Game system, game control device, and program
The game system allows trained characters to be reused across different game modes, addressing the limited use issue and enhancing gameplay entertainment by providing diverse scenarios and engagement.
Patent Information
- Application Number
- JP2025231945
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-12-04
- Publication Date
- 2026-02-24
AI Technical Summary
In existing games, characters that have been trained are often converted into items, leading to limited use and potential boredom for users.
A game system that includes multiple game modes allowing trained characters to be used as objects in different games, such as character development, team development, and battle modes, enabling their reuse and enhancement across various game scenarios.
Enhances gameplay entertainment value by providing multiple uses for trained characters, preventing boredom and increasing user engagement through diverse game modes.
Smart Images

Figure 2026031705000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system, a game control device, and a program. [Background technology]
[0002] Conventionally, games have been known in which a user can train a character and use the trained character in the game. Games have also been proposed in which a trained but unused character can be converted into an item (for example, Patent Document 1). A character that a user has converted into an item is no longer owned by the user. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-110678 Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned games, if the characters that have been trained are converted into items, they are lost, and there are limited uses for the characters that have been trained, which can be a factor in users becoming bored with the gameplay.
[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a game system, a game control device, and a program for improving the entertainment value of a game. [Means for solving the problem]
[0006] A game system according to one embodiment of the present invention is a game system that provides games including a first game, a second game, and a third game, and includes: a first game execution means that executes the first game, changing or setting parameters of a first object based on user operation, and storing the changed or set first object in a storage device as an object to be used in the second game and the third game; a second game execution means that executes the second game, in which at least one of the objects to be used can be used as an auxiliary object for changing or setting parameters of a second object used in the second game; and a third game execution means that executes the third game, in which at least one of the objects to be used can be used as an object to be operated in the third game.
[0007] A game control device according to another aspect of the present invention is a game control device that provides games including a first game, a second game, and a third game, and includes: a first game execution means that executes the first game, changing or setting parameters of a first object based on a user's operation, and storing the changed or set first object in a storage device as an object to be used in the second game and the third game; a second game execution means that executes the second game, in which at least one of the objects to be used can be used as an auxiliary object for changing or setting parameters of a second object used in the second game; and a third game execution means that executes the third game, in which at least one of the objects to be used can be used as an object to be operated in the third game. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a schematic block diagram showing an example of the configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a schematic block diagram showing an example of the hardware configuration of a game terminal. [Figure 3] FIG. 2 is a schematic block diagram illustrating an example of a hardware configuration of a server. [Figure 4] FIG. 10 is a diagram showing an example of an event deck display screen. [Figure 5] FIG. 10 is a diagram showing an example of an ability list screen of an original character. [Figure 6] FIG. 10 is a diagram showing an example of a main screen of a first game mode. [Figure 7] FIG. 10 is an explanatory diagram showing an example of a practice screen. [Figure 8] FIG. 10 is a diagram illustrating an example of a home screen. [Figure 9] FIG. 10 is a diagram showing an example of a map configuration in a second game mode. [Figure 10] FIG. 10 is a diagram showing an example of a main screen of a second game mode. [Figure 11] FIG. 10 is a diagram illustrating an example of a type of route. [Figure 12] FIG. 10 is a diagram illustrating an example of a square information table. [Figure 13] FIG. 10 is a diagram showing an example of an item type table for the second game mode. [Figure 14] FIG. 10 is a diagram illustrating an example of a contract master table. [Figure 15] FIG. 10 is a diagram illustrating an example of a skill table. [Figure 16] FIG. 10 is a diagram illustrating an example of a contract selection screen. [Figure 17] FIG. 10 is a diagram showing an example of a coach selection screen. [Figure 18] FIG. 10 is a diagram showing an example of a player replacement screen in the second game mode. [Figure 19] FIG. 10 is a diagram showing an example of an order formation screen for My Team. [Figure 20] FIG. 10 is a diagram illustrating an example of an equipment setting screen. [Figure 21] FIG. 2 is a schematic functional block diagram showing an example of the functional configuration of the game system. [Figure 22] FIG. 10 is a diagram illustrating an example of a user information table. [Figure 23] FIG. 10 is an explanatory diagram illustrating an example of a character information table. [Figure 24] FIG. 10 is a diagram showing an example of a possessed character table. [Figure 25] FIG. 2 is a schematic functional block diagram showing an example of the functional configuration of a second game executing section. [Figure 26] FIG. 10 is a schematic functional block diagram showing another example of the functional configuration of the game system. [Figure 27] 10 is a flowchart showing an example of processing in a first game mode. [Figure 28] 10 is a flowchart showing an example of processing in a second game mode. [Figure 29] 10 is a flowchart showing an example of processing in a second game mode. [Figure 30] 10 is a flowchart showing an example of processing in a second game mode. [Figure 31] 10 is a flowchart showing an example of processing in a second game mode. [Figure 32] 10 is a flowchart showing an example of processing in a second game mode. [Figure 33] 10 is a flowchart showing an example of processing in a third game mode. [Figure 34] FIG. 2 is a diagram illustrating an example of map data. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an example of an embodiment of the present invention will be described with reference to the drawings.
[0010] [1. Game system configuration] FIG. 1 is a schematic block diagram showing an example configuration of a game system 1 according to an embodiment of the present invention. This game system 1 includes a plurality of game terminals 10-n (n is a positive integer, 10-1, 10-2, ...) and a server 30. The game terminals 10-n and the server 30 in the game system 1 are connected to each other so that data can be communicated via a network N such as the Internet. Here, since the multiple game terminals 10-n have the same configuration, when no particular distinction is required, they will be simply referred to as "game terminal 10" in the following description.
[0011] The network N in this embodiment is not limited to the Internet, but may be, for example, a dedicated line, a public line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, etc., as long as it can connect the game terminals 10-n and the server 30 in the game system 1 to each other so that they can communicate with each other, or it may be a combination of these with the Internet.
[0012] A game terminal 10 operated by a user is a computer used by the user to play a game. Examples of game terminals 10 include home game consoles (stationary or portable), personal computers, smartphones, mobile phone terminals, PHS (Personal Handy-phone System) terminals, personal digital assistants (PDAs), tablet computers, multi-function television receivers (so-called smart TVs), and commercial game consoles installed in gaming facilities, etc.
[0013] The server 30 is, for example, a server computer. The server 30 associates information about the user's game with a user ID for uniquely identifying each user, and stores and manages the information in, for example, a database DB. The database DB may be built within the server 30, or may be built in a server computer separate from the server 30.
[0014] The game system 1 allows for computer battles (also referred to as CPU battles) and online battles. In online battles, for example, user A operating game terminal 10-1 and user B operating game terminal 10-2 can play a competitive game via network N. In the case of online battles, for example, game terminals 10-1 and 10-2 matched by server 30 can directly communicate with each other via a P2P (Peer to Peer) connection or the like to play a competitive game. Alternatively, data exchange between game terminals 10-1 and 10-2 can be performed via server 30. Either method may be used to play a competitive game.
[0015] Communication between game terminal 10-n and server 30 can be realized, for example, by using HTTP (Hyper Text Transfer Protocol), which runs on TCP / IP (Transmission Control Protocol / Internet Protocol), as the base protocol, and implementing the application protocol specified by this system at a higher level.
[0016] On the other hand, communication between game terminal 10-1 and game terminal 10-2 connected by P2P or the like can be realized by, for example, UDP (User Datagram Protocol), a communication protocol on the transport layer of the OSI reference model that is mainly implemented on the IP protocol. The above-mentioned UDP is a communication method in which data is sent to the other terminal device without any data delivery confirmation or error correction, and therefore has the advantage of low data reliability but high data transfer speed. It is of course possible to use existing protocols other than UDP for communication between game terminal 10-1 and game terminal 10-2, or to use new protocols that will be newly defined in the future.
[0017] Furthermore, for example, in a game terminal 10-n having a short-range wireless communication function using a predetermined frequency band (for example, the 2.4 GHz frequency band), multiple game terminals 10-n can communicate directly with each other to play competitive games, etc.
[0018] (Game device hardware configuration) FIG. 2 is a schematic block diagram showing an example of the hardware configuration of game terminal 10. Game terminal 10 mainly includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an auxiliary storage device 14, a communication unit 15, an operation unit 16, an image processing unit 17, and a sound processing unit 18, which are interconnected via a bus line 19 including an address bus, a data bus, a control bus, etc. Note that interface circuits are interposed between bus line 19 and each component as needed, but are not shown here. Game terminal 10 also includes a display unit 20 and an audio output unit 21.
[0019] The CPU 11 interprets and executes the commands of the game program, and controls the entire game terminal 10. The ROM 12 stores programs and data necessary for basic operational control of the game terminal 10. The RAM 13 stores various programs and data, and ensures a working area for the CPU 11.
[0020] The auxiliary storage device 14 is a storage device that stores game programs, various data, etc. As the auxiliary storage device 14, for example, a non-volatile semiconductor memory, a hard disk drive, a solid state drive, etc. can be used.
[0021] Communication unit 15 includes a communication interface (not shown) and has a communication control function for communicating data when a game is being played. Here, the communication control function for data communication includes, for example, an Internet connection function, a wireless LAN (Local Area Network) connection function, and a short-range wireless communication function using a predetermined frequency band (e.g., the 2.4 GHz frequency band). Communication unit 15 transmits a connection signal for connecting game terminal 10 to network N based on a command from CPU 11, and also receives information transmitted from the other party and supplies the information to CPU 11.
[0022] The operation unit 16 is used by the user to input various operation commands to the game terminal 10. Examples of the operation unit 16 include a position input unit (a component of a touch panel) equipped with a touch interface, physical buttons, a controller, an analog stick, a keyboard, a pointing device, etc. The operation unit 16 may also be configured to accept voice input by identifying voice input from a voice input unit such as a microphone.
[0023] The image processing unit 17 drives the display unit 20 based on an image display command from the CPU 11 to display a game screen. Various known display devices, such as a liquid crystal display or an organic electroluminescence (EL) display, can be used for the display unit 20. The display unit 20 can also be a touch panel that combines a display device, such as a liquid crystal display, with a position input unit having a touch interface. When the display unit 20 is configured as a touch panel, the image processing unit 17 includes a touch input detection unit (not shown). When a pointer, such as a finger or a pen, touches the screen, the touch input detection unit detects the coordinates of the contact position on the screen and supplies a coordinate signal to the CPU 11. This allows the CPU 11 to recognize the contact position on the screen of the display unit 20. The display unit 20 does not need to be integrated with the game device 10 and may be, for example, a television monitor externally connected to the game device 10.
[0024] The sound processing unit 18 generates an analog audio signal based on a sound generation instruction from the CPU 11 and outputs it to the audio output unit 21 .
[0025] (Server hardware configuration) 3 is a schematic block diagram showing an example of the hardware configuration of server 30. Server 30 mainly comprises a CPU 31, a ROM 32, a RAM 33, an auxiliary storage device 34, and a communication unit 35, which are interconnected via a bus line 36 including an address bus, a data bus, a control bus, etc. Note that, although an interface circuit is interposed between bus line 36 and each component as needed, the interface circuit is not shown here.
[0026] The CPU 31 interprets and executes commands from the system software and application software, and controls the entire server 30. The ROM 32 stores programs and the like necessary for basic operational control of the server 30. The RAM 13 stores various programs and data, and ensures a working area for the CPU 31. The auxiliary storage device 34 is a storage device that stores programs, various data, and the like. The auxiliary storage device 34 can be, for example, a hard disk drive or a solid state drive.
[0027] The communication unit 35 includes a communication interface (not shown) and controls communication with each game terminal 10-n via the network N. The communication unit 35 also controls communication with other servers (not shown) connected to the network N. For example, if the server 30 is configured as a system incorporated into a social networking service (SNS), the communication unit 35 of the server 30 controls communication with the SNS server. Furthermore, for example, the server 30 controls communication with a video distribution server that distributes game videos played by users to spectators. The server 30 may also be provided with a video distribution function.
[0028] The server 30 can be configured as a single computer, or can be configured as a function-distributed type in which the functions of the server 30 are distributed among multiple servers. Alternatively, a load-distributed type configuration can be achieved by providing multiple servers 30 on the network N for redundancy (multiplexing). The server 30 can also be configured as a cloud server that uses cloud computing technology.
[0029] The programs and data are supplied to game terminal 10 or server 30 from a remote location via network N and stored in RAM 13, auxiliary storage device 14, RAM 33, or auxiliary storage device 34. Game terminal 10 or server 30 may be provided with a component (such as an optical disk drive or a memory card slot) for reading programs and data stored in an information storage medium (such as an optical disk or a memory card). Then, the programs and data may be supplied to game terminal 10 or server 30 via the information storage medium.
[0030] In the following, it is assumed that game terminal 10 is a smartphone or tablet computer equipped with a touch panel.
[0031] [2. Overview of an example game] An example of a game is outlined below. Various games can be executed in the game system 1. For example, various games can be executed regardless of game format or genre, such as sports games (games based on baseball, soccer, tennis, American football, etc.), racing games, fighting games, combat games, digital card games, etc. Note that games may be executed by game terminal 10 communicating data with server 30 or another game terminal 10, or may be executed by game terminal 10 alone.
[0032] For example, in a baseball game, various game modes, including training and competition, are executed based on one or more objects (for example, game characters, game cards, game items, etc.). Below, a baseball game based on baseball will be described as an example of a game executed in the game system 1, and other games will also be mentioned as necessary.
[0033] In the baseball game of this embodiment, it is possible to execute a game including at least a first game, a second game, and a third game, each of which has different game content. In this embodiment, a first game mode in which player characters are trained will be described as an example of the first game. Also, a second game mode in which team training and the like is performed will be described as an example of the second game. Also, a third game mode in which a user competes against other users will be described as an example of the third game.
[0034] The baseball game of this embodiment may include various game modes in addition to the first through third games. FIG. 8 shows an example of a home screen G500 for the game of this embodiment. A display area A501 displays a mode selection part P5011 for selecting one of multiple game modes included in the game. FIG. 8 shows an example in which one game mode can be selected from the first through fifth game modes. The mode selection part P5011 in the center is the currently selected game mode, and in the example of FIG. 8, the second game mode is selected. Swiping the display area A501 left or right switches the selected game mode. The fourth game mode is, for example, a challenge mode in which players can obtain items, points, and the like by completing various presented challenges. The fifth game mode is, for example, an event mode in which players can compete in limited-time events. Various other game modes may also be included.
[0035] The first game mode is a character development mode in which the user develops a game character and creates their own original game character. The original character (an example of a first object, an example of a usable object) created by the user in the first game mode can be used in both the second game mode and the third game mode.
[0036] The second game mode is a team development mode in which the player develops the team while selectively moving along a route. The original character created by the user in the first game mode can be used as an auxiliary object for changing or setting parameters of the player character (an example of a second object) used in the second game mode.
[0037] The third game mode is a battle mode in which a team formed using original characters created by the user in the first game mode battles against an opposing team. The original characters created by the user in the first game mode can be used as objects that can be directly controlled by the user in the third game mode.
[0038] The first game mode (character development mode), the second game mode (team development mode), and the third game mode (battle mode) will be described in more detail below.
[0039] (2-1. First game mode) The first game mode will be described in detail below. In the first game mode, the original character to be trained practices baseball at a high school and is trained as a pitcher or fielder through various events. In the first game mode of this embodiment, multiple scenarios are prepared, and the high school to which the original character will attend varies depending on the scenario. In the game of this embodiment, the user selects one of the scenarios to determine the high school to which the original character will attend.
[0040] When a scenario is selected, the user first determines basic information for the original character. This basic information includes the name, position, dominant arm, batting form, and, in the case of a pitcher, pitching form. The position can be selected from pitcher, catcher, first baseman, second baseman, third baseman, shortstop, and outfielder. In the following, positions other than pitcher will be described as fielders.
[0041] Once the basic information for the original character has been determined, the next step is to set up the event deck. The event deck is a deck for setting up event characters who will be teammates with the original character and practice together at the high school the original character will attend. An event character is a character that affects the development of the original character (has a beneficial effect on the user) when an event occurs during the development process of the original character, and the user selects an event character to set in the event deck from among the event characters they own. Event characters can be obtained as a reward for winning in battle mode or by lottery.
[0042] Event characters acquired by a user in the game are associated with the user ID and stored in a storage device (database DB, auxiliary storage device 14, auxiliary storage device 34, etc.) as characters owned by the user, and are managed by the game system 1. There is an upper limit on the number of event characters that each user can own. The basic upper limit is 50, but this limit can be extended by meeting certain conditions. For example, by consuming a certain amount of in-game currency, the upper limit can be extended by 5. However, there is a set maximum limit, and there is a limit to the number of event characters that a user can own. Users can sell event characters that they own. When event characters are sold, they are converted into points or in-game currency that can be used in the game.
[0043] In addition, the user can select one base character from the event characters they own and one or more strengthening material characters, and strengthen the base character by combining the strengthening material characters with the base character. This strengthening process can increase the level of the event character selected as the base character. On the other hand, the event character used as the strengthening material character will no longer be a character owned by the user.
[0044] By selling or strengthening event characters as described above, the user can adjust the number of event characters owned by the user to within a limit. When an event character owned by a user is sold or used as an strengthening material, the event character is no longer associated with the user ID as a character owned by the user. However, information about the event characters owned by the user is stored in a storage device (such as a database DB, auxiliary storage device 14, or auxiliary storage device 34) as a user ownership history, and information management continues. The game system 1 manages a list of event characters currently owned by the user and event characters owned by the user in the past as illustrated guide information. The user can check the illustrated guide information on the screen at any time by performing a predetermined operation. Each event character is associated with a name and a rarity (described below), and event characters with the same name but different rarities exist. Multiple event characters with the same name but different rarities are each assigned different character identification information and managed. Therefore, if there are event characters with the same name but different rarities in the user's ownership history, each of these event characters is included in the illustrated guide information.
[0045] It is desirable for the user to raise the level of the event character in advance through the strengthening process before starting a scenario in the first game mode, because the higher the level of the event character, the higher the increase in the ability of the original character through practice and the initial evaluation of the original character, allowing for advantageous development of the original character.
[0046] FIG. 4 shows an example of the display screen G100 for an event deck. When setting up an event deck, the display screen G100 shown in FIG. 4 is displayed. The deck name is displayed in the display area A110. The user can pre-register the combination of event characters in the event deck before starting a scenario in the first game mode. The change button B1101 is a button for changing the deck name.
[0047] The selected event character is displayed in the display area A112. For example, up to six event characters can be set in the event deck. Note that the event characters are selected from the event characters owned by the user, but some of them can be selected from the event characters owned by other users (for example, other users associated with the user).
[0048] Display area A111 displays the rarity of each event character. Rarity indicates the difficulty of obtaining a character, and there are six types of rarity: "Normal (N)," "Powerful Normal (PN)," "Rare (R)," "Powerful Rare (PR)," "Super Rare (SR)," and "Powerful Super Rare (PSR)." The rarity increases in the order of N, PN, R, PR, SR, and PSR, and the higher the rarity, the greater the benefit when developing an original character, such as when an event occurs. In addition, display area A113 displays the level of the event character.
