Game system, operation method of game system, and program

The game system addresses the issue of low player engagement in multiplayer games by allowing timed actions and credit-based ability changes, enhancing login incentives and gameplay diversity.

JP2026031064APending Publication Date: 2026-02-24KONAMI ARCADE GAMES CO LTD
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Patent Information

Application Number
JP2024134363
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-09
Publication Date
2026-02-24

AI Technical Summary

Technical Problem

Existing multiplayer games do not effectively encourage individual player logins due to the shared nature of character abilities, which limits engagement and participation.

Method used

A game system that allows players to issue instructions for character actions with specified time points, requiring at least one player to be logged in during that time to execute the action, and adjusts ability parameters based on login status and credits spent.

Benefits of technology

Enhances player engagement by providing incentives for timely login and credit consumption, diversifying training actions, and promoting competitive gameplay through dynamic ability parameter changes.

✦ Generated by Eureka AI based on patent content.

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Abstract

To effectively promote login of each player in a game played by a plurality of players.SOLUTION: A game system includes a game control device (32) configured to control a game in which a character corresponding to identification information of a plurality of players is used, and an instruction acceptance device (31) configured to accept, from each of the plurality of players, a first instruction including designation of a first action for changing a parameter relating to the character and a time point of the first action, wherein the game control device (32) is configured to execute the first action designated by the first instruction on condition that at least one of the plurality of players is in a login state at the time point designated by the first instruction.SELECTED DRAWING: Figure 11
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Description

[Technical Field]

[0001] The present disclosure relates to games. [Background technology]

[0002] Games in which multiple players participate have been proposed. For example, Patent Document 1 discloses a technology in which ability parameters of a shared character shared by multiple players on a team are determined according to the actions of each player. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 5468704 Summary of the Invention [Problem to be solved by the invention]

[0004] However, each individual player can only update the ability parameters of the shared character according to their own actions. Therefore, there is room for further improvement in terms of encouraging logins due to the feature that the shared character is shared by multiple players. In consideration of the above, one aspect of the present disclosure aims to effectively encourage logins of each player in a game played by multiple players. [Means for solving the problem]

[0005] In order to solve the above problems, a game system according to one embodiment of the present disclosure includes a game control unit that controls a game in which characters corresponding to identification information of multiple players are used, and an instruction receiving unit that receives a first instruction from each of the multiple players, the first instruction including a first action that changes parameters related to the character and a time point for the first action, and the game control unit executes the first action specified by the first instruction, on the condition that at least one player among the multiple players is logged in at the time point specified by the first instruction.

[0006] A method of operating a game system according to one aspect of the present disclosure includes the step of: the game system controls a game in which characters corresponding to identification information of multiple players are used; the game system receives a first instruction from each of the multiple players, the first instruction including a designation of a first action for changing parameters related to the character and a time point for the first action; and, in controlling the game, executes the first action designated by the first instruction, provided that at least one of the multiple players is logged in at the time point designated by the first instruction.

[0007] A program according to one embodiment of the present disclosure is a program that causes a computer system to function as a game control unit that controls a game in which characters corresponding to identification information of multiple players are used, and an instruction receiving unit that receives a first instruction from each of the multiple players, the first instruction including a designation of a first action that changes parameters related to the character and a time point for the first action, and the game control unit executes the first action designated by the first instruction, on the condition that one or more players among the multiple players are logged in at the time point designated by the first instruction. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a block diagram of a game system according to a first embodiment. [Figure 2] FIG. 2 is a block diagram of a station. [Figure 3] FIG. 2 is a schematic diagram of player data. [Figure 4] 10 is a flowchart of a login process. [Figure 5] FIG. 2 is a schematic diagram of group data. [Figure 6] FIG. 2 is a schematic diagram of member data among group data. [Figure 7] FIG. 2 is a schematic diagram of racehorse data among group data. [Figure 8] FIG. 2 is a schematic diagram of breeding data. [Figure 9] FIG. 10 is a schematic diagram of a development screen. [Figure 10] FIG. 10 is a schematic diagram of a development screen. [Figure 11] FIG. 2 is a block diagram illustrating an example of the functional configuration of the game system. [Figure 12] 10 is a flowchart of a development process. [Figure 13] 10 is a flowchart of a development process. [Figure 14] 10 is a flowchart of a battle process. DETAILED DESCRIPTION OF THE INVENTION

[0009]

[0032] The embodiments of the present disclosure will be described with reference to the drawings. The embodiments exemplified below include various limitations that are not essential to the present disclosure. Therefore, the scope of the present disclosure is not limited to the embodiments exemplified below.

[0010] [Embodiment] FIG. 1 is a block diagram illustrating the configuration of a gaming system 100 according to an embodiment of the present disclosure. The gaming system 100 is installed in, for example, a gaming facility. The gaming facility may be, for example, an entertainment facility such as a game center or a casino, or a commercial facility such as a shopping center. The gaming system 100 provides games to multiple players P within the gaming facility.

[0011] Each player P is assigned a registration card C through advance registration. The registration card C is a recording medium on which identification information Pid of the player P is recorded. The identification information Pid is a code sequence uniquely assigned to each player P for identifying each player P. Note that the registration card C may be a virtual card registered in an information device such as a smartphone or a tablet terminal.

[0012] The game system 100 of this embodiment provides a horse racing game to multiple players P. The horse racing game includes a training stage and a competition stage. The training stage is a stage in which virtual racehorses are trained. The competition stage is a stage in which multiple racehorses trained in the training stage compete against each other. In other words, in the competition stage, a virtual race between multiple racehorses progresses.

[0013] In a horse racing game, multiple unit periods arrive and pass in sequence as real time passes. Each unit period is a predetermined length of time in real time (e.g., several minutes), and corresponds to a virtual week in the horse racing game (e.g., first week, second week, ...). During each unit period, the training of racehorses in the training stage and the competition in the competition stage are repeated.

[0014] A predetermined number of players P who have been registered in advance form a group G. One group G is a collection of multiple players P who share a racehorse. In the training stage, each of the multiple players P who make up the group G trains the racehorse shared by that group G. In other words, the racehorse is a character shared by the multiple players P who make up the group G.

[0015] 1, the game system 100 of this embodiment includes a control system 10 and a plurality of stations 20. The control system 10 and the plurality of stations 20 are realized as separate devices. However, the control system 10 and the plurality of stations 20 may also be configured as a single device.

[0016] Each of the plurality of stations 20 is a unit used by each player P to play the horse racing game. Fig. 2 is a block diagram illustrating the configuration of each of the plurality of stations 20. As illustrated in Fig. 2, the station 20 of this embodiment includes an operation device 21, a display device 22, a reading device 23, a reception device 24, and a payout device 25.

[0017] The operation device 21 is an input device that accepts operations by the player P. The operation device 21 is, for example, a controller operated by the player P, or a touch panel that detects contact by the player P. The display device 22 displays various images under the control of the control system 10. The display device 22 is configured with a display panel such as a liquid crystal panel or an organic EL (Electroluminescence) panel.

[0018] The reading device 23 acquires the identification information Pid of the player P from the registration card C owned by the player P. For example, the reading device 23 may be an optical device that optically recognizes the identification information Pid printed on the registration card C, or a communication device that receives the identification information Pid through short-range communication with the registration card C.

[0019] The reception device 24 accepts medals from the player P. Specifically, the reception device 24 accepts physical medals and electronic medals from the player P. Physical medals are tangible, disk-shaped game value. Electronic medals are intangible game value realized by electronic data. The mechanism of the reception device 24 that accepts physical medals includes an insertion slot into which the physical medals are inserted and a detector that detects the insertion of the physical medals into the insertion slot. Furthermore, the mechanism of the reception device 24 that accepts electronic medals is, for example, a communication device that communicates with an account management system (not shown) that manages the player P's electronic medal account. For example, the reception device 24 executes a withdrawal process for the electronic medals by communicating with the account management system.

