type of booster is a normal booster, and is colored light blue, for example. The first type of booster is a booster in which the parameter value increase amount is fixed to any value between +1 and +5, for example. The parameter value of a player object to which the first type of booster is set will always increase by the increase amount. In other words, when a player object to which the first type of booster is set participates in a match, the parameter value will always be increased by the increase amount in every match.

[0053] The second type of booster is a booster whose parameter value increase amount varies depending on the evaluation value, and is colored green, for example. The evaluation value is the value in the evaluation value display area P105 shown in FIG. 1. A player object to which a second type of booster is set does not have its parameter value constantly increase, but rather the higher the evaluation value, the greater the increase in the parameter value, and the lower the evaluation value, the less the increase in the parameter value. In other words, when a player object to which a second type of booster is set participates in a match, the increase in the parameter value increases or decreases depending on the evaluation value.

[0054] The third type of booster is a booster whose parameter value increase amount varies depending on conditions, and is colored orange, for example. For example, if the player object is an existing player, the parameter value will increase if the user team has a player object modeled after a player from the same club team as the model player actually belongs to, but will not increase if the user team does not have a player object modeled after a player from the same club team.

[0055] The fourth type of booster is a special booster, and is colored purple, for example. The fourth type of booster is a booster that increases the parameter value of a different ability from the first to third type boosters. The fourth type of booster is set only to specific player objects. The parameter value of a player object to which the fourth type of booster is assigned will always increase by the increase value. In other words, when a player object to which the fourth type of booster is assigned participates in a match, the parameter value will always increase by the increase value in any match.

[0056] By acquiring a player object with such a booster set, the parameter value can be increased more than by acquiring a player object without a booster set, so users will try to acquire player objects with boosters set as much as possible.

[0057] Next, of the object media P311 to P313, the object media P312 indicates a player object to which two booster slots P322 and P323 are set. Because the booster slots P322 and P323 have different functions from the booster P321 described above, the booster slots P322 and P323 are colored a second color (e.g., gray) different from the booster P321. The booster slot has a function that allows a booster to be set for the player object. Specifically, a booster slot does not currently have a booster set, i.e., before a player object is acquired. A booster can be set when or after the player object is acquired. Furthermore, a player object with a booster slot set has a set increase value for its parameter value, but the ability to increase the parameter value based on that increase value is not currently set. By setting a booster in the booster slot, the parameter value is increased by the amount of the set booster, so it is possible for the parameter value to exceed the maximum value of "99." Here, a booster can be set in each of the two booster slots, so a player object can have a total of two boosters set.

[0058] Next, of the object media P311 to P313, the object media P313 indicates a player object to which one booster P324 and one booster slot P325 are set. The parameter values ​​of one or more of the 26 abilities described above are increased by the one booster set in this player object. Furthermore, when or after acquiring a player object, one booster can be set in one booster slot, resulting in a player object with a total of two boosters set.

[0059] Before acquiring a player object, the user can check the details of the player object for which a booster slot is set and recognize the set increase value. For example, the user can select the object medium P312 and press the details button B303 to display a pre-acquisition details screen G400 for the player object corresponding to the object medium P312.

[0060] FIG. 4 is a diagram showing an example of the pre-acquisition details screen G400. The pre-acquisition detail screen G400 displays a player name display area P401, an overall value display area P402, a position display area P403, a physical etc. display area P404, an evaluation value display area P405, a level display area P406, a talent point display area P407, a card type / classification display area P408, an affiliation display area P409, an ability display area P410, an object medium P411, a back button B414, a booster details button B415, etc. The object medium P411 displays two booster slots P412 and P413. Here, the items displayed on the pre-acquisition detail screen G400 differ from the items displayed on the details screen G100 shown in FIG. 1, and a booster details button B415 is displayed.

[0061] The user can check the increase in the set parameter value before acquiring the player object with the booster slot set. By pressing the booster details button B415 on the pre-acquisition details screen G400, the pre-acquisition booster screen G500 is displayed for the player object corresponding to the object medium P312.

[0062] Fig. 5 is a diagram showing an example of a pre-acquisition booster screen G500. Note that the same components as those in the pre-acquisition detail screen G400 in Fig. 4 are given the same reference numerals and descriptions thereof will be omitted. The pre-acquisition booster screen G500 displays a first booster display area P501 and a second booster display area P502. The first booster display area P501 and the second booster display area P502 each display that no booster is set, and that a first booster slot and a second booster slot are set. Here, the first booster display area P501 displays that the booster slot will have a parameter value increase of "+1." On the other hand, the second booster display area P502 displays that the booster slot will have a parameter value increase of "+5."

[0063] In this way, the user can recognize the predetermined increase value in advance before acquiring a player object. If the user were to recognize the increase value when or after acquiring a player object, the user would be disappointed if the increase value was lower than the user expected. Therefore, by making the predetermined increase value recognizable before acquiring the player object, it is possible to prevent the user from being disappointed. However, the increase value may also be recognizable when or after acquiring the player object.

[0064] If a user wishes to acquire a player object, the user can press the acquire button B302 on the player acquisition screen G300 of FIG. 3 to acquire a player object corresponding to one of the object media P311 to P313 by lottery. The acquired player object is associated with the user ID, and the user then owns the player object. Note that, depending on the player object, player objects of the same model player are available in both cases where at least one of a booster or a booster slot is set, and where neither a booster nor a booster slot is set. Therefore, a user can own a player object of the same model player that has at least one of a booster or a booster slot set, and a player object that has neither a booster nor a booster slot set.

[0065] 3 illustrates a case where a player object is acquired by consuming a lottery winning right acquired as a reward when a task is completed, but it may also be possible to acquire a player object by consuming a first in-game currency, a second in-game currency, etc. Furthermore, the player object is not limited to being acquired by lottery, and may also be acquired by the user specifying (nominating) a player object corresponding to a specific object medium.

[0066] Next, we will explain the case where the user acquires a player object with a booster slot set, and then sets a booster in the booster slot. Here, we will assume that the user has acquired a player object corresponding to the object medium P312, i.e., a player object with two booster slots set. The user presses the user team transition button B210 on the main menu screen G200 in FIG. 2 and selects the player object list, which displays the player object list screen G600.

[0067] FIG. 6 is a diagram showing an example of a player object list screen G600. The list screen G600 displays simplified display areas P601-P608 that display simplified information about some of the player objects owned by the user, and a back button B609. The simplified display areas P601-P608 each display a reduced-size object medium, player name, level, etc. for each player object. Here, the player object corresponding to the simplified display area P601 corresponds to a player object with two booster slots set. When the user sets a booster in the booster slot, the user selects the simplified display area P601 to display an action menu screen G700 that can be executed on the player object.

[0068] FIG. 7 is a diagram showing an example of an action menu screen G700. The action menu screen G700 displays an action menu list area P701 superimposed on information about the player object. The action menu list area P701 includes a level training transition button B702, a talent design transition button B703, a skill training transition button B704, a position training transition button B705, a special strengthening transition button B706, a release transition button B707, a lock switch button B708, a booster detail transition button B709, a booster craft transition button B710, and a cancel button B711.

[0069] The level training transition button B702 is a button that the user presses when he or she wishes to increase the level of the player object. In level training, the level of the player object can be increased in accordance with user operations. Specifically, the user can earn experience points as rewards by logging in, playing matches using the user team, completing tasks, etc. The user can increase the level of the player object by allocating the earned experience points to a selected player object.

[0070] The talent design transition button B703 is a button that the user presses when wanting to increase the parameter value of the ability of the player object. In the talent design, the parameter value of the ability of the player object can be increased in accordance with user operation. Specifically, as described above, talent points are added to each player object each time the player object's level increases. The user selects and allocates the added talent points to which the parameter value of the ability of the player object will be increased, thereby increasing the parameter value of the ability of the player object.

[0071] The skill training transition button B704 is a button that the user presses when they want to learn a skill for the player object. A skill is a skill associated with a player object. Unlike the abilities described above, skills do not have parameter values. Furthermore, not all player objects possess all skills. Some skills are activated by manual user operation, while others are activated automatically. Users can earn skill points as rewards by logging in, playing matches with their user team, completing challenges, and so on. Users can have the player object learn a skill by spending the acquired skill points.

[0072] The position training transition button B705 is a button that the user presses when wanting to add a favored position to the player object. In the position training, a favored position can be added to the player object in accordance with a user operation.

[0073] The special reinforcement transition button B706 is a button that the user presses when transferring the experience points and acquired skills of another player object (the source player object) to the player object (the target player object). In special reinforcement, the experience points of the source player object can be added to the experience points of the player object in question, and the skills acquired by the source player object can be transferred to the player object in question, depending on the user's operation. In this case, the source player object is released from the user's possession and disappears. In other words, the source player object is no longer associated with the user ID.