[0049] In addition, each event character may be associated with a favorite practice, and when the event character practices the favorite practice together with the original character, the original character may learn tips on abilities from the event character, or a special practice event may occur.
[0050] A list of the event character's favorite exercises is displayed in display area A114. Exercise types include "batting," "muscle strength," "base running," "arm strength," "pitch speed," "control," "stamina," "curve ball," "defense," and "mentality." When an event character is set in the event deck, the number of event characters who will become favorite exercises is displayed in display area A115. The example shown in FIG. 4 indicates that one event character is set as a favorite exercise for batting, two event characters are set as favorite exercises for muscle strength, one event character is set as a favorite exercise for base running, one event character is set as favorite exercise for arm strength, and one event character is set as favorite exercise for mental strength. Note that one event character may have two or more favorite exercises.
[0051] Once the event characters have been set in the event deck as described above, the next step is to select items that can be used in the first game mode. Items can be acquired as rewards for winning in the battle mode or by lottery. For example, the user can use up to two items in the first game mode. Types of items include items that increase the event occurrence rate, items that restore stamina, and items that reduce the occurrence rate of injury.
[0052] Game items include items that can be used in the first game mode, items that can be used in the second game mode (such as contract items) described later, and items that can be used in the third game mode (such as equipment items) described later. The game system 1 manages items for each game mode. There may also be items that can be used in common across all game modes (for example, items that recover points required to play each mode).
[0053] Once the selection of game items has been completed as described above, the scenario begins. Before explaining the contents of the scenario, the ability values of the original character to be developed will be explained. Figure 5 shows an example of an ability list screen G200 when an original character is developed as a fielder. An image of the original character is displayed in the display area A210.
[0054] The name of the original character is displayed in display area A211. The number of the original character's position is displayed in display area A212. If the position is catcher, the number is displayed as 2, if it is first baseman, 3, if it is second baseman, 4, if it is third baseman, 5, if it is shortstop, 6, if it is left field, 7, if it is center field, 8, and if it is right field, 9.
[0055] The batting form and dominant hand of the original character are displayed in display area A213. The position of the original character is displayed in display area A214. It is also possible to train the original character to be able to play defense in multiple positions, in which case multiple positions can be displayed.
[0056] The display areas A215 to A221 display the basic abilities of a fielder. The basic abilities displayed in the display areas A216 to A221 are displayed in eight levels of evaluation rank: S, A, B, C, D, E, F, and G, with an ability value of 90 or higher being S, 80 to 89 being A, 70 to 79 being B, 60 to 69 being C, 50 to 59 being D, 40 to 49 being E, 20 to 39 being F, and 19 or less being G.
[0057] Display area A215 displays basic abilities related to "trajectory," which are expressed as an evaluation rank from 1 to 4. The higher the number, the higher the trajectory of the ball when batting, and the more likely it is to hit a home run. Display area A216 displays basic abilities related to "contact," and the higher the "contact" ability, the easier it is to make contact with the ball and hit a home run. Display area A217 displays basic abilities related to "power," and the higher the "power" ability, the more likely it is to hit a long hit. Display area A218 displays basic abilities related to "running ability," and the higher the "running ability," the faster the base running will be and the more likely it is to hit an infield hit. Display area A219 displays basic abilities related to "shoulder strength," and the higher the "shoulder strength" ability, the faster the ball can be thrown defensively. Display area A220 displays basic abilities related to "defensive ability," and the higher the "defensive ability," the wider the defensive range. Display area A221 displays basic abilities related to "catching," and the higher the "catching" ability, the easier it is to catch the ball well defensively and the less likely an error will be made.
[0058] Display area A222 displays a list of special abilities related to fielders possessed by the original character. In the example shown in Fig. 5, the original character possesses five types of special abilities: "infield hit," "pinch hit," "inside hit," "throw," and "stable form." In other words, the original character is likely to hit infield hits, his ability value increases when he appears as a pinch hitter, he excels at "inside hit" when batting, he can throw accurately when fielding, and he is in stable form.
[0059] 5 shows a case where the original character is a fielder, so the basic abilities and special abilities related to fielders are displayed. If the original character is a pitcher, the basic abilities (for example, pitch speed, control, stamina, etc.) and special abilities related to pitchers are displayed.
[0060] Next, the details of the scenario content will be explained. As mentioned above, multiple scenarios are available in the first game mode, and the content common to these scenarios will be explained first. For example, each scenario consists of four sections, with sections 1 to 3 each consisting of 12 turns, and only section 4 consisting of 15 turns. The user can select practice content for each turn and let the original character rest. Note that, since high school baseball preliminaries and high school baseball games at Koshien are included midway through section 4, if the team loses a game and is eliminated, section 4 may be forced to end.
[0061] In each turn of each section, multiple teammates appear in addition to the original character, and have a significant impact on the development of the original character. Teammates include event characters set in the event deck, event characters that are predetermined for that scenario, and other default characters (non-event characters). Note that the same character as the event character that is predetermined for that scenario can also be set in the event deck.
[0062] Additionally, morning and afternoon events may occur with one turn in between. The events that occur include scenario-specific scenario events, events involving event characters set in the event deck, and events involving pre-defined event characters specific to the scenario. Scenario-specific scenario events primarily feature pre-defined event characters specific to that scenario. Whether an event occurs in the morning or afternoon is predetermined by the content of the scenario event and the event characters, and each event occurs if the event occurrence lottery is won. When these events occur, the original character receives a training effect according to the event that occurred. For example, when an event occurs, the player can acquire experience points needed to increase the original character's ability scores or acquire special abilities.
[0063] FIG. 6 shows an example of the main screen G300 for each turn. Display area A301 displays the current section and current turn (the number of turns remaining in the current section). Display area A302 displays the original character's current school year, month, and week. Display area A303 displays the original character's current stamina gauge; if you choose to practice that turn, the stamina gauge will decrease, and if you take a rest or go on a date, the stamina gauge will increase. In addition, when menu button P304 is selected, a menu screen is displayed, allowing the user to check settings or pause the scenario.
[0064] The name of the original character and the current evaluation rank of the basic abilities are displayed in the display area A305. An image P306 of the original character is also displayed near the display area A304.
[0065] In each turn, the user can select what to do in that turn from multiple command options P307, P308, P311 to P313. If option P310 is selected, the turn will not be consumed. Also, the content of option P309 varies depending on the type of scenario, and some options consume a turn and some do not. Next, the content of each option will be explained.
[0066] If the "Rest" option P307 is selected, the player will not practice that turn, but will instead rest and recover their stamina. The amount of stamina recovered is determined by lottery. If the "Practice" option P308 is selected, the screen will transition to a practice screen G400 in FIG. 7, which will be described later, where the user can select one of several types of practice content. Details of the practice content will be described later. The option P309 is a scenario-specific option, and the content will vary depending on the selected scenario.
[0067] When the "ability improvement" option P310 is selected, the user can increase the original character's abilities by using experience points acquired through practice and events. In other words, if the user wants to increase the original character's basic abilities or acquire special abilities, select this option P410 to increase the original character's abilities. When the "hospital visit" option P311 is selected, the original character's illnesses and other conditions are cured with a certain probability. When the "play" option P312 is selected, the original character's stamina is restored and, in addition, the original character's motivation parameter is increased by one level with a high probability. When the "date" option P313 is selected, the original character's stamina is restored.
[0068] Next, a case where the "Practice" option P308 is selected will be described. FIG. 7 shows an example of a practice screen G400. Note that the example shown in FIG. 7 shows a screen in which the "Strength" practice is provisionally selected by the arrow P410. The display area A401 displays the unconsumed experience points acquired by the original character. Here, experience points refer to the points required to improve the aforementioned original character's abilities. The display area A401 does not include experience points consumed by improving the original character's basic abilities or acquiring special abilities. There are five types of experience points: "Strength," "Agility," "Technique," "Curveball," and "Spirit." The type and value of experience points acquired vary depending on the practice content. As shown in FIG. 7, when "Strength" practice is selected, experience points for "Strength" and experience points for "Spirit" are acquired. Furthermore, the display area A402 displays the amount of experience points gained by selecting that practice, allowing the user to select the practice content while referring to the amount of experience points gained.
[0069] Display area A405 displays the teammates who will participate in the practice. The teammates are randomly selected from the scenario-specific, pre-defined event characters, event characters set in the event deck, other default characters, scouts, and managers. The more teammates who participate, the more experience points you will gain. Display area A406 displays the teammate's name and their rating (or relationship level) toward your original character in a gauge. Your original character's rating can be increased by events involving that teammate or by practicing with them. The higher your original character's rating, the more you will acquire tips for special abilities and the greater your experience points will increase. Note that acquiring tips for special abilities reduces the experience points required to acquire that special ability.
[0070] The display area A407 displays the favorite practice associated with that teammate. If the ultimately selected practice matches the favorite practice, the player will receive benefits that are advantageous for developing their original character, such as gaining more experience points. In addition, it is possible to practice with up to five teammates, and the teammate combinations corresponding to each practice (content) are drawn by lottery each turn.
[0071] Furthermore, if there is an event character among the teammates practicing together whose favorite practice matches the selected practice and whose evaluation value relative to the original character is equal to or exceeds a predetermined value, a special practice called special tag practice will be performed. When special tag practice is performed, more experience points can be gained than usual.
[0072] Display area A408 displays the injury rate when that practice is selected. The lower the current physical strength, the higher the injury rate. The higher the injury rate, the higher the probability that the original character will be injured when the practice is performed. If the character is injured, they will not gain experience points even if the practice is performed.
[0073] Different practice contents can be selected from the options P411 to P416, and for example, the user can perform that practice by pressing one of the options P411 to P416 with a finger or the like. Also, each option P411 to P416 displays the level of that practice. The level increases by selecting the same practice multiple times, and the higher the practice level, the more experience points can be obtained.
[0074] When the "Strike" option P411 is selected, the experience points required to increase "Meat," one of the basic abilities of the original character, are obtained. Specifically, experience points for "Strength," "Technique," and "Spirit," which are displayed in the display area A401, are obtained. When the "Strength" option P412 is selected, experience points for "Strength" and "Spirit" are obtained.
[0075] When the "base running" option P413 is selected, the experience points required to increase "running ability," one of the basic abilities of the original character, are obtained. Specifically, experience points for "muscle strength" and "agility" are obtained. When the "shoulder strength" option P414 is selected, the experience points required to increase "shoulder strength," one of the basic abilities of the original character, are obtained. Specifically, experience points for "muscle strength," "agility," and "technique" are obtained.
[0076] When the "Defense" option P415 is selected, the experience points required to increase "Defense," one of the basic abilities of the original character, are obtained. Specifically, experience points for "Agility," "Technique," and "Spirit" are obtained. When the "Mental" option P416 is selected, the original character's physical strength is restored and experience points for "Technique" and "Spirit" are obtained.
[0077] Note that the example shown in FIG. 7 is an example of training an original character as a fielder. When training an original character as a pitcher, the practice options P411 to P416 are different, with combinations of "pitch speed," "control," "stamina," "curveball," "defense," and "mentality." The types of experience points are the same as when training an original character as a fielder. Similarly, when training an original character as a pitcher, the types and values of experience points gained vary depending on the practice. For example, if you select "control" practice, you will gain experience points for "technique" and "mentality."
[0078] As described above, the experience points gained as a result of practicing and events occurring during the first game mode are reflected in improving the basic abilities of the original character and acquiring special abilities, thereby enabling the original character to be developed. However, the basic abilities of the original character may be improved or special abilities may be acquired depending on the results of practicing and events, without the use of experience points.
[0079] The upper limit of an original character's basic ability is 100, but if certain conditions are met (for example, if a specific event character is set in the event deck), it is possible to develop an original character with basic ability exceeding the upper limit of 100. Basic abilities that exceed the upper limit are called basic abilities that exceed the upper limit.
[0080] Basically, the development of an original character is completed upon completion of one scenario. Once the development is complete, the original character is evaluated based on basic abilities, special abilities, etc., and a player overall strength value is calculated. The player rank is determined based on the player overall strength value. The relationship between the range of player overall strength values and player rank is predetermined. For example, the player ranks are as follows, from lowest to highest: G, F, E, D, C, B, A, S, S1-S9, SS, SS1-SS9, PG, PG1-PG9, PF, PF1-PF9, PE, PE1-PE9, PD, PD1-PD9, PC, PC1-PC9, PB, PB1-PB9, PA, PA1-PA9, PS, PS1-PS9.
[0081] The original character whose training has been completed in the first game mode is then associated with the user ID and registered as a character that the user can use in the second game mode and the third game mode. Hereinafter, the original character whose training has been completed and registered in the first game mode will be referred to as a "trained player." After the scenario ends, another trained player can be created by starting the scenario again from the beginning and training the original character. In other words, multiple trained players can be created by repeating the training in the first game mode.
[0082] (2-2. Second game mode) The second game mode will be described below. The second game mode is a team development mode in which players develop their team while selectively moving along paths within the map, and its outline is as follows.
[0083] (2-2-1. Overview of the second game mode) When starting the second game mode, each user is assigned an initial team. The order (members) of the initial team is a fixed order common to all users and is determined by the game management side. For example, the initial order of 25 initial player characters is made up of player characters with relatively low abilities among the player characters provided by the game system 1. Therefore, each user starts with a weak team.
[0084] The second game mode uses a map with multiple squares that form a route. Each square is assigned an element for developing the team. The user decides how to develop their team and taps the square on the map where they want to go to develop their team. For example, there is a scout square where an event character can be scouted (acquired) as a member of their team. When this scout square is selected, the original character created by the user in the first game mode can be used as an auxiliary object to change or set the parameters of the scouted player character. By adding a scouted player character to the team, the team becomes stronger. In addition to the scout squares, there are various other squares, such as practice squares and match squares. The team develops through practice and matches. The objective of the second game mode is to develop the player characters on the team through the effects of each square on the map or the effects of items (described below) and build a stronger team. Another objective of the second game mode is to complete the map route the user wants to go on. Details about the map and each square are described below.
[0085] Within the map, players can obtain items that will give them an advantage in training in the second game mode. Each item has a cost, and the items that can be carried at the start of a stage in the second game mode are limited to the item cost the user possesses. The item cost increases the more the user plays the second game mode. As the item cost of the user increases, the number of "items that can be carried" that can be selected at the start of a stage in the second game mode increases, giving an advantage in team training. As a result, by repeating the stages in the second game mode, players will be able to clear more difficult stages and develop a stronger team. Details regarding items will be provided below.
[0086] Depending on the strength of the team that has been developed in the second game mode, special equipment items that can be used in the third game mode can be generated. By using these equipment items in the third game mode, the team rank of the user's team in the third game mode can be increased. More details about equipment items will be provided later.
[0087] (2-2-2. Teams in the second game mode) The following describes the teams to be developed in the second game mode. Each user starts with a team with a fixed initial order. The initial order consists of, for example, 25 initial player characters (8 starting fielders, 8 reserve fielders, 3 starting pitchers, 5 relief pitchers, and 1 closer). Each initial player character has its own initial status and an increase value when it levels up.
[0088] Player characters acquired by the user through the effect of the scout mass on the map of the second game mode (hereinafter referred to as "scout players") are generally stronger than the initial player characters, and the team grows by adding the scout players to the team order. Hereinafter, the act of the user acquiring a player character through the effect of the scout mass may be referred to as "scouting." In this embodiment, event characters are used as scout players. Of all the event characters managed by the game system 1, a predetermined number of event characters are managed as characters that can become scout players.
[0089] For each player character on the user's team, in the case of a fielder, ability parameters are set for trajectory, hitting, power, running ability, arm strength, defensive ability, and catching. In addition, for a pitcher, ability parameters are set for pitch speed, control, stamina, and curveballs. A level system is adopted for the abilities of each player character, so that abilities improve as the level increases. The level of each player character increases according to the "experience points" acquired in the second game mode. Experience points can be increased by the effects of specific squares on the map (for example, comprehensive training squares or game squares, described below). In addition, an increase value when a level increases (information on how much each ability value increases with each level increase) is set for each player character. In addition, an initial level and a maximum level are set for each player character.
[0090] An initial player character starts at level "1." The maximum level of an initial player character is set to, for example, "20." On the other hand, in the case of a scout player, parameters such as the initial level, the increase value when the level increases, or the maximum level are different from those of the initial player character. In the case of a scout player, parameters such as the initial level are determined based on the contract item described below.
[0091] Each player character in the user's team is also set with a parameter called a training value to enhance each ability. The training value can be increased by the effect of a specific square in the map (for example, the training square described below). An upper limit (for example, a maximum of 50) may be set for the training value. Each player character in the user's team is also set with a parameter called a special ability.
[0092] The batting power of each player character is calculated based on the parameters of trajectory, hitting, power, and special ability batting value. The defensive power of each player character is calculated based on the parameters of running ability, fielding, arm strength, catching, and special ability fielding value. The mobility of each player character is calculated based on the parameters of running ability and special ability mobility value. The pitching power of each player character is calculated based on the parameters of the pitcher's ball speed, stamina, control, curveball, and special ability pitching power value.
[0093] A user can change the batting order and positions of his or her team to organize the lineup. If a player character is set to a position that is different from the appropriate position, a position inappropriate penalty will be incurred. For example, if a player character with the position "first baseman" is placed in a defensive position other than first base, the defensive strength value of the selected character will be lowered as a position inappropriate penalty compared to when there is no position inappropriateness. As a result, the team's overall strength value will also be lower than when there is no position inappropriateness.
[0094] The team's overall strength is calculated from the parameters of the team's members. For example, the team's overall strength is used to determine the outcome of a match at a checkpoint (a square whose result determines whether the game ends). The team's overall strength is the sum of the team's batting strength, team defensive strength, team mobility, and team pitching strength. The team's batting strength, team defensive strength, and team mobility are calculated based on the batting strength, defensive strength, and mobility of the team's members, with fielders being rated higher than pitchers in this calculation, and the eight starting fielders being rated higher than the eight reserve fielders. The team's pitching strength is calculated based on the pitching strength of the pitcher characters belonging to the team, with the pitcher character scheduled to pitch in the next starting game being rated higher than the other pitcher characters in this calculation.
[0095] Incidentally, once a starting pitcher character has started in a game, he or she is not allowed to play in a predetermined number of games thereafter. That is, there is a rotation of multiple starting pitcher characters, and the pitcher character scheduled to pitch in the next starting role is different for each game. Therefore, the team pitching strength and overall team strength are recalculated each time a game is played, changing the pitcher character scheduled to pitch in the next starting role. In other words, even if the team member composition is the same, the overall team strength will differ depending on the pitcher character scheduled to pitch in the next starting role.
[0096] Additionally, a rank for the overall team strength is determined according to the value of the overall team strength. For example, the relationship between the range of the overall team strength value and the rank is predetermined, such as G rank if it is 10,000 or less, F rank if it is 10,001 to 15,000, E rank if it is 15,001 to 20,000, etc. For example, the ranks are G, F, E, D, C, B, A, S, S1 to S9, SS, SS1 to SS9, PG, PG1 to PG9, PF, PF1 to PF9, PE, PE1 to PE9, PD, PD1 to PD9, etc. from lowest to highest.