[0020] The medals (physical medals or electronic medals) received by the reception device 24 from the player P are exchanged for credits. Specifically, a value corresponding to the number of medals received by the reception device 24 is added to the number of credits held by the player P (hereinafter referred to as "held credit number X2"). The held credit number X2 is a gaming value that the player P can consume to play the game.

[0021] The payout device 25 pays out medals to the player P. Specifically, the payout device 25 pays out medals in a quantity corresponding to the number of owned credits X2. The mechanism of the payout device 25 that outputs physical medals includes a storage container that stores the physical medals, and a discharge mechanism that sequentially discharges the physical medals from the storage container. The mechanism of the payout device 25 that outputs electronic medals is a communication device that executes the deposit process of the electronic medals by communicating with the account management system described above.

[0022] The control system 10 in Figure 1 is a computer system that controls the progress of a horse racing game by multiple stations 20. The control system 10 includes a control device 11 and a storage device 12. The control system 10 may be realized as a single device, or may be realized as multiple devices configured separately from each other.

[0023] The control device 11 is composed of one or more processors that control each element of the game system 100. For example, the control device 11 is composed of one or more types of processors, such as a central processing unit (CPU), a graphics processing unit (GPU), a sound processing unit (SPU), a digital signal processor (DSP), a field programmable gate array (FPGA), or an application specific integrated circuit (ASIC). Note that some or all of the functions of the control device 11 may be installed in each station 20.

[0024] The storage device 12 is one or more memories that store programs executed by the control device 11 and various data used by the control device 11. The storage device 12 is configured with a known storage medium such as a magnetic storage medium or a semiconductor storage medium. The storage device 12 may be configured with a combination of multiple types of storage media. Furthermore, the storage device 12 may be a portable storage medium that is detachable from the game system 100, or a storage medium to which the control device 11 can write or read via a communication network (e.g., cloud storage). The storage device 12 of this embodiment stores player data X, group data Y, and training data Z.

[0025] The storage device 12 stores player data X of FIG. 3 for each pre-registered player P. As illustrated in FIG. 3, the player data X includes identification information Pid, ​​an authentication code X1, an owned credit count X2, and related data X3. The identification information Pid is a code string uniquely assigned to each player P for identifying the player P. The authentication code X1 is a code string (password or passcode) used in an authentication process to verify the legitimacy of the player P. As described above, the owned credit count X2 is the amount of credits owned by the player P. Note that the owned credit count X2 may be stored in a server device with which the game system 100 can communicate. The related data X3 includes various information related to the player P. Specifically, the related data X3 includes an image and a display name of the player P.

[0026] 4 is a flowchart of the process (hereinafter referred to as "login process") for each player P to log in to the horse racing game. A player P who wishes to log in to the horse racing game brings a registration card C close to the reading device 23, causing the reading device 23 to read the identification information Pid. The player P also operates the operating device 21 to input his / her own authentication code X1.

[0027] The control device 11 receives the identification information Pid acquired by the reader 23 and the authentication code X1 entered by the player P (Sa1). The control device 11 executes an authentication process to confirm the legitimacy of the player P (Sa2). Specifically, the control device 11 compares the identification information Pid and authentication code X1 received from the player P with the identification information Pid and authentication code X1 registered in the player data X. If the identification information Pid and authentication code X1 match between the two (Sa3: YES), the control device 11 authenticates the legitimacy of the player P (Sa4). If the authentication process is successful, the player P transitions to a logged-in state in which he or she can play the horse racing game. On the other hand, if either or both of the identification information Pid and the authentication code X1 do not match, the control device 11 does not authenticate the legitimacy of the player P (Sa5). The control device 11 displays a failure of the authentication process on the display device 22.

[0028] The storage device 12 stores group data Y in Fig. 5 for each of a plurality of groups G. The group data Y for each group G is data related to that group G. Specifically, as illustrated in Fig. 5, the group data Y includes identification information Gid, member data Y1, and racehorse data Y2. The identification information Gid is a code string uniquely assigned to each group G for identification of the group G.

[0029] Each player P can form a group G including himself / herself at any time, such as when the horse racing game is first started. The method of setting the members of the group G is arbitrary. For example, each player P can form the group G by specifying the identification information Pid of a desired member using the operation device 21. Alternatively, the group G may be formed with a plurality of players P who have an exchange relationship (for example, a friend relationship such as a follow relationship or a follower relationship) in an information service such as an SNS (Social Networking Service) as its members. A predetermined number of players P selected randomly from a plurality of registered players P may form the group G. The total number of players P forming the group G is arbitrary.

[0030] The member data Y1 is information about the players P that make up a group G. As illustrated in Figure 6, the member data Y1 of each group G includes, for each of the multiple players P that make up the group G, identification information Pid, ​​a training type Y11, and a connection status Y12.

[0031] The training type Y11 is the role of each player P in raising a racehorse in the training stage. Specifically, a virtual occupation assigned to each player P is designated as the training type Y11. Specifically, one of a number of occupations involved in raising racehorses, such as "trainer," "jockey," "stable hand," and "ranch keeper," is designated as the training type Y11 for each player P.

[0032] The method of setting the training type Y11 for each player P is arbitrary. For example, a desired training type Y11 designated by the player P through an operation on the operation device 21 may be set, or a training type Y11 randomly selected from a plurality of candidates may be set for each player P. Note that the training type Y11 may overlap between two or more players P in the group G.

[0033] The connection status Y12 is the login status of each player P. Specifically, the connection status Y12 is expressed by a flag that indicates whether the player P is in a logged-in state or a logged-out state. The control device 11 sets the connection status Y12 of a player P who has successfully been authenticated in the login process to the logged-in state. On the other hand, if a predetermined condition is met for the player P, the control device 11 sets the connection status Y12 of the player P to the logged-out state. The condition may be, for example, that the player P has instructed to log out by operating the operation device 21, that a predetermined time has elapsed since the last operation by the player P, or that the power to the control system 10 has been instructed to be turned off.

[0034] The racehorse data Y2 for each group G is data related to the racehorses owned by that group G. The racehorses owned by group G are selected from a plurality of candidates, for example, in response to an instruction from player P. Note that the racehorses for group G may also be selected randomly from the plurality of candidates. Furthermore, racehorses may be assigned to group G in exchange for the consumption of credits by a plurality of players P, or racehorses may be assigned to group G free of charge without the need to consume credits.

[0035] 7, the racehorse data Y2 includes related data Y21 and performance data Y22. The related data Y21 is information related to the racehorse. Specifically, various information related to the racehorse, such as an image of the racehorse, its name, gender, race record, and winnings, is registered as the related data Y21.

[0036] The performance data Y22 is data that represents the performance of a racehorse. The performance data Y22 includes a plurality of performance parameters A (A1 to A3) related to the racehorse. The performance parameter A1 is a performance value related to the speed of the racehorse. The performance parameter A2 is a performance value related to the stamina of the racehorse. The performance parameter A3 is a performance value related to the physical condition of the racehorse.

[0037] As explained above, member data Y1 representing multiple players P constituting a group G and racehorse data Y2 representing racehorses owned by the group G are associated with each other in the group data Y. Specifically, the identification information Pid (member data Y1) of multiple players P constituting each group G corresponds to the racehorse data Y2 of the racehorses via the identification information Gid of the group G. As can be understood from the explanation above, the horse racing game of this embodiment is a game in which racehorses corresponding to the identification information Pid of multiple players P are used.

[0038] The storage device 12 also stores breeding data Z. The breeding data Z is data that defines the actions (hereinafter referred to as "breeding actions") that each player P takes to breed a racehorse. The breeding actions are processes that change each ability parameter A (A1 to A3) of the racehorse.

[0039] As illustrated in FIG. 8, the training data Z includes a plurality of options Z1 that can be selected as training actions by a player P of each training type Y11. The combination of the plurality of options Z1 differs for each training type Y11. Specifically, the content and total number of the options Z1 differ for each training type Y11.

[0040] For example, a player P whose training type Y11 is "trainer" can select a training action from multiple options Z1 including "slope," "walking machine," and "pool." A player P whose training type Y11 is "jockey" can select a training action from multiple options Z1 including "turf," "dirt," and "wood chips." A player P whose training type Y11 is "stable hand" can select a training action from multiple options Z1 including "walk," "feed," and "special feed."