[0074] The release transition button B707 is a button that the user presses when releasing the player object. Here, "release" means that the player object is released from the user's possession and disappears. When the player object is released, the player object is no longer associated with the user ID. In exchange for releasing a player object, the user can acquire a first in-game currency, a second in-game currency, experience points for increasing the level of the player object, etc. In addition, in exchange for releasing a player object, the user can acquire selection elements, which will be described later, depending on the type of player object to be released.

[0075] The lock switch button B708 ​​is a button that the user presses to lock the player object so that it cannot be released, or to unlock it. The user locks the player object if they want to prevent it from being released due to an operation error, and unlocks the player object before releasing it if they want to release it.

[0076] The booster details transition button B709 is a button that is pressed when checking the details of the booster or booster slot set for the player object. If a booster slot is set for the player object, the user can press the booster details transition button B709 to display a screen similar to the pre-acquisition booster screen G500 shown in Figure 5, allowing the user to see the set increase value.

[0077] The booster craft transition button B710 is a button that is pressed when setting a booster in a booster slot of the player object. Setting a booster in a booster slot means increasing the ability parameter value based on a predetermined increase value. In this example, a player object with two booster slots set is acquired. For such a player object with two booster slots set, boosters can be set in the two booster slots, starting with the first booster slot. However, it is also possible to set a booster in a booster slot selected by the user from the two booster slots. By pressing the booster craft transition button B710, the user transitions to the selection screen G800.

[0078] FIG. 8 shows an example of the selection screen G800. The selection screen G800 displays a selection element display area P801, a lottery element display area P802, a first selection button B803, a second selection button B804, a cancel button B805, an object medium P806, and the like. The selection element display area P801 and the lottery element display area P802 respectively display the number of selection elements and the number of lottery elements owned by the user. The selection elements and lottery elements are used when setting a booster in the booster slot. In this example, it is displayed that there are 2000 selection elements and 500 lottery elements. The first selection button B803 and the second selection button B804 are buttons that are pressed when selecting a method for determining the ability to increase a parameter value based on a set increase value.

[0079] In this embodiment, there are two methods for determining the ability to increase a parameter value based on a determined increase value: a first determination method and a second determination method. First, the first determination method will be described. The first determination method is a method in which the user selects an ability from a plurality of abilities that will increase the parameter value. Here, in order to determine an ability using the first determination method, a first predetermined condition must be met. Specifically, the first predetermined condition is that a predetermined number of selection elements (here, 100) owned by the user must be consumed. When the user wants to determine an ability to increase using the first determination method, the user presses the first selection button B803, and the ability selection screen G900 is displayed.

[0080] FIG. 9 is a diagram showing an example of the ability selection screen G900. The ability selection screen G900 displays selection buttons B901 to B917, a selection element display area P918, an ability display area P919, a total value display area P920, and a close button B921. The selection buttons B901 to B917 are buttons that are pressed when selecting groups that include different combinations of abilities. FIG. 10 is a diagram showing an example of a table TBL1000 in which each group is associated with an ability.

[0081] The shooting group selection button B901 is a button for selecting a shooting group that includes abilities related to shooting. As shown in Fig. 10, the shooting group 1001 includes four abilities: ball control, finishing ability, kicking power, and physical contact.

[0082] The free kick group selection button B902 is a button for selecting a free kick group that includes abilities related to free kicks. As shown in Fig. 10, the free kick group 1002 includes four abilities: finishing ability, place kick, curve, and kicking power.

[0083] The aerial group selection button B903 is a button for selecting an aerial group that includes abilities related to actions with the ball in the air, etc. As shown in Fig. 10, the aerial group 1003 includes four abilities: finishing ability, heading, jumping, and physical contact.

[0084] The pass group selection button B904 is a button for selecting a pass group that includes abilities related to passing. As shown in Fig. 10, the pass group 1004 includes four abilities: ground pass, fly pass, curve, and kick power.

[0085] The ball carry group selection button B905 is a button for selecting a ball carry group that includes abilities related to dribbling. As shown in Fig. 10, the ball carry group 1005 includes four abilities: dribbling, ball keeping, speed, and body control.

[0086] The technique group selection button B906 is a button for selecting a technique group that includes abilities related to techniques. As shown in Fig. 10, the technique group 1006 includes four abilities: ball control, dribbling, ball keeping, and ground passing.

[0087] The defense group selection button B907 is a button for selecting a defense group that includes abilities related to defense. As shown in Fig. 10, the defense group 1007 includes four abilities: defensive sense, ball stealing, explosiveness, and jumping.

[0088] The duel group selection button B908 is a button for selecting a duel group that includes abilities related to defense in one-player versus one-player matches. As shown in Figure 10, the duel group 1008 includes four abilities: defensive sense, ball stealing, speed, and stamina.

[0089] The agility group selection button B909 is a button for selecting an agility group that includes abilities related to agility. As shown in Fig. 10, the agility group 1009 includes four abilities: speed, explosive power, body control, and stamina.

[0090] The physical group selection button B910 is a button for selecting a physical group that includes physical-related abilities. As shown in Figure 10, the physical group 1010 includes four abilities: jump, physical contact, body control, and stamina.

[0091] The goalkeeping group selection button B911 is a button for selecting a goalkeeping group that includes abilities related to goalkeeping. As shown in Fig. 10, the goalkeeping group 1011 includes four abilities: GK sense, catching, clearing, and collapsing.

[0092] The striker sense group selection button B912 is a button for selecting a striker sense group that includes abilities related to center forwards. As shown in Fig. 10, the striker sense group 1012 includes four abilities: offensive sense, ball control, decisiveness, and explosiveness.

[0093] The shutdown group selection button B913 is a button for selecting a shutdown group that includes abilities related to defense. As shown in Fig. 10, the shutdown group 1013 includes four abilities: defensive sense, ball stealing, defensive awareness, and speed.

[0094] The hard work group selection button B914 is a button for selecting a hard work group that includes abilities related to physical ability. As shown in Fig. 10, the hard work group 1014 includes four abilities: aggressiveness, explosiveness, physical contact, and stamina.

[0095] The goal saving group selection button B915 is a button for selecting a goal saving group that includes abilities related to goal saving. As shown in Figure 10, the goal saving group 1015 includes four abilities: GK sense, clearing, collapsing, and deflecting.

[0096] The cross group selection button B916 is a button for selecting a cross group including abilities related to the left wing and right wing. As shown in Fig. 10, the cross group 1016 includes four abilities: fly pass, curve, speed, and stamina.

[0097] The Fantasista Group Selection button B917 is a button for selecting a Fantasista Group that includes abilities related to offensive midfielders and second strikers. As shown in Figure 10, the Fantasista Group 1017 includes four abilities: ball control, dribbling, finishing ability, and body control.

[0098] Note that each group is not limited to including four abilities, and each group may include one ability, two abilities, three abilities, five abilities, six abilities or more. Also, each group may include a different number of abilities. Also, some groups may include a different number of abilities than other groups.

[0099] Returning to Fig. 9, the selection elements owned by the user are displayed in the selection element display area P918. Here, the ability to be increased has not been determined, and the selection elements have not been consumed, so the number of selection elements owned by the user is the same as the number of selection elements displayed in the selection element display area P801 in Fig. 8.

[0100] The ability display area P919 displays the current parameter values ​​of the abilities included in the group corresponding to the selected selection button among the selection buttons B901 to B917, as well as the parameter values ​​when the increased value is added. As shown in the first booster display area P501 in FIG. 5 described above, the increased value is "+1." Since the agility group selection button B909 is selected in FIG. 9, the parameter values ​​of the abilities included in the agility group are displayed increased by +1. That is, since the abilities included in the agility group are speed, explosiveness, body control, and stamina, it is displayed that the speed parameter value increases from 87 to 88, the explosiveness parameter value increases from 84 to 85, the body control parameter value increases from 81 to 82, and the stamina parameter value increases from 76 to 77. Therefore, by selecting a selection button, the user can recognize in advance the abilities whose parameter values ​​will increase and the parameter values ​​when increased.

[0101] The total value display area P920 displays the current total value of the player object and the total value when the parameter values ​​have increased. The total value when the parameter values ​​have increased is the total value calculated based on the parameter values ​​when the parameter values ​​of the abilities included in the group corresponding to the selected selection button are increased. In FIG. 9, the current total value is "83," and it is displayed that the total value when the parameter values ​​are increased will also be "83." Here, the absence of change in the total value means that the increase in the parameter values ​​has not reached the threshold for increasing the total value.

[0102] By selecting one of the selection buttons B901 to B917 and then confirming the selection, the ability included in the group corresponding to the selection button is determined as the ability that will increase the parameter value, and the parameter value of the determined ability increases by the increase value. By increasing the parameter value of the ability of the player object, a booster is set in the booster slot. In this way, a user can increase the parameter values ​​of the abilities in a desired group by selecting from multiple groups each containing a different combination of abilities. Therefore, the user can strengthen the player object into the player object of the user's choice, possessing abilities with the desired parameter values. Furthermore, since each group contains a combination of abilities that are expected to have a synergistic effect, and multiple abilities are selected by selecting one group, the user does not need to select four abilities individually, thereby improving user operability. However, the user is not limited to selecting from multiple groups each containing a different combination of abilities; the user may also be able to individually select a predetermined number (e.g., four) of abilities whose parameter values ​​the user wishes to increase.