[0097] (2-2-3. Map of the second game mode) The team development game in the second game mode basically progresses by moving through squares arranged within a map (see FIG. 10). FIG. 9 shows an example of the map configuration of the entire second game mode. As shown in FIG. 9, one stage is made up of multiple maps (map 1 to map n). For example, one stage is made up of five maps. A map may be referred to as an "area." In this embodiment, a stage is also referred to as a "quest." When one map within a stage is cleared, the game transitions to the next map. The user selects a carry-in item at the start of the stage and uses the same carry-in item throughout the same stage. Note that newly acquired items within a stage can also be used in that stage. Note that carry-in items may be added during a stage if a predetermined condition is met (for example, if the player wins a match). When one stage is completed, team development is complete. When one stage is cleared, the next stage is unlocked and can be played.
[0098] Furthermore, one story is made up of multiple stages (stage 1 to stage n). This story is conceptually equivalent to the scenario of the first game mode. Multiple stories may be prepared in advance, allowing the user to select any story. Furthermore, to increase the variety of stories, game terminal 10 may be configured to be able to download additional stories from server 30. For example, new stories may be provided from server 30 periodically (for example, once every three months) or irregularly.
[0099] FIG. 10 shows an example of the main screen G600 of the second game mode, which displays a map of the current location. The display area A601 of the main screen G600 displays the current story name, stage name, and map name. The story name may display a name or title corresponding to the content of the story (for example, XX High School Edition). Similarly, the stage name or map name may display a name or title corresponding to the content. Parts P602 and P603 are also displayed in the display area A601. Part P602 indicates the number of items picked up within the current map. Part P603 is a menu button. When the menu button P603 is selected, a menu screen is displayed, allowing the user to check the mission or pause the game.
[0100] Furthermore, the main screen G600 displays an order button P604 and an item button P605. When the order button P604 is selected, an order setting screen is displayed, allowing the user to check the team's current order and change the batting order and positions. When the item button P605 is selected, an item confirmation screen is displayed, allowing the user to check the items brought in at the start of the stage and the items acquired after the stage has started.
[0101] The main screen G600 also displays a part P606 that displays the current team overall strength value and rank. The display area A607 also displays the current team batting strength, team defensive strength, team mobility, and team pitching strength values.
[0102] Furthermore, a map display area A608 on the main screen G600 displays a plurality of squares P610 and routes P6121 to P6125 that make up the map. The map display area A608 displayed on the main screen G600 is a partial area of the map, and the map size can be changed by sliding a slide bar P6141 of a map size change part P614. Furthermore, for example, by double-tapping the map size change part P614 (or by pressing a map confirmation button, not shown), the map of the entire stage or the map of the entire story may be checked.
[0103] Each stage starts from the START square on the specified map. The user can move to the next square P610 by selecting the square they want to move to from the current square P610 among the squares P610 they can move to next. When they move to the next square P610, an effect occurs according to the type of square P610 they moved to.
[0104] A cursor object P611 is placed on the current square P610. When the user performs an operation to select the square P610 to which the user wants to move, the cursor object P611 moves to the selected square P610. The cursor object P611 indicating the current position on the map may be another object such as an arrow. Alternatively, the current position may be indicated without using an object such as the cursor object P611 by making the current square different from the other squares in its display state (for example, by changing the color, density, or shape).
[0105] The squares P610 that can be moved to are connected to one another by one of the routes P6121 to P6125. Some squares P610 are connected to multiple squares P610, in which case you can tap to select which square P610 you want to go to. There are also multiple types of routes P6121 to P6125. Figure 11 shows an example of the types of routes. In the example of the map display area A608 in Figure 10, route P6121 is the "normal route," route P6122 is the "victory route," route P6123 is the "defeat route," route P6124 is the "one-way route," and route P6125 is the "locked route." Each route is managed by a route ID that uniquely identifies the route.
[0106] A normal route is a route that can be traveled in either direction between connected squares. However, when using a normal route, the route that was used most recently cannot be used (you cannot go back). A winning route is a route that forces you to move towards the end point if you win (or succeed) on a square that is connected to the starting point. A losing route is a route that forces you to move towards the end point if you lose (or fail) on a square that is connected to the starting point. A one-way route is a one-way route that can only be traveled from the starting point to the end point. A locked route is a route that cannot be traveled at the moment, but becomes usable when certain conditions are met.
[0107] Regarding movement between squares P610, as long as the squares P610 are connected, movement is possible in accordance with the conditions of the routes P6121 to P6125, but is subject to the following restrictions: Only a certain number of squares (e.g., 20 squares) can be moved per map. That is, the number of turns available per map is limited, with one turn consumed for each square movement. In this embodiment, a maximum of 20 turns is basically set per map. If the map cannot be cleared (reached the goal square) before the number of turns reaches zero, the game will be forced to end at that point. The number of turns can be increased by using items brought in. Alternatively, for example, the number of turns may be divided into multiple small areas, and a certain number of turns (e.g., 7 turns) may be restored each time each small area is cleared. The number of turns may also be increased or decreased by the effect of a specific square P610.
[0108] A parameter called a square level is set for squares P610 on the map, and the effect of the square associated with the square P610 changes depending on the square level. There are nine square level settings, from "1" to "9" from the lowest level. The higher the square level, the stronger the effect associated with the square. Note that some squares P610 may cause negative effects (effects that are disadvantageous to the user in the game), and in such cases, the higher the square level, the less disadvantageous the game may be, or the greater the disadvantage may be.
[0109] The mass level of each square P610 on the map is determined by lottery based on a predetermined probability when the game system 1 sets each map before progress on each map begins. Alternatively, before each stage begins, the game system 1 may determine the mass level of each square P610 for all maps included in the stage by lottery based on a predetermined probability.
[0110] A cell level may be displayed for each cell P610 so that the user can visually recognize the cell level on the map. Furthermore, the display state of each cell P610 may be changed (for example, by changing the color, density, or shape) depending on the cell level. Alternatively, although a cell level may not be displayed for each cell P610 on the map, when the user performs an operation to provisionally select each cell P610, information about the provisionally selected cell P610 may be displayed in the explanation frame P615 on the main screen G600, on a separate screen, or on a pop-up screen, so that the cell level of the provisionally selected cell P610 can be confirmed.
[0111] For maps in the same stage, the lottery probability for the square level is set so that the square level of square P610 is higher or more likely to be higher the later the map appears in the same stage. Also, the lottery probability for the square level is set so that the square level of square P610 is higher or more likely to be higher the later the map appears in the same stage.
[0112] There are multiple types of squares P610. FIG. 12 shows an example of the square information table TBL101. The square information table TBL101 includes fields for "square type ID" and "square type." The square type ID is information that uniquely identifies the square type of each square P610. The square type is a square name that distinguishes each square P610 by type. As shown in FIG. 12, the squares P610 are classified into types such as START squares, GOAL squares, END squares, blank squares, scout squares, fielder training squares, pitcher training squares, practice squares, special ability squares, match squares, event squares, negative event squares, miracle masu, treasure squares, turn number recovery squares, and turn number reduction squares.
[0113] The START square is the starting square of each map, and progression through each map begins from that START square. START squares have no effects, and do not receive any benefits from square levels. There is at least one GOAL square on each map, and reaching it allows you to move to the next map. GOAL squares have no effects, and do not receive any benefits from square levels. Note that, as described below, effects may be set on START squares or GOAL squares.
[0114] Each stage has one or more END squares, which are squares that end the game when reached. Typically, each stage has multiple END squares. Patterns for reaching the END square include a first arrival pattern in which the user reaches the END square by operating to move to the END square, a second arrival pattern in which the user is forced to reach the END square by winning a match on a match square, and a third arrival pattern in which the user is forced to reach the END square by losing a match on a match square. Depending on the END square reached, the parameters of the player characters on the user's team improve, and the team grows. The END squares of the first or second arrival patterns are set to have a greater effect on improving the parameters of the team's player characters (i.e., a greater effect on team growth) than the END square of the third arrival pattern.
[0115] A blank square is a square where nothing happens (i.e. no effect occurs) when you land on it. Once you land on any square P610 in the map and an effect occurs, the effect disappears and the square is converted into a blank square.
[0116] The scout square is a square where you can acquire an event character as a scout player using a contract item. Details about this scout square will be explained later.
[0117] A fielder training square is a square associated with an effect that improves the training value of a fielder player character belonging to the user's team. A pitcher training square is a square that improves the training value of a pitcher player character belonging to the user's team. When landing on a fielder training square or a pitcher training square, a predetermined number of training cards (for example, three) will appear. Multiple training cards of the same type may appear. The training card selected by the user from the multiple training cards that appear will improve the training value of the player character being trained. The number of player characters being trained is basically two on the team (selected randomly or selected by the user), and the number will vary depending on the effects of items brought in by the user (or acquired along the way). The number of training cards that appear is basically three, but the number may vary depending on the effects of the items.
[0118] Training cards that appear in fielder training squares include, for example, cards for batting (17%), power (17%), running (16%), shoulder strength (16%), fielding (16%), and catching (16%). Training cards that appear in pitcher training squares include, for example, cards for pitch speed (30%), control (30%), stamina (30%), and curveball (10%). The probability in parentheses indicates the appearance probability of each training card. The appearance probability of each training card may be changed by the effects of items.
[0119] Each training card has a card level. There are nine levels of card levels, from "1" to "9" from the lowest level. The higher the card level, the greater the training effect (i.e., the greater the training value). When the user selects a training card, the card level is displayed on each training card.
[0120] The square levels set for the fielder training squares and pitcher training squares affect the card level of the training cards that appear. That is, the higher the square level, the higher the card level of the training cards that appear. Alternatively, the probability of drawing card levels is set so that the higher the square level, the more likely it is that the training cards that appear will have a higher card level. Note that the card level of the training cards may be changed depending on the effects of items.
[0121] Practice squares, also known as general practice squares, are squares that are associated with the effect of increasing the experience points of all fielder or pitcher player characters belonging to the user's team. When landing on a practice square, a predetermined number of practice cards (for example, three) will appear. Multiple practice cards of the same type may appear. The practice cards that appear are general practice "fielder strengthening" (50%) and general practice "pitcher strengthening" (50%) cards. The probabilities in parentheses are the appearance probability of each practice card. The appearance probability of each practice card may be changed depending on the effects of items.
[0122] The experience value of the player character being practiced increases depending on the practice card selected by the user from the multiple practice cards that appear. If the user selects the "Fielder Strengthening" comprehensive practice practice card, the experience value of all fielder player characters belonging to the user's team will increase. If the user selects the "Pitcher Strengthening" comprehensive practice practice card, the experience value of all pitcher player characters belonging to the user's team will increase. The player character's level increases in accordance with this increase in experience value, and as a result, the player character's abilities improve.
[0123] Each practice card has a card level. There are nine card levels, from "1" to "9," with the lowest being the lowest. The higher the card level, the greater the effect of practice (i.e., the greater the experience points). When a user selects a practice card, the card level is displayed on each practice card.
[0124] The square level set for the practice square affects the card level of the practice card that appears. In other words, the higher the square level, the higher the card level of the practice card that appears. Alternatively, the probability of drawing the card level is set so that the higher the square level, the more likely it is that the card level of the practice card that appears will be high. Note that the card level of the practice card may be changed depending on the effect of an item.
[0125] A special ability square is a square that is associated with the effect of allowing a player character belonging to the user's team to acquire a special ability (setting a special ability). When the player lands on a special ability square, a predetermined number of special ability cards (for example, three) appear. Multiple special ability cards of the same type may appear. The number of special ability cards that appear is basically three, but this number may vary depending on the effect of the item.
[0126] The special ability cards that appear are fielder special abilities (38%), pitcher special abilities (38%), fielder super special abilities (10%), pitcher super special abilities (10%), fielder true special abilities (2%), and pitcher true special abilities (2%). The probability in parentheses is the appearance probability of each special ability card. The appearance probability of each special ability card may be changed by the effects of items. In addition to normal special abilities, there are also more powerful super special abilities and true special abilities. True special abilities are the most powerful.
[0127] Each of the special ability cards has a card level. There are nine levels of card levels, from "1" to "9," starting from the lowest level. When a user selects a special ability card, the card level is displayed on each special ability card.
[0128] The target player character acquires the special ability associated with the special ability card selected by the user from the multiple special ability cards that have appeared. The number of player characters who can acquire the special ability varies depending on the card level. The higher the card level, the more player characters can acquire the special ability.
[0129] A match square is a square where a user's team plays a match against an opponent team. The opponent team may be another user's team or a fixed team (one of multiple fixed teams) prepared by the management. In either case, the computer (CPU 11 or CPU 31) automatically controls the player characters of the opponent team to play against the user's team. Some match squares also have boss battle matches set up. Boss battle match squares are positioned as checkpoint squares, and the result of that square determines whether the game ends or not. If a player is defeated on a boss battle match square, they are forced to move to the END square, and the game ends. Boss battle match squares have a different visual design (color, density, shape, etc.) from other match squares.
[0130] Experience points are awarded to the player characters of the user's team depending on the results of the match that is played when the player stops on a match square. Here, the square level set for the match square affects the experience points that the player characters of the team can acquire. For example, the experience points that each player character can acquire vary depending on the square level, the outcome of the match, and the performance of the player character in the match. And, for example, the higher the square level, the higher the multiplier of the experience points that can be acquired.
[0131] An event square is a square that generates an event that provides an advantageous effect in the game. Multiple events can occur on event squares, and each event square is associated with one of these events. The effect varies depending on the associated event. For example, there is an event that increases the experience points of all team members by a predetermined value, or an event that increases the training points of all team members by a predetermined value. When an event square is landed on, a scenario occurs according to the associated event. For example, this scenario may include multiple options (e.g., up to four) that the user can select, and the effect may vary depending on the option selected by the user. The square level set for an event square affects the effect of the event. In other words, the higher the square level, the greater the effect that is advantageous in the game. For example, the higher the square level, the greater the effect that is generated that improves the player character's parameters. Alternatively, the probability of improving parameters is set so that the higher the square level, the more likely the player character's parameters will increase.
[0132] A negative event square is a square that generates an event that causes a disadvantage in the game. There are multiple events that can occur on negative event squares, and each negative event square is associated with one of the events. The effect varies depending on the associated event. For example, there are events that reduce the experience points of a certain number of team members by a certain value, reduce the training points of a certain number of team members by a certain value, remove certain special abilities of a certain number of team members, or consume a certain number of turns. The square level set for a negative event square affects the effect of the event. For example, the higher the square level of a negative event square, the less the disadvantageous effect in the game. Alternatively, the higher the square level, the greater the disadvantageous effect in the game.
[0133] Miracle Masses are rare and powerful squares that produce special effects that are more effective than event squares. There are multiple effects that can occur in Miracle Masses, and each Miracle Mass is associated with one of these effects. The square level set for a Miracle Mass affects the effect of the Miracle Mass. For example, the higher the square level, the greater the effect that will be advantageous in the game. For example, the higher the square level, the more an effect that will improve the player character's parameters will occur.
[0134] A treasure square is a square where one of multiple treasure objects can be randomly acquired. The treasure object may be an object that can be used in the second game mode, or may be an object that can be used in other game modes. Alternatively, it may be an object that cannot be used in the game and is only for collection. For example, a treasure object may be a treasure map. When a user acquires a treasure map, a locked path that can only be unlocked with that treasure map is unlocked. For example, the higher the square level of a treasure square, the rarer the treasure that can be acquired.
[0135] A turn number recovery square is a square associated with an effect of increasing the number of turns within a target map by a predetermined number (e.g., 3). For example, the higher the square level of a turn number recovery square, the greater the increase in the number of turns. Also, a turn number reduction square is a square associated with an effect of decreasing the number of turns within a target map by a predetermined number (e.g., 2). For example, the higher the square level of a turn number reduction square, the fewer turns will be reduced. Alternatively, the higher the square level of a turn number reduction square, the greater the decrease in turns will be.
[0136] Parts P6091 and P6092 are displayed at the left and right ends of the map display area A608 shown in FIG. 10. Parts P6091 and P6092 indicate that there are areas of the map on the left and right sides that are not displayed on the screen. The user can check areas of the map that are not displayed on the screen by swiping the map display area A608 on the screen left or right. Note that if there are areas of the map that are not displayed on the screen above and below, parts similar to parts P6091 and P6092 are displayed above and below.
[0137] Furthermore, an explanation frame P615 is displayed on the main screen G600. This explanation frame P615 displays information, lines, or explanatory text that is set in the current square and corresponds to that square. In FIG. 10, since the player is currently in a square where the next match square can be selected, an example is shown in which the line "I've been sent a challenge, but I wonder what I should do..." is displayed. Furthermore, when the user provisionally selects the next square, the information, lines, or explanatory text that is set in the provisionally selected square is displayed in the explanation frame P615. Furthermore, the main screen G600 displays a part P616 that indicates the current number of remaining turns.
[0138] Furthermore, an item icon P613 may be displayed in a square P610 in the map display area A608. This item icon P613 indicates the presence of a square P610 in the map in which an item that the user can acquire is set. For example, the item icon P613 is displayed so as to overlap a part of the square P610 in which the acquireable item is set, or in the vicinity of the square P610. When the player stops on a square P610 in which the item icon P613 is displayed, the player can pick up the item set in the square P610. When the player picks up an item, the number of items in the part P602, which indicates the number of items picked up in the current map, increases.
[0139] (2-2-4. Items for the second game mode) Here, we will explain the items that can be used in the second game mode. As described above, when landing on a specific square P610, an item can be acquired. When constructing each map in a stage (setting a map), the game system 1 sets which square P610 on the map is associated with an acquireable item. The specific square P610 (the position of the square P610) on which the acquireable item is set may be fixed for each map. Alternatively, a lottery with a predetermined probability (for example, a random lottery) may be performed each time a map is constructed to determine the specific square P610 on which an item is set from among the multiple squares P610 on the map. The number of acquireable items set in one map may be fixed (for example, 10), or may not be fixed. For example, the number of acquireable items (i.e., the number of specific squares P610 on which an item can be acquired) may vary depending on the result of the lottery performed when constructing each map.
[0140] Information on the type and rank range of obtainable items is set for each specific square P610 associated with an obtainable item. The "rank" indicates the "rarity" of the item, and the "rank" of an item may also be referred to as "rarity." Item ranks range from 1 to 99, with 99 levels. When a ball lands on a specific square P610, the type and rank of the item are determined by lottery based on probability (for example, randomly) based on the information set in that square P610. Furthermore, other parameters of the item are determined based on the rank of the item determined by lottery. In other words, since parameters are set individually for each item obtained in the map in the second game mode, items with the same item name have different parameters.
[0141] In this embodiment, the lottery for items found in a map is held between maps before moving on to the next map, meaning that the timing for determining the items found in a map is after the map is cleared and before the next map starts.