[0041] Training actions are divided into physical training and mental training. Physical training is a training action for strengthening the physical abilities (e.g., speed and stamina) of a racehorse. Mental training is a training action for adjusting the mental abilities (e.g., condition) of a racehorse. In the training data Z, each option Z1 is divided into physical training and mental training.

[0042] In the training data Z, an effect reference value Z2 and a required number of credits Z3 are registered for each of a plurality of options Z1. The effect reference value Z2 of each option Z1 is an initial or standard numerical value that represents the effect when the option Z1 is executed as a training action. Specifically, the effect reference value Z2 is the amount of change in the ability parameter A when the training action is executed. For example, the effect reference value Z2 includes the amount of increase in the ability parameter A1 of the racehorse's speed and the amount of increase in the ability parameter A2 of the racehorse's stamina.

[0043] The required number of credits Z3 for each option Z1 is the amount of credits that the player P needs to use to select that option Z1 (i.e., the bet amount). In other words, the player P can select option Z1 in exchange for consuming the required number of credits Z3. There is a tendency for the required number of credits Z3 to be larger for option Z1 with a larger effect reference value Z2.

[0044] FIG. 9 is a schematic diagram of a screen (hereinafter referred to as "training screen Q") displayed on the display device 22 of each station 20 in the training stage of the horse racing game. As illustrated in FIG. 9, the training screen Q includes a training horse area Q1, a player area Q2, and a training instruction area Q3. Information about racehorses owned by group G is displayed in the training horse area Q1. Specifically, various information represented by related data Y21 (image, name, sex, track record, winnings, etc. of the racehorse) is displayed in the training horse area Q1.

[0045] The player area Q2 is an area in which information about each of the multiple players P in the group G who own racehorses is displayed. Specifically, the player area Q2 displays, for each of the multiple players P who make up the group G, information represented by the related data X3 (image and display name), the breeding type Y11, the connection status Y12 (logged-in status / logged-out status), and the breeding action selected by the player P (option Z1). The display manner of the player area Q2 differs between a player P whose connection status Y12 is the logged-in status and a player P whose connection status Y12 is the logged-out status.

[0046] The training instruction area Q3 is an area where the player P selects a training action for the racehorse. Specifically, the training instruction area Q3 includes a first selection area Q31 and a second selection area Q32. The first selection area Q31 is an area where the player P selects between an instruction for a training action at the current time (hereinafter referred to as a "normal training command") and a reserved instruction for a training action in the future (hereinafter referred to as a "reserved training command"). The player P can select either a normal training command or a reserved training command by operating the first selection area Q31 using the operation device 21.

[0047] The second selection area Q32 is an area where the player P can select a training action from a plurality of options Z1. Specifically, the second selection area Q32 displays a plurality of options Z1 corresponding to the training type Y11 of the player P. For each option Z1, the effect reference value Z2 and the required number of credits Z3 are also displayed. The plurality of options Z1 are displayed separately for physical training and mental training.

[0048] The combination of the multiple options Z1 displayed in the second selection area Q32 changes depending on the training type Y11 of the player P. For example, Fig. 9 illustrates a training screen Q for a player P whose training type Y11 is "trainer," and Fig. 10 illustrates a training screen Q for a player P whose training type Y11 is "stable hand." The combinations of the multiple options Z1 displayed in the second selection area Q32 differ between Fig. 9 and Fig. 10.

[0049] The player P can select a desired option Z1 from the second selection area Q32 as a training action by operating the operation device 21. Specifically, when a normal training command is selected in the first selection area Q31, the player P selects one of the multiple options Z1 in the second selection area Q32 as a training action. In other words, the normal training command includes the specification of a training action.

[0050] On the other hand, when a reservation training command is selected in the first selection area Q31, the player P selects one of the options Z1 in the second selection area Q32 as a training action and specifies one or more unit periods in the future during which the training action should be performed. In other words, the reservation training command includes the specification of a training action and a unit period.

[0051] In this embodiment, the combination of multiple options Z1 selectable for a normal development command is the same as the combination of multiple options Z1 selectable for a reserved development command. A normal development command is an example of a "second instruction," and the development action specified by the normal development command is an example of a "second action." Furthermore, a reserved development command is an example of a "first instruction," and the development action specified by the reserved development command is an example of a "first action."

[0052] 11 is a block diagram illustrating an example of the functional configuration of the game system 100 in this embodiment. As illustrated in FIG. 11, the control device 11 executes a program stored in the storage device 12 to realize multiple functions (an instruction receiving unit 31 and a game control unit 32) for controlling the horse racing game.

[0053] The instruction receiving unit 31 receives instructions from players P regarding the horse racing game. Specifically, the instruction receiving unit 31 receives normal breeding commands and reserved breeding commands from each of the multiple players P. The game control unit 32 controls the horse racing game. Specifically, the game control unit 32 progresses the horse racing game in accordance with the instructions received by the instruction receiving unit 31 from each player P.

[0054] Among the multiple players P constituting the group G, attention will be focused on a first player P1 and a second player P2 who have different training types Y11. The option Z1 corresponding to the training type Y11 of the first player P1 (e.g., trainer) will be referred to as a "first option Z1a," and the option Z1 corresponding to the training type Y11 of the second player P2 (e.g., jockey) will be referred to as a "second option Z1b." As described above, the combination of the multiple first options Z1a differs from the combination of the multiple second options Z1b. That is, the instruction receiving unit 31 receives a training command (a normal training command or a reserved training command) for the first option Z1a selected by the first player P1 from the multiple first options Z1a as a training action, and receives a training command (a normal training command or a reserved training command) for the second option Z1b selected by the second player P2 from the multiple second options Z1b as a training action.

[0055] As described above, in this embodiment, the combination of first options Z1a selected by the first player P1 as a training action differs from the combination of second options Z1b selected by the second player P2 as a training action, and therefore it is possible to diversify the training actions that change the ability parameter A. Therefore, it is possible to provide an effective incentive to play the horse racing game for a player P who wishes to change the ability parameter A through a variety of training actions.

[0056] 12 and 13 are flowcharts of the processing (hereinafter referred to as "training processing") executed by the control device 11 for the training stage. The training processing of FIG. 12 is executed for each of the multiple groups G. The training processing is an example of a "method of operating a game system." When the training processing is started, the control device 11 starts a unit period (hereinafter referred to as a "current unit period") (Sb1).

[0057] The control device 11 (game control unit 32) determines whether or not one or more players P among the multiple players P constituting the group G to be processed are in a logged-in state by referring to the group data Y of the group G to be processed (Sb2). Specifically, the control device 11 determines whether or not any player P is in a logged-in state in the current unit period by referring to the connection status Y12 of each player P in the member data Y1.

[0058] If there is a player P who is currently logged in (Sb2: YES), the control device 11 (instruction receiving unit 31) determines whether or not a normal training command has been received from the player P who is currently logged in (Sb3). That is, the control device 11 receives a normal training command including a training action specification from a player who is currently logged in among the multiple players P.

[0059] When a normal development command is received (Sb3: YES), the control device 11 (game control unit 32) subtracts the required number of credits Z3 for the option Z1 specified in the normal development command from the number of credits X2 held by the player P (Sb4). That is, the player P can set the normal development command in exchange for consuming the required number of credits Z3.

[0060] Furthermore, the control device 11 (game control unit 32) executes the training action specified in the normal training command (Sb5, Sb6). Specifically, the control device 11 sets a change amount Va according to the effect reference value Z2 corresponding to the training action specified in the normal training command (Sb5). The change amount Va corresponds to the training effect of the normal training command.

[0061] For example, the control device 11 calculates the amount of change Va by multiplying the effect coefficient Ka (Ka>1) by the effect reference value Z2 (Va=Ka·Z2). Therefore, the amount of change Va exceeds the effect reference value Z2. Note that the method of calculating the amount of change Va is not limited to the above example. For example, the control device 11 may calculate the amount of change Va by adding the effect coefficient Ka (Ka>0) to the effect reference value Z2 (Va=Z2+Ka). Furthermore, the control device 11 may randomly vary the effect coefficient Ka within a predetermined range.

