Game system, program, and game control method
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KONAMI DIGITAL ENTERTAINMENT CO LTD
- Filing Date
- 2026-01-07
- Publication Date
- 2026-05-13
AI Technical Summary
Existing games that allow selection of characters from a deck become monotonous due to fixed deck contents, leading to repetitive storylines and reduced game interest.
A game system that dynamically changes parameter data for game objects to provide advantageous or disadvantageous conditions based on predetermined criteria, allowing for varied gameplay experiences.
Enhances game entertainment value by providing dynamic gameplay that varies with each playthrough, maintaining player engagement and interest.
Smart Images

Figure 00000000_0000_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 that progress based on an object selected from a plurality of objects have been known. For example, Patent Document 1 describes a game in which, before the start of the game, a deck is constructed by selecting a combination of characters to be used from a plurality of characters (one example of an object), and the game progresses based on the characters set in the deck. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-233323 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the game of Patent Document 1, even though a large number of characters are available, when a character that gives an advantage in the game progresses is obtained, only that character is selected, and the contents of the deck tend to be fixed. In the game of Patent Document 1, when the contents of the deck are fixed, the story becomes similar every time and becomes monotonous, so the interest of the game cannot be sufficiently increased.
[0005] The present invention has been made in view of the above-mentioned problems, and its object is to provide a game system, a game control device, and a program that can improve the entertainment value of a game. [Means for solving the problem]
[0006] In order to solve the above problem, one aspect of the present invention provides a game system that executes a game based on an object selected from a plurality of objects, and includes: an acquisition means that acquires parameter data associated with each object for progressing the game in an advantageous or disadvantageous manner; an execution means that, when an object is selected, executes the game based on the parameter data of the object; a disadvantage change means that, when an object is selected, changes the parameter data of the object so that the progression of the game is disadvantageous; and an advantage change means that, based on predetermined conditions, changes the parameter data so that the progression of the game is advantageous.
[0007] A game control device according to one aspect of the present invention is a game control device that executes a game based on an object selected from a plurality of objects, and includes: an acquisition means that acquires parameter data associated with each object for progressing the game in an advantageous or disadvantageous manner; an execution means that, when an object is selected, executes the game based on the parameter data of the object; a disadvantage change means that, when an object is selected, changes the parameter data of the object so that the progress of the game is disadvantageous; and an advantage change means that, based on predetermined conditions, changes the parameter data so that the progress of the game is advantageous. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram showing the overall configuration of a game system. [Figure 2] FIG. 10 is a diagram showing an example of a mission selection image. [Figure 3] FIG. 10 is a diagram showing a list of missions displayed on a mission selection image. [Figure 4] FIG. 10 is a diagram showing how details of a mission are displayed on a mission selection image. [Figure 5] FIG. 10 is a diagram showing an example of a school deck edited image. [Figure 6] FIG. 10 is a diagram showing how a school deck is edited. [Figure 7] 13 is a diagram showing an example of a school deck edit image when the button is selected. FIG. [Figure 8] FIG. 10 shows a window when a button is selected. [Figure 9] FIG. 10 is a diagram illustrating an example of a mission image. [Figure 10] FIG. 10 is a diagram showing how a school command is executed in a mission image. [Figure 11] FIG. 10 is a diagram showing an example of a mission clear image. [Figure 12] FIG. 10 is a diagram showing an example of a date spot selection image. [Figure 13] FIG. 10 is a diagram showing an example of a date deck edited image. [Figure 14] FIG. 10 is a diagram showing a state in which a window is displayed on the date deck edit image. [Figure 15] FIG. 10 is a diagram showing an example of a date part image. [Figure 16] FIG. 10 is a diagram showing an example of a date part image when an opportunity to select a date command type arises. [Figure 17] FIG. 10 is a diagram showing an example of a date part image when the button is selected. [Figure 18] FIG. 10 is a diagram showing how conversation options are displayed. [Figure 19] FIG. 2 is a functional block diagram showing functions related to the present invention among functions realized in the game system. [Figure 20] FIG. 10 is a diagram illustrating an example of data storage in a date command data table. [Figure 21] FIG. 10 is a diagram illustrating an example of data storage in a conversation option data table. [Figure 22] FIG. 10 is a diagram illustrating an example of data storage in a school command data table. [Figure 23] FIG. 10 is a diagram illustrating an example of data storage in a held card data table. [Figure 24] FIG. 10 is a flow chart showing the processing of the school part. [Figure 25] FIG. 10 is a flow chart showing the processing of the school part. [Figure 26] FIG. 10 is a flow diagram showing the processing of a dating part. [Figure 27] FIG. 10 is a flow diagram showing the processing of a dating part. DETAILED DESCRIPTION OF THE INVENTION
[0009] [1. Overall structure of the game system] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the drawings, the same or corresponding components are denoted by the same reference numerals, and repeated description may be omitted. FIG. 1 is a diagram showing the overall configuration of a game system. As shown in FIG. 1, a game system S according to this embodiment includes a game terminal 10 and a server 30. The game terminal 10 and the server 30 are connected to a network N such as the Internet. Therefore, data communication is possible between the game terminal 10 and the server 30. In FIG. 1, one game terminal 10 and one server 30 are shown, but there may be multiple of these.