[0142] The maximum number of items that can be acquired in one stage (by exploring the multiple maps that make up the stage) is set. In this embodiment, the maximum number is 40. However, this is not limited to this and any maximum number can be set. After acquiring the maximum number of items in the same stage, even if you land on a specific square P610 that is associated with an acquireable item, you will no longer be able to acquire the item.
[0143] The maximum number of items that a user can possess in the second game mode is determined. In this embodiment, the maximum number that can be possessed is "400," but this is not limited to this. Note that a user can adjust the number of items possessed by selling any item.
[0144] In the second game mode, items that the user brings in at the start of a stage have an effect. The items that can be brought in at the start of a stage are limited to the item cost possessed by the user. However, there is an upper limit (15 in this embodiment) on the number of items that can be brought in, and even if the number of items is within the item cost, it is not possible to bring in more than the upper limit.
[0145] Additionally, items acquired within a map after a stage has started also have an effect within that stage. Items acquired within a map after a stage has started are valid within that stage, regardless of the item cost or the maximum number that can be carried. However, since the validity of each item picked up within a map is determined between maps, the item can essentially only be used from the next map onwards. When acquiring items within a map, if the user's number of items exceeds the maximum number of 400, they must go to the item list screen at that point and sell any items they have in their possession to bring the number of items they have within the maximum number.
[0146] FIG. 13 shows an example of an item type table TBL102 for items in the second game mode. The item type table TBL102 includes fields for "item type ID," "item type," and "effect duration type." The item type ID is information that uniquely identifies the item type. The item type is a name that distinguishes the item by type. Item types include contract items, special training strengthening items, square strengthening items, match items, initial value increase items, and backpack items. Effect duration types include consumable items and permanent items. Contract items and match items are consumable items, while the others are permanent items. Consumable items are items that lose their effect within a stage when used on a scout square or match square within that stage. However, even if the effect of a consumable item wears off after use in a stage, the user's possession does not disappear; the item remains in the user's possession and can be used in another stage to exert its effect. Permanent items are items whose effect lasts as long as the stage in which they are brought.
[0147] A training enhancement item has the effect of raising the level of a training card for any of the following abilities: hitting, power, running ability, arm strength, defensive ability, catching, pitch speed, control, stamina, and curveballs, more than usual. The parameter for the amount (or rate) by which the card level is raised is determined by lottery when the training enhancement item is acquired. Furthermore, a mass enhancement item has the effect of raising the level of a specified mass more than usual. The parameter for the amount (or rate) by which the mass level is raised is determined by lottery when the mass enhancement item is acquired. For example, the rank of the item is determined by lottery when a training enhancement item or mass enhancement item is acquired, and the higher the rank, the higher the level of the training card or mass. Alternatively, the level lottery probability may be set so that the higher the determined rank, the more likely it is that the level of the training card or mass will be higher.
[0148] Match items have the effect of improving the abilities of player characters during a match on a match square. The user can choose whether or not to use a match item before a match. A match item can be used only once, and may be used multiple times within the same stage. The parameter for the number of times a match item can be used is determined by lottery when the match item is acquired. For example, the rank of the item can be determined by lottery when the match item is acquired, and the higher the rank, the more times it can be used. Alternatively, the probability of the number of times the item can be used can be set so that the higher the determined rank, the more likely it is to be used.
[0149] The initial value increase item has the effect of increasing the initial experience value of all initial player characters that make up the initial team at the start of the stage. The parameter for the amount of increase in initial experience value is determined by lottery when the initial value increase item is acquired. For example, the rank of the item is determined by lottery when the initial value increase item is acquired, and the higher the rank, the greater the amount of increase in initial experience value. Alternatively, the lottery probability may be set so that the higher the determined rank, the greater the increase in initial experience value.
[0150] Backpack items have the effect of increasing the number of items that can be brought in at the start of a stage. The parameter for the number of items that can be brought in is determined by lottery when the backpack item is acquired. For example, when the backpack item is acquired, the rank of the item is determined by lottery, and the higher the rank, the more items that can be brought in. Alternatively, the item number lottery probability may be set so that the higher the determined rank, the more likely it is that the number of items that can be brought in will be increased.
[0151] (2-2-5. Scout Mass and Contract Items) Scout squares in the map are squares associated with the effect of allowing players to scout player characters other than the initial player characters as members of their team. When the user stops on a scout square in the map, they can use a contract item that they brought with them at the start of the stage or a contract item that they acquired in the map after the stage started. Then, they can scout the player character corresponding to the contract item they used and have it join the user's team.
[0152] When a contract item lands on a scout square, it has the effect of allowing the player character associated with that contract item to be scouted. In other words, a scout square can be said to be a square associated with an effect that allows the contract item to be used.
[0153] FIG. 14 shows an example of the contract master table TBL103. The contract master table TBL103 includes fields for "item ID," "item name," "event character," "initial level reference value," "limit level reference value," and "skill." The item ID is identification information that uniquely identifies each contract item. The item name is the name of each contract item. The "event character" field indicates the event character (event character ID) associated with each contract item. In this embodiment, event characters are associated with contract items, and event characters can be acquired as scouted players.
[0154] In the first game mode, the event characters are used to organize the event deck and are used as auxiliary objects for changing or setting the parameters of the original characters, whereas in the second game mode, the event characters are used as the main characters that make up the user's team and can also be controlled objects.
[0155] As shown in FIG. 14, there are multiple contract items with different associated event characters. In other words, the event characters that can be scouted differ depending on the contract item. The event characters that can be associated with a contract item are a specific group of event characters from all the event characters managed by the game system 1. In this embodiment, the event character groups used depending on the story are fixed, such as a specific event character group 1 used in story 1 (see FIG. 9) and a specific event character group 2 used in story 2. For example, each contract item used in story 1 is associated with one of the event characters from the specific event character group 1.
[0156] The "abilities at level 1" and "ability increase values per level increase" of a scouted event character are determined based on the ability parameters of the event character. Therefore, the "abilities at level 1" and "ability increase values per level increase" of a scouted event character vary depending on the event character. In this embodiment, the "abilities at level 1" of an event character used in the second game mode are weakened compared to its original abilities (abilities when used in the first game mode). For example, the "basic abilities at level 1" of an event character are calculated by multiplying the original basic ability value by a predetermined coefficient (e.g., 0.5). This takes into account the growth of the event character as the map progresses in the second game mode (i.e., game balance). In addition, the special abilities of a scouted event character are reduced from its original special abilities (special abilities when used in the first game mode). For example, special abilities of a predetermined rank or higher are deleted.
[0157] In addition, the "ability increase value per level increase" of a scouted event character is calculated by multiplying the value of each ability of the event character (hitting, power, running ability, arm strength, defensive ability, catching, pitch speed, control, stamina, curveball) by a predetermined coefficient (e.g., 0.01).
[0158] When an event character associated with a contract item is scouted and joins a user team, it does not necessarily start at level 1, but rather varies depending on the "initial level," which is one of the parameters of the contract item. Furthermore, as will be described later, it may also vary depending on the coach's settings.
[0159] The "Initial Level Reference Value," "Limit Level Reference Value," and "Skill" fields in the contract master table TBL103 indicate information about the parameters of a contract item. A contract item has two level parameters: an initial level and a limit level. The initial level and limit level of a contract item are the initial level and limit level set for an event character scouted by the contract item. In other words, the initial level indicates the starting level of an event character associated with the contract item when it is scouted and joins a user team. The limit level is the upper limit of the level of a scouted event character. After joining a user team, a scouted event character will level up through practice, games, etc., but can only level up to the limit level.
[0160] The "initial level reference value" field and the "limit level" field store the initial level reference value and limit level reference value of each contract item. For example, the limit level when the rarity of the event character associated with the contract item is "Normal (N)" is set as the limit level reference value of the contract. The initial level and limit level of a contract item acquired by a user are determined based on the rank of the item, and the initial level reference value and limit level reference value are referenced at that time. For example, when acquiring a contract item, the rank of the item is determined by lottery, and the initial level reference value and limit level reference value are changed so that the higher the rank, the higher at least one of the initial level and limit level becomes. Alternatively, the probability of drawing the level lottery may be set so that the higher the determined rank, the more likely it is that the initial level and / or limit level will be higher.
[0161] The "Skill" field of the contract master table TBL103 stores information on whether or not an item has skills set. If the "Skill" field is "Yes," this indicates that one or more skills are set for the item. Here, the skills set for an item are parameters for the effects added to the item.
[0162] FIG. 15 shows an example of the skill table TBL104. The skill table TBL104 includes fields for "Skill ID," "Skill Name," "Item Type ID," and "Effect." The skill ID is identification information that uniquely identifies each skill. The skill name is the name of each skill. The "Item Type ID" field stores the item type ID to which each skill is applied. For example, a skill called "Skilled Strike" is applied to a contract item (AK1). Skill parameters are applied not only to contract items but also to other items. Skill parameters are determined by lottery when an item is acquired. The number of skills set for an item may be one or two or more. The number of skills may be fixed or may vary by lottery. For example, the rank of an item may be determined by lottery when an item is acquired, and the higher the rank, the more skills the item has. Alternatively, the skill number lottery probability may be set so that the higher the determined rank, the more skills the item is likely to have.
[0163] The "Effect" field indicates the effect of each skill. For example, the skill "Proficient Hitting" is a skill that has the effect of starting the game with a running training value of 20 when an event character associated with a contract item is scouted. Also, for example, the skill "Meet Training+" is a skill that has the effect of increasing the Meet training value by a predetermined value each time Meet training is conducted after an event character associated with a contract item is scouted and joins the user team. The skills "Coach Count +1" to "Coach Count +4" are described below.
[0164] On the main screen G600 of FIG. 10, when a scout square is selected as the next square P610 to move to based on a user operation, the screen transitions to a contract selection screen G700, an example of which is shown in FIG. 16. The contract selection screen G700 includes a display area A701. A list of information P702 of currently valid contract items is displayed in the display area A701. If there is more contract item information P702 than can be displayed in the display area A701, a scroll bar P703 is displayed, and the information P702 of the contract item that is not displayed can be displayed on the screen by scrolling the screen. The currently valid contract items displayed in the display area A701 are contract items that the user brought in at the start of the stage and contract items that the user acquired while progressing through the map after the start of the stage, but that have not yet been used.
[0165] Contract item information P702 includes parts P7021 to P7027. Part P7021 indicates the item name (e.g., Player A's contract), part P7022 indicates the item's rank, and part P7023 indicates the cost. Part P7024 indicates the effect of the contract item. This part P7024 displays the name, initial level, and limit level parameters of the scouted event character associated with the contract item P702. In other words, the effect display field allows the user to know the event character that can be scouted by using the contract item and the initial level and limit level when the event character is scouted. Part P7025 indicates the skills associated with the contract item. Part P7026 is a player details button. Tapping this player details button opens a screen displaying details such as the abilities of the scouted event character when joining a team. Part P7027 indicates the player rank of the scouted event character.
[0166] The user can scout the event character associated with the selected contract item by selecting the information P702 of the contract item they want to use from the information P702 of multiple contract items displayed in the display area A701 (for example, by tapping the information P702 of any contract item).
[0167] The contract selection screen G700 includes a part P704 that allows you to choose not to scout. By tapping this part P704, the scout square processing ends without scouting anyone. Even in this case, one turn is consumed.
[0168] (2-2-6. Coach settings for development players) If you scout an event character associated with a contract item in Scout Mass, when that event character (scouted player) joins your team, you can set one or more original characters (trained players) that you trained in the first game mode as coaches for the scouted player. The number of coaches that can be set varies depending on the contract item, and can be, for example, one to four.
[0169] In this embodiment, the number of coaches that can be set varies depending on the skills set in the contract item. The skill "Number of coaches + 1" is a skill that has the effect of increasing the number of coaches by one. Similarly, the skill "Number of coaches + n" is a skill that has the effect of increasing the number of coaches by n. For example, the default number of coaches when no skills are set in the contract item is 0, but by setting skills, it is possible to set one coach for "Number of coaches + 1," two for "Number of coaches + 2," three for "Number of coaches + 3," and four for "Number of coaches + 4." The skills of the contract item are set to any of the skills "Number of coaches + 1" to "Number of coaches + 4."
[0170] For example, when an item is acquired, the rank of the item is determined by lottery, and the higher the rank, the more likely a skill with a large number of coaches is selected. Alternatively, the skill lottery probability may be set so that the higher the determined rank, the more likely a skill with a large number of coaches is selected.
[0171] When a development player is associated with a scout player as a coach, the scout player's parameters are changed or set based on the development player's parameters. The effects of setting this development player as a coach include effects based on the development player's rank (overall player strength), effects based on the development player's ability values, effects based on the development player's special abilities, etc. These effects are explained below.
[0172] First, we will explain the effect based on the rank (total player strength) of a development player. When a development player is associated with a scout player as a coach, the higher the rank or total player strength of the development player, the more the initial experience value of the scout player increases. This effect is called an "experience value bonus." For example, the initial experience value of a scout player is calculated by multiplying the total player strength value of the development player by a predetermined coefficient. When multiple development players are associated with a scout player as coaches, the increase in initial experience value calculated for each development player is added together.
[0173] Next, we will explain the effects based on the ability value of a development player. When a development player is associated with a scout player as a coach, and the development player has basic abilities that exceed the upper limit, the basic ability value exceeding the upper limit of "100" is added to the scout player's initial training value. This effect is called an "additional bonus." For example, if the development player's power ability value is 110, "10" is added to the scout player's initial training value of power. When multiple development players are associated with a scout player as coaches, the increase in the initial training value calculated for each development player is added together.
[0174] Next, the effect based on the special abilities of the development player will be explained. When a development player is associated with a scout player as a coach, the scout player will be given (referred to as "being imparted") the same special abilities as those possessed by the development player. This effect is referred to as "special ability impartation bonus." In this embodiment, the number of special abilities imparted is between 0 and 5, and the lottery probability is set so that the higher the player rank of the development player, the more, or the easier it is for the number of special abilities imparted to increase.
[0175] If a scout player is associated with multiple development players as coaches, the special abilities imparted by each development player will be imparted to the scout player. However, the following restrictions may be placed on the impartation of special abilities. If multiple development player coaches impart the same special ability to a scout player, only one special ability will be imparted. If multiple development players as coaches impart the same type of special ability that is in a higher- and lower-ranking relationship to a scout player, only the higher-ranking special ability will be imparted. For example, "Must Hit Low Balls" and "Low Ball Hitter" are both special abilities of the same type that increase the ball's speed when hitting low balls. "Must Hit Low Balls" is more effective, so "Must Hit Low Balls" is higher and "Low Ball Hitter" is lower. If two development player coaches impart "Must Hit Low Balls" and "Low Ball Hitter" respectively, the scout player will only be imparted with "Must Hit Low Balls." Furthermore, if multiple development player coaches impart special abilities with opposing effects, only one of the special abilities will be imparted. For example, if two development player coaches impart the opposing special abilities of "low ball hitter" and "high ball hitter," respectively, only one of the special abilities (for example, selected at random) will be imparted. In this case, if one of the opposing special abilities is superior (for example, if it is not "low ball hitter" but the superior "low ball hitter"), only the superior special ability will be imparted.
[0176] In this embodiment, only development players who play the same position as the scout player can be set as coaches. Therefore, in the first game mode, the player is required to develop original characters for each position evenly.
[0177] When a contract item is selected by a user on the contract selection screen G700 shown in Fig. 16, the scouting of the event character associated with the contract item is confirmed, and then the screen transitions to a coach selection screen for selecting a coach. Fig. 17 shows an example of the coach selection screen G800.
[0178] Display area A801 of the coach selection screen G800 displays information about the scouted event character. That is, display area A801 displays the icon of the contract item used, the icon of the scouted event character, the player's name, position, initial level, maximum level, experience points (experience point bar), and information about each ability (trajectory, hitting, power, running ability, arm strength, defensive ability, and catching). Information about each ability includes rank, ability value, and training value. The value (+10) in parentheses below the ability value indicates the training value.
[0179] A display area A802 of the coach selection screen G800 displays a list of information P803 of development players that can be selected as a coach. If there is more information P803 of development players than can be displayed in the display area A802, the information P803 of the development players that is not displayed can be displayed on the screen by scrolling the screen. The coach selection screen G800 also includes parts P804. Parts P804 are parts for changing the display order of the information P803 of multiple development players that is displayed in a list. When the user performs an operation to point to part P804, a screen for changing the order is displayed, and the order can be specified. In the example of Figure 17, "development order" is specified. Other possible orders include order by experience point bonus, order by ability bonus, etc.
[0180] The development player information page 803 displays the development player's icon, player name, player rank, the aforementioned experience bonus, additional bonuses for each ability, and information on the special ability bonus that has been taught. In addition, by pressing and holding the development player information page 803, a detailed display screen for the development player can be opened.
[0181] By tapping on the information P803 of any one of the multiple pieces of information P803 of development players in the display area A802, the development player to be assigned to the coach can be selected. A selection mark P805 indicating that the development player is currently selected is displayed on the information P803 of the selected development player. By selecting the development player to be assigned to the coach, the initial level, experience points (experience point bar), and information on each ability (trajectory, hitting, power, running ability, arm strength, defensive ability, and catching) of the scout player in the display area A801 change. In other words, the effect of the coach according to the selected development player is reflected in the parameter information of the scout player in the display area A801. Here, the display state of the scout player's parameter information in the display area A801 changes so that the changed parameter information is easily understood by the user. For example, the display color of the changed parameter information changes (for example, from black to red). Alternatively, the display state of the information may be changed by, for example, displaying an object such as an up arrow near the changed parameter information or displaying the numerical value of the improvement.
[0182] As mentioned above, the number of coaches that can be set varies depending on the contract item used. The user can select up to the maximum number of coaches that can be set, and can select up to the maximum number of development players.
[0183] The selection is cancelled by tapping again on the development player information P803 on which the selection mark P805 is displayed. In addition, parts P806 to P808 are displayed on the coach selection screen G800. Part P806 is an all-cancel button, and when the user taps part P806, all current coach selections can be cancelled. Part P806 is an automatic button, and when the user taps part P807, the game system 1 automatically selects the development player best suited to the coach. For example, the game system 1 selects the development player to be set as the coach in descending order of the development player with the highest experience point bonus. Part P808 is a confirm button, and when the user taps part P808, the currently selected development player is confirmed as the coach.
[0184] After the development player to be set as the coach is confirmed, the screen transitions to a player replacement screen G900, an example of which is shown in FIG. 18. The player replacement screen G900 includes an area A901. This area A901 displays information about the scouted event character. That is, area A901 displays the icon of the scouted event character, the player's name, position, initial level, maximum level, information about each ability (trajectory, hitting, power, running ability, arm strength, defensive ability, and catching), and the icon of the set coach.