[0062] The control device 11 updates the ability parameter A of the racehorse in accordance with the amount of change Va (Sb6). Specifically, the control device 11 adds the amount of change Va to the ability parameter A of the racehorse.

[0063] In this embodiment, the effect coefficient Ka is a variable value that corresponds to the total number of players P (hereinafter referred to as the "login number N") who are currently logged in among the multiple players P that make up the group G. Specifically, the control device 11 sets the effect coefficient Ka to a larger value as the current login number N increases. That is, the effect coefficient Ka1 when the login number N is a first value N1 is lower than the effect coefficient Ka2 when the login number N is a second value N2 that exceeds the first value N1. Therefore, the greater the login number N in the unit period in which a normal training command is received, the greater the amount of change Va in the ability parameter A due to the training action specified by the normal training command. This configuration can encourage logins (and ultimately play of the horse racing game) by a large number of players P who wish to change their ability parameter A.

[0064] As can be understood from the above explanation, the change amount Va is the amount of change in the ability parameter A due to a training action that is executed while the player P remains logged in, in accordance with a normal training command set by the player P. In this embodiment, in addition to a reserved training command that specifies the time point (for example, a unit period in the future) for executing a training action, a normal training command that instructs the immediate execution of a training action immediately after acceptance is also accepted by the control device 11 (instruction acceptance unit 31). Therefore, an effective incentive to log in can be provided to a player P who wishes to change the ability parameter A of a racehorse early on.

[0065] If the normal training command is not accepted (Sb3: NO), the consumption of the number of owned credits X2 (Sb4) and the training operations of the normal training command (Sb5, Sb6) are not executed.

[0066] The control device 11 (game control unit 32) determines whether or not a reservation training command has been received from a player P who is currently logged in (Sb7). If a reservation training command has been received (Sb7: YES), the control device 11 (game control unit 32) stores the reservation training command in the storage device 12 (Sb8). Specifically, the training action (option Z1) and one or more unit periods specified in the reservation training command are stored in the storage device 12. On the other hand, if a reservation training command has not been received from a player P who is currently logged in (Sb7: NO), the storage of the reservation training command (Sb8) is not executed.

[0067] The control device 11 (game control unit 32) determines whether the current unit period has ended (Sb9). If the basic unit period has not ended (Sb9: NO), the control device 11 proceeds to step Sb3. That is, the training process (Sb3 to Sb6) in response to the normal training command and the reception of the reserved training command (Sb7 to Sb8) are repeated within each unit period.

[0068] On the other hand, when the current unit period has ended (Sb9: YES), the control device 11 (game control unit 32) determines whether or not a reserved development command specifying the current unit period as the time for the development operation is stored in the storage device 12 (Sb10), as illustrated in Fig. 13. If a reserved development command specifying the current unit period is stored (Sb10: YES), the control device 11 (game control unit 32) executes the development operation specified in the reserved development command (Sb11 to Sb13).

[0069] First, the control device 11 subtracts the required number of credits Z3 of the option Z1 specified as the training action in the reserved training command from the number of credits X2 owned by the player P who set the reserved training command (Sb11). That is, in exchange for consuming the required number of credits Z3, the training action specified by the reserved training command is executed.

[0070] Furthermore, the control device 11 (game control unit 32) executes the training action specified in the reserved training command (Sb12, Sb13). Specifically, the control device 11 sets a change amount Vb according to the effect reference value Z2 corresponding to the training action specified in the reserved training command (Sb12). The change amount Vb corresponds to the training effect of the reserved training command. The training action specified by the reserved training command is executed whether the player P who set the reserved training command is in a logged-out state or in a logged-in state. Note that if a training process according to a normal training command is executed in the current unit period, the training action specified by the reserved training command may not be executed. Furthermore, a reserved training command that specifies the current unit period as the timing for the training action may not be executed if the player P who set the reserved training command is in a logged-out state.

[0071] For example, the control device 11 calculates the change amount Vb by multiplying the effect coefficient Kb (Kb>1) by the effect reference value Z2 (Vb=Kb·Z2). Therefore, the change amount Vb exceeds the effect reference value Z2. Note that the method for calculating the change amount Vb is not limited to the above example. For example, the control device 11 may calculate the change amount Vb by adding the effect coefficient Kb (Kb>0) to the effect reference value Z2 (Vb=Z2+Kb). Furthermore, the control device 11 may randomly vary the effect coefficient Kb within a predetermined range.

[0072] The control device 11 updates the ability parameter A of the racehorse in accordance with the amount of change Vb (Sb13). Specifically, the control device 11 adds the amount of change Vb to the ability parameter A of the racehorse.

[0073] In this embodiment, the effect coefficient Kb, similar to the effect coefficient Ka, is a variable value corresponding to the number of logins N. Specifically, the control device 11 sets a larger numerical value for the effect coefficient Kb as the number of logins N at the current time is larger. That is, the effect coefficient Kb1 when the number of logins N is the first value N1 is lower than the effect coefficient Kb2 when the number of logins N is the second value N2 exceeding the first value N1. Therefore, the larger the number of logins N in the unit period specified in the reservation training command, the larger the change amount Vb of the ability parameter A by the training operation specified by the reservation training command. According to the above configuration, it is possible to promote logins (and thus play the horse racing game) by a large number of players P who desire a change in the ability parameter A.

[0074] As understood from the above description, the change amount Vb is the change amount of the ability parameter A by the training operation that is executed even when the player P is in the logged-out state according to the reservation training command set by the player P.

[0075] Here, assume a case where the same type of training operation is specified in the normal training command and the reservation training command received from a specific player P. In this embodiment, the effect coefficient Kb is lower than the effect coefficient Ka (Kb < Ka). Therefore, the change amount Vb (Vb = Kb·Z2) of the ability parameter A when the training operation of the reservation training command is executed in the unit period when the player P who set the reservation training command is in the logged-out state is lower than the change amount Va (Va = Ka·Z2) of the ability parameter A when the training operation of the normal training command is executed while the player P who set the normal training command maintains the logged-in state. That is, the training effect by the normal training command set by the player P in the logged-in state at the current time exceeds the training effect by the reservation training command set by the player P who is in the logged-out state in the past at the current time. Therefore, it is possible to give an effective incentive for a large number of players P who desire a change in the ability parameter A to continue logging in.

[0076] After executing the above processing, the control device 11 (game control unit 32) determines whether or not the end condition of the horse racing game has been met (Sb14). The end condition is, for example, when an instruction to end the horse racing game has been issued or when a predetermined time has arrived. If the end condition has not been met (Sb14: NO), the control device 11 proceeds to step Sb1 and starts a new unit period (Sb1). On the other hand, if the end condition has been met (Sb14: YES), the control device 11 ends the breeding processing.

[0077] If none of the multiple players P constituting the group G to be processed is in a logged-in state (Sb2: NO), the above processing (Sb3 to Sb13) is not executed. In other words, if none of the players P in the group G is in a logged-in state, the control device 11 does not receive a normal training command (Sb3 to Sb6), receive a reserved training command (Sb7 to Sb8), or execute a training action according to a reserved training command received in advance (Sb10 to Sb13).

[0078] That is, the control device 11 (game control unit 32) executes the training action specified by the advance reservation training command on the condition that one or more players P of the multiple players P of group G are in a logged-in state (Sb2: YES) during the unit period specified by the advance reservation training command (Sb11-Sb13). Specifically, when the first player P1 is in a logged-out state during the unit period specified by the reservation training command, the control device 11 (game control unit 32) executes the training action (first action) specified by the reservation training command from the first player P1 of the multiple players P of group G on the condition that a second player P2 other than the first player P1 is in a logged-in state among the multiple players. This can therefore encourage logins (and ultimately play of the horse racing game) by many players P who wish to change their ability parameter A.