[0010] Game terminal 10 is a computer operated by a user. For example, game terminal 10 is a mobile terminal (for example, a mobile phone such as a smartphone or a tablet computer), a personal computer, a mobile game machine, a stationary game machine, an arcade game machine installed in an amusement facility or the like, or a multi-function television receiver (smart TV) equipped with an information processing function.
[0011] As shown in FIG. 1, game terminal 10 includes control unit 11, memory unit 12, communication unit 13, operation unit 14, and display unit 15. For example, control unit 11 may include multiple microprocessors. Control unit 11 executes processing in accordance with an operating system and other programs. Memory unit 12 includes a main memory unit (e.g., RAM) and an auxiliary memory unit (e.g., non-volatile semiconductor memory). Memory unit 12 stores programs and data. For example, if game terminal 10 is a personal computer or the like, memory unit 12 may include an auxiliary memory unit such as a hard disk drive or solid state drive. Communication unit 13 includes a communication module and a communication interface. Communication unit 13 performs data communication via network N.
[0012] The operation unit 14 is an input device and may include, for example, keys, levers, a game controller (game pad), a pointing device such as a mouse or a touch panel, or a keyboard. Furthermore, for example, the operation unit 14 may include a microphone or a camera for performing input operations by voice or gestures. The display unit 15 is, for example, a liquid crystal display panel or an organic EL display, and displays a screen according to instructions from the control unit 11. The operation unit 14 and the display unit 15 do not have to be built into the game terminal 10, but may be external devices connected to the game terminal 10.
[0013] The server 30 is a server computer. As shown in FIG. 1, the server 30 includes a control unit 31, a storage unit 32, and a communication unit 33. The hardware configurations of the control unit 31, the storage unit 32, and the communication unit 33 may be similar to those of the control unit 11, the storage unit 12, and the communication unit 13, respectively. For example, the server 30 stores a game program and distributes the game program in response to a request from the game terminal 10. Furthermore, for example, the server 30 comprehensively manages data related to each of a plurality of users.
[0014] Note that the programs and data described as being stored in storage unit 12 or storage unit 32 may be supplied to game terminal 10 or server 30 via network N, for example. Game terminal 10 or server 30 may also include a reading unit (e.g., an optical disc drive or memory card slot) or an input / output unit (e.g., a USB port) for reading programs or data stored on an information storage medium (e.g., an optical disc or a memory card). The programs and data may then be supplied to game terminal 10 or server 30 via the information storage medium.
[0015] [2. Game Overview] The game system S of this embodiment executes a game based on an object selected from a plurality of objects.
[0016] An object is, for example, an object that can be used in a game. For example, an object is a game card, a game character, a game item, or the like. For example, all objects provided in the game may be freely usable, or usable objects may be assigned from among them. For example, an object to be used in the game may be selected from among owned objects. In this embodiment, a game card will be described as an example of an object.
[0017] For example, selection means designating an object as an object to be used. For example, the selected object is an object designated based on a detection signal from the operation unit 14 from among the objects displayed on the display unit 15. The object may be selected by various operations, such as tapping, double tapping, flicking, swiping, long pressing, or clicking.
[0018] The game may be of various types, such as a role-playing game, an action game, a sports game, a character development game, or a card game. In this embodiment, a case where a game in which communication with a character is performed will be described as an example.