[0185] Area A903 of the player replacement screen G900 displays the current members of the user's team. The current members of the user's team are displayed divided into members in the starting order and reserve members. The user taps to select from the current team members a member they wish to remove from the team and replace with a scout player who has newly joined the team. A selection frame P904 is displayed for the member selected by the user to be removed. FIG. 18 shows an example in which player No. 1 is selected as the member to be removed. When a member to be removed is selected in area A903, information about that member is displayed in area A902. That is, area A902 displays the icon, player name, position, current level, limit level, and information about each ability (trajectory, hitting, power, running ability, arm strength, defensive ability, and catching) of the player character to be removed from the team.
[0186] Furthermore, when a member to be removed is selected in area A903, the changes in the team rank and overall team strength resulting from the player replacement are displayed in area A905. That is, the current team rank and overall team strength values are displayed on the left side of area A905, and the team rank and overall team strength values resulting from the player replacement are displayed on the right side.
[0187] Furthermore, part P906 is displayed on the player replacement screen G900. Part P906 is a confirmation button, and when the user taps part P906, it is confirmed that the currently selected member to be removed will be replaced with a scout player. Note that after part P906 is tapped on the player replacement screen G900, a final confirmation screen may be displayed, and when the user taps the confirmation button on the final confirmation screen, the replacement of the team members may be confirmed.
[0188] (2-2-7. Scouted player parameter changes based on encyclopedia information) When an event character associated with a contract item is scouted in a scout mass based on a user's operation, the parameters of the event character (scouted player) when the event character joins a team also change depending on the picture book information associated with the user's user ID. As described above, information on event characters that a user has owned at least once in the past is managed as picture book information in the game system 1. When an event character is scouted, the user's picture book information is referenced. If the user has owned an event character with the same name as the scouted event character at least once in the past, the parameters of the scouted event character are improved compared to when the user has never owned the event character. In this embodiment, if the user has a history of owning an event character with the same name as the scouted player, the parameters of the scouted player's limit level are improved. Note that as a variation, for example, if the user has a history of owning an event character with the same name as the scouted player, the initial level of the scouted player rather than the limit level may be improved, or both the initial level and the limit level may be improved.
[0189] Furthermore, the degree of improvement in the limit level of a scouted player varies depending on the rarity (degree of scarcity) of an event character that the user has possessed. In this embodiment, when the rarity is N, PN, R, or PR, the effect of improving the limit level of the scouted player by "3 levels" occurs. When the rarity is SR, the effect of improving the limit level of the scouted player by "7 levels" occurs. When the rarity is PSR, the effect of improving the limit level of the scouted player by "10 levels" occurs. Effects based on this encyclopedia information (event character possession history information) are referred to as encyclopedia bonuses. As a variation, the degree of improvement in the parameters of a scouted player may vary depending on parameters other than the rarity of an event character that the user has possessed (for example, ability parameters).
[0190] If a user has a history of owning multiple event characters with the same name as a scout player but with different rarities, the effect of the Pokédex bonus is determined based on the highest rarity among them. For example, if a user has owned three versions of an event character with the same name as a scout player (N, SR, and PSR), the PSR rarity is applied, resulting in an effect of increasing the scout player's limit level by "10 levels." As a variation, the effects of each of the three rarities (N, SR, and PSR) in the ownership history may all be applied.
[0191] (2-2-8. Using the team developed in the second game mode) In the second game mode, team development is completed when a development end condition is met, such as when the player stops on the END square after moving through the map or when there are no more turns remaining before clearing the map. Information about the team whose development has been completed is stored in association with the user ID. A team developed in the second game mode is called a "development team." Furthermore, if the development team is the best team to date (for example, if it has the highest overall team strength), the information about that development team can be registered and retained in association with the user ID. This best team status continues to be retained even after equipment items are generated in the "Baseball Equipment Crafting Journey" described below. The user can check the information about the development team registered as the best team at any time. Furthermore, after team development is completed in the second game mode, objects that can be used in the third game mode can be generated based on the development team's parameters. This is explained below.
[0192] The user can use the training team to play a game part (or game mode) called "Baseball Equipment Crafting Journey." "Baseball Equipment Crafting Journey" can be treated as part of the second game mode or as a separate game mode. "Baseball Equipment Crafting Journey" is a game in which equipment items called baseball equipment are generated from the training team to be used in the third game mode.
[0193] In "Baseball Equipment Making Journey," multiple stages (or regions) are available to which a training team can be selectively sent. First, the user selects which stage to send the training team to. Each of the multiple stages has its own characteristics. For example, there is a first stage where the higher the batting ability of the training team, the more likely it is that a high-performance item will be generated (or the easier it will be to generate such an item). There is also a second stage where the higher the defensive ability or pitching ability of the training team, the more likely it is that a high-performance item will be generated (or the easier it will be to generate such an item). There is also a third stage where the higher the mobility of the training team, the more likely it is that a high-performance item will be generated (or the easier it will be to generate such an item) if all the abilities of the training team (batting ability, defensive ability, pitching ability, mobility) are improved in a balanced manner. These are just examples, and there may be stages with various characteristics.
[0194] The game progresses in "Baseball Equipment Making Journey" as the development team plays up to 50 automatic matches against opposing teams. The opponents are, for example, multiple teams prepared by the game management side. The matches progress automatically as the CPU 11 or 31 of the game system 1 automatically controls the player characters of both teams based on the parameters of the development team and the opposing team. The user can watch the progress of the match, or can skip and just look at the match results. Each time the development team wins a match, the opposing team's overall team strength increases, and multiple matches are played automatically until the development team loses a match.
[0195] When the training team wins a match, the parameters of the equipment item will improve based on the result. In other words, each time the training team wins a match, the equipment item's performance will improve little by little. If the training team loses a match, the equipment item creation will end at that point.
[0196] There are several types of equipment items, and the user can select which type of equipment item to create before sending the training team to the stage. Types of equipment items include bat items, glove items, cleats, and wristband items. The bat item is an auxiliary object used to change or set the parameters of a baseball team used in the third game mode so that the evaluation value of the batting ability of the baseball team is increased. The glove item is an auxiliary object used to change or set the parameters of a baseball team used in the third game mode so that the evaluation value of the defensive ability and pitching ability of the baseball team is increased. The cleats item is an auxiliary object used to change or set the parameters of a baseball team used in the third game mode so that the evaluation value of the mobility ability of the baseball team is increased. The wristband item is an auxiliary object used to change or set the parameters of a baseball team used in the third game mode so that the evaluation value of all abilities of the baseball team is increased.
[0197] By setting (equipping) equipment items created by a training team to a team used in the third game mode, the parameter values used to calculate the team rank (or overall team strength) of that team are adjusted, thereby increasing the team rank (or overall team strength).
[0198] Equipment items have item ranks according to their performance parameters, and for example, in ascending order of rank, there are white items, brown items, black items, bronze items, silver items, gold items, etc. The higher the item rank of an equipment item, the greater its effect on increasing team rank (or overall team strength).
[0199] (2-3. Third game mode) The third game mode will be described below. The third game mode is a mode in which the development players trained in the first game mode can be used as controllable objects. The user can organize their own baseball team by incorporating the development players trained in the first game mode into the order and compete against other users' baseball teams. The user's team used in the third game mode is called "My Team." The user can increase the team rank and overall team strength of their My Team by repeatedly training in the first game mode to create stronger development players and organize their My Team. In addition, as described above, the user can further increase the team rank and overall team strength by setting equipment items created based on the development team trained in the second game mode to their My Team.
[0200] When a user plays the third game mode, the user can earn points according to the content and results of the match. For example, the user belongs to one of multiple leagues with different league levels, and the user's ranking within the league is determined according to the points earned, and the league to which the user belongs changes according to the ranking. The user plays the third game mode with the aim of belonging to a higher ranking or a higher league level. The user can earn rewards according to the ranking and the league level of the league to which the user belongs.
[0201] FIG. 19 is an example of the My Team order formation screen G1000. Area A1001 of the order formation screen G1000 displays the current order of My Team. The player characters included in the My Team order are displayed as starting order members and reserve members. To replace a member, drag part P1002, which lists the player's name, to part P1002, which lists the player's name of another member. To replace a member with a development player not included in the current My Team order, drag part P1002 to part P1003 to display the development players available for replacement. Part P1004 is an automatic button. When the user taps part P1004, the game system 1 automatically forms the optimal My Team order. For example, from among multiple development players, the development player with the highest overall player ability for each position is automatically selected.
[0202] The My Team order formation screen G1000 includes a part P1005. This part P1005 is an operation button for equipping My Team with an equipment item created based on the training team trained in the second game mode. Tapping the part P1005 transitions to the equipment setting screen G1100 shown in FIG. 20. An image of one of the members of My Team is displayed in area A1001 of the equipment setting screen G1100 as an image for visually imagining that the equipment item has been set for My Team. Note that the equipment item is set not only for the member displayed in area A1001, but also for My Team.
[0203] The equipment setting screen G1100 includes parts P1102 to P1106. Part P1102 is a part that indicates the currently set bat item. Part P1103 is a part that indicates the currently set glove item. Part P1104 is a part that indicates the currently set spike item. Part P1105 is a part that indicates the currently set wristband item. Part P1106 is a button for changing each equipment item. For example, when part P1106 below part P1102 is tapped, a list of bat items owned by the user is displayed, and the user can select one from the list and set it to their team.
[0204] In this embodiment, an example is shown in which one bat item, one glove item, one spike item, and one wristband item can be set as equipment items that can be equipped to My Team, but this is not limited to this. For example, it may be possible to set multiple equipment items of the same type. For example, it may be possible to set two bat items and two glove items. Furthermore, the upper limit of the number of equipment items that can be equipped to My Team is set to four, but this is not limited to this.
[0205] Area A1107 of the equipment setting screen G1100 displays the current equipment effects of the equipment items set for My Team. For example, area A1107 displays the percentage increase in each of team batting power, team defensive power, team mobility, and team pitching power. Furthermore, if the equipment item settings are changed, area A1108 displays the changes in team rank and team overall power resulting from the change.
[0206] The equipment setting screen G1100 also includes a part P1109. The part P1109 is an automatic button, and when the user taps the part P1109, the game system 1 automatically selects the most suitable equipment item and sets it for the player's team. For example, from among a plurality of equipment items, the equipment item with the highest parameter improvement effect of each type is automatically selected.
[0207] Tapping part P1110 on the equipment setting screen G1100 will return you to the My Team order screen G1000 shown in Figure 19. My Team order organization and equipment item settings can be made at any time before the start of a game in the third game mode. Normally, whenever you create a stronger development player in the first game mode, you swap the stronger development player into your My Team order to increase your My Team's rank and overall team strength. Also, whenever you create a more effective equipment item in the "Baseball Equipment Crafting Journey" in the second game mode, you set the more effective equipment item in your My Team to increase your My Team's rank and overall team strength.
[0208] Next, an example of a match in the third game mode will be described. When start of play in the third game mode is selected, a screen for selecting multiple (e.g., five) candidate opponent teams is first displayed. The user selects an opponent from the multiple candidate opponent teams. The candidate opponent teams may be selected randomly from the teams of other users, or may be selected from the teams of other users with a user rank similar to that of the user.
[0209] After the user has selected the opposing team, the user then performs an operation to determine the condition parameters of each member of the user's team and the opposing team. Before determining the condition parameters, the user can rearrange the order of the user's team or change the equipment items set for the user's team.
[0210] By performing a condition parameter determination operation, the condition parameters of each member of the user's team and the opposing team are determined by lottery. The user can then select a predetermined number of standard items for the third game mode from the standard items they possess to bring with them during the game. Examples of such standard items include a "lock-on bat" that supports the user's batting control during the game, a "stamina drink" that increases the pitcher's stamina by a predetermined amount, and a "max condition drink" that puts all team members in top form.
[0211] These standard items for Game Mode 3 only have specific effects during the match in which they are brought in, and do not change the parameters of My Team's rank or overall team strength. In this respect, they differ significantly from the aforementioned equipment items that can be equipped to My Team. That is, equipment items have the effect of increasing My Team's rank and overall team strength, and this effect continues as long as they are set in My Team. Furthermore, standard items for Game Mode 3 are consumable items that are deleted and no longer owned by the user once brought into a match and used, whereas equipment items are not deleted even after use, but remain in the user's possession and are associated with the user ID.
[0212] After selecting the standard items you will bring into the match, the match will begin. A match in the third game mode according to this embodiment has two parts: an "automatic progression part" and an "action part", as described below.
[0213] The automatic progression part is a part where the game progresses automatically. That is, in the automatic progression part, the game situation is updated without the user having to perform batting operations or base running operations during offense or pitching operations or fielding operations during defense. In other words, in the automatic progression part, the game progress is automatically generated (determined) by the computer based on parameters related to my team (e.g., ability parameters of my team's player characters, etc.) and parameters related to the opposing team (e.g., ability parameters of the opposing team's player characters, etc.). In the automatic progression part, the user will see the game progress automatically generated by the computer.
[0214] On the other hand, the action part is a part where the user performs batting operations and base running operations when attacking, and pitching operations and fielding operations when fielding. That is, in the action part, the player character performs actions in response to the user's operations. In other words, the development players that make up My Team are the objects of operation. For example, when attacking, the player character performs batting or base running in response to the user's operations (batting operations or base running operations), and when fielding, the player character pitches or fields in response to the user's operations (pitching operations or fielding operations). In this way, in the action part, the game situation is updated based on the user's operations on the player character.
[0215] In the baseball game according to this embodiment, the game basically progresses in an automatic progression part, and only an outline of the game progress (game key points) is displayed on the screen. Only when the game situation reaches a predetermined state during the automatic progression part, does the game switch from the automatic progression part to an action part, providing the user with an opportunity to control the player characters.
[0216] The above-mentioned "predetermined situation" refers to, for example, a situation where my team has a chance to score (for example, a situation where my team is at bat and there is a runner on third or second base), a situation where my team is likely to create a chance to score (for example, a situation where my team is at bat and there are no outs or runners on base), or a situation where my team is in danger of conceding a run (for example, a situation where the opposing team is at bat and there is a runner on third or second base).
[0217] A predetermined number of operation opportunities are provided to the user in one game. For example, three operation opportunities are provided to the user in one game. In this case, for example, one operation opportunity is provided between the top of the first inning and the bottom of the third inning, one operation opportunity is provided between the top of the fourth inning and the bottom of the sixth inning, and one operation opportunity is provided between the top of the seventh inning and the bottom of the ninth inning. The number of operation opportunities in one game is not limited to the above example, and may be two or less, or four or more. Furthermore, the number of operation opportunities in one game does not have to be fixed, and may vary from game to game. The timing at which operation opportunities occur is also not limited to the above example. When the action part ends, the action part switches to the automatic progression part, and the game progresses automatically again.
[0218] When the match ends, the user is awarded points based on the match content and results, and the league ranking reflecting the awarded points is displayed.
[0219] [3. Functional configuration of the game system] Fig. 21 is a schematic functional block diagram showing an example of the functional configuration of the game system 1. As shown in Fig. 21, the game system 1 includes a data storage unit 100. For example, the data storage unit 100 is realized by at least one of a database DB, a ROM 12, a RAM 13, an auxiliary storage device 14, a ROM 32, a RAM 33, and an auxiliary storage device 34. The data storage unit 100 stores data necessary to provide a game.
[0220] As a specific example of data stored in the data storage unit 100, the data necessary to provide the baseball game described above will be described. The data storage unit 100 stores a user information table TBL111, a character information table TBL112, a possessed character table TBL113, map-related tables TBL101 to TBL104, map data DT105, etc. Note that the map-related tables (space information table TBL101, item type table TBL102, contract master table TBL103, and skill table TBL104) (see FIGS. 12 to 15) have already been described, and therefore will not be described here.
[0221] For example, various data for executing a game stored in data storage unit 100 may be stored in database DB or auxiliary storage device 34 of server 30, and when game terminal 10 accesses server 30, the necessary data may be downloaded to RAM 13 or auxiliary storage device 14 of game terminal 10. Information regarding the results of a game executed on game terminal 10 or changes to the data may be transmitted from game terminal 10 to server 30 in real time or at a predetermined timing, and the data stored in database DB or auxiliary storage device 34 of server 30 may be updated as appropriate. Furthermore, necessary data may be stored in auxiliary storage device 14 of game terminal 10 so that at least a part of the game can be executed offline on each user's game terminal 10 without logging in to server 30.
[0222] Fig. 22 shows an example of the user information table TBL111. The example in Fig. 22 shows the user information table TBL101 in which information for one user with the user ID "U1" is stored, but the user information table TBL111 for all users registered in the game system 1 is stored in the data storage unit 100 of the game system 1 (for example, the database DB or the auxiliary storage device 34).
[0223] The user information table TBL111 includes fields such as "User ID," "User Name," "First Game Mode," "Second Game Mode," "Third Game Mode," and "Pokédex Information." The "User ID" field indicates identification information for uniquely identifying each user. The "User Name" field indicates the user's name. The "First Game Mode" to "Third Game Mode" fields store various information related to the current first to third game modes. For example, the "First Game Mode" field stores information such as information about the original character currently being developed, information about the event deck (such as the ID of the event character set in the event deck), the current turn, and items for the first game mode possessed by the user. For example, the "Second Game Mode" field stores information such as the current story ID, stage ID, map ID, and items for the second game mode possessed by the user. For example, the "Third Game Mode" field stores information such as the current league level, accumulated points, league ranking, regular items for the third game mode possessed by the user, and equipment items. The "picture book information" field stores information about event characters that the user has owned at least once (such as the profile ID of the event character).
[0224] 22, other fields are also included in the user information table TBL111. For example, the user information table TBL111 includes fields for various in-game points owned by the user, the user IDs of other users (comrades, friends, etc.) associated with the user's user ID, battle history, etc.
[0225] FIG. 23 shows an example of the character information table TBL112. The character information table TBL112 is master data for managing all event characters used in the game provided by the game system 1. The character information table TBL112 stores initial data of all event characters as reference parameters. For example, the character information table TBL112 is stored and managed in the respective storage devices (e.g., RAM 13, auxiliary storage device 14, RAM 33, auxiliary storage device 34, database DB, etc.) of the server 30 and the game terminal 10. The character information tables TBL112 stored in the server 30 and the game terminal 10 are basically the same, and for example, when the game operator changes the character information table TBL112 in the server 30, the changed information is distributed from the server 30 to the game terminal 10 via the network N.
[0226] The character information table TBL112 includes fields such as "original ID", "profile ID", "name", "rarity", "limit level", "position", "ability", and "event" for each event character.
[0227] The original ID is identification information assigned to each event character name (player name). The profile ID is identification information assigned according to the rarity of the event character. Event characters with the same name are assigned the same original ID. Event characters with the same name but different rarities are assigned different profile IDs. For example, event characters with the same name but different rarities have only the first digit of their profile IDs that differ. The information that uniquely identifies an event character in the character information table TBL112 is the profile ID.
[0228] The "Event" field stores information about the event associated with the event character. The information in this "Event" field is used when the event character is set in the event deck in the first game mode. Note that when an event character is used in the second game mode, the effect of triggering an event associated with the event character does not occur, so the information in the "Event" field is not referenced.