[0103] When the user selects and confirms the agility group selection button B909 from among the selection buttons B901 to B917, a message is displayed indicating that a predetermined number of selection elements will be consumed, and then the booster details screen G1100 is displayed. FIG. 11 is a diagram showing an example of the booster details screen G1100. The booster details screen G1100 displays a selection element display area P1101, a lottery element display area P1102, a first booster display area P1103, a second booster display area P1104, an object medium P1105, and an add button B1108. The selection element display area P1101 and the lottery element display area P1102 display the number of selection elements owned by the user and the number of lottery elements, respectively. Here, because a predetermined number of selection elements have been consumed due to the first predetermined condition, the selection element display area P1101 displays a number of selection elements that is less than the number of selection elements in the selection element display area P801 in FIG. 8.

[0104] The first booster display area P1103 displays that a booster has been set. That is, the display in the first booster display area P1103 changes from the display of the booster slot before the booster was set (see the first booster display area P501 in FIG. 5) to a display that a booster has been set. Specifically, the first booster display area P1103 displays that, as the effect of the booster, each parameter value of the four agility-related abilities selected by the user, namely speed, explosiveness, body control, and stamina, has increased by "+1." It also displays that the condition for exerting the effect is "always." Here, "always" indicates that the type of booster described above is a first type booster. On the other hand, in the second booster display area P1104, the booster slot display (see the second booster display area P502 in FIG. 5) remains as it is before the booster is set. Also, in the object medium P1105, the display of two booster slots is changed to one booster P1106 and one booster slot P1107.

[0105] The Add button B1108 is a button that the user presses when setting boosters in the remaining booster slots. When the user presses the Add button B1108, the screen transitions to the selection screen G800 described above. On the selection screen G800, the user presses the first selection button B803 if they want to determine the ability they want to increase using the first determination method, or presses the second selection button B804 if they want to determine the ability they want to increase using the second determination method. Pressing the first selection button B803 similarly displays the ability selection screen G900. On the ability selection screen G900, the user can increase the parameter values ​​of the abilities included in the group corresponding to the selection button by selecting one of the selection buttons B901 to B917 and then confirming the selection. Here, the user can select, for example, the ball carry group selection button B905 from among the selection buttons B901 to B917 and confirm the selection, and then a message will appear indicating that a predetermined number of selection elements will be consumed, followed by the display of the booster details screen G1200.

[0106] FIG. 12 is a diagram showing an example of the booster details screen G1200. The booster details screen G1200 displays a selection element display area P1201, a lottery element display area P1202, a first booster display area P1203, a second booster display area P1204, an object medium P1205, and an overwrite button B1208. The selection element display area P1201 and the lottery element display area P1202 display the number of selection elements owned by the user and the number of lottery elements, respectively. Here, because a predetermined number of selection elements have been consumed due to the first predetermined condition, the selection element display area P1201 displays a number of selection elements that is less than the number of selection elements in the selection element display area P1101 in FIG. 11.

[0107] The second booster display area P1204 displays that a booster has been set. That is, the display of the booster slot in the second booster display area P1204 is changed from the display of the booster slot before the booster was set to a display of the booster being set. Specifically, the second booster display area P1204 displays that, as the effect of the booster, the parameter values ​​of the four abilities related to ball carrying, namely dribbling, ball keeping, speed, and body control, have increased by "+5." Meanwhile, the first booster display area P1203 displays the same booster slot (see the first booster display area P1103 in FIG. 11) because a booster has already been set. Furthermore, the object medium P1205 is changed from displaying one booster and one booster slot to displaying two boosters P1206 and P1207.

[0108] FIG. 13 is a diagram showing an example of a details screen G1300 that displays detailed information about a player object to which two boosters have been set. The details screen G1300 displays a player name display area P1301, an overall value display area P1302, a position display area P1303, a body etc. display area P1304, an evaluation value display area P1305, a level display area P1306, a talent point display area P1307, a card type / classification display area P1308, an affiliation display area P1309, an ability display area P1310, an object medium P1311, a back button B1314, a booster details button B1315, etc. Here, the items displayed on the details screen G1300 are the same as the items displayed on the pre-acquisition details screen G400 shown in FIG.

[0109] In the ability display area P1310, compared to the ability display area P410 of FIG. 4, the parameter values ​​of the explosiveness and stamina abilities have increased by +1, the parameter values ​​of the dribbling and ball-keeping abilities have increased by +5, and the parameter values ​​of the speed and body control abilities have increased by a total of +6 (+1 and +5). Furthermore, in the overall value display area P1302, compared to the overall value display area P402 of FIG. 4, the parameter values ​​of the player object's abilities have increased, and the overall value has reached the threshold for increasing the overall value, increasing from "83" to "85." Furthermore, compared to the object medium P411 of FIG. 4, the object medium P1311 is displayed with two boosters P1312 and P1313 set. In this way, by setting a booster in the booster slot, the parameter values ​​of the player object's abilities can be increased.

[0110] Next, a second determination method for determining the ability to increase a parameter value based on a determined increase value will be described. The second determination method is a method in which an ability that increases a parameter value is determined by lottery from among a plurality of abilities. Here, in order to determine an ability by the second determination method, a second predetermined condition must be met. Specifically, the second predetermined condition is a condition in which a predetermined number of lottery elements (here, one) owned by the user are consumed.

[0111] Here, abilities are not determined by lottery from among all 26 types of abilities, but one group is determined by lottery from among the groups containing the different combinations of abilities described above. Specifically, abilities included in one group determined by lottery from groups 1001 to 1017 shown in the information of table TBL1000 in Figure 10 are determined as abilities that increase parameter values. However, abilities may also be determined by lottery from among all abilities. If the user wishes to determine the ability to be increased using the second determination method, the user presses the second selection button B804 in Figure 8, and after a message is displayed indicating that a predetermined number of lottery elements will be consumed, the booster details screen G1400 is displayed.

[0112] FIG. 14 is a diagram showing an example of the booster details screen G1400. The booster details screen G1400 displays a selection element display area P1401, a lottery element display area P1402, a first booster display area P1403, a second booster display area P1404, an object medium P1405, and an add button B1408. The selection element display area P1401 and the lottery element display area P1402 display the number of selection elements and the number of lottery elements owned by the user, respectively. Here, because a predetermined number of lottery elements have been consumed in accordance with the second predetermined condition, the lottery element display area P1402 displays the number of lottery elements that is reduced from the number of lottery elements in the lottery element display area P802 of FIG. 8.

[0113] The first booster display area P1403 displays that a booster has been set. That is, the display of the booster slot before the booster was granted (see the first booster display area P501 in FIG. 5) is changed to display that a booster has been set in the first booster display area P1403. Specifically, the first booster display area P1403 displays that, as the effect of the booster, the parameter values ​​of four abilities related to defense determined by lottery, namely defensive sense, ball catching, explosiveness, and jumping, have increased by "+1." With the second determination method, because the abilities are determined by lottery, it may happen that an ability that increases defensive abilities is determined even though the player object's position is offender. On the other hand, the second booster display area P1404 remains displaying the booster slots (see the second booster display area P502 in FIG. 5) because the booster has not yet been set. Also, the display of the two booster slots in the object medium P1405 is changed to displaying one booster P1406 and one booster slot P1407.

[0114] In this way, by determining by lottery which ability will increase based on a predetermined increase value, the user does not know which ability's parameter value will increase, and the user's anticipation for the lottery increases, thereby increasing the user's interest. Furthermore, the lottery elements required to determine an ability by lottery can be obtained more easily than the selection elements required to determine an ability by user selection, so the user can increase the parameter value of one of the abilities based on a predetermined increase value without spending time or effort.

[0115] The add button B1408 is a button that the user presses when setting boosters in the remaining booster slots. When the user presses the add button B1408, the screen transitions to the selection screen G800 described above. On the selection screen G800, the user presses the first selection button B803 if they want to determine the ability they want to increase using the first determination method, and presses the second selection button B804 if they want to determine the ability they want to increase using the second determination method. Here, when the second selection button B804 is pressed, a message is displayed indicating that a predetermined number of lottery elements will be consumed, and then the booster details screen G1500 is displayed.

[0116] FIG. 15 is a diagram showing an example of a booster details screen G1500. The booster details screen G1500 displays a selection element display area P1501, a lottery element display area P1502, a first booster display area P1503, a second booster display area P1504, an object medium P1505, and an overwrite button B1508. The selection element display area P1501 and the lottery element display area P1502 display the number of selection elements and the number of lottery elements owned by the user, respectively. Here, because a predetermined number of lottery elements have been consumed in accordance with the second predetermined condition, the lottery element display area P1502 displays the number of lottery elements that is reduced from the number of lottery elements in the lottery element display area P1402 of FIG. 14.