[0019] Communication may refer, for example, to having a conversation or physical contact with a character in a virtual world within a game. Communication may also refer, for example, to playing with or spending time with a character in a virtual world. For example, in a game, a response may be given to a question posed by a character, or a question may be asked of a character and the character may respond. For example, physical contact may be given to a character without any particular conversation taking place.
[0020] In this embodiment, as an example of a story, a story will be described in which a protagonist who transfers to a fictional high school meets characters such as classmates, seniors, and juniors during his school life, and increases his favorability rating by communicating with each character. Also, although the game does not necessarily have to be divided into multiple game parts, this embodiment will describe a game that is divided into multiple game parts.
[0021] A game part is a part of a game. For example, a game part is an event, a story, or a game task (mission or quest). In this embodiment, a school part and a date part are described as examples of game parts. Communication with characters takes place in both the school part and the date part.
[0022] For example, the school part is a game part in which the protagonist studies, participates in extracurricular activities, and works a part-time job. In other words, the school part is a game part in which the protagonist lives his or her daily life. In this embodiment, various date spots are prepared in the virtual world, and when the game first starts, restrictions are placed on not being able to go on dates at the date spots. The school part is a game part for unlocking date spots, and predetermined missions are set. When a mission in the school part is completed, the date spot corresponding to that mission is unlocked. When a date spot is unlocked, it becomes possible to go on a date with a character at that date spot. Note that when the game first starts, there may be date spots that are not particularly restricted.
[0023] For example, the date part is a game part in which a player goes on a date with a character at a date spot. In this embodiment, the date spots are limited, so in order to play the date part in which a player goes on a date with a character at a desired date spot, the player must clear a mission corresponding to the date spot in the school part to unlock the date spot.
[0024] A date spot may have multiple types of dates available, such as a short date, a medium date, and a long date. For example, the longer the date, the higher the difficulty of the mission to unlock. Also, for example, the longer the date, the more opportunities there are to select a game card in the date part (described in detail below). When a predetermined operation is performed on game terminal 10, a mission selection image for selecting a mission in the school part is displayed on display unit 15.
[0025] FIG. 2 is a diagram showing an example of a mission selection image. As shown in FIG. 2, the mission selection image G1 displays rank and points. In FIG. 2, rank is indicated by "Lv. 1" and points are indicated by "AP." The display "AP 15 / 25" means that the current point value is "15" and the upper limit (maximum value) is "25." In this embodiment, points are consumed to play the game part and are recovered over time. Points may be divided into points dedicated to the school part and points dedicated to the date part, or points may be shared between the school part and the date part.
[0026] A rank is the level of a user or a main character, and the rank increases when the experience points acquired during the game reach a threshold value or more. For example, as the rank increases, the amount of points recovered increases, or the upper limit of points increases. Also, for example, as the rank increases, the upper limit of the number of game cards that can be owned increases, or the number of users that can be registered as friends increases. Also, for example, as the rank increases, specific game parts become available. Points are used to play missions, and may be recovered over time or by using game items.
[0027] The display areas A10A to A10C of the mission selection image G1 each display a mission category. The category refers to the type of mission, and in this embodiment, the name of the date spot that is unlocked by clearing the mission is displayed as the category.
[0028] For example, the display area A10A displays a category called "Karaoke," and when a mission belonging to that category is completed, a "Karaoke" date spot is unlocked. Also, for example, the display area A10B displays a category called "Game Center," and when a mission belonging to that category is completed, a "Game Center" date spot is unlocked. Also, for example, the display area A10C displays a category called "Electric Town," and when a mission belonging to that category is completed, a "Electric Town" date spot is unlocked. Hereinafter, when there is no need to particularly distinguish between the display areas A10A to A10C, they will simply be referred to as display area A10.
[0029] Although it may be possible to freely challenge missions in all categories, in this embodiment, restrictions are placed on missions in some categories so that they cannot be challenged. Restricted missions can be unlocked and challenged by clearing other missions or achieving a certain rank or higher. In the example of Figure 2, the "Karaoke" and "Game Center" missions have already been unlocked, but the "Electronics Town" mission is restricted.
[0030] Here, the process when "Karaoke" displayed in the display area A10A is selected will be described. When "Karaoke" displayed in the display area A10A is selected, a list of missions belonging to "Karaoke" is displayed in the mission selection image G1.