[0229] 23, other fields are also included in the character information table TBL112. For example, fields such as image information and initial evaluation of the event character are included in the character information table TBL112. The character information table TBL112 also stores information on all characters other than the original characters used in the game (such as the initial characters in the second game mode).
[0230] 24 shows an example of the possessed character table TBL113. The possessed character table TBL113 is data showing information on characters possessed by a user (i.e., characters associated with the user's user ID). The example of FIG. 24 shows the user information table TBL101 in which information for one user associated with the user ID "U1" is stored, but possessed character tables TBL113 for all users registered in the game system 1 are stored in the data storage unit 100.
[0231] In the owned character table TBL113, characters related to the first game mode and characters related to the second game mode are managed separately. Characters related to the first game mode include event characters acquired by the user through a lottery or the like, and training players trained in the first game mode. Characters related to the second game mode include initial player characters assigned to the user at the start of a stage, and scout players scouted within the map after the start of a stage.
[0232] The owned character table TBL113 includes fields such as "Character ID," "Profile ID," "Parameters," and "Coach." The "Character ID" is identification information that uniquely identifies a character owned by a user. For example, a user may acquire multiple event characters with the same name and rarity through a lottery or other method. In this case, the profile IDs of the multiple event characters are the same, but each is assigned a different character ID and associated with the user ID. The "Parameter" field stores information about various parameters for each character. Parameters that change after acquiring a character are also reflected in the "Parameter" field. The "Coach" field is a field dedicated to scouted players and stores the character ID of a development player associated with the scouted player as their coach. Although omitted from Figure 24, the owned character table TBL113 also includes other fields. For example, there is a field that stores information about the contract item applied to each scouted player.
[0233] The game system 1, server 30, or game terminal 10 of this embodiment provides games including a first game, a second game, and a third game.
[0234] Here, the first game, the second game, and the third game may each be a part of a single game, or may be separate games. That is, the first game, the second game, and the third game may each be a part of a game executed by a single game program, or the first game may be executed by the first game program, the second game may be executed by the second game program, and the third game may be executed by the third game program.
[0235] In the example of the baseball game mentioned above, the first game mode in which an original character is developed corresponds to an example of the first game, the second game mode in which a team is developed by progressing through the map corresponds to an example of the first game, and the third game mode in which a player competes against other users' teams using their own team, which includes players developed in the first game mode, corresponds to an example of the third game.
[0236] 21, the game system 1 includes a control unit 110. The control unit 110 is realized by CPU 11 of the game terminal 10 or CPU 31 of the server 30 executing a game program stored in a storage device (ROM 12, RAM 13, auxiliary storage device 14, ROM 32, RAM 33, auxiliary storage device 34, etc.). Some of the functions of the control unit 110 may be realized by the game terminal 10, and the remaining functions may be realized by the server 30. Alternatively, all of the functions of the control unit 110 may be realized by the server 30, or all of the functions of the control unit 110 may be realized by the game terminal 10.
[0237] The control unit 110 includes a first game executing unit 111 (an example of a first game executing means), a second game executing unit 112 (an example of a second game executing means), and a third game executing unit 113 (an example of a third game executing means).
[0238] The first game execution unit 111 has a function of executing the first game by changing or setting parameters of a first object based on user operation and storing the changed or set first object in a storage device as an object that can be used in the second game and the third game.
[0239] Here, a "user" refers to, for example, a person who plays a game provided by a game system. For example, user identification information is set for each user, and each user is identified (specified) by the user identification information. "User identification information" is information for uniquely identifying each user. For example, a user ID, a unique user name, or an email address is an example of "user identification information."
[0240] "Objects" such as the first object and the second or third object described below are things that can be used in a game. For example, a game character, a game card, or a game item are examples of "objects." For example, game characters and game cards representing people such as athletes, living creatures such as racehorses, fictional characters or living creatures such as monsters, and non-living things such as robots are examples of "objects." Also, for example, an equipment item equipped to a character is an example of an "object." For example, an "object" may be a game character or game card corresponding to a real person or living creature, or it does not have to correspond to a real person, etc.
[0241] Furthermore, "object parameters" are parameters set for an object. In other words, "object parameters" are parameters associated with an object. "Object parameters" may or may not be numerical parameters. For example, a parameter indicating the overall level of an object's ability or performance (e.g., overall ability value, level, etc.) is an example of an "object parameter." For example, a parameter indicating the level of a specific ability or performance of an object (e.g., attack power, defensive power, etc.) is an example of an "object parameter." For example, a parameter required to improve an object's ability or performance (e.g., experience points, etc.) is an example of an "object parameter." For example, a parameter indicating the quality of an object's condition (e.g., fatigue level, motivation, etc.) is an example of an "object parameter." For example, rarity indicating the rarity of an object is an example of an "object parameter." For example, information on a special ability possessed by an object is an example of an "object parameter." For example, an object's body shape information (height, weight, leg length, hand size, etc.), gender information, etc. may be included in the "object parameter."
[0242] Furthermore, "changing parameters" refers to changing the parameters set for an object. For example, improving or decreasing the parameters set for an object is an example of "changing parameters." In the baseball game example mentioned above, improving the rank and value of the original character's abilities (trajectory, hitting, power, running ability, arm strength, defensive ability, or catching) through training in the first game mode is an example of "changing parameters."
[0243] Furthermore, "setting parameters" means, for example, setting parameters that have not yet been set for an object to that object. For example, adding a special ability that the object did not have to that object (for example, associating special ability information with the object) is an example of "setting parameters." In the baseball game example mentioned above, endowing an original character with a special ability through training in the first game mode is an example of "setting parameters."
[0244] A "first object" is an object such as a game character, game card, or game item whose parameters are changed or set based on a user's operation in the first game mode. Here, a "user operation" refers to an operation related to the game performed by the user, such as operating a physical button, touching a screen, or inputting voice data. In the baseball game example mentioned above, an original character developed based on a user's operation corresponds to an example of a "first object."
[0245] Furthermore, a "first object whose parameters have been changed or set" refers to a first object whose parameters have been changed or set by executing the first game. In the baseball game example mentioned above, an original character (trained player) whose training has been completed by executing the first game mode corresponds to an example of a "first object whose parameters have been changed or set." A "first object whose parameters have been changed or set" is an object that can be used in a second game and a third game that are different from the first game.
[0246] Here, an "object of use" refers to an object that can be used by a user in a game. An "object of use" may be an object that is used in a game and controlled by the user, or it may not be an object that is controlled by the user. For example, an "object of use" may be an auxiliary object that affects the parameters of the controlled object. An "object of use" may be used in a variety of games regardless of game format or genre, such as sports games (games based on baseball, soccer, tennis, American football, basketball, ice hockey, volleyball, rugby, etc.), racing games, fighting games, combat games, digital card games, role-playing games, simulation games, adventure games, or training games.
[0247] The first game executing unit 111 stores the first object, whose parameters have been changed or set in the first game, in the storage device as an object that can be used in the second game and the third game. In the example of the baseball game described above, the first game executing unit 111 stores the "trained player" (an example of a first object) that has been trained in the first game mode in a storage device such as the database DB, the auxiliary storage device 14, or the auxiliary storage device 34 as an "object that can be used" in the second game mode and the third game mode.
[0248] The second game executing unit 112 has a function of executing the second game in which at least one of the use objects can be used as an auxiliary object for changing or setting parameters of a second object used in the second game.
[0249] Here, the "second object" refers to an object such as a game character, a game card, or a game item used in the second game. The "second object" may be an object used not only in the second game, but also in other games such as the first game. In the baseball game example mentioned above, an event character used as a scout player in the second game mode corresponds to an example of the "second object."
[0250] In the example of the baseball game mentioned above, an event character is applied to the "second object" used in the second game, but a character other than an event character (for example, a character used only in the second game) may also be applied as the "second object."
[0251] The aforementioned "auxiliary object" refers to an object used in an auxiliary role to influence the parameters of other objects used in a game. For example, an "auxiliary object" is a so-called "non-player character" that is not directly controlled by a user in a game, but influences the parameters of the "player character" that is the object of control. For example, an "auxiliary object" is associated with another object and changes or sets the parameters of the other object. For example, in a sports game, a character such as a coach or manager that is associated with a player character and improves the player character's parameters is an example of an "auxiliary object." Another example of an "auxiliary object" is an object such as an item that is equipped (associated) with a specific object and has the effect of improving or lowering the parameters of the specific object. Another example of an "auxiliary object" is an object that is set for a group of specific objects and has the effect of improving or lowering the parameters of the entire group. In the baseball game example mentioned above, an example of an "auxiliary object" would be a "development player" who is associated with a scouted player as a coach in the second game mode and who improves the scouted player's parameters (experience points, training points, etc.) and teaches the scouted player special abilities.
[0252] In the example of the baseball game mentioned above, the second game execution unit 112 executes a game in a second game mode in which a development player as a target for use can be used as an auxiliary object for a coach to change or set the parameters of a scout player.
[0253] The third game executing unit 113 has a function of executing the third game in which at least one of the use objects can be used as an object to be operated in the third game.
[0254] Here, an "operable object" is an object that is the object of direct operation by a user in a game. For example, a so-called "player character," a character in the game that the user is in charge of operating, is an example of an "operable object." An "operable object" can be an object to be operated in various game formats, such as a battle format, a role-playing format, and others. An "operable object" may be one object or multiple objects. For example, in a game in which a user controls one or more game characters to compete against an opponent, the one or more game characters are an example of an "operable object." For example, in a game in which a user controls members of a group (e.g., a team) consisting of multiple game characters to compete against an opponent, the game characters included in the group are an example of an "operable object."
[0255] Furthermore, automatic control is performed without user operation until a predetermined situation occurs during the game, and an object that becomes the target of user operation when the predetermined situation occurs is also an example of an "object to be operated." Here, various situations that may occur during the game can be considered as "predetermined situations." In the baseball game example mentioned above, in a match in the third game mode, player characters included in "My Team" are automatically controlled until a predetermined situation occurs (such as a scoring opportunity or a situation where a run is about to be lost), and when the predetermined situation occurs, the user is given an opportunity to operate them. In this case, the player characters included in "My Team" are an example of an "object to be operated."
[0256] In the example of the baseball game described above, the third game executing unit 113 executes a game in the third game mode in which the training player to be used can be used as a player character included in the "My Team" of the third game mode.
[0257] The second game may be a game using a group including a plurality of initial objects.
[0258] Here, a "group" is a group made up of two or more objects. A "group" can also be referred to as, for example, a team, a group, a squad, a party, a guild, etc. For example, in a baseball game, a baseball team made up of a predetermined number (e.g., 25) of player characters who can be on the bench and play in a game is an example of a "group." Also, in a soccer game, a soccer team made up of a predetermined number (e.g., 18 or 23) of player characters who can be on the bench and play in a game is an example of a "group."
[0259] Furthermore, an "initial object" is an object that is included in a group used in the second game from the start of the second game. In the example of a sports game, an example of an "initial object" is a player character with a relatively low ability value that makes up the user's team at the start of the second game. For example, the player character as the "initial object" may be fixed, or a different player character may be selected each time the second game is started.
[0260] Fig. 25 is a schematic functional block diagram showing an example of the functional configuration of the second game executing unit 112. As shown in Fig. 25, the second game executing unit 112 can be configured to include a joining unit 1121 (an example of joining means) that makes the second object join the group when a predetermined condition is satisfied during the second game.
[0261] Here, "satisfying a predetermined condition during the second game" means that the game situation becomes a predetermined situation while the second game is in progress. For example, when a user progresses through the second game by selecting a route from among multiple routes, moving to a specific position on the route (or a square or the like set at a specific position) corresponds to an example of "satisfying a predetermined condition during the second game." Furthermore, for example, winning a match during the second game or obtaining a predetermined item during the second game may also be considered to "satisfy a predetermined condition during the second game."
[0262] Furthermore, "adding a second object to a group" means adding the second object as an object constituting a group used in the second game. For example, the second object that has joined the group may be replaced with an initial object in the group, or may simply be added to the group without such replacement. For example, when the second object that has joined the group is replaced with an initial object, an initial object selected by the user from among multiple initial objects may be replaced with the added second object, or a predetermined initial object may be automatically replaced with the added second object without user selection.
[0263] In the example of the baseball game described above, when the player stops on a scout square on the map during progression of the map in the second game mode (see FIG. 10) (an example of a case where a predetermined condition is satisfied during the second game), the joining unit 1121 joins an event character (an example of a second object) to the user's team (an example of a group). Note that, in the baseball game described above, an example has been shown in which the user uses a contract item to scout an event character to join the team, but as will be described later, it is also possible to allow a player character such as an event character to join the team simply by stopping on a scout square without using a contract item.
[0264] In addition, the joining unit 1121 can be configured to have a function of joining the second object associated with the specific object to the group when the specified condition is met and a valid specific object associated with the user identification information exists.
[0265] Here, a "valid specific object associated with user identification information" refers to a specific object possessed by the user and available for use by the user. Here, a "specific object" is an object associated with the second object. In the baseball game example described above, the contract item associated with (or associated with) the event character is an example of a "specific object." In the baseball game described above, of the contract items possessed by the user, the contract item brought in at the start of the stage and the contract item acquired during the stage are examples of a "valid specific object." Without being limited to this example, various conditions can be set for whether or not a specific object is valid. The conditions will be described later.
[0266] When there are a plurality of valid specific objects, the specific object to be used may be selected by a user operation. Alternatively, the joining unit 1121 may automatically select (for example, randomly select) a specific object to be used from among the plurality of specific objects without relying on a user operation. Furthermore, when there are a plurality of valid specific objects, all or some (two or more) of the specific objects may be used.
[0267] In the example of the baseball game mentioned above, when the player stops on a scout square on the map and a valid contract item that was brought in or acquired along the way is present, the joining unit 1121 will join the team with an event character that is associated with the contract item selected by the user.
[0268] As shown in FIG. 25, the second game executing unit 112 can be configured to include an associating unit 1122 and a parameter managing unit 1123. The associating unit 1122 has a function of associating the use target with the second object when the second object associated with the specific object joins the group. Here, "associating" refers to storing one piece of information linked to another piece of information. "Associating the use target with the second object" refers to storing the identification information of the use target linked to the identification information of the second object. In the baseball game example mentioned above, associating a development player trained in the first game mode as a coach with a scouted event character is an example of "associating the use target with the second object."
[0269] When there are a plurality of use objects, the use object to be associated may be selected by a user operation. Alternatively, the associating unit 1122 may automatically select (for example, randomly select) the use object to be associated from among the plurality of use objects without relying on a user operation. Furthermore, when there are a plurality of use objects, all or some (two or more) of the use objects may be associated with the second object.
[0270] In the baseball game example described above, when an event character associated with a contract item joins a team, the associating unit 1122 associates the character ID of one or more development players selected by the user as coaches with the character ID of the event character. In the baseball game example described above, the number of development players that the user can select as coaches varies depending on the contract item used (for example, 1 to 4), but the number may be fixed, or may be determined by lottery each time (for example, randomly determined from a predetermined number range).
[0271] The parameter management unit 1123 has a function of changing or setting the parameters of the second object based on the parameters to be used that are associated with the second object.
[0272] Here, "changing or setting parameters of a second object based on parameters of a user object associated with the second object" means changing or setting at least one parameter of the second object based on at least one parameter of the user object when the user object is associated with the second object. In the baseball game example mentioned above, the parameter management unit 1123 changes the initial experience value or initial training value of the scouted player based on the rank, overall player strength, or ability value of the development player associated with the scouted player as a coach, and sets (transmits) a special ability to the scouted player based on the special ability of the development player.
[0273] 26, the control unit 110 of the game system 1 can be configured to include a possession history storage control unit 114. The possession history storage control unit 114 has a function of storing the second objects that have been associated with user identification information in the storage device as possession history information of the user.
[0274] Here, "the second object that has been associated with the user identification information in the past" refers to a second object that the user has owned at least once in the past. In other words, the second object that the user currently owns and the second object that the user has owned in the past correspond to "the second object that has been associated with the user identification information in the past."
[0275] Furthermore, the "user possession history information" is information for identifying the second object that has been associated with the user identification information in the past. The "user possession history information" may be the ID of the second object.
[0276] In the example of the baseball game mentioned above, the possession history storage control unit 114 stores information (profile ID) of the event characters currently possessed by the user and the event characters possessed by the user in the past as picture book information (an example of possession history information) in a storage device (database DB, auxiliary storage device 14, auxiliary storage device 34, etc.).
[0277] 25, the second game executing unit 112 can be configured to include a parameter improving unit 1124. The parameter improving unit 1124 has a function of improving the limit level parameters of the second object that has joined the group when it is determined, based on the possession history information, that the second object that has joined the group is the same as a second object that has been associated with user identification information.
[0278] Here, "identical objects" means that at least one of the pieces of information that can identify the objects is the same. For example, if the "names" of both objects are the same, the two objects may be determined to be the same even if other parameters (such as rarity) are different. Also, two objects with the same ID, including name and rarity, may be determined to be the same.
[0279] In the baseball game example described above, if the parameter improvement unit 1124 determines, based on the pictorial book information, that the name of an event character that has joined the team through scouting is the same as that of an event character that the user has previously owned, the parameter improvement unit 1124 improves the parameters of the event character that has joined the team. In this embodiment, the determination that the event characters have the same name may be, for example, whether the original ID is the same, whether all but the last digit of the profile ID is the same, or whether the name information is the same.
[0280] Furthermore, the second object is associated with a name and a rarity, and there exist second objects with the same name but different rarities. The parameter improving unit 1124 can be configured to have a function of determining that a second object that has joined the group and a second object that has been associated with user identification information are the same if their names are the same, and improving the parameters of the former according to the rarity of the latter.
[0281] Here, "the rarity of the second object" is a parameter indicating the degree of difficulty in obtaining the second object in the game. The rarity may indicate the usefulness of the second object in the game. The rarity may also be referred to as rarity or rank, etc. In this embodiment, the rarity (N, PN, R, PR, SR, PSR) of the event character corresponds to an example of "the rarity of the second object."
[0282] Furthermore, with regard to "improving the parameters of the second object that joined the group according to the rarity," if the user has owned multiple second objects of different rarities, any of the following may be applied. The parameter improvement effect may be applied to all or some of the multiple different rarities. For example, the parameters of the second object that joined the group may be improved based on the highest rarity among the multiple different rarities. Furthermore, for example, the parameters of the second object that joined the group may be improved based on one or more rarities selected by lottery (e.g., random lottery) from the multiple different rarities.
[0283] In the baseball game example described above, as illustrated in FIG. 23, there are multiple event characters with the same name (player name) but different rarities. Based on the pictorial book information, the parameter improvement unit 1124 determines that an event character scouted into the team and an event character previously owned by the user are the same if their names are the same. If the parameter improvement unit 1124 determines that the two are the same, it improves the limit level of the former according to the rarity of the latter. Furthermore, in the baseball game example described above, if the user has a history of owning multiple event characters with different rarities, the parameter improvement unit 1124 improves the parameters of the event character scouted into the team based on the highest rarity among them.