[0117] The second booster display area P1504 displays that a booster has been set. That is, the second booster display area P1504 changes from the display of the booster slot before the booster was set to a display that a booster has been set. Specifically, the second booster display area P1504 displays that, as the effect of the booster, the parameter values ​​of each of the four pass-related abilities determined by lottery, namely, ground pass, fly pass, curve, and kick power, have increased by "+5." Furthermore, the object medium P1505 changes from displaying one booster and one booster slot to displaying two boosters P1506 and P1507.

[0118] In this way, since there are two (plural) methods, the first determination method and the second determination method, for determining the ability to increase a parameter value based on a set increase value, the user can consider which method to use to determine the ability to increase, thereby enhancing the user's interest. Also, since the user can select between the first determination method, which allows the user to select the ability to increase a parameter value, and the second determination method, which does not allow the ability to increase a parameter value to be determined, the user's interest can be enhanced. Note that the number of methods for determining the ability to increase a parameter value based on a set increase value is not limited to two, and may be one, or three or more.

[0119] Furthermore, the first predetermined condition corresponding to the first determination method is different from the second predetermined condition corresponding to the second determination method. Specifically, the first predetermined condition corresponding to the first determination method is a condition that the user consumes a predetermined number (100) of selection elements owned by the user, as described above. To achieve the first predetermined condition, the user needs to consume selection elements that can be acquired in exchange for releasing a player object owned by the user, which incurs a loss to the user in the form of releasing a player object. On the other hand, the second predetermined condition corresponding to the second determination method is a condition that the user consumes a predetermined number (1) of lottery elements owned by the user, as described above. To achieve the second predetermined condition, the user needs to consume lottery elements that can be acquired when completing a task, but does not incur a loss to the user in the form of releasing a player object. Therefore, it can be said that the first predetermined condition is more difficult than the second predetermined condition.

[0120] In this way, by allowing the user to select between the first determination method, which allows the user to select abilities that increase parameter values ​​but is difficult, and the second determination method, which is easy but does not allow the user to know abilities that increase parameter values, the user can select the determination method that suits his or her own game style. Furthermore, since the first predetermined condition requires the user to consume selection elements that can be acquired in exchange for releasing player objects, this can trigger the user to release player objects and encourage the user to replace the player objects he or she owns. Note that, although the case where the selection elements consumed to satisfy the first predetermined condition and the lottery elements consumed to satisfy the second predetermined condition are different types has been described above, the first predetermined condition and the second predetermined condition may both be conditions for consuming the same selection elements or the same lottery elements. In this case, it is preferable that the first predetermined condition be a condition for consuming a greater number of selection elements or lottery elements than the second predetermined condition. Furthermore, the selection elements consumed to achieve the first predetermined condition and the lottery elements consumed to achieve the second predetermined condition may be different elements. In this case, it is preferable that the first predetermined condition be a condition for consuming a greater amount of other elements than the second predetermined condition.

[0121] Furthermore, the amount of selection elements that can be acquired in exchange for releasing a player object varies depending on the type of player object being released. Here, selection elements can be acquired if the type of player object being released is feature, highlight, trending, legendary, or epic, but selection elements cannot be acquired if the type of player object being released is regular. Furthermore, a greater amount of selection elements can be acquired if the type of player object being released is legendary or epic than if the type of player object being released is feature, highlight, or trending.

[0122] Note that the greater the type of player object released, in order of regular, highlight, trending, legendary, and epic, the greater the number of selection elements that can be acquired. Therefore, the user can acquire the greatest number of selection elements when the type of player object released is epic. Also, the greater the rarity of the player object released, the greater the number of selection elements that can be acquired. Also, the greater the overall value of the player object released, the greater the number of selection elements that can be acquired. In addition, the user may be able to acquire a selection element when releasing a player object that was acquired by spending the first in-game currency, etc., and may not be able to acquire a selection element if the user releases a player object that was acquired without spending any first in-game currency, etc. (such as a player object that the user has owned from the beginning).

[0123] Note that the ability to increase a parameter value is determined by the first or second determination method described above, and the booster set by increasing the parameter value of the determined ability can be overwritten (re-applied). Here, overwriting means returning the parameter value increased based on a predetermined increase value to its state before the increase, then determining an ability to increase the parameter value again, and increasing the parameter value of the determined ability by the predetermined increase value. Note that the ability to increase the parameter value again may be the same as the ability that previously increased the parameter value, or it may be different.

[0124] To overwrite a booster, the user presses the overwrite button B1208 shown in FIG. 12 or the overwrite button B1508 shown in FIG. 15. By pressing the overwrite button B1208 or the overwrite button B1508 and selecting whether to overwrite the first booster or the second booster, the selection screen G800 of FIG. 8 is displayed. If the user wants to determine the ability to be increased using the first determination method, the user presses the first selection button B803, and if the user wants to determine the ability to be increased using the second determination method, the user presses the second selection button B804. The subsequent flow is the same as that described above, and therefore will not be described again.

[0125] Therefore, if the user selects an ability using the first determination method but then wishes to increase the parameter value of a different ability, or if the ability determined by lottery using the second determination method is not the one the user intended, the user can review the ability they wish to increase and again determine the ability that will increase the parameter value based on the set increase value. In addition, when the user determines the ability they want to increase using the first determination method and increases the parameter value of the ability, they are required to consume a predetermined number (100) of selection elements they own again. Similarly, when determining the ability they want to increase using the second determination method, they are required to consume a predetermined number (1) of lottery elements they own again. However, when overwriting a booster, the number of required selection elements or lottery elements may be set to more than a predetermined number to prevent the user from easily overwriting the booster, or may be set to less than the predetermined number to allow the user to easily overwrite the booster.

[0126] In addition, the above description has been given of the case where the set increase value is confirmed for the player object corresponding to the object medium P312, which has two booster slots set among the object media P311 to P313 on the player acquisition screen G300 of Figure 3. On the other hand, the user can also recognize the set increase value for the player object corresponding to the object medium P313, which has one booster P324 and one booster slot P325 set among the object media P311 to P313 on the player acquisition screen G300 of Figure 3.

[0127] By performing the same operation as described above, the user can display a pre-acquisition booster screen G1600 relating to the player object corresponding to the object medium P313. FIG. 16 is a diagram showing an example of a pre-acquisition booster screen G1600. The pre-acquisition booster screen G1600 displays a player name display area P1601, an overall value display area P1602, a position display area P1603, a body etc. display area P1604, an evaluation value display area P1605, a level display area P1606, a talent point display area P1607, a card type / category display area P1608, an affiliation display area P1609, an object medium P1610, a first booster display area P1611, a second booster display area P1612, a back button B1613, etc.

[0128] A booster is set in the first booster display area P1611, and no booster is set in the second booster display area P1612, indicating that a booster slot has been set. Here, the first booster display area P1611 displays that the booster effect has increased the parameter values ​​of four technique-related abilities, namely ball control, dribbling, ball keeping, and ground passing, by +1. Meanwhile, the second booster display area P1612 displays that this is a booster slot with a parameter value increase of +3.

[0129] In this way, the user can recognize the determined increase value in advance before acquiring the player object. After the user acquires the player object corresponding to the object medium P313, the user can set a booster in the booster slot. Specifically, this is the same operation as after pressing the Add button B1108 on the booster detail screen G1100 shown in FIG. 11 or after pressing the Add button B1408 on the booster detail screen G1400 shown in FIG. 14, and therefore a detailed description thereof will be omitted.

[0130] [2. Game System Configuration] Next, an outline of a game system for realizing the above-described game will be described. 17 is a diagram showing an example of the overall hardware configuration of the game system 1 according to this embodiment. In the game system 1 according to this embodiment, the server device 30 and the game device 10 are wirelessly connected via a network.

[0131] The game device 10 is a device for operating the above-described game, and may be, for example, a portable communication device such as a smartphone, a portable dedicated game device, a tablet, a stationary game device, etc. The game device 10 has a CPU 101, a ROM 102, a RAM 103, a communication unit 104, an operation unit 105, a display unit 106, and a storage device 107.

[0132] The CPU 101 reads out a control program stored in the ROM 102 into the RAM 103 and executes various processes. The ROM 102 stores a control program (such as an OS) required to operate the game device 10. A flash memory (NVRAM) may be used instead of the ROM 102. The RAM 103 is used as a temporary storage area such as the main memory or work area of ​​the CPU 101. The communication unit 104 performs communication processing with the server device 30 and other external devices via a network. The operation unit 105 accepts various operations by the user. Note that, if the display unit 106 is a liquid crystal display panel equipped with a touch panel, the touch panel serves as the operation unit 105. The display unit 106 displays various information such as the game screen described above. The storage device 107 mainly stores game programs related to the game and various data related to the game.

[0133] The functions and processes of game device 10 are realized by CPU 101 reading a program stored in ROM 102 or storage device 107 and executing this program. As another example, CPU 101 may read a program stored in a removable recording medium such as an SD card, rather than reading a program stored in ROM 102 or the like. The means for supplying the program to a computer may be a computer-readable recording medium such as a CD-ROM on which the program is recorded, or a transmission medium such as the Internet for transmitting the program.