[0079] In the competition stage, multiple racehorses raised by different groups G in the training stages described above compete against each other. Figure 14 is a flowchart of the processing (hereinafter referred to as "competition processing") executed by the control device 11 for the competition stage. Each player P can instruct a racehorse corresponding to his / her own group G to run in the competition stage by operating the operation device 21 in each unit period. The control device 11 (instruction receiving unit 31) receives an instruction from each player P to enter a racehorse in a race (Sc1).

[0080] The control device 11 (game control unit 32) determines the ranking of each racehorse by developing a virtual race between multiple racehorses corresponding to different groups G (Sc2). The ranking of each racehorse is determined according to the ability data Y22 (ability parameter A) of each racehorse. Specifically, the larger the numerical value of the ability parameter A of a racehorse, the more likely it is to be set to a higher ranking in the competition stage.

[0081] The control device 11 (game control unit 32) awards a reward according to the ranking of the racehorse in the competition stage to the group G that raised the racehorse (Sc3 to Sc5). Specifically, the control device 11 first determines a total reward amount for each group G according to the ranking of the racehorse (Sc3). The total reward amount is set in advance for each ranking according to, for example, the race rating in the competition stage. The control device 11 allocates the total reward amount to each player P in the group G (Sc4). For example, the total reward amount is allocated according to the ratio of the amount of credits each player P has previously consumed in the training stage (e.g., the total value of the required number of credits Z3). In other words, the more credits a player P has previously consumed, the greater the amount of reward allocated to that player P from the total reward amount. The control device 11 adds the amount of reward allocated to each player P to the number of credits X2 owned by that player P (Sc5). According to the above configuration, it is possible to provide an effective incentive for the player P who desires to increase the number of credits X2 he owns to spend his credits to train racehorses.

[0082] [Variations] Specific modified embodiments that can be added to each of the embodiments exemplified above are exemplified below. Two or more embodiments arbitrarily selected from the following examples may be combined as appropriate within the scope of not being mutually contradictory.

[0083] (1) In the above-described embodiment, an example was given of a configuration in which the amount of change Va in ability parameter A due to a normal development command exceeds the effect standard value Z2, and an example was given of a configuration in which the amount of change Vb in ability parameter A due to a pre-order development command exceeds the effect standard value Z2, but one of the above-exemplified configurations may be omitted.

[0084] For example, in a form where the amount of change Va is calculated by multiplying the effect coefficient Ka by the effect reference value Z2 (Va = Ka·Z2), by setting the effect coefficient Ka to 1, the amount of change Va in the ability parameter A due to a normal training command becomes a numerical value equal to the effect reference value Z2. Also, in a form where the amount of change Va is calculated by adding the effect coefficient Ka to the effect reference value Z2 (Va = Z2 + Ka), by setting the effect coefficient Ka to 0, the amount of change Va in the ability parameter A due to a normal training command becomes a numerical value equal to the effect reference value Z2. Therefore, the amount of change Vb in the ability parameter A due to a pre-planned training command exceeds the amount of change Va in the ability parameter A due to a normal training command.

[0085] Furthermore, in a form where the amount of change Vb is calculated by multiplying the effect coefficient Kb by the effect standard value Z2 (Vb = Kb Z2), by setting the effect coefficient Kb to 1, the amount of change Vb in the ability parameter A due to the pre-order development command becomes a numerical value equal to the effect standard value Z2. Furthermore, in a form where the amount of change Vb is calculated by adding the effect coefficient Kb to the effect standard value Z2 (Vb = Z2 + Kb), by setting the effect coefficient Kb to 0, the amount of change Vb in the ability parameter A due to the pre-order development command becomes a numerical value equal to the effect standard value Z2. Therefore, the amount of change Va in the ability parameter A due to a normal development command exceeds the amount of change Vb in the ability parameter A due to the pre-order development command.

[0086] (2) In the above-described embodiment, a common effect reference value Z2 is applied to both normal development commands and reserved development commands. However, the effect reference value Z2a applied to development operations of normal development commands and the effect reference value Z2b applied to development operations of reserved development commands may be different. For example, a form in which the effect reference value Z2a of a normal development command exceeds the effect reference value Z2b of a reserved development command, or a form in which the effect reference value Z2a of a normal development command is lower than the effect reference value Z2b of a reserved development command, is conceivable.

[0087] (3) In the above-described embodiment, the change amount Va was calculated by multiplying the effect coefficient Ka corresponding to the number of logins N by the effect standard value Z2, but the method of calculating the change amount Va of the ability parameter A due to a normal development command (i.e., the development effect due to a normal development command) is not limited to the method exemplified in the embodiment.

[0088] The control device 11 may apply a probabilistically set adjustment value Ea to the calculation of the change amount Va. For example, the control device 11 calculates the change amount Va by multiplying the effect reference value Z2 by the effect coefficient Ka and the adjustment value Ea (Va=Ka·Ea·Z2). The adjustment value Ea is set randomly from, for example, a plurality of candidate values. For example, the control device 11 selects the adjustment value Ea from 100%, which corresponds to a "great success," 70%, which corresponds to a "success," and 20%, which corresponds to a "failure."

[0089] A configuration is also envisioned in which the player P can change the number of credits consumed for a training operation (hereinafter referred to as the "number of credits consumed B"). The control device 11 may apply the ratio Ra of the number of credits consumed B to the number of required credits Z3 (Ra = B / Z3) to calculate the amount of change Va due to a normal training command. For example, the control device 11 calculates the amount of change V by multiplying the effect reference value Z2 by the effect coefficient Ka and the ratio Ra (V = Ka·Ra·Z2). Note that the ratio Ra may be limited to an integer multiple, such as 2x or 4x. According to the above configuration, the amount of change Va in the ability parameter A increases as the number of credits consumed B increases. Therefore, a player P who wishes to train a racehorse can be given an incentive to consume a large number of credits.

[0090] In the above explanation, we focused on the amount of change Va due to a normal training command, but the method of calculating the amount of change Vb of the ability parameter A due to a reserved training command (i.e., the training effect due to the reserved training command) may also be changed in a similar manner.

[0091] Specifically, the control device 11 may apply a probabilistically set adjustment value Eb to calculate the amount of change Vb. For example, the control device 11 calculates the amount of change Vb by multiplying the effect reference value Z2 by the effect coefficient Kb and the adjustment value Eb (Vb = Kb Eb Z2). Note that the adjustment values ​​Ea and Eb may or may not be the same.

[0092] Furthermore, the control device 11 may apply the ratio Rb (Rb=B / Z3) of the consumed credits B to the required credits Z3 to calculate the amount of change Vb due to the reserved breeding command. The consumed credits B is the amount of credits consumed for the breeding operation due to the reserved breeding command, and is a variable value according to instructions from the player P. According to the above configuration, the amount of change Vb in the ability parameter A increases as the consumed credits B increases. Therefore, a player P who wishes to breed a racehorse can be given an incentive to spend a large amount of credits.

[0093] In the above-described embodiment, the change amount Va in ability parameter A due to a normal development command exceeds the change amount Vb in ability parameter A due to a reserved development command. Even in the case where the adjustment value E (Ea, Eb) or the ratio R (Ra, Rb) is applied, it is preferable that the change amount Va exceeds the change amount Vb. However, the change amount Va may also be less than the change amount Vb.

[0094] (4) In the above-described embodiment, an example was given in which a training operation in response to a reservation training command was executed on the condition that one or more players P of group G were in a logged-in state during a unit period specified by the reservation training command. However, a training operation in response to the reservation training command may be executed when none of the players P of group G were in a logged-in state during a unit period specified by the reservation training command. However, when none of the players P of group G were in a logged-in state, the training effect of the reservation training command is sufficiently small compared to when one or more players P were in a logged-in state. For example, the control device 11 sets the effect coefficient Kb used to calculate the change amount Vb to a sufficiently small value. In the above embodiment, in order to maintain the training effect of the reservation training command, one of the players P of group G must be in a logged-in state. This can encourage logins (and ultimately play of the horse racing game) by many players P who wish to change their ability parameter A.