[0284] The second object may also be used in the first game. The first game executing unit 111 may have a function of executing the first game in which at least one second object associated with user identification information can be used as an auxiliary object for changing or setting parameters of the first object used in the first game.
[0285] Here, the "second object associated with the user identification information" refers to a second object currently owned by the user and associated with the user identification information. In other words, a second object currently owned by the user in the first game and used as an auxiliary object in the first game is the "second object associated with the user identification information."
[0286] In the example of the baseball game described above, the first game executing unit 111 executes a training game in which an event character possessed by a user can be used as an auxiliary object for changing or setting parameters of an original character (an example of a first object) used in the first game mode. By using the event character, which is used as an auxiliary object for assisting in training the original character in the first game mode, as a scout player in the second game mode, it is possible to effectively suppress an increase in the number of characters in the game and effectively utilize character resources.
[0287] 26, the control unit 110 of the game system 1 can be configured to include an object generation unit 115. The object generation unit 115 has a function of generating a third object that can be used in the third game, based on the parameters of the group whose parameters have been changed or set in the second game.
[0288] Here, "a group whose parameter changes or settings have been completed in the second game" refers to a group whose parameter changes or settings have been completed by executing the second game. In the baseball game example mentioned above, the development team whose development has been completed by executing the second game mode is an example of a "group whose parameter changes or settings have been completed."
[0289] Furthermore, the "third object" refers to an object used in the third game, such as a game character, a game card, or a game item. The "third object" may be an object used not only in the third game, but also in other games, such as the first game.
[0290] Furthermore, "generating a third object based on the parameters of the group" refers to generating a third object based on at least one parameter of the group. For example, executing a specific game part using the group (i.e., based on the parameters of the group) and generating a third object according to the results of executing the specific game part is an example of "generating a third object based on the parameters of the group." In the baseball game described above, an example was given in which a game part called "Baseball Equipment Crafting Journey" was executed using a training team and an equipment item was generated according to the results of the game part. Furthermore, generating a third object based on the parameters of the group without executing the specific game part is also an example of "generating a third object based on the parameters of the group." For example, the group may be converted into a third object according to its parameters.
[0291] In the example of the baseball game mentioned above, the object generation unit 115 generates equipment items (such as a bat item) that can be used in the third game mode based on the parameters (hitting ability, defensive ability, pitching ability, mobility, etc.) of the development team that has completed development in the second game mode.
[0292] Furthermore, the third object generated by the object generation unit 115 can be used as an auxiliary object for changing or setting parameters of an object to be operated that is used in the third game, or the third object generated by the object generation unit 115 can be used as an auxiliary object for changing or setting parameters of a group that includes a plurality of objects to be operated that are used in the third game.
[0293] In the example of the baseball game mentioned above, the equipment items (such as a bat item) generated by the object generation unit 115 can be used as auxiliary objects in the third game mode to change the parameters (team rank, team overall strength, etc.) of the player's team, which includes multiple development players to be controlled.
[0294] [4. Processing] Next, an example of the processing executed by the game system 1 of this embodiment will be described below. Here, an example of the processing executed by the game system 1 when executing the baseball game described above will be described.
[0295] 27 to 33 are flowcharts showing an example of the processing of the game system 1. The processing described below is realized by the control unit 110 (CPU 11 of the game terminal 10 or CPU 31 of the server 30) executing a game program stored in a storage device (ROM 12, RAM 13, auxiliary storage device 14, ROM 32, RAM 33, auxiliary storage device 34, etc.).
[0296] FIG. 27 is a flowchart showing an example of the processing of the game system 1 that executes the first game mode. When the user performs an operation to select an arbitrary scenario from among multiple scenarios, the control unit 110 determines the scenario to be executed (S100). Note that if there is only one scenario, step S100 can be omitted. Thereafter, the control unit 110 executes an event deck setting process (S102). In this step S102, the control unit 110 causes the display unit 20 to display an event deck setting screen, as exemplified in FIG. 4. On this event deck setting screen, the user can select any event character from among the event characters owned by the user and organize an event deck. Note that the processing of step S102 may be performed before the scenario selection in step S100.
[0297] After the scenario begins (S104), the user selects a command, such as "practice" or "rest" (S106), to progress through the scenario. After the user selects a command, the control unit 110 executes a lottery process for an event (S108). If a selected event is selected (YES in S110), an event associated with any of the event characters set in the event deck is generated (S112). Alternatively, an event associated with a combination of two or more event characters set in the event deck is generated. The control unit 110 then updates the parameters (experience points, special abilities, etc.) of the original character in accordance with the generated event (S114). In this way, in the first game mode, the event character is used as an auxiliary object for changing or setting the parameters of the original character. The user can spend the granted experience points to improve the basic abilities or acquire special abilities of the original character at any time until the character's development is completed.
[0298] After step S114, or if step S110 is NO, the process proceeds to step S116, where control unit 110 executes the command selected by the user and updates the parameters of the original character according to the execution result (S118). Note that, although the processes of steps S108 to S114 are performed before the command execution in step S116 in FIG. 27, they may also be performed after the command execution. Furthermore, control unit 110 may also generate other events (such as an event according to the number of turns).
[0299] Thereafter, the control unit 110 determines whether the training has ended (S120). If the answer is NO in step S120, the process returns to step S106, and steps S106 to S120 are repeated until the training has ended. When the training has ended due to the end of the scenario or the like (YES in S120), the control unit 110 registers the training player in association with the user ID (S122). This makes the training player available for use in the second game mode and the third game mode.
[0300] Next, an example of the processing of the game system 1 that executes the second game mode will be described. Figures 28 to 32 are flowcharts showing an example of the processing of the game system 1 that executes the second game mode. To start the second game mode, the user selects a story (S130). For example, if the second game mode is selected by operating the mode selection part P5011 on the game home screen G500 illustrated in FIG. 8, a story selection part P5021 for selecting one of multiple stories is displayed in the display area A502. The user selects a story by tapping the selection part P5021 associated with a desired story. The user then selects a stage (S132). Note that if the user can select only one story, step S130 can be omitted. Also, if the user can select only one stage, step S132 can be omitted.
[0301] Thereafter, the control unit 110 sets an initial team to be assigned to the user (S134). In the example of the present embodiment, the initial team is made up of only 25 initial player characters of level 1. This step S134 may be executed after step S136. Thereafter, the user selects items to bring before the start of the stage (S136). Here, the items that the user can select are limited to those within the item cost that the user possesses.
[0302] Next, the control unit 110 sets a map within the stage (S138). An example of the map data DT105 set by the control unit 110 is shown in FIG. 34. The map data DT105 includes fields for "square ID," "square type ID," "square type," "square level," "next movable square," "route ID," and "item information, etc." The square ID is information that uniquely identifies each square within the map. The "square type ID" and "square type" fields store information on the square type set for each square (see FIG. 12). The "square level" field stores information on the square level set for each square. For example, the square level of each square is determined by lottery. The "next movable square" field stores the square ID of the square to which each square can be next moved. Note that multiple square IDs are stored for squares with multiple movable squares. The "route ID" field stores a route ID (see FIG. 11) that indicates the type of route connected to the next movable square. The "item information" field stores item information set for each square.
[0303] The "Item Information" field stores item information only for squares on which an item is placed. The "Item Information" field includes sub-fields called "Item Lottery," "Rank Range," and "Found Flag." The "Item Lottery" field stores multiple items associated with each square and their lottery probability. FIG. 34 shows an example in which the game square with square ID "M3" stores item lottery information indicating that the lottery probability for a contract item is 80% and the lottery probability for a game item is 20%. The "Rank Range" field stores information on the rank range set for an item. For example, if the game square with square ID "M3" is landed on, the item that can be acquired is either a contract item 80% or a game item 20%, and the rank of the acquired item is selected from a range of 10 to 40. The item lottery is performed between maps (step S190, described below) as described above. The "found flag" field stores information on whether or not an item was found by stopping on a square where item information is set (for example, "found" = "1", "not found" = "0"). The processing of this "found flag" field is performed in step S154, which will be described later.
[0304] Furthermore, before map progression begins, the control unit 110 sets the number of turns (e.g., 30 turns) according to the map (S140). The control unit 110 also causes the display unit 20 to display map information set in step S138 (S142). As a result, a map such as the one shown in FIG. 10 is displayed on the game screen. Thereafter, as shown in FIG. 29, when the next square to move to is selected based on a user operation (YES in S144), the control unit 110 moves the cursor object P611 in FIG. 10 to the selected square P610 (S146).
[0305] Then, the control unit 110 determines whether the square on which the cursor object P611 has stopped is an END square or a goal square (S148, S150), and determines whether item information has been set on the square on which the cursor object P611 has stopped (S152). If item information has been set on the square on which the cursor object P611 has stopped (YES in S152), the control unit 110 performs a process to pick up the item (S154). That is, the control unit 110 records "1" in the record of the target square in the "Pickup Flag" field of the map data DT105 of FIG. 34. Furthermore, the control unit 110 increments the number of items in the part P602, which indicates the number of items picked up within the current map, on the main screen G600 of FIG. 10.
[0306] Also, as shown in FIG. 30, the control unit 110 determines whether the square where the character has stopped is a scout square. If it is a scout square (YES in S156), the control unit 110 displays a screen for selecting a player to scout on the display unit 20 (S158). This causes the contract selection screen G700, exemplified in FIG. 16, to be displayed. This contract selection screen G700 displays a list of information P702 about currently valid contract items (i.e., unused contract items brought in at the start of the stage and unused contract items acquired while progressing through the map). When the user selects a contract item they want to use from the listed contract items (YES in S160), the control unit 110 executes a process to scout an event character corresponding to the selected contract item (S162). That is, the control unit 110 sets the parameters of the scouted event character (scouted player) based on the item rank, initial level, limit level, and skill information associated with the used contract item. Furthermore, the control unit 110 stores the information on the scouted player in the data storage unit 100 in association with the user ID.
[0307] The user can also choose not to use the contract item, in which case (NO in S160), the process proceeds to step S180 without performing any processing related to scouting.
[0308] After step S162, the control unit 110 causes the display unit 20 to display a screen for selecting a coach to associate with the scout player (S164). This causes the coach selection screen G800, an example of which is shown in FIG. 17, to be displayed. The coach selection screen G800 displays a list of information P803 on the development players that the user has trained in the first game mode. The number of development players that the user can select as coaches varies depending on the contract item used. When the user performs an operation to select a development player that the user wishes to set as a coach from the list of development players (YES in S166), the control unit 110 associates the selected development player with the scout player as a coach and stores the associated information in the data storage unit 100. The control unit 110 then changes or sets the parameters of the scout player based on the parameters of the development player associated with the scout player (S168). That is, the control unit 110 changes the initial experience value or initial training value of the scout player based on the rank (player overall strength) or ability value of the development player as a coach, and sets the special ability of the scout player based on the special ability of the development player.
[0309] It should be noted that the user may also choose not to set a coach, in which case (NO in S166) the process proceeds to step S170 in FIG. 31 without performing the process of step S168.
[0310] In step S170, the control unit 110 determines, based on the pictorial book information, whether or not the user has owned an event character with the same name as the scout player. If the answer to step S170 is YES, the control unit 110 increases the limit level parameters of the scout player according to the rarity of event characters the user has owned (S172). On the other hand, if the user has not owned an event character with the same name as the scout player (NO in S170), the process of step S172 is not executed and the process proceeds to step S174.
[0311] The control unit 110 then performs processing to change the team order in response to the addition of the scout player to the team (S174). In this embodiment, the scout player is replaced with an existing team member. Therefore, the control unit 110 causes the display unit 20 to display a player replacement screen G900, as shown in FIG. 18. When the user selects a member to be removed from the team order on the player replacement screen G900, the control unit 110 changes the team order by replacing the selected member with the scout player, and stores information about the changed team order in the data storage unit 100.
[0312] Thereafter, the control unit 110 reflects the results of the processing when the ball stops on the scout square in the team overall strength, and stores the latest team parameters in the data storage unit 100 (S176). The control unit 110 also reflects the latest team parameters (team rank, team overall strength, team batting strength, team defensive strength, team mobility, and team pitching strength) in the display of the main screen G600 in FIG.
[0313] If the square where the player stopped is not an END square, a GOAL square, or a SCOUT square (NO in S156), the control unit 110 proceeds to step S178 in Fig. 30 and executes processing according to the square where the player stopped. After that, the control unit 110 proceeds to step S176 in Fig. 31 and reflects the results of the processing according to the square in the team's overall strength.
[0314] After step S176, the control unit 110 reduces the number of turns by one (S180) and determines whether the number of remaining turns is 0 (S182). If the number of remaining turns is 0 (YES in S182), map progression ends, and the process proceeds to the ending presentation process of step S196 in FIG. 32. On the other hand, if the number of remaining turns is not 0 (NO in S182), the control unit 110 determines whether the next route to be traveled is a route that results in forced travel (S184). If the next route to be traveled is a victory route or a defeat route (see FIG. 11), the route is a route that results in forced travel (YES in S184), and the process proceeds to step S146 in FIG. 29. On the other hand, if the result in S184 is NO, the process proceeds to step S144 in FIG. 29 and waits for the user to select the next square. Thereafter, the control unit 110 repeats the above-described processes from step S144 onwards.
[0315] If the square where the player stopped is the goal square (YES in S150), the current map has been cleared, and the player can move on to the next map. In this embodiment, an item lottery is conducted between maps. The control unit 110 conducts a lottery for items picked up while progressing through the map (S190). For example, the control unit 110 determines the item and its rank by lottery based on the item lottery information and rank range set for the square where the item was picked up (see map data DT105 in FIG. 34). The control unit 110 also determines other parameters of the item based on the determined item rank. Note that, for example, if a contract item (item type) is determined by lottery, the event character associated with the contract item is further determined by lottery (for example, by random lottery) (see FIG. 14).
[0316] Furthermore, as the current map has been cleared, the control unit 110 resets the number of turns (S192) and moves the process to the next map (S194). After that, the process moves to step S138 in Fig. 28, and thereafter the above-mentioned processes are repeated.
[0317] Also, if the square where the player stopped is an END square (YES in S148 of FIG. 29), the process proceeds to the ending presentation process in step S196 of FIG. 32. Here, if any items have been picked up while progressing through the map, an item lottery is held to determine the item and its parameters (including item rank) to be given to the user. Note that the END square may be associated with an effect that improves or decreases the team's parameters. In step S196, for example, the control unit 110 displays a predetermined ending presentation on the screen. Note that step S196 may be omitted. With the above, team development in the second game mode is completed (S198), and the control unit 110 stores information about the development team in the data storage unit 100 in association with the user ID (S200).
[0318] The control unit 110 then determines a reward based on the training team's team rank or overall team strength, etc., and awards it to the user. This reward includes the item cost. The second game mode is a lap-based system, and the more times a player laps a stage, the more item cost can be obtained. As the item cost increases, the number of items that can be brought in at the start of the stage also increases, and the more advantageous the team's training becomes with each lap.
[0319] Furthermore, the user can use the training team developed in the second game mode to generate an equipment item that can be used in the third game mode. When an operation to generate this equipment item is performed (YES in S204), the control unit 110 executes a process to generate the equipment item based on the parameters of the training team. In this embodiment, the game part called "Baseball Equipment Crafting Journey" described above is executed.
[0320] Next, an example of the processing of the game system 1 that executes the third game mode will be described. Fig. 33 is a flowchart showing an example of the processing of the game system 1 that executes the third game mode. The user can set an order for their My Team, including development players trained in the first game mode, on the My Team order organization screen G1000 illustrated in FIG. 19 (S220). The user can also set equipment items for their My Team on the equipment setting screen G1100 illustrated in FIG. 20 (S222). The control unit 110 updates the parameters of their My Team (team rank, team overall strength, etc.) based on the equipment items set for their My Team (S224). When the user performs an operation to start a match in the third game mode (YES in S226), the control unit 110 automatically generates a game progress based on parameters related to their My Team and parameters related to the opposing team, and progresses the match (S228). When the match situation reaches a predetermined situation (for example, a situation where their My Team has a chance to score) (YES in S230), the control unit 110 progresses the match based on the user's operation on the development player in their My Team (S232). The control unit 110 repeats steps S228 to S234 until the match ends. When the match ends (YES in S234), the control unit 110 awards the user a reward determined based on the match result (S236).
[0321] [5. Summary] In the game system 1 according to the embodiment described above, a development player whose parameters have been changed or set in the first game mode becomes a "use target" that can be used in the second game and the third game mode. Here, a development player who has become a "use target" can be used as an "auxiliary object" for changing or setting the parameters of a scout player in the second game mode. Furthermore, a development player who has become a "use target" can be used as a player character to be controlled in the third game mode. This increases the variety of ways in which development players who have become a "use target" in other games by executing the first game mode, thereby improving the entertainment value of the game.
[0322] Furthermore, in the game system 1 according to this embodiment, by associating a training player trained in the first game mode as a coach with a scout player in the second game mode, the parameters of the scout player can be improved according to the parameters of the training player. Therefore, the higher the ability parameters of a training player created in the first game mode, the more advantageous it becomes in the second game mode, which can motivate the user to play the first game mode.
[0323] Furthermore, in the game system 1 according to this embodiment, if a user has ever owned an event character with the same name as a scout player, the scout player's parameters can be improved according to the rarity of the event character. In other words, even if a user acquires an event character through a lottery or other means and then disposes of it, for example, by selling it or using it as an enhancement material, the effect of improving the scout player's parameters can still be achieved even after the event character is disposed of, as long as the user's ownership history (the aforementioned encyclopedia information) remains. In particular, if a limit is set on the number of event characters a user can own, event characters may be disposed of, for example, by selling them to adjust the number of characters owned. Typically, objects that have been disposed of do not continue to provide any game benefits after disposal. In contrast, in the game according to this embodiment, even if the user does not currently own the event character, if the user has a history of having owned the event character in question, the user can create an advantageous situation in the game, and game benefits continue even after the event character is disposed of.
[0324] Furthermore, in the game system 1 according to this embodiment, an equipment item that can be used in the third game mode can be generated based on the parameters of the development team developed in the second game mode. This equipment item is used as an auxiliary object in the third game mode, and the parameters of the "my team" (such as team rank) can be improved based on the parameters of the equipment item. This can motivate the user to use the equipment item to play the third game mode after playing the second game mode. Furthermore, the more the parameters of the development team are improved by playing the second game mode, the more equipment items with higher parameters can be generated, which gives an advantage in the third game mode, and therefore motivates the user to play the second game mode.
[0325] [6. Modifications] The present invention is not limited to the above-described embodiment.
[0326] [6-1] In the above, no conditions are set for executing the second game mode, but for example, it may be possible to make it so that the second game mode cannot be executed unless a predetermined number (e.g., 3) or more development players are created in the first game mode.