[0031] 3 is a diagram showing how a list of missions is displayed in the mission selection image G1. As shown in FIG. 3, a description of the currently selected category, "Karaoke," is displayed in the display area A11 of the mission selection image G1. For example, the display area A11 displays information such as the category name (date spot that is unlocked by clearing the mission), items that can be obtained by clearing the mission, and the unlock status of the mission (clearance status).
[0032] Although only one mission may belong to a category, in this embodiment, multiple missions belong to the category. For example, display area A12A displays information about the first mission of "Karaoke." For example, display area A12A displays the mission name, the points required to attempt the mission, and whether or not a bonus is available. Points are reduced by a value corresponding to the attempted mission. If there are insufficient points, the mission cannot be attempted. Points may be restored under any conditions, for example, over time or by using game items.
[0033] Like display area A12A, display area A12B displays information about the second "Karaoke" mission, and display area A12C displays information about the third "Karaoke" mission. If four or more missions are available for "Karaoke," information about the fourth and subsequent missions can be displayed by scrolling. Hereinafter, when there is no need to particularly distinguish between display areas A12A to A12C, they will simply be referred to as display area A12.
[0034] In this embodiment, the missions are assigned an order. In the example of FIG. 3, when the mission "School Life 1-1" shown in display area A12A is completed, "School Life 1-2" shown in display area A12B is unlocked. When the mission "School Life 1-2" is completed, "School Life 1-3" shown in display area A12C is unlocked. Similarly, the missions set for "Karaoke" are unlocked in order.
[0035] Furthermore, for example, buttons B13A to B13C for displaying details of the missions are displayed on the mission selection image G1. Button B13A is a button for displaying details of the "School Life 1-1" mission displayed in the display area A12A. Similarly, button B13B is a button for displaying details of the "School Life 1-2" mission, and button B13C is a button for displaying details of the "School Life 1-3" mission. Hereinafter, when there is no need to particularly distinguish between buttons B13A to B13C, they will be simply referred to as button B13.
[0036] Here, the process when button B13A is selected will be described. For example, when button B13A is selected, details of the mission "School Life 1-1" shown in display area A12A are displayed in mission selection image G1.
[0037] FIG. 4 is a diagram showing how mission details are displayed in the mission selection image G1. As shown in FIG. 4, a window W14 showing mission details is displayed in the mission selection image G1. For example, the mission name is displayed in a display area A14A of the window W14. Furthermore, for example, the conditions for clearing the mission are displayed in a display area A14B of the window W14. Various conditions can be set as the clearing conditions, but in this embodiment, the clearing condition is that the increase in the protagonist's boyfriend power parameter exceeds a threshold value.
[0038] The boyfriend power parameter is a parameter that indicates the overall attractiveness of the main character (suitability as a character's boyfriend), and there are four types: an athletic parameter that indicates the level of athletic ability, a knowledge parameter that indicates the wealth of knowledge, an emotional parameter that indicates the richness of emotionality, and an attractiveness parameter that indicates the level of attractiveness. In the example of Figure 4, the clearing condition is to increase the athletic parameter, knowledge parameter, emotional parameter, and knowledge parameter by "20", "30", "50", and "120", respectively.
[0039] There may be missions for which a threshold value for the boyfriend power parameter is not set as a clearing condition. For example, instead of repeating turns until the clearing condition is met, a mission may be one in which whether or not the increase in the boyfriend power parameter over a specific number of turns satisfies the clearing condition is evaluated. Furthermore, there may be missions in which the total increase in the boyfriend power parameter over multiple missions is evaluated.
[0040] For example, the display area A14C of the window W14 displays additional rewards that can be acquired in completing a mission. Any type of reward can be applied, such as in-game currency, points, game cards, or game items. For example, the additional reward is a reward that is awarded in addition to the clear reward (described later) when a mission is completed after satisfying certain conditions. In the example of FIG. 4, if the mission is completed within 28 turns, a game item "A" is awarded, and if the mission is completed within 24 turns, a game item "B" is awarded. The conditions for acquiring the additional reward are not limited to these conditions, and any other conditions may be set, such as raising the attractiveness parameter to a threshold value within 10 turns and then satisfying the clear condition. For example, the display area A14D of the window W14 displays the reward for completing the mission. Note that if button B14E is selected, the window W14 closes, and the mission selection image G1 returns to the state shown in FIG. 3.