[0095] (5) The combination of multiple options Z1 selectable in a normal breeding command may differ from the combination of multiple options Z1 selectable in a reservation breeding command. For example, it is conceivable that the total number of options Z1 selectable in a reservation breeding command is less than the total number of options Z1 selectable in a normal breeding command. In the above-mentioned configuration, the normal breeding command is advantageous from the perspective of effectively breeding racehorses. Since logging in is required to set a normal breeding command, it is possible to encourage a large number of players P to log in.

[0096] (6) The required number of credits Z3a required to select each option Z1 in a normal development command may be different from the required number of credits Z3b required to select each option Z1 in a pre-order development command. For example, it is possible that the required number of credits Z3a for a normal development command exceeds the required number of credits Z3b for a pre-order development command, or that the required number of credits Z3a for a normal development command is less than the required number of credits Z3b for a pre-order development command. Note that, in order to encourage a large number of players P to log in, priority should be given to normal development commands that require a logged-in state. From the above perspective, it is preferable that the required number of credits Z3a for a normal development command is less than the required number of credits Z3b for a pre-order development command.

[0097] (7) In the above-described embodiment, an example was given in which a logged-in player P could set a reserved breeding command, but a player P who is not logged in may also be able to set a reserved breeding command. Specifically, a player P may be able to set a reserved breeding command by accessing a horse racing game viewing website using an information device such as a smartphone or tablet terminal.

[0098] In the above-described embodiment in which even a player P who is not logged in can set a training command, the combination of options Z1 selectable by the player P may be different depending on whether the player P is logged in or not. For example, a player P who is logged in can select all types of options Z1, whereas a player P who is not logged in can only select an option Z1 corresponding to a specific training type Y11. In other words, the total number of options Z1 selectable by a player P who is logged in exceeds the total number of options Z1 selectable by a player P who is not logged in. According to the above-described embodiment, an effective incentive to log in can be provided to a player P who wishes to select from a variety of options Z1.

[0099] (8) A case is assumed in which the total number of players P constituting a group G falls below a predetermined number. A case is assumed in which the training effect of a group G in which the total number of players P reaches a predetermined number exceeds the training effect of a group G in which the total number of players P is insufficient compared to the predetermined number. For example, the training effect of a group G made up of a predetermined number of players P is 100%, whereas the training effect of a group G in which the total number of players P is insufficient is set to 90%. Note that, if the total number of players P constituting a group G is insufficient, multiple training types Y11 may be set for each player P. In other words, one player P may concurrently hold multiple jobs related to training racehorses.

[0100] (9) In a competition stage in which racehorses from group G compete, the more players P in group G who are logged in, the higher the ability parameter A of the racehorse in the competition stage is expected to be. For example, the ability parameter A of the racehorse at the time of transition to the competition stage is set to a maximum value, and the greater the total number of players P who are not logged in, the lower the ability parameter A is set to. Note that while the above explanation has focused on the competition stage, a similar configuration is also suitable in which, for example, when group G participates in a game event at the beginning of a competition, the greater the total number of players P who are logged in, the more advantageously the game event can be developed.

[0101] (10) In the training reservation command, the player P may be able to specify a time sequence of multiple training actions (hereinafter referred to as a "training pattern"). For example, the player P whose training type Y11 is "trainer" can specify three types of training action time sequences, "slope" → "treadmill" → "pool," in the training reservation command.

[0102] (11) In the above embodiment, it is assumed that group G raises one racehorse, but one group G may raise multiple racehorses. When group G owns multiple racehorses, a common raising command (normal raising command or reserved raising command) may be applied to the raising of the multiple racehorses, or an individual raising command may be applied to each racehorse.

[0103] (12) In the above embodiment, one game system 100 installed in a gaming facility is illustrated, but the game system 100 may be configured with multiple systems installed in different gaming facilities. That is, multiple players P in each group G may log in to the horse racing game using systems installed in different gaming facilities.

[0104] In a configuration in which the game system 100 is made up of multiple systems installed in different gaming facilities, it is expected that the greater the total number of players P logging in using the system within a single gaming facility, the greater the training effect compared to a case in which the total number is smaller. For example, if all players P in a group G log in using the system of a single gaming facility, the training effect is greater than if each player P logs in using the system of a separate gaming facility. This configuration can encourage a large number of players P making up a group G to gather at a single gaming facility. As a result of a large number of players P concentrating at a gaming facility, the revenue of the gaming facility may increase.

[0105] (13) In the above-described embodiment, it is assumed that a single game system 100 installed in an amusement facility is used by multiple players P. However, not all players P in a group G need to use the game system 100. For example, some or all of the players P in a group G may play a horse racing game using an information device such as a smartphone or tablet terminal as a station 20.

[0106] As described above, in a form in which the horse racing game can be played without using station 20 of game system 100, it is expected that the greater the total number of players P logging in from station 20 of game system 100, the greater the training effect compared to when the total number is smaller. For example, when all players P in group G log in using game system 100, the training effect is greater than when some or all players P in group G log in using their own information devices. According to the above form, it is possible to encourage the large number of players P who make up group G to visit the gaming facility.

[0107] (14) The training effect may change depending on the combination of training actions specified by each player P in group G in the training command. The combination of training actions includes the type, total number, or order of the training actions. For example, if each player P sets the training events in the order of "dirt" → "slope" → "feed," the control device 11 executes a process to increase the training effect, a process to improve the physical condition of the racehorse, or a process to increase the weight loss effect of the racehorse.

[0108] (15) In addition to racehorses bred by group G, racehorses bred by one player P may be able to compete in the competition stage. On the other hand, a competition stage may be prepared in which only racehorses bred by group G are allowed to compete.

[0109] (16) The number of unit periods for which a training action can be specified by a training reservation command may be limited to a predetermined number. It is also possible to assume that the training action is repeated in the training reservation command until all of the owned credits X2 are consumed, or that the player P can arbitrarily set the number of unit periods for which a training action can be specified by the training reservation command.

[0110] (17) In the above embodiment, a form was exemplified in which a reserved development command by a player P is executed on the condition that another player P belonging to the same group G as the player P is logged in. However, it is not essential that the player P who sets the reserved development command and the player P corresponding to the execution condition of the reserved development command belong to the same group G. For example, a form is also envisioned in which a reserved development command by a player P in an amusement facility is executed on the condition that another player P in the amusement facility is logged in. In the above form, the presence or absence of a group G is irrelevant.

[0111] (18) While the above embodiment illustrates a horse racing game, the present disclosure can be applied to any type of game. For example, a game to which the present disclosure can be applied includes a game in which multiple players P in a group G cooperate to change parameters.

[0112] For example, the present disclosure is also applicable to lottery games in which various lottery processes are executed. The lottery processes include various lotteries such as bingo games, roulette games, and slot games. Specifically, examples of the lottery processes include physical lotteries using a physical lottery mechanism and electronic lotteries realized by arithmetic processing by the control device 11.

[0113] A plurality of players P playing the lottery game form a group G. The control device 11 executes a lottery process in accordance with a normal lottery command set by a player P who is logged in. The normal lottery command is an example of a "second instruction," and the lottery process specified by the normal lottery command is an example of a "second action."

[0114] Furthermore, each player P can set a reservation lottery command during the unit period during which he or she is logged in. The reservation lottery command includes, for example, a designation of the type of lottery process and a designation of the unit period during which the player P will participate in the lottery process. The reservation lottery command is an example of a "first instruction," and the lottery process designated by the reservation lottery command is an example of a "first action."

[0115] The control device 11 executes the lottery process specified by the reservation lottery command on the condition that any of the players P constituting group G is in a logged-in state during the unit period specified by the reservation lottery command. In other words, if none of the players P of group G is in a logged-in state during the unit period specified by the reservation lottery command, the lottery operation specified by the reservation lottery is not executed. The above configuration can encourage login by a large number of players P who wish to change the lottery parameters.

[0116] Furthermore, the control device 11 controls lottery parameters related to the lottery process in accordance with the number N of logins in a unit period during which the lottery process is executed by the normal lottery command or the reservation lottery command. The lottery parameter is, for example, the probability of winning in the lottery process. Specifically, the control device 11 increases the lottery parameter as the number N of logins in a unit period increases. In other words, the probability of winning in the lottery process increases as the number N of logins in a unit period increases.