[0327] [6-2] In the above, an example was given in which a training player trained in the first game mode is associated with a scout player as a coach in the second game mode. However, variations in usage may be increased as follows. For example, a predetermined number of training players selected by the user from among multiple training players trained in the first game mode may be included as members of the initial team in the second game mode. Furthermore, in the second game mode, when a predetermined condition is met, such as stopping on a specific square while progressing through a map, at least one training player (for example, any of a predetermined number of training players preset by the user before the start of a stage) may be scouted and added to the team. In this case, training players trained in the first game mode can be used in the second game mode as auxiliary objects (coach players) or as controllable objects (scout players).
[0328] [6-3] In the above, an example has been described in which only development players with the same position as the scout player can be set as coaches, but development players with positions different from the scout player's position may also be set as coaches. In this case, for example, when the positions are different, the effect of the coach on improving parameters may be reduced compared to when the positions are the same.
[0329] [6-4] In the above example, a contract item is required to scout an event character, but it may be possible to scout an event character regardless of whether or not the contract item is present, as long as the player lands on a scout square. An example of this is explained below.
[0330] For example, a special item called a "piece of paper" is applied, which allows an event character to be scouted without using a contract. This "piece of paper" is not an item possessed by the user, but when it stops on a scout square, it is displayed together with the contract item on the contract selection screen G700 (see FIG. 16). If there is no valid contract item, only the "piece of paper" is displayed on the contract selection screen G700. This "piece of paper" will be displayed on the contract selection screen G700 multiple times even if it is used once. An event character to be scouted is also associated with the "piece of paper." However, the scout target associated with the "piece of paper" is not fixed, but is determined by random lottery from a predetermined group of event characters each time the player stops on a scout square. In addition, the scout target associated with the "piece of paper" is specified for each stage (quest). The parameters of an event character scouted by the user by selecting the "piece of paper" are set lower than the parameters when the event character is scouted by selecting the contract item (for example, the initial level is fixed to "level 1"). A scouted player who joins a team through a "piece of paper" may not be able to set a development player as a coach.
[0331] Alternatively, it may be possible to have a player character such as an event character join a team simply by landing on a scout square, without using an item such as a contract item or a "piece of paper." For example, when landing on a scout square, it may be possible to scout one or more event characters selected by random lottery from a predetermined group of event characters.
[0332] [6-5] The above shows an example in which a development player can be associated as a coach with a scouted player when a contract item is used, but it may also be possible to associate a development player as a coach with a scouted player who is scouted without using a contract item. For example, it may also be possible to set a development player as a coach for a scouted player who joins a team using the aforementioned "piece of paper."
[0333] [6-6] Regarding the validity of contract items, the following variations can be applied: For example, a contract item may be made valid on the condition that the user has previously possessed an event character identical to (for example, having the same name as) the event character associated with the contract item. This determination of validity is made based on the above-mentioned encyclopedia information. In this case, even if the user obtains a contract item associated with an event character that the user has never possessed before, the contract item cannot be used immediately; the user must obtain the event character in order to be able to use it. This can motivate the user to obtain the event character. As a variation, a contract item may be made valid on the condition that the user possesses an event character identical to (for example, having the same name as) the event character associated with the contract item.
[0334] [6-7] In addition, various variations can be applied to the game specifications using the maps of the second game mode. The following explains the specifications of various second game modes. In the above, an example has been described in which a lottery is held between maps (from the end of the current map to the start of the next map) to determine the item the user has picked up while progressing through the maps in the second game mode, but a lottery to determine the item may also be held when the player stops on a specific square where an item is set. Also, instead of determining the item by lottery, a preset item may be assigned to a specific square.
[0335] [6-8] The above shows an example in which parameters such as the rank of an item picked up by the user while progressing through a map are determined by lottery, but instead of determining the item parameters by lottery, the parameters of each item may be predetermined.
[0336] [6-9] In the above, we have shown an example in which the mass level of each mass in a map is determined by lottery based on a predetermined probability, but instead of determining the mass level by lottery, the mass level of each mass may be determined in advance. It is preferable that the mass levels of at least some of the masses in the same map are different from the mass levels of the other masses.
[0337] [6-10] In the above examples, the START and GOAL squares have no effect and do not benefit from square levels. However, some effect may be associated with the START or GOAL squares. For example, a START square may be associated with an effect that increases the number of turns determined by lottery. Also, a special GOAL square with an associated effect may be provided as one of the GOAL squares. For example, a special GOAL square may be associated with an effect that increases the number of turns by a predetermined number (e.g., 2) at the start of the next map. Also, for example, some or all of the GOAL squares may be associated with an effect that improves or decreases the parameters of team members. Furthermore, a square level may be assigned to the START or GOAL squares, and the degree of the effect may vary depending on the square level.
[0338] [6-11] In the second game mode, various events may occur other than stopping on an event square. For example, an event may occur randomly after a predetermined number of turns have passed. Also, changes may occur on the map depending on the event that has occurred. For example, there is an event in which an item is placed on a random square on the map. Another event may be an event in which a predetermined number of random squares on the map change to a different square type. Another event may be an event in which the square level of a predetermined number of random squares on the map is increased or decreased. Another event may be an event in which the positions of all squares on the map except for specific squares (START square, GOAL square, END square, etc.) are shuffled.
[0339] [6-12] In the second game mode, a helper character may appear on the map to provide advantageous effects in the game. The helper character may stand on a square, and when the helper character lands on a square, the player can obtain additional effects in addition to the effect of that square. There are several types of helper characters, such as those that improve the parameters of team members or those that allow the player to scout one player character. Also, a character that provides an adverse effect in the game (such as lowering parameters) may appear on the map.
[0340] [6-13] In the second game mode, an enemy character may appear on the map. For example, the enemy character moves on the map. For example, the enemy character moves almost simultaneously with the movement of the cursor object P611 (see FIG. 10), and when the player encounters the enemy character, a match with a strong opponent begins.
[0341] [6-14] The above describes an example in which the best team (e.g., the team with the highest overall team strength) among the training teams developed in the second game mode is registered, allowing the user to check their best team at any time. Users may not only check their best team, but also play a game using their best team. For example, each user may participate in a game event in which their best teams compete against each other. Furthermore, for example, a user may use their best team to compete against the best team of a friend (another user associated with the user's user ID). Furthermore, for example, a user may use their best team to compete against a computer-controlled opponent team at any time. [6-15] In addition to the best team, one or more development teams developed in the second game mode may be registered and used by the user in the same way as the best team. For example, the user may be allowed to register any development team, regardless of whether it is the best or not. Also, for example, four development teams may be registered, each with the best team batting ability, team defensive ability, team mobility, and team pitching ability. Alternatively, all development teams developed in the second game mode may be allowed to be registered.
[0342] [6-16] Although the second game mode has been described above as a game using a map with squares, it is not limited to this. For example, the second game mode may be a game in which the player progresses by moving through a game space without squares, and when the player reaches an object (such as a person or object) that replaces a square, an effect similar to that of a square occurs.
[0343] [6-17] In the above, the third game mode has been described as a game in which a user's personal team competes against another user's personal team, but the present invention is not limited to this. For example, the third game mode may be a game in which the user controls one (or a predetermined number of two or more) development players selected by the user from among multiple development players developed in the first game mode. For example, the third game mode may be a game in which the development players selected by the user participate in a home run contest. In this case, an equipment item generated based on the development team developed in the second game mode may be set to one (or two or more) development players in the third game mode. In this case, when an equipment item is set to a development player, the development player's parameters, such as their abilities, are changed or set.
[0344] [6-18] Although the above explanation has been centered on the example of a baseball game, the present invention can also be applied to other games, such as other sports games (games based on soccer, tennis, American football, basketball, ice hockey, volleyball, rugby, etc.), fighting games, combat games, digital card games, role-playing games, simulation games, adventure games, and training games, as long as the game includes at least the first, second, and third games, regardless of the game format or genre.
[0345] [6-19] Game terminal 10 and server 30 can communicate with each other to send and receive various data. Both are information processing devices (computers) equipped with a CPU, ROM, RAM, auxiliary storage device, communication unit, etc., and basically have the same hardware configuration. Therefore, some of the various functions described above may be realized by CPU 11 of game terminal 10, and the rest may be realized by CPU 31 of server 30. Alternatively, all of the various functions described above may be realized by CPU 11 of game terminal 10. Alternatively, all of the various functions described above may be realized by CPU 31 of server 30.
[0346] [6-20] Regarding the configuration having a storage control function for storing various information in a storage device, the storage device itself is not included in the configuration, and may be installed anywhere, whether inside or outside the game system 1. For example, the storage device may be a storage device within the game system 1 (e.g., RAM 13, auxiliary storage device 14, RAM 33, auxiliary storage device 34, database DB, etc.), or a file server (online storage) configured separately from these.
[0347] [6-21] The computer-readable program according to this embodiment is recorded on various computer-readable recording media such as a hard disk, an optical disk (CD-ROM, DVD-ROM, etc.), a flexible disk, or a semiconductor memory, and is read from the recording media and executed by the CPU of a computer constituting the game system 1 or the game control device. Furthermore, the means for providing the program to a computer is not limited to the recording media described above, and can also be via a communication network such as the Internet.
[0348] [7. Notes] From the above description, the present invention can be understood, for example, as follows: It should be noted that, to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently placed in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.
[0349] 1) A game system (1) according to one aspect of the present invention provides a game (e.g., a baseball game) including a first game (e.g., a first game mode in which an original character is developed), a second game (e.g., a second game mode in which a team is developed), and a third game (e.g., a third game mode in which a match is played), and includes: a first game execution means (111) that executes the first game (S100 to S122) to change or set parameters of a first object (e.g., an original character) based on a user's operation and stores the changed or set first object in a storage device as an object to be used in the second game and the third game; a second game execution means (112) that executes the second game (S164 to S168) in which at least one of the objects to be used can be used as an auxiliary object for changing or setting parameters of a second object used in the second game; and a third game execution means (113) that executes the third game (S220 to S236) in which at least one of the objects to be used can be used as an object to be operated in the third game.
[0350] 10) A game control device (10 or 30) according to one aspect of the present invention provides a game (e.g., a baseball game) including a first game (e.g., a first game mode in which an original character is developed), a second game (e.g., a second game mode in which a team is developed), and a third game (e.g., a third game mode in which a match is played), and includes: a first game execution means (111) that executes the first game (S100 to S122) to change or set parameters of a first object (e.g., an original character) based on a user's operation and stores the changed or set first object in a storage device as an object to be used in the second game and the third game; a second game execution means (112) that executes the second game (S164 to S168) in which at least one of the objects to be used can be used as an auxiliary object for changing or setting parameters of a second object used in the second game; and a third game execution means (113) that executes the third game (S220 to S236) in which at least one of the objects to be used can be used as an object to be operated in the third game.
[0351] 11) A program according to one aspect of the present invention is a program for causing a computer to function as the game system (1) described in any one of 1) to 9) or the game control device (10 or 30) described in 10).
[0352] 12) An information storage medium according to one aspect of the present invention is a computer-readable information storage medium having the program described in 11) recorded thereon.
[0353] 13) A control method for a game system (1) or a game control device (10 or 30) according to one aspect of the present invention is a method for controlling a game system (1) or a game control device (10 or 30) that provides a game (e.g., a baseball game) including a first game (e.g., a first game mode in which an original character is developed), a second game (e.g., a second game mode in which a team is developed), and a third game (e.g., a third game mode in which a match is played), the method comprising: changing or setting parameters of a first object (e.g., an original character) based on a user's operation; and controlling the first object that has been changed or set in the second game and The method includes a first game execution step (S100 to S122) of executing the first game to be stored in a storage device as a use object usable in the third game, a second game execution step (S164 to S168) of executing the second game in which at least one of the use objects is usable as an auxiliary object for changing or setting parameters of a second object (e.g., an event character) used in the second game, and a third game execution step (S220 to S236) of executing the third game in which at least one of the use objects is usable as an object to be operated used in the third game.
[0354] According to the above aspects 1), 10) to 13), a first object whose parameters have been changed or set in the first game becomes a "use object" that can be used in the second game and the third game. Here, the first object that has become a "use object" can be used in the second game as an "auxiliary object" for changing or setting the parameters of a second object. Furthermore, the first object that has become a "use object" can be used as an "operable object" in the third game. This increases the variety of ways in which the first object that has become a "use object" in other games can be used by executing the first game, thereby improving the entertainment value of the games.
[0355] 2) In one aspect of the present invention, in the aspect described in 1) or 10) above, the second game is a game using a group (e.g., a baseball team) including a plurality of initial objects (e.g., initial player characters), and the second game execution means (112) may include joining means (1121) for joining the second object to the group when a predetermined condition (e.g., a condition of stopping at a scout square) is met during the second game.
[0356] According to the aspect described in 2) above, if a predetermined condition is met during the second game, a new second object can be added to a group including the initial object. The group can be strengthened by adding the second object, and the group can be further strengthened by using the "usage object" as an auxiliary object for the second object. In other words, in order to strengthen the group, it is necessary to add the second object to the group, which can enhance the playability of the game.
[0357] 3) In one aspect of the present invention, in the aspect described in 2) above, the joining means (1121) may be configured to join the second object (e.g., an event character) associated with a valid specific object (e.g., a contract item) to the group (e.g., a baseball team) when the specified conditions are met and there is a valid specific object (e.g., a contract item) associated with user identification information (e.g., a user ID).
[0358] According to the aspect described in 3) above, in order to add a second object to a group, the user is required to possess a valid specific object to which the second object is associated, thereby further enhancing the playability of the game.
[0359] 4) In one aspect of the present invention, in the aspect described in 3) above, the second game execution means (112) may further include an association means (1122) for associating the second object (e.g., an event character) associated with the specific object (e.g., a contract item) with the target of use (e.g., a training player trained in the first game) when the second object (e.g., an event character) associated with the specific object (e.g., a contract item) joins the group (e.g., a baseball team), and a parameter management means (1123) for changing or setting parameters of the second object based on parameters of the target of use associated with the second object.
[0360] According to the aspect described in 4) above, by associating a target with a second object that has joined a group, the second object can be strengthened based on the parameters of the target. To strengthen the second object, it is important to improve the parameters of the target obtained by playing the first game, which further enhances the playability of the game. Furthermore, the more the parameters of the use object obtained by playing the first game are improved, the more advantageous the second game becomes, so the user can be motivated to play the first game.
[0361] 5) In one aspect of the present invention, in the aspect described in any of 2) to 4) above, the game system may further include a possession history storage control means (114) for storing the second object (e.g., an event character that the user has possessed at least once) that has been previously associated with user identification information in a storage device as the user's possession history information (e.g., picture book information), and the second game execution means (112) may further include a parameter improvement means (1124) for improving the parameters of the second object that has joined the group when it is determined based on the possession history information that the second object that has joined the group is the same as a second object that has previously been associated with user identification information.
[0362] According to the aspect described in 5) above, if a user has ever possessed a second object identical to a second object that has joined a group, the parameters of the second object that has joined the group can be improved. In other words, even if a user acquires a second object and then no longer possesses the second object, for example, by selling it or using it as an enhancement material, the effect of improving the parameters can still occur if the user has a history of possession of the second object. In particular, in operational games, etc., a limit is often set on the number of objects a user can possess, and even if a user acquires an object, they may dispose of the object by selling it or other means to adjust the number of objects they possess. Typically, objects that have been disposed of do not continue to provide in-game benefits after disposal. In contrast, in the aspect described in 5) above, even if a user does not currently possess the second object, having previously possessed the second object can create an in-game advantage, and in-game benefits continue even after the second object is disposed of.
[0363] 6) In one aspect of the present invention, in the aspect described in 5) above, the second object (e.g., an event character) is associated with a name and a rarity, and there are second objects with the same name but different rarities, and the parameter improvement means (1124) may determine that a second object that has joined the group (e.g., a baseball team) and a second object that has been associated with user identification information (e.g., an event character that the user has possessed at least once in the past) are the same if their names are the same, and improve the parameters of the former according to the rarity of the latter.
[0364] According to the aspect described in 6) above, if the user has ever owned a second object with the same name as a second object that has joined a group, the parameters of the second object that has joined the group can be improved according to the rarity of the second object that the user has ever owned. Normally, for objects that have been disposed of, regardless of their rarity, there is no continuation of game benefits after disposal. In contrast, the aspect described in 6) above is configured to use the rarity of second objects that have already been disposed of as a game element, thereby realizing a novel gameplay not previously seen.
[0365] 7) In one aspect of the present invention, in any of the aspects described in 1) to 6) above, the second object (e.g., an event character) is also used in the first game, and the first game execution means (111) may execute the first game in which at least one second object (e.g., at least one event character owned by the user) associated with user identification information can be used as an auxiliary object for changing or setting parameters of the first object (e.g., an original character) used in the first game.
[0366] According to the aspect described in 7) above, the second character used as an auxiliary object in the first game is also used in the second game, thereby making it possible to effectively utilize object resources within the game.
[0367] 8) In one aspect of the present invention, in any of the aspects described in 1) to 7) above, the present invention may further include an object generation means (115) that generates a third object (e.g., an equipment item) that can be used in the third game based on the parameters of the group (e.g., a development team) whose parameters have been changed or set in the second game.
[0368] According to the aspect described in 8) above, a third object that can be used in the third game is generated from a group whose parameters have been changed or set by playing the second game, which can motivate the user to play the third game using the third object after playing the second game.
[0369] 9) In one aspect of the present invention, in the aspect described in 8) above, the third object (e.g., an equipment item) generated by the object generation means (115) may be usable as an auxiliary object for changing or setting parameters (e.g., team rank, team overall strength) of an object to be operated (e.g., a training player trained in the first game) used in the third game or a group (e.g., a baseball team) including multiple objects to be operated.
[0370] According to the aspect described in 9) above, a third object generated by a group completed in the second game can be used as an auxiliary object in the third game to strengthen the group, etc. used in the third game. Here, the more the parameters of the group are improved by playing the second game, the higher the performance, etc. of the third object obtained will be, which will give an advantage in the third game, thereby motivating the user to play the second game. [Explanation of symbols]
[0371] 1...game system, N...network, DB...database, 10...game terminal, 11...CPU, 13...RAM, 14...auxiliary storage device, 20...display unit, 30...server, 31...CPU, 33...RAM, 34...auxiliary storage device, 100...data storage unit, 110...control unit, 111...first game execution unit, 112...second game execution unit, 113...third game execution unit, 114...possession history storage control unit, 115...object generation unit, 1121...joining unit, 1122...association unit, 1123...parameter management unit, 1124...parameter improvement unit, TBL101...mass information table, TBL102...item type table, TBL103...contract master table, TBL104...skill table, DT105...map data, TBL111...user information table, TBL112...character information table, TBL113...possessed character table
Claims
[Claim 1] A game system that provides games including a first game, a second game, and a third game, a first game executing means for executing the first game by changing or setting parameters of a first object based on a user's operation and storing the changed or set first object in a storage device as an object that can be used in the second game and the third game; a second game execution means for executing the second game, wherein at least one of the use objects can be used as an auxiliary object for changing or setting parameters of a second object used in the second game; a third game execution means for executing the third game, wherein at least one of the use objects can be used as an object to be operated in the third game; A game system including:
Citation Information
Patent Citations
Game control device, game system, and program
JP2020110678A