[0134] The server device 30 includes a CPU 301 , a ROM 302 , a RAM 303 , a communication unit 304 , and a storage device 305 . CPU 301 reads out control programs stored in ROM 302 and executes various processes. RAM 303 is used as a temporary storage area such as the main memory and work area of ​​CPU 301. Communication unit 304 performs communication processing with game device 10 and other external devices via a network. Storage device 305 stores programs related to the game, user identification information such as the user ID of the user who operates game device 10, and various other information for each user required for the game. Note that some of this information may be stored in a database (not shown) or the like.

[0135] FIG. 18 is a diagram showing an example of the functional configuration of the game device 10 for executing the game described with reference to FIGS. A program for executing a game is stored in the storage device 107 of the game device 10. The storage device 107 also includes a data storage unit 1071 that stores various data necessary for game processing. For example, the data storage unit 1071 stores presented player object data DT1, owned player object data DT2, game data DT3, etc.

[0136] The presented player object data DT1 comprises various information relating to player objects that the user can acquire (presented player objects), i.e., player objects that the user does not own. The presented player object data DT1 includes, for example, information for displaying the player acquisition screen G300 shown in Fig. 3, the pre-acquisition detail screen G400 shown in Fig. 4, the pre-acquisition booster screen G500 shown in Fig. 5, and the pre-acquisition booster screen G1600 shown in Fig. 16. Specifically, the presented player object data DT1 includes, for each presented player object, information such as display data for the object medium, player name, overall value, position, physical age, evaluation value, level, talent points, parameter values ​​for each ability, type, classification, and affiliation.

[0137] Furthermore, if a booster is set for a presented player object, the presented player object data DT1 includes, for each presented player object to which a booster is set, information on the type of booster, the ability whose parameter value has increased, and the increase in the parameter value. Furthermore, when a booster slot is set for a presented player object, the presented player object data DT1 includes information on a set increase value for each presented player object for which a booster slot is set, but does not include information on the ability of the presented player object whose parameter value increases based on the increase value. In addition, if a booster and a booster slot are set for the presented player object, the presented player object data DT1 includes information on the type of booster that has been set, the ability whose parameter value has increased, the increase value of the parameter value, as well as information on the increase value determined by the set booster slot. Furthermore, the information on the presented player objects stored in the presented player object data DT1 is updated periodically, allowing the user to acquire different player objects depending on the period of time.

[0138] The owned player object data DT2 includes various information related to player objects owned by the user (owned player objects). Player objects stored in the owned player object data DT2 are managed in association with a user ID. Player objects owned by a user include player objects acquired by the user and player objects originally owned by the user. The owned player object data DT2 includes information for displaying, for example, the detail screen G100 shown in FIG. 1, the list screen G600 shown in FIG. 6, the booster detail screen G1100 shown in FIG. 11, the booster detail screen G1200 shown in FIG. 12, the detail screen G1300 shown in FIG. 13, the booster detail screen G1400 shown in FIG. 14, and the booster detail screen G1500 shown in FIG. 15. Specifically, the owned player object data DT2 includes, for each owned player object, information such as display data for the object medium, player name, overall value, position, physical age, evaluation value, level, talent points, parameter values ​​for each ability, type, classification, and affiliation.

[0139] In addition, if a booster is set to a owned player object, the owned player object data DT2 includes information on the type of booster, the ability whose parameter value has increased, and the increase in the parameter value for each owned player object to which a booster is set. Furthermore, when a booster slot is set for a owned player object, the owned player object data DT2 includes information on the increase value set for each owned player object for which a booster slot is set, but does not include information on the ability of the parameter value to increase based on the increase value. In addition, if a booster and a booster slot are set for a owned player object, the owned player object data DT2 includes information on the type of booster that has been set, the ability whose parameter value has increased, the increase value of the parameter value, as well as information on the increase value determined by the set booster slot. Furthermore, if there is a change in the overall value, position, evaluation value, level, talent points, parameter values ​​of each ability, etc., the owned player object data DT2 is updated with the changed values. Furthermore, if a booster is set in a booster slot, the owned player object data DT2 is updated with information on the ability and parameter values ​​whose parameter values ​​have increased as a result of the booster being set.

[0140] The game data DT3 includes information about the game, etc. The information about the game is information required to progress through the game. The information required to progress through the game includes, for example, the first in-game currency, the second in-game currency, the number of selection elements, the number of lottery elements owned by the user, information in table TBL1000 shown in FIG. 10, information associating the type of player object to be released with the number of selection elements, information about the first predetermined condition, information about the second predetermined condition, information required to play the soccer game, information required to set a game plan, information about the set game plan, etc.

[0141] The game device 10 also includes a game control unit 120, and the functions of the game control unit 120 are realized by the CPU 101 executing a game program stored in the storage device 107. The game control unit 120 performs control necessary for a user to play a game on the game device 10. For example, when a user team plays against a computer, the game control unit 120 performs control such as forming a team (other team) as a computer, and playing a match against the user team.

[0142] Furthermore, the game control unit 120 executes a game in which a plurality of attributes are associated with an object and parameter values ​​of the plurality of attributes are variable. An attribute is a characteristic of an object that is associated with the object, and in this embodiment, the attribute is an ability of a player object. An object is something that can appear or participate in the game. In this embodiment, the object is a player object. Note that the object may also be an item that appears or participates in the game. Associating multiple attributes with an object means that multiple attributes are linked to the object. In this embodiment, associating multiple attributes with an object means that multiple abilities are linked to the player object.

[0143] A parameter value is a value linked to an attribute. The parameter value may be a numerical value, a number, or a level value (for example, level A to level Z). The level value increases in ability from level Z to level A, for example. The parameter value may also be expressed as the length of a gauge or the like, or as the size of a shape or the like. In this case, the length and size do not have to be expressed as numerical values. In this embodiment, the parameter value is a numerical value linked to the ability. "Variable" means that, when the parameter value is a numerical value, a number, or a level value, it can be increased or increased, or decreased or decreased. Also, when the parameter value is a length or size, it can be increased or increased, or decreased or decreased. In this embodiment, "variable" means that the numerical value that is the parameter value can be increased.

[0144] The game control unit 120 also includes an association unit 121 , a determination unit 122 , an increase unit 123 , a display processing unit 124 , and an element providing unit 125 .

[0145] The associating unit 121 performs processing to associate, with user identification information, an object for which an increase value for a parameter value has been determined but for which an attribute for increasing the parameter value based on the increase value has not been determined.

[0146] The increase value is the value by which the parameter value is increased. If the parameter value is a numerical value, the increase value is the numerical value; if the parameter value is a number, the increase value is the number; if the parameter value is a level value, the increase value is a step amount. Also, if the parameter value is a length or size not expressed numerically, the increase value is the amount by which the parameter value becomes longer or larger. "The increase value being determined" means that the increase value has been determined. The increase value may be determined before or at the time the object is associated with user identification information.

[0147] The user identification information is information for uniquely identifying a user, and in this embodiment, the user identification information is a user ID. Associating with user identification information means storing the player object in association with the user identification information. In this embodiment, associating with user identification information means storing the player object in association with the user ID. Also, in this embodiment, associating an object with user identification information means storing the player object in association with the user ID, and the player object being owned by the user.

[0148] The determination unit 122 performs a process of determining one or more attributes from among a plurality of attributes for which the parameter value is to be increased when a predetermined condition is satisfied. The predetermined condition is a condition that is determined in advance. In this embodiment, the predetermined condition is the first predetermined condition or the second predetermined condition described above. The first predetermined condition is a condition that a predetermined number of elements that have been granted to the user are consumed. On the other hand, the second predetermined condition is a condition that a predetermined number of elements that have been granted are consumed by completing a predetermined task given to the user in the game. However, the predetermined condition is not limited to the above-mentioned conditions. The predetermined condition may be, for example, a condition that a predetermined operation has been performed by the user. Furthermore, the first predetermined condition and the second predetermined condition may be the same condition.

[0149] An element is something that is necessary to execute some kind of processing. In this embodiment, an element is something that is necessary to execute a process that increases a parameter value based on an increase value. In this embodiment, an element is a selection element or a lottery element. A selection element is used when a user selects an ability from multiple abilities that will increase a parameter value. A lottery element is used when determining by lottery an ability from multiple abilities that will increase a parameter value. However, an element may be, for example, in-game currency, an item, a player object, etc.

[0150] Determining an attribute means deciding on an attribute or selecting an attribute. In this embodiment, determining an attribute that will increase a parameter value from among multiple attributes means determining four abilities from 26 types of abilities. In this embodiment, four abilities are determined, but the number may be one, two, three, five or more abilities. Also, in this embodiment, the determined abilities are each of different types, but abilities of the same type may overlap. Note that, in this embodiment, the number of abilities whose parameter value increases based on the increase value may be determined by lottery when a player object is acquired. Also, in this embodiment, the number of abilities whose parameter value increases based on the increase value may be determined when the abilities whose parameter value increases are determined by lottery.