[0041] Here, the processing when the mission "School Life 1-1" displayed in the display area A12A of the mission selection image G1 is selected will be described. In the mission, the boyfriend power parameter can be improved using game cards set in the deck. An effect that occurs during the mission is associated with the game card. Any effect can be applied, and for example, an effect that increases the increase in the boyfriend power parameter, an effect that reduces the consumption of the energy parameter described below, or an effect that causes an event to occur in which the character communicates with the game card may be associated.
[0042] In this embodiment, decks are used not only in the school part but also in the date part, so hereinafter, the deck for the school part will be referred to as the school deck, and the deck for the date part will be referred to as the date deck. A deck is, for example, a combination of game cards set (selected) to be used in the game part from among the game cards owned. In this embodiment, a case will be described in which an upper limit is set for the number of game cards set in the deck, but there may be no particular upper limit. For example, when the mission "School Life 1-1" displayed in the display area A12A is selected, a school deck editing image for editing the school deck is displayed on the display unit 15. Editing means changing the contents of the school deck, i.e., changing the game cards set in the school deck.
[0043] Fig. 5 is a diagram showing an example of a school deck edit image. As shown in Fig. 5, a mission name is displayed in a display area A20 of the school deck edit image G2. When a button B21 of the school deck edit image G2 is selected, the window W14 described in Fig. 4 is displayed, and details of the selected mission are displayed.
[0044] Any number of game cards may be set in the school deck, but in this embodiment, up to five game cards can be set. Each of the display areas A22A to A22E displays the game cards set in the school deck. Hereinafter, when there is no need to particularly distinguish between the display areas A22A to A22E, they will simply be referred to as display area A22.
[0045] Any game card can be applied, and in this embodiment, characters that appear in the game are shown. As described above, each game card is associated with an effect that is exerted during a mission. A game card may be associated with only one effect, or may be associated with multiple effects.
[0046] In this embodiment, the mission progresses by selecting a command indicating the protagonist's action, and the type of boyfriend power parameter increases according to the selected command. At least one command is associated with a game card, and an effect occurs when that command is selected. Note that commands are selected not only in the school part but also in the date part, so hereafter, commands in the school part will be referred to as school commands, and commands in the date part will be referred to as date commands. The type and amount of increase of the boyfriend power parameter will differ depending on the school command.
[0047] The display area A23 of the school deck editing image G2 displays the effects of the school deck being edited. For example, the display area A23 displays the effects of the school deck being edited. In other words, the display area A23 displays the effects of the game cards in the school deck. In the example of Figure 5, in the school deck being edited, the school command "Fashion" generates a bonus of "95%" in the increase of the boyfriend power parameter. Similarly, the school commands "Club Activities," "Music," "Preparation and Review," "Art," "Physical Education," "Hobbies," "Science," and "Workout" each generate a bonus of "145%, 75%, 145%, 120%, 115%, 50%, 100%, and 70%" in the increase of the boyfriend power parameter.
[0048] Furthermore, for example, a button B24 for editing the school deck is displayed in the school deck edit image G2. When the button B24 is selected, the school deck displayed in the school deck edit image G2 can be edited.
[0049] FIG. 6 is a diagram showing how a school deck is edited. Here, the process of editing a school deck when no game cards have been set in the school deck will be described. Note that reference numerals that do not need to be particularly referred to are omitted in FIG. 6. As shown in the school deck editing image G2A in FIG. 6, when no game cards have been set in the school deck, no effects of game cards are exerted, and therefore no effects of game cards are displayed in the display area A23. Game cards to be set in the school deck can be selected from a list of game cards owned.
[0050] As shown in display area A22A of school deck edit image G2B, when the first game card is placed in the school deck, the effect of that game card is displayed in display area A23. In the example of Fig. 6, the first game card is associated with an effect that a "95%" bonus is generated to the increase in the boyfriend power parameter when the "fashionable" school command is selected, and an effect that a "95%" bonus is generated to the increase in the boyfriend power parameter when the "club activity" school command is selected.
[0051] As shown in display area A22B of school deck edit image G2C, when a second game card is placed in the school deck, the effect of that game card is displayed in display area A23. In the example of Fig. 6, the second game card is associated with an effect that generates a "75%" bonus to the increase in the boyfriend power parameter when the "music" school command is selected, and an effect that generates an "80%" bonus to the increase in the boyfriend power parameter when the "preparation / review" school command is selected.