[0117] The amount of change in the lottery parameters in the lottery process specified by the normal lottery command exceeds the amount of change in the lottery parameters in the lottery process specified by the reservation lottery command. Therefore, it is possible to encourage login by a large number of players P who wish to change the lottery parameters.

[0118] Furthermore, the lottery process selectable by a first player P1 among multiple players P constituting a group G may be different from the lottery process selectable by a second player P2 different from the first player P1. For example, the first player P1 selects the bingo game and sets a lottery command (a normal lottery command or a reservation lottery command), and the second player P2 selects the roulette game and sets a lottery command.

[0119] (19) In the above-described embodiment, the following configurations 1 to 3 are illustrated. [Configuration 1] A first instruction (e.g., a reservation development command) including a specification of the time of the action is received from a player P, and an action according to the first instruction is executed on the condition that another player P is logged in at the time specified by the first instruction. [Configuration 2] The parameters applied to the game are controlled according to the total number of players P who are logged in (login number N). [Configuration 3] The combination of multiple options Z1 selectable by a first player P1 among multiple players P constituting a group G is different from the combination of multiple options Z1 selectable by a second player P2 different from the first player P1.

[0120] Each of the configurations 1 to 3 can be established independently of the other configurations without requiring the other configurations. That is, in the configuration 1, the configuration 2 or the configuration 3 may be omitted, in the configuration 2, the configuration 1 and the configuration 3 may be omitted, and in the configuration 3, the configuration 1 or the configuration 2 may be omitted.

[0121] (20) Basically, it is assumed that one player P uses one station 20, but a situation may arise in which one player P plays the horse racing game by sequentially using multiple stations 20. To avoid a situation in which one player P uses multiple stations 20, the following mode is assumed, for example.

[0122] [Aspect 1] A camera installed at each station 20 photographs the player P, and it is determined whether the player P is actually present at each station 20.

[0123] [Aspect 2] Since an electronic medal account is associated with information unique to a player P (for example, an address), one player P cannot have multiple electronic medal accounts. Therefore, by having the electronic medal account also authenticated in the login process described above, it is possible to avoid a situation in which one player P uses multiple stations 20.

[0124] [Aspect 3] A time interval is limited for setting a training command at each station 20. If a training command is set at a specific station 20 and then no training command is set at another station 20 within the time limit, it is determined that one player P is using multiple stations 20.

[0125] It is also possible to allow logging in from multiple stations 20 using one electronic medal account. For example, one or more players P share one electronic medal account and play a game using multiple stations 20. Also, multiple pieces of identification information Pid may be set for one electronic medal account. For example, one player P may play a game using multiple pieces of identification information Pid. In the above embodiments, a collection of multiple pieces of identification information Pid corresponds to a "group."

[0126] (21) In the above-described embodiments, the game system 100 is installed in a real space. However, the game system 100 may also be implemented as a virtual object installed in a virtual space implemented by computational processing. Therefore, a service similar to the game system 100 in the above-described embodiments may be provided to the player P by an information device such as a smartphone or a tablet terminal. For example, a game similar to the game system 100 may be implemented as an application game provided by a program executed by the information device, or as a cloud game provided by a server capable of communicating with the information device.

[0127] (22) The functions of the game system 100 according to the above-described embodiment are realized by cooperation between one or more processors constituting the control device 11 and a program stored in the storage device 12. The program according to the above-described embodiment can be provided in a form stored on a computer-readable recording medium and installed on a computer. The recording medium is, for example, a non-transitory recording medium, such as an optical recording medium (optical disc) such as a CD-ROM, but also includes any known type of recording medium, such as a semiconductor recording medium or a magnetic recording medium. Note that a non-transitory recording medium includes any recording medium other than a transitory, propagating signal, and does not exclude volatile recording media. Furthermore, in a configuration in which a distribution device distributes a program via a communication network, the recording medium storing the program in the distribution device corresponds to the non-transitory recording medium described above.

[0128] [Note] From the above description, for example, preferred aspects of the present disclosure can be understood as follows: Note that, in order to facilitate understanding of each aspect, reference numerals in the drawings are conveniently written in parentheses below, but this is not intended to limit the present disclosure to the illustrated aspects.

[0129] [Appendix 1] To solve the above problems, a game system (100) according to one aspect of the present disclosure includes a game control unit (32) that controls a game in which characters corresponding to identification information (Pid) of multiple players (P) are used, and an instruction receiving unit (31) that receives, from each of the multiple players (P), a first instruction including a designation of a first action for changing a parameter (A) related to the character and a time point for the first action, and the game control unit (32) executes the first action designated by the first instruction, on the condition that one or more players (P) among the multiple players (P) are in a logged-in state at the time point designated by the first instruction. In the above aspect, the first action designated by the first instruction is executed, on the condition that one or more players (P) are in a logged-in state at the time point designated by the first instruction. This can encourage players (P) who wish to change the parameter (A) to log in (and thus play the game).

[0130] A "parameter (A)" is any variable applied to a game. For example, various information such as numerical values ​​relating to a character's characteristics (e.g., ability or status) is exemplified as a "parameter (A)." A parameter (A) is typically expressed by a numerical value. However, a parameter (A) is not limited to information expressed by a numerical value. For example, information representing a scale such as "high / medium / low" or "good / medium / bad" is also included in a "parameter (A)."

[0131] The "first instruction" is, for example, an instruction to perform an action at a specific time point. The "time point" specified by the first instruction means, for example, a specific time point in the future. A first instruction specifying a time point in the future can also be expressed as a reservation for an action to change a parameter (A). Note that the concept of "time point" includes not only a single time point on the time axis but also a period on the time axis. Furthermore, for example, the time point at which a character's parameter (A) is changed in response to an instruction from another player (P), or the time point at which a first instruction is received from another player (P), are also examples of the "time point."

[0132] The logged-in state means a state in which the player (P) is able to play the game through authentication processing using the player's (P) identification information (Pid). On the other hand, the logged-out state is a state other than the logged-in state. In other words, the state from the end of the logged-in state (logout) to the next login is the logged-out state.

[0133] "On the condition that one or more players (P) are in a logged-in state" means that the conditions for executing the first action specified by the first instruction include the condition that one or more players (P) out of multiple players (P) are in a logged-in state. Therefore, in addition to a form in which the first action is executed on the condition that one or more players (P) are in a logged-in state only, the present disclosure also encompasses a form in which the first action is executed when both the condition that one or more players (P) are in a logged-in state and another condition are met.

[0134] [Appendix 2] In a specific example (Supplementary Note 2) of Supplementary Note 1, the game control unit (32) executes the first action specified by the first instruction from a first player (P) among the multiple players (P), on the condition that, when the first player (P) is in a logged-out state at the time of the specification by the first instruction, a second player (P) among the multiple players (P) other than the first player (P) is in a logged-in state. In the above aspect, when the first player (P) is in a logged-out state, the first action in response to the first instruction from the first player (P) is executed on the condition that a second player (P) other than the first player (P) is in a logged-in state. Therefore, it is possible to encourage login by a large number of players (P).

[0135] [Appendix 3] In a specific example (Supplementary Note 3) of Supplementary Note 1 or Supplementary Note 2, the instruction receiving unit (31) further receives, from a player (P) who is logged in among the plurality of players (P), a second instruction including a designation of a second action for changing a parameter (A) related to the character, and the game control unit (32), when the instruction receiving unit (31) receives the second instruction, executes the second action designated by the second instruction. In the above aspect, in addition to the first instruction designating a time (e.g., a future time) for executing the first action, the instruction receiving unit (31) also receives a second instruction designating the execution of the second action immediately after the first instruction is received. Therefore, a player (P) who wishes to change the parameter (A) early can be given an effective incentive to log in.