[0151] The determination unit 122 also performs a process of determining, by lottery, an attribute that increases the parameter value from among a plurality of attributes. The lottery is a random selection. In this embodiment, the lottery is a random selection that cannot be specified by the user. The determination unit 122 also performs a process of determining an attribute that increases the parameter value from among a plurality of attributes in accordance with a user's selection. In this embodiment, determining an attribute in accordance with a user's selection means determining an attribute selected by the user or an attribute associated with a group selected by the user.

[0152] Furthermore, the determination unit 122 performs a process of determining, based on information about a plurality of groups each including a different combination of attributes, a plurality of attributes included in one of the plurality of groups as attributes that will increase the parameter value. A group is a group made up of a plurality of attributes. A plurality of groups each including a different combination of attributes means, for example, that the combination of attributes that make up a first group is different from the combination of attributes that make up a second group. Note that some attributes may be the same between the attributes that make up the first group and the attributes that make up the second group, or there may be no attributes that are the same. The group information in this embodiment is information from a table TBL1000 shown in FIG. 10, which associates each group with an ability.

[0153] The raising unit 123 raises the parameter value of the attribute based on the raising value. Raising means increasing the value if the parameter value is a numerical value, increasing the number if the parameter value is a quantity, or increasing the level value step if the parameter value is a level value. Furthermore, raising means lengthening or enlarging if the parameter value is a length or size not expressed numerically. Furthermore, the increasing unit 123 performs processing to increase the parameter values ​​of a plurality of attributes included in one group based on the increase value.

[0154] The display processing unit 124 performs processing to display a screen in response to an operation selected by the user. In addition, the display processing unit 124 performs processing to display, for example, an object that can be associated with user identification information and an increase value set for the object so that the user can recognize it.

[0155] The element granting unit 125 performs a process of granting an element to the user. For example, the element granting unit 125 grants a selection element or a lottery element to the user.

[0156] [3. Processing flow in the game system] The following describes the flow of processing by the game device 10 according to this embodiment. In this embodiment, the processing when the user acquires a player object, the processing for setting a booster in the booster slot of the acquired player object, and the processing for adding a selection element when releasing a player object will be described. Fig. 19 is a flowchart showing an example of the processing when the user acquires a player object in the game device 10 according to this embodiment. The flowchart in Fig. 19 starts when the user selects the contract transition button B211 on the main menu screen G200 shown in Fig. 2 via the operation unit 105, issuing an instruction to display the player acquisition screen G300.

[0157] In S100, the display processing unit 124 displays player objects that the user can acquire on the display unit 106. Specifically, as shown in the player acquisition screen G300 of Fig. 3, the display processing unit 124 displays object media P311 to P313 that correspond to player objects that the user can newly acquire.

[0158] In S102, the display processing unit 124 determines whether or not the user has performed an operation to display details of a player object. Specifically, on the player acquisition screen G300 of Fig. 3, the display processing unit 124 determines whether or not the details button B303 was pressed with any object medium selected. If an operation to display details has been performed, the process proceeds to S106; if not, in S104, the display processing unit 124 or the game control unit 120 performs processing according to other operations.

[0159] In S106, the display processing unit 124 displays details of the player object. Specifically, the display processing unit 124 displays a details screen relating to the player object, such as the pre-acquisition details screen G400 in FIG.

[0160] In S108, the display processing unit 124 determines whether or not the user has performed an operation to display a booster or booster slot set for a player object. Specifically, the display processing unit 124 determines whether or not the booster details button B415 has been pressed on the pre-acquisition detail screen G400 of FIG. 4. If an operation to display a booster and a booster slot has been performed, the process proceeds to S110. If not, in S104, the display processing unit 124 or the game control unit 120 performs processing according to other operations.

[0161] In S110, the display processing unit 124 displays the contents of the booster or booster slot set for the player object. If two booster slots are set for the player object selected here, the display processing unit 124 will display the determined increase value, as shown in the first booster display area P501 and the second booster display area P502 of the pre-acquisition booster screen G500 in Figure 5. On the other hand, if one booster and one booster slot are set for a player object, the display processing unit 124 displays the effect of the booster that has already been set and the determined increase value, as shown in the first booster display area P1611 and the second booster display area P1612 of the pre-acquisition booster screen G1600 in Figure 16.

[0162] In S112, the display processing unit 124 determines whether or not an operation to acquire a player object has been performed by the user. Specifically, the display processing unit 124 determines whether or not the acquire button B302 has been pressed on the player acquisition screen G300 of Fig. 3. If an operation to acquire a player object has been performed, the process proceeds to S114; if not, in S104, the display processing unit 124 or the game control unit 120 performs processing according to other operations.

[0163] In S114, the game control unit 120 randomly selects one player object from among the multiple player objects. The associating unit 121 associates information about the player object selected by lottery with a user ID and stores the information in the owned player object data DT2. If the user can directly specify and acquire a player object, the associating unit 121 associates the specified player object with the user ID and stores the information in the owned player object data DT2. In this way, the user can acquire and own a player object. When a booster slot is set for a player object acquired by a user, the increase value of the parameter value is currently set, but the ability to increase the parameter value based on the increase value is not set. The user can increase the parameter value based on the increase value by performing an operation to set a booster in the booster slot of the acquired player object at any time. When the process of S114 is completed, the flowchart of FIG. 19 ends.

[0164] Fig. 20 is a flowchart showing an example of the process of setting a booster in the booster slot of an acquired player object. The flowchart in Fig. 20 starts when the user issues an instruction via the operation unit 105 to display a list of actions with a player object owned by the user selected. In S200, the display processing unit 124 displays a list of actions that can be executed on the selected player object. Specifically, the display processing unit 124 displays the action menu list area P701 of the action menu screen G700 of FIG.

[0165] In S202, the display processing unit 124 determines whether or not the user has performed an operation to transition to processing for setting a booster in a booster slot. Specifically, the display processing unit 124 determines whether or not the booster craft transition button B710 has been pressed on the action menu screen G700 of Fig. 7. If such an operation has been performed, the process proceeds to S206; if not, in S204, the display processing unit 124 or the game control unit 120 performs processing according to the other operation.

[0166] In S206, the display processing unit 124 displays a screen for selecting a determination method for determining the ability to increase the parameter value based on the determined increase value. Specifically, the display processing unit 124 displays the selection screen G800 of FIG. 8.

[0167] In S208, the display processing unit 124 determines whether the user has selected the first determination method or the second determination method. Specifically, the display processing unit 124 determines that the first determination method has been selected if the user has pressed the first selection button B803 on the selection screen G800 of Fig. 8, and determines that the second determination method has been selected if the user has pressed the second selection button B804. If the first determination method has been selected, the process proceeds to S210.

[0168] In S210, the display processing unit 124 displays abilities that increase based on a predetermined increase value and parameter values ​​when the predetermined increase value is added, in accordance with the user's selection. Here, the display processing unit 124 displays groups that include different combinations of abilities so that the user can select them, and displays the abilities included in the selected group and parameter values ​​when the predetermined increase value is added. The abilities included in the selected group are abilities that increase based on the predetermined increase value. The display processing unit 124 can display the abilities included in the selected group based on a table TBL1000 in which each group is associated with an ability.

[0169] Specifically, the display processing unit 124 displays selection buttons B901 to B917 and an ability display area P919, as in the ability selection screen G900 of Fig. 9. As shown in Fig. 9, the display processing unit 124 displays in the ability display area P919 the current parameter values ​​of the ability parameters included in the group corresponding to a selected selection button from among the selection buttons B901 to B917, and the parameter values ​​when a predetermined increase amount is added.

[0170] In S212, the display processing unit 124 determines whether or not the user has performed an operation to confirm the ability to be increased. If the operation to confirm has been performed, the process proceeds to S214, and if not, the process returns to S210.

[0171] In S214, the determination unit 122 determines whether a first predetermined condition is satisfied. Specifically, the determination unit 122 determines, as the first predetermined condition, whether a predetermined number (100) of selection elements owned by the user can be consumed. If the predetermined number of selection elements can be consumed, the process proceeds to S216. On the other hand, if there are fewer selection elements than the predetermined number, the selection elements cannot be consumed. Therefore, the display processing unit 124 displays a message that the ability to increase the parameter value based on the determined increase value cannot be determined using the first determination method, and returns to S200.

[0172] In S216, the determination unit 122 determines the ability selected and confirmed by the user as the ability that will increase the parameter value based on a predetermined increase value (first determination method). Specifically, the determination unit 122 determines the ability that will increase the parameter value to be the ability included in the group corresponding to the selection button that was selected when the confirmation operation was performed in S212. Furthermore, the game control unit 120 consumes a predetermined number (100) of selection elements owned by the user. In other words, the game control unit 120 subtracts the predetermined number of selection elements owned by the user. Thereafter, the process proceeds to S222.