[0052] In this embodiment, when the effects of the same school command are associated with multiple game cards placed in the school deck, the bonuses are not displayed separately but rather the combined bonus value is displayed in the display area A23. For example, as shown in the display area A22C of the school deck edit image G2D, when a third game card is placed in the school deck, the effect of that game card is displayed in the display area A23. The third game card is associated with an effect that generates a "70%" bonus to the increase in the boyfriend power parameter when the "Club Activities" school command is selected, and an effect that generates a "65%" bonus to the increase in the boyfriend power parameter when the "Preparation and Review" school command is selected.
[0053] In this example, the effect of the "Club Activities" school command is present not only on the third game card but also on the first game card, so the display area A23 of the edited school deck image G2D displays "145%," which is the sum of the effect of the first game card (75%) and the effect of the third game card (70%). Similarly, the effect of the "Preparation and Review" school command is present not only on the third game card but also on the second game card, so the display area A23 of the edited school deck image G2D displays "145%," which is the sum of the effect of the second game card (80%) and the effect of the third game card (65%). In this way, when the effects of the same type of school command are associated, the effects are displayed together in one area rather than using multiple areas, making effective use of display space and making the effects easier to understand. The display area A23 is updated in the same way for the fourth and subsequent game cards.
[0054] Returning to FIG. 5, when button B25 of the school deck editing image G2 is selected, the increase in boyfriend power parameters when the school deck being edited is used in a mission is displayed for each school command.
[0055] FIG. 7 is a diagram showing an example of the school deck edit image G2 when button B25 is selected. As shown in FIG. 7, a window W28 is displayed in the school deck edit image G2, and the display area A28A displays the increase in the boyfriend power parameter when a school command is selected. In this embodiment, when a school command is selected, the success or failure of the execution of the school command is determined, and the boyfriend power parameter increases by a value corresponding to the success or failure of the execution of the school command. The increase displayed in the display area A28A is the increase (standard increase) when the execution of the school command is successful. Therefore, when the execution of the school command is unsuccessful, the increase in the boyfriend power parameter is less than the increase displayed in the display area A28A. In addition, the execution of the school command may be determined to be a great success, in which case the increase in the boyfriend power parameter may be greater than the increase displayed in the display area A28A.
[0056] As mentioned above, game cards are associated with school commands that have an effect, so depending on the contents of the school deck, there may be a mixture of school commands that have an effect and school commands that do not have an effect. For this reason, in the display area A28, it is possible to distinguish between school commands that have an effect and school commands that do not have an effect.
[0057] In the example of Figure 7, the school commands "Science," "Art," "Music," "Physical Education," "Club Activities," "Preparation and Review," "Workout," "Dress Up," and "Hobbies" that are not shaded are school commands that will have an effect when the school deck being edited is used. In other words, the school deck being edited contains game cards with which these school commands are associated. The increase in the boyfriend power parameter of these school commands is a value obtained by increasing a predetermined base value by the effect (bonus) of the game card.
[0058] On the other hand, the school commands "Humanities," "Committee," "Part-time Job," and "Going Out," which are shaded, are school commands that will not have an effect when the school deck being edited is used. In other words, the school deck being edited does not contain any game cards associated with these school commands. The increase in the boyfriend power parameter for these school commands is a predetermined base value. Note that while the presence or absence of a bonus is indicated by the presence or absence of shading, various methods, such as differences in color, brightness, or font size, may also be used to indicate whether an effect has occurred.
[0059] Also, for example, window W28 displays a button B28B for displaying the increase in the boyfriend power parameter for each school command. Figure 7 shows window W28 when button B28B is selected. Also, for example, game cards may be designed to generate special effects in specific missions, and window W28 displays a button B28C for displaying the special effects that will occur in the upcoming mission.
[0060] Figure 8 shows window W28 when button B28C is selected. As shown in Figure 8, when button B28C is selected, the display of window W28 changes, and display areas A28E and A28F display special effects that occur when using the school deck being edited.
[0061] Any special effect can be set. For example, as shown in display area A28E, it may be an effect that increases the number of game items acquired during a mission, or as shown in display area A28F, it may be an effect that increases the amount of increase in the boyfriend power parameter in an event that occurs during a mission. The event commands shown in display area A28F indicate actions to be taken in an event that occurs during a mission. When an event occurs, the boyfriend power parameter increases according to the selected event command. Note that when button B28D is selected, window W28 is closed, and the school deck editing image G2 returns to the state shown in FIG. 5.