[0136] [Appendix 4] In a specific example (Supplementary Note 4) of Supplementary Note 3, the amount of change in the parameter (A) caused by the first action of a specific type that is executed in response to the first instruction from a first player (P) among the multiple players (P) while the first player (P) is in a logged-out state is less than the amount of change in the parameter (A) caused by the second action of the specific type that is executed in response to the second instruction from the first player (P) while the first player (P) remains logged-in. In the above aspect, the amount of change in the parameter (A) caused by the second action that is executed while the first player (P) remains logged-in exceeds the amount of change in the parameter (A) caused by the first action that is executed when the first player (P) is in a logged-out state. Therefore, an effective incentive can be given to a player (P) who wishes to change the parameter (A) to remain logged-in.

[0137] [Appendix 5] In a specific example (Supplementary Note 5) of Supplementary Note 3 or Supplementary Note 4, the greater the total number of players (P) who are logged in at the time of receiving the second instruction among the plurality of players (P), the greater the amount of change in the parameter (A) caused by the second action specified by the second instruction. In the above aspect, the greater the total number of players (P) who are logged in at the time of receiving the second instruction, the greater the amount of change in the parameter (A) caused by the second action. Therefore, it is possible to encourage login (and ultimately game play) by a large number of players (P) who wish to change the parameter (A).

[0138] "The greater the total number of logged-in players (P), the greater the change in parameter (A) due to the second action" means a relationship in which the change in parameter (A) due to the second action monotonically increases with the total number of logged-in players (P). Monotonous increase encompasses both broadly-defined monotonic increase and narrowly-defined monotonic increase. In other words, there may be a range in which the change in parameter (A) due to the second action does not change with changes in the total number of logged-in players (P) (broadly-defined monotonic increase). Therefore, the above relationship can also be described as a relationship in which the change in parameter (A) when the total number of logged-in players (P) is a first value is less than the change in parameter (A) when the total number is a second value that is greater than the first value.

[0139] [Appendix 6] In any specific example (Supplementary Note 6) of Supplementary Note 1 to Supplementary Note 5, the greater the total number of players (P) among the plurality of players (P) who are logged in at the time specified by the first instruction, the greater the amount of change in the parameter (A) caused by the first action specified by the first instruction. In the above aspect, the greater the total number of players (P) who are logged in at the time specified by the first instruction, the greater the amount of change in the parameter (A) caused by the first action. Therefore, it is possible to encourage login (and ultimately game play) by a large number of players (P) who wish to change the parameter (A).

[0140] The phrase "the greater the total number of logged-in players (P), the greater the change in parameter (A) due to the first action" refers to a relationship in which the change in parameter (A) due to the first action monotonically increases with the total number of logged-in players (P). Monotonous increase encompasses both broadly-defined monotonic increase and strictly-defined monotonic increase. In other words, there may be a range in which the change in parameter (A) due to the first action does not change with changes in the total number of logged-in players (P) (broadly-defined monotonic increase). Therefore, the above relationship can also be described as a relationship in which the change in parameter (A) when the total number of logged-in players (P) is a first value is smaller than the change in parameter (A) when the total number is a second value that is greater than the first value.

[0141] [Appendix 7] In a specific example (Appendix 7) of any of Supplementary Notes 1 to 6, the instruction receiving unit (31) receives the first instruction from a first player (P) among the multiple players (P), with the first option (Z1, Z1a) selected by the first player (P) from a plurality of first options (Z1, Z1a) as the first action, and receives the first instruction from a second player (P) different from the first player (P) among the multiple players (P), with the second option (Z1, Z1b) selected by the second player (P) from a plurality of second options (Z1, Z1b) whose combination is different from the plurality of first options (Z1, Z1a) as the first action. In the above embodiment, the combination of first options (Z1, Z1a) selected as the first action by the first player (P) differs from the combination of second options (Z1, Z1b) selected as the first action by the second player (P), so it is possible to diversify the first actions that change the parameter (A). Therefore, it is possible to provide an effective incentive to log in for players (P) who wish to change the parameter (A) with a variety of first actions.

[0142] The phrase "different" between a combination of multiple first options (Z1, Z1a) and a combination of multiple second options (Z1, Z1b) means, for example, that the types or total number of the multiple first options (Z1, Z1a) differ from the types or total number of the multiple second options (Z1, Z1b). The types of options may partially overlap between the multiple first options (Z1, Z1a) and the multiple second options (Z1, Z1b).

[0143] [Appendix 8] An operating method according to one aspect (Appendix 8) of the present disclosure includes a game system (100) controlling a game in which characters corresponding to identification information (Pid) of multiple players (P) are used, receiving a first instruction from each of the multiple players (P) including a designation of a first action for changing a parameter (A) related to the character and a time point of the first action, and in controlling the game, executing the first action designated by the first instruction, on the condition that at least one player (P) among the multiple players (P) is in a logged-in state at the time point designated by the first instruction.

[0144] [Appendix 9] A program according to one aspect (Appendix 9) of the present disclosure is a program that causes a computer system to function as a game control unit (32) that controls a game in which characters corresponding to identification information (Pid) of multiple players (P) are used, and an instruction receiving unit (31) that receives a first instruction from each of the multiple players (P), the first instruction including a designation of a first action that changes a parameter (A) related to the character and a time point of the first action, and the game control unit (32) executes the first action designated by the first instruction, on the condition that at least one player (P) among the multiple players (P) is logged in at the time point designated by the first instruction. [Explanation of symbols]

[0145] 100...game system, 10...control system, 11...control device, 12...storage device, 20...station, 21...operation device, 22...display device, 23...reading device, 24...reception device, 25...payout device, 31...instruction reception unit, 32...game control unit.

Claims

1. a game control unit that controls a game in which characters corresponding to identification information of a plurality of players are used; an instruction receiving unit that receives, from each of the plurality of players, a first instruction including a designation of a first action for changing a parameter related to the character and a time point of the first action; The game control unit executes the first action specified by the first instruction on the condition that one or more players among the plurality of players are in a logged-in state at the time specified by the first instruction. Game system.

2. The game control unit executes the first action specified by the first instruction from a first player among the plurality of players, on the condition that, when the first player is in a logged-out state at the time of the first instruction, a second player other than the first player among the plurality of players is in a logged-in state. The game system of claim 1.

3. the instruction receiving unit further receives, from a logged-in player among the plurality of players, a second instruction including a designation of a second action for changing a parameter related to the character; When the instruction receiving unit receives the second instruction, the game control unit executes the second action designated by the second instruction. The game system of claim 1.

4. a change amount of the parameter caused by the first action of a specific type that is executed in response to the first instruction from a first player among the plurality of players while the first player is in a logged-out state is less than a change amount of the parameter caused by the second action of the specific type that is executed in response to the second instruction from the first player while the first player remains in a logged-in state; The game system of claim 3.

5. The greater the total number of players who are logged in at the time of receiving the second instruction among the plurality of players, the greater the amount of change in the parameter caused by the second action specified by the second instruction.

5. The game system according to claim 3 or claim 4.

6. The greater the total number of players who are logged in at the time specified by the first instruction among the plurality of players, the greater the amount of change in the parameter caused by the first action specified by the first instruction.

5. The game system according to claim 1.

7. The instruction receiving unit receiving the first instruction from a first player among the plurality of players, the first option selected by the first player among a plurality of first options, as the first action; The first instruction is received from a second player, different from the first player, among the plurality of players, with a second option selected by the second player from a plurality of second options having a combination different from that of the plurality of first options as the first action. The game system of claim 1.

8. The game system Controlling a game in which characters corresponding to identification information of a plurality of players are used; receiving, from each of the plurality of players, a first instruction including a designation of a first action for changing a parameter related to the character and a time point of the first action; In controlling the game, Executing the first action specified by the first instruction on the condition that one or more players among the plurality of players are in a logged-in state at the time specified by the first instruction. How the game system works.

9. a game control unit that controls a game in which characters corresponding to identification information of a plurality of players are used; an instruction receiving unit that receives, from each of the plurality of players, a first instruction including a designation of a first action for changing a parameter related to the character and a time point of the first action; A program that causes a computer system to function as The game control unit executes the first action specified by the first instruction on the condition that one or more players among the plurality of players are in a logged-in state at the time specified by the first instruction. program.

Citation Information

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