[0173] On the other hand, if the second determination method is selected in S208, the process proceeds to S218. In S218, the determination unit 122 determines whether a second predetermined condition is satisfied. Specifically, the determination unit 122 determines, as the second predetermined condition, whether a predetermined number (one) of lottery elements owned by the user can be consumed. If the predetermined number of lottery elements can be consumed, the process proceeds to S220. On the other hand, if there are fewer lottery elements than the predetermined number, the lottery elements cannot be consumed. Therefore, the display processing unit 124 displays a message that the ability to increase a parameter value based on a determined increase value cannot be determined using the second determination method, and returns to S200.

[0174] In S220, the determination unit 122 determines by lottery an ability that increases a parameter value based on a set increase value (second determination method). Specifically, the determination unit 122 determines by lottery one group from among groups 1001 to 1017 shown in the information of table TBL1000 in FIG. 10, and determines an ability included in the determined group as an ability that increases a parameter value. Furthermore, the game control unit 120 consumes a predetermined number (one) of lottery elements owned by the user. That is, the game control unit 120 subtracts a predetermined number of lottery elements owned by the user. Thereafter, the process proceeds to S222.

[0175] In S222, the increasing unit 123 increases the parameter value of the ability determined by the determination unit 122 based on the increase value. Specifically, when the determination unit 122 determines the ability to be increased using the first determination method (when the process proceeds from S216 to S222), the increasing unit 123 increases the parameter value of the ability selected and confirmed by the user based on the increase value. On the other hand, when the determination unit 122 determines the ability to be increased using the second determination method (when the process proceeds from S220 to S222), the increasing unit 123 increases the parameter value of the ability determined by lottery, regardless of the user's selection, based on the increase value.

[0176] In S224, the display processing unit 124 displays the ability whose parameter value has increased and the increase value as an effect of setting the booster. Specifically, the display processing unit 124 displays the ability whose parameter value has increased and the increase value, as in the booster details screen G1100 in Fig. 11 and the booster details screen G1400 in Fig. 14. When setting a booster in the remaining booster slot, it is determined in S202 whether the Add button B1108 in FIG. 11 or the Add button B1408 in FIG. 14 has been pressed. If this operation has been performed, the process proceeds to S206. The processing from S206 onwards is the same as the processing described above, and in S224 the display processing unit 124 displays the ability whose parameter value has increased and the increase value, as in the booster details screen G1200 in FIG. 12 and the booster details screen G1500 in FIG. 15. When the process of S224 is completed, the flowchart of FIG. 20 ends.

[0177] Fig. 21 is a flowchart showing an example of a process for providing a selection element when releasing a player object. The flowchart in Fig. 21 starts when the user issues an instruction via the operation unit 105 to display a list of actions with a player object owned by the user selected. In S300, the display processing unit 124 displays a list of actions that can be executed on the selected player object. Specifically, the display processing unit 124 displays the action menu list area P701 of the action menu screen G700 of FIG.

[0178] In S302, the display processing unit 124 determines whether the user has performed an operation to transition to processing for releasing a player object and whether the lock that prevents the release of the selected player object has been released. Specifically, on the action menu screen G700 of FIG. 7, the display processing unit 124 determines whether the release transition button B707 has been pressed and whether the lock on the selected player object has been released. If this operation has been performed and the lock has been released, the process proceeds to S306. Otherwise, in S304, the display processing unit 124 or the game control unit 120 performs processing according to other operations. Note that if the selected player object is locked, the display processing unit 124 displays a message that the selected player object cannot be released.

[0179] In S306, the display processing unit 124 displays the number of selection elements that the user can acquire in exchange for releasing the player object. At this time, the display processing unit 124 displays the number of selection elements based on information that associates the type of player object to be released with the number of selection elements.

[0180] In S308, the display processing unit 124 determines whether or not an operation to confirm the release has been performed. If an operation to confirm the release has been performed, the process proceeds to S310, and if not, the process returns to S300. In S310, the element granting unit 125 grants the user an amount of selection elements corresponding to the type of player object to be released in exchange for releasing the player object, based on information associating the type of player object to be released with the amount of selection elements. Completion of the processing of S310 ends the flowchart of FIG. 21.

[0181] Although the process of the element granting unit 125 granting a selection element has been described above, the element granting unit 125 grants a lottery element to the user as a reward when a task displayed by pressing the mission button B204 in Fig. 2 is accomplished or a match is played. At this time, the element granting unit 125 can grant the amount of lottery element according to the difficulty level of the task.

[0182] As described above, in this embodiment, a program for executing a game in which multiple attributes are associated with objects and parameter values ​​of the multiple attributes are variable includes an association process for associating an object with user identification information, for which a parameter value increase value is set but no attribute whose parameter value is increased based on the increase value is set; a determination process for determining an attribute from among the multiple attributes whose parameter value is increased if a predetermined condition is met after the association process; and an increase process for increasing the parameter value of the attribute determined by the determination process based on the increase value. Thus, a user can acquire an object for which an increase value is set but no attribute is set. By acquiring such an object, the user must consider which attribute of the object's parameter value will increase, thereby increasing the user's interest in acquiring the object. Furthermore, if the object is a player object modeled after a real player, the user can own multiple player objects of the same model player with different parameter values, further increasing the user's interest.

[0183] Furthermore, according to this embodiment, the determination process involves randomly determining which of a plurality of attributes will increase the parameter value, so that the user does not know which attribute's parameter value will increase, increasing the user's anticipation for the lottery, thereby increasing the user's interest. Furthermore, according to this embodiment, the determination process determines the attribute whose parameter value is to be increased from among a plurality of attributes in accordance with a user's selection, thereby enabling the user to increase the parameter value of a desired attribute, thereby enhancing the user's interest.

[0184] Furthermore, according to this embodiment, the predetermined condition is a condition for consuming a predetermined number of elements that have been granted by completing a predetermined task given to the user in the game. Therefore, the user attempts to complete the predetermined task in order to acquire the elements, which increases the user's interest.

[0185] Furthermore, according to this embodiment, an element granting process is further executed to grant elements to the user in exchange for an object associated with the user identification information, and the predetermined condition is a condition that a predetermined number of elements granted to the user in the element granting process are consumed, which can trigger the user to release player objects and promote the replacement of player objects owned by the user.

[0186] Furthermore, according to this embodiment, the determination process determines, based on information about multiple groups each containing a different combination of attributes, multiple attributes included in one of the multiple groups as attributes whose parameter values ​​will be increased. Furthermore, the increase process increases the parameter values ​​of multiple attributes included in one group based on the increase value. Therefore, since multiple attributes can be increased, the user's interest can be enhanced, and since individual selection is not required, the user's operability can be improved.

[0187] [4. Modifications] Although the embodiments of the present invention have been described in detail with reference to the drawings, the specific configuration is not limited to the above-described embodiments and can be modified as appropriate within the scope of the gist of the present invention.

[0188] In the above-described embodiment, the game is described as a soccer game, but this is not limited to this case and the invention can be applied to a variety of games regardless of game format or genre, such as sports games (games based on baseball, tennis, American football, basketball, volleyball, etc.), adventure games, simulation games, role-playing games, or training games.

[0189] In the above-described embodiment, when a booster is set in a booster slot, the condition for the booster's effect to be activated is "always," i.e., a first-type booster is set. However, this is not limited to this. For example, it may be possible to acquire a player object that is set with a booster slot that can set a second-type booster, or a booster slot that can set a third-type or fourth-type booster. In this case, it is preferable that the user be able to recognize the type of booster that will be set in addition to the predetermined increase value before acquiring the player object.

[0190] For example, in a booster slot that can set a second type of booster, when a booster is set in the booster slot, the degree to which the booster's effect is exerted (or when it is exerted) varies depending on the conditions. That is, the higher the player object's evaluation value, the higher the increase in the parameter value will be within a predetermined range (for example, 0 to 5), and the lower the evaluation value, the lower the increase in the parameter value will be within a predetermined range (for example, 0 to 5).

[0191] Furthermore, for example, in a booster slot that can set a third type of booster, when a booster is set in the booster slot, the degree to which the booster's effect is exerted (or when it is exerted) varies depending on the conditions. That is, for example, if the user's team has a player object modeled after a player from the same club team as the club team to which the model player of the player object belongs in the real world, the parameter value increases by the increase value, but if the user's team does not have a player object modeled after a player from the same club team, the parameter value does not increase.

[0192] Furthermore, in the above-described embodiment, if a user owns a player object with a booster slot or booster set therein, the booster slot or booster may be transferred (transferred) to another player object. For example, by pressing the special strengthening transition button B706 on the action menu screen G700 of FIG. 7 to transition to the special strengthening screen, the booster slot or booster set in the player object from which the player object is to be transferred can be transferred to the player object from which the player object is to be transferred. Thus, the user can increase the ability parameter value of the player object from which the booster slot has been transferred based on a predetermined increase value. Furthermore, the player object from which the player object is transferred with a booster can increase the ability parameter value that was increased as a result of the booster set in the player object from which the player object is to be transferred by the increase value.