[0062] Returning to FIG. 5, buttons B26A to B26E for switching the school deck to be edited are displayed on the school deck edit image G2. In this embodiment, a case will be described in which up to five school decks can be held, but the number of school decks is not limited to five and may be only one, or two to four, or six or more. The example in FIG. 5 shows a case in which button B26A is selected and the first school deck is being edited. When button B26B is selected, the display of the school deck edit image G2 switches and the second school deck is edited. Similarly, when each of buttons B26C to B26E is selected, the display of the school deck edit image G2 switches and one of the third to fifth school decks is edited.
[0063] When button B27 is selected, a mission is started based on the school deck displayed in school deck edit image G2 (the school deck indicated by the selected button among buttons B26A to B26E). When the mission is started, a mission image showing the status of the mission being executed is displayed on display unit 15.
[0064] 9 is a diagram showing an example of a mission image. As shown in FIG. 9, the display area A30 of the mission image G3 displays the mission name, the time in the game (in FIG. 9, the time of day, such as morning, afternoon, or evening, and the day of the week), the number of turns remaining in the mission, the protagonist's morale parameter, and a bonus related to the success rate of the school command. The bonus may be generated randomly or based on the contents of the school deck.
[0065] In this embodiment, a turn-based mission will be described as an example of a mission. In each turn, an opportunity to select a school command is given. If the clearing conditions are met before there are no more turns remaining, the mission is cleared. If the clearing conditions are not met even after there are no more turns remaining, the mission is failed.
[0066] The morale parameter is a parameter that affects the success or failure of the execution of a school command. The higher the morale parameter, the higher the success rate of the school command, and the lower the morale parameter, the lower the success rate of the school command. For example, the morale parameter decreases (consumes) when a school command indicated by each of buttons B33A to B33D, which will be described later, is executed. Also, for example, the morale parameter increases (recovers) when the school command "Rest" indicated by button B33E, which will be described later, is executed. Note that the morale parameter may change under any conditions, for example, it may change when an event occurs during a mission, or when a game item is used.
[0067] Also, for example, the display areas A31A to A31D of the mission image G3 display the conditions for clearing the mission. In this embodiment, the clearing condition is to increase the boyfriend power parameter by a certain amount or more, so the display areas A31A to A31D display the increase amounts of the movement parameter, knowledge parameter, emotion parameter, and charm parameter as the clearing condition, respectively. Also, for example, the display area A32 of the mission image G3 displays the time in the game (day of the week and month in FIG. 9) and the number of turns remaining in the mission. Time in the game passes as the turns progress.
[0068] Furthermore, for example, the mission image G3 displays buttons B33A to B33E for executing school commands. For example, the button B33A is a button for executing the school command "science." For example, the button B33B is a button for executing the school command "liberal arts." For example, the button B33C is a button for executing the school command "art." For example, the button B33D is a button for executing the school command "physical education." For example, the button B33E is a button for executing the school command "rest." Note that hereinafter, when there is no need to particularly distinguish between the buttons B33A to B33E, they will simply be referred to as button B33.
[0069] FIG. 10 is a diagram showing how a school command is executed in the mission image G3. Note that in FIG. 10, symbols that do not need to be particularly referenced are omitted. When button B33C is selected in the mission image G3A in FIG. 10, a game card that will produce an effect when the "art" school command is executed is displayed in the display area A36 of the mission image G3B. Note that the amount of energy parameters consumed when the "art" school command is executed may also be displayed in the display area A30.
[0070] Also, for example, the display area A37 of the mission image G3B displays the overall effect when the "Art" school command is executed. The effect displayed in the display area A37 is the same as the effect displayed in the display area A23 of the school deck edit image G2 described with reference to FIG. 5. Also, for example, the display areas A38C and A38D of the mission image G3B display the increase in the boyfriend power parameter when the "Art" school command is executed. The values displayed in the display areas A38C and A38D are the same as the values displayed in the display area A28A of the window W28 in FIG. 7.
[0071] In the mission image G3B, to execute the "Art" school command indicated by the selected button B33C, the button B33C must be selected again. If you want to change the school command to execute, simply select another button B33. For example, as shown in the mission image G3C, when button B33B is selected, the increase in the boyfriend power parameter when the "Arts" school command is executed is displayed in the display areas A38B and A38C. Note that, in this case, since the game card associated with the "Arts" school command is not set in the school deck, the game card is not displayed in the mission image G3C, and the effect is not displayed in the display area A37.