[0193] Furthermore, in the above-described embodiment, if a user owns a player object with a booster set in a booster slot, the user may be able to return the player object to the state before the booster was set. For example, the user can return the selected player object to the state before the booster slot was set, by consuming a first in-game currency, a second in-game currency, an item, or the like. Therefore, the player object with the booster slot set can again increase the ability parameter value based on a predetermined increase value.

[0194] In the above embodiment, a case has been described in which a player object with two booster slots is provided, but this is not limited to this. For example, a player object with one booster slot, a player object with three booster slots, or a player object with four or more booster slots may be provided. In the above-described embodiment, a case has been described in which a player object is provided with one booster and one booster slot, but this is not limited to this. For example, a player object may be provided with two boosters and one booster slot, or a player object may be provided with one booster and two booster slots. In other words, a player object may be provided with one or more boosters and one or more booster slots.

[0195] Furthermore, in the above-described embodiment, a case was described in which an increase value was set for a player object before the user acquired it, but the increase value may also be set when the user acquires it or after they have acquired it.

[0196] Furthermore, in the above-described embodiment, the processing is described as being performed on the game device 10 side, but some of the processing may be performed on the server device 30. For example, the server device 30 may hold at least any of the presented player object data DT1, owned player object data DT2, and game data DT3, and the above-described processing may be performed while communicating with the server device 30. For example, among the processing of the game control unit 120, the processing of displaying on the display unit 106 may be performed on the game device 10 side, and all or some of the other processing may be performed on the game device 10 side or the server device 30.

[0197] [5. Notes] From the above description, the present invention can be understood, for example, as follows.

[0198] (1) A program according to an aspect of the present invention is a program for executing a game in which multiple attributes are associated with objects and the parameter values ​​of the multiple attributes are variable, and the program causes a computer to execute the following steps: an association process for associating an object with user identification information, in which an increase value for the parameter value is set but no attribute whose parameter value is increased based on the increase value is set; a determination process for determining, after the association process, if a predetermined condition is met, an attribute from among the multiple attributes whose parameter value is increased; and an increase process for increasing the parameter value of the attribute determined by the determination process based on the increase value.

[0199] (2) In the aspect of the present invention described above in (1), the determination process may involve determining by lottery which of the plurality of attributes will increase the parameter value.

[0200] (3) In a third aspect of the present invention, in the first aspect, the determination process may determine an attribute from among the plurality of attributes for which the parameter value is to be increased in accordance with a user's selection.

[0201] (4) In an aspect of the present invention, in any of the aspects (1) to (3) above, the specified condition may be a condition of consuming a specified number of elements that have been granted by completing a specified task given to the user within the game.

[0202] (5) In an aspect of the present invention, in any of the aspects (1) to (3) above, an element granting process is further executed to grant elements to the user in exchange for an object associated with the user identification information, and the specified condition may be a condition to consume a specified number of elements granted to the user in the element granting process.

[0203] (6) In a mode of the present invention, in modes (1) to (5) above, the determination process may determine, based on information about a plurality of groups each containing a different combination of attributes, a plurality of attributes included in one of the plurality of groups as attributes whose parameter values ​​will be increased, and the increase process may increase the parameter values ​​of the plurality of attributes included in the one group based on the increase value.

[0204] (7) A game control method according to an aspect of the present invention is a game control method for controlling a game in which multiple attributes are associated with objects and parameter values ​​of the multiple attributes are variable, and is characterized by having an association process for associating an object with user identification information, for which an increase value for the parameter value has been set but no attribute for which the parameter value is increased based on the increase value has been set, a determination process for determining an attribute from the multiple attributes whose parameter value will be increased if a predetermined condition is met after the association process, and an increase process for increasing the parameter value of the attribute determined by the determination process based on the increase value.

[0205] (8) A game device according to an aspect of the present invention is a game device that executes a game in which multiple attributes are associated with objects and parameter values ​​of the multiple attributes are variable, and is characterized by having an associating means for associating an object, for which an increase value for a parameter value has been set but for which an attribute whose parameter value is increased based on the increase value has not been set, with user identification information, a determining means for determining an attribute from the multiple attributes whose parameter value will be increased when a predetermined condition is met after processing by the associating means, and an increasing means for increasing the parameter value of the attribute determined by the determining means based on the increase value.

[0206] (9) A game system according to an aspect of the present invention is a game system for executing a game in which multiple attributes are associated with an object and the parameter values ​​of the multiple attributes are variable, and is characterized by having an association means for associating an object with user identification information, for which an increase value for the parameter value has been set but for which an attribute whose parameter value is increased based on the increase value has not been set, a determination means for determining an attribute from the multiple attributes whose parameter value will be increased when a predetermined condition is met after processing by the association means, and an increase means for increasing the parameter value of the attribute determined by the determination means based on the increase value.

[0207] The present invention has been described above in conjunction with the above-mentioned embodiments, but the present invention is not limited to only the above-mentioned embodiments, and modifications and the like are possible within the scope of the present invention, and the above-mentioned embodiments or modified examples may be combined as appropriate. [Explanation of symbols]

[0208] 1: Game system 10: Game device 30: Server device 101, 301: CPU 102, 302: ROM 103, 303: RAM 104, 304: Communication unit 105: Operation unit 106: Display unit 107, 305: Storage device 1071: Data storage unit 120: Game control unit 121: Association unit 122: Determination unit 123: Ascending unit 124: Display processing unit 125: Element assignment unit P110: Ability display area P410: Ability display area P501: First booster display area P502: Second booster display area B710: Booster craft transition button P801: Selection element display area P802: Lottery element display area B803: First selection button B804: Second selection button 1001: Shoot group 1002: Free kick group 1003: Aerial group 1004: Passing Group 1005: Ball Carrying Group 1006: Technique Group 1007: Defence Group 1008: Duel Group 1009: Agility Group 1010: Physical Group 1011: Goalkeeping Group 1012: Striker Sense Group 1013: Shutdown Group 1014: Hard Work Group 1015: Goal Saving Group 1016: Crossing Group 1017: Fantasista Group

Claims

1. A program for executing a game in which a plurality of attributes are associated with an object, and parameter values ​​of the plurality of attributes are variable, an associating process for associating an object, for which an increase value of a parameter value is defined but for which an attribute for increasing the parameter value based on the increase value is not defined, with user identification information; a determination process of determining an attribute of the plurality of attributes whose parameter value is to be increased when a predetermined condition is satisfied after the association process; and an increase process for increasing the parameter value of the attribute determined by the determination process based on the increase value.

2. In the determination process, 2. The program according to claim 1, wherein the attribute that increases the parameter value from among the plurality of attributes is determined by lottery.

3. In the determination process, 2. The program according to claim 1, wherein the attribute for which the parameter value is to be increased from among the plurality of attributes is determined in accordance with a selection made by a user.

4. 2. The program according to claim 1, wherein the predetermined condition is a condition for consuming a predetermined number of elements that have been given to the user by completing a predetermined task given to the user in the game.

5. further executing an element granting process for granting an element to the user in exchange for the object associated with the user identification information; 2. The program according to claim 1, wherein the predetermined condition is a condition for consuming a predetermined number of elements assigned to the user in the element assignment process.

6. In the determination process, determining, based on information on a plurality of groups each including a different combination of attributes, a plurality of attributes included in any one of the plurality of groups as attributes that will increase the parameter value; In the increasing process, 2. The program according to claim 1, wherein the parameter values ​​of the plurality of attributes included in the one group are increased based on the increase value.

7. 1. A game control method for controlling a game in which a plurality of attributes are associated with an object, and parameter values ​​of the plurality of attributes are variable, comprising: an associating process for associating an object, for which an increase value of a parameter value is defined but for which an attribute for increasing the parameter value based on the increase value is not defined, with user identification information; a determination process of determining an attribute of the plurality of attributes whose parameter value is to be increased when a predetermined condition is satisfied after the association process; and an increase process for increasing the parameter value of the attribute determined by the determination process based on the increase value.

8. 1. A game device for executing a game in which a plurality of attributes are associated with an object, and parameter values ​​of the plurality of attributes are variable, an associating means for associating an object for which an increase value of a parameter value is defined but for which an attribute for increasing the parameter value based on the increase value is not defined with user identification information; a determining means for determining an attribute among the plurality of attributes whose parameter value is to be increased when a predetermined condition is satisfied after the processing by the associating means; and increasing means for increasing the parameter value of the attribute determined by said determining means based on said increase value.

9. A game system for executing a game in which a plurality of attributes are associated with an object, and parameter values ​​of the plurality of attributes are variable, comprising: an associating means for associating an object for which an increase value of a parameter value is defined but for which an attribute for increasing the parameter value based on the increase value is not defined with user identification information; a determining means for determining an attribute among the plurality of attributes whose parameter value is to be increased when a predetermined condition is satisfied after the processing by the associating means; and increasing means for increasing the parameter value of the attribute determined by the determining means based on the increase value.

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