[0072] When button B33B is selected again, the "liberal arts" school command indicated by that button B33B is executed. The success or failure of the school command is determined based on the success rate according to the morale parameter. The success or failure of the school command is displayed in display area A39 of mission image G3D. As mentioned above, the increase amount of the boyfriend power parameter changes depending on the success or failure of the school command. The increase amount of the boyfriend power parameter is displayed in display areas A38B and A38C of mission image G3D. Here, the case where the school command is successfully executed is shown, and the boyfriend power parameter increases as expected.
[0073] Returning to FIG. 9, the mission image G3 displays a button B34 for automatically progressing the mission and a button B35 for retiring from the mission. When the button B34 is used to automatically progress the mission, a school command is executed based on a predetermined condition. For example, if the morale parameter is below a threshold, the "Rest" school command may be executed by selecting button B33E. For example, if the current value of the boyfriend power parameter does not meet the clearing condition, the type of boyfriend power parameter with the largest difference may be identified, and a school command to increase the boyfriend power parameter of that type may be executed. If there is no school command to increase the identified type, the type of boyfriend power parameter with the second largest difference may be identified, and a school command to increase the boyfriend power parameter of that type may be executed. If there is no school command, the school command that can acquire the most boyfriend power parameter may be selected, or a school command may be selected randomly.
[0074] When a school command is executed, the story progresses and moves to the next turn. Note that an event in which the player communicates with a character may occur before moving to the next turn. The event may occur randomly, or may occur when a specific school command is executed. If an event occurs when a specific school command is executed, the mission image G3 may display an icon showing the character's face or the like to indicate which school command must be selected to cause the event. For example, an event may also occur when a specific game card is set in the school deck.
[0075] In the next turn, school commands are executed in the same manner as described above. The school commands displayed in the mission image G3 may change depending on the time of day in the game. For example, in FIGS. 9 and 10, a school command indicating school study content is executed as a selectable school command in the morning on a weekday. However, if the next turn is in the afternoon, a school command such as club activities or committee activities may be displayed. Similarly, in a holiday turn, a school command such as going out or working a part-time job may be displayed.
[0076] As described above, the mission progresses by selecting a school command in each turn. As mentioned above, if the clearing conditions are met before the remaining number of turns is reached, the mission is cleared. When the mission is cleared, a mission clear image is displayed on the display unit 15.
[0077] FIG. 11 is a diagram showing an example of a mission clear image. As shown in FIG. 11, the display area A40 of the mission clear image G4 displays the name of the cleared mission and the evaluation of the mission. As shown in the display area A41, in this embodiment, the more turns remaining after clearing the mission, the higher the evaluation. Note that the higher the amount of boyfriend power parameters acquired in the mission, the higher the evaluation. The display area A42 displays the number of turns required to clear the clear conditions for each boyfriend power parameter. Note that when button B43 is selected, the display returns to the mission selection image G1. Here, since the "School Life 1-1" mission has been cleared, the next mission, "School Life 1-2," is unlocked.
[0078] In this way, the player aims to unlock a date spot by clearing the missions set for the date spot one after another. When all the missions set for the date spot are cleared, the date spot is unlocked. When a date spot is unlocked, the player can go on a date with the character at that date spot in the date part. When a predetermined operation is performed on the game terminal 10, a date spot selection image for selecting a date spot is displayed on the display unit 15.
[0079] FIG. 12 is a diagram showing an example of a date spot selection image. As shown in FIG. 12, date spots are displayed in each of the display areas A50A-A50C of the date spot selection image G5. For example, the display area A50A displays a "karaoke" date spot that is unlocked when the "karaoke" mission is completed. Furthermore, for example, the display area A50B displays a "game center" date spot that is unlocked when the "game center" mission is completed. Furthermore, for example, the display area A50C displays a "electric town" date spot that is unlocked when the "electric town" mission is completed. Hereinafter, when there is no need to particularly distinguish between the display areas A50A-A50C, they will simply be referred to as display area A50.
[0080] In the display area A50, it is possible to identify whether a date spot has been unlocked or not. Released date spots can be selected, while unlocked date spots cannot be selected. In the example of FIG. 12, the "Karaoke" date spot displayed in the display area A50A has been unlocked, while the "Game Center" date spot displayed in the display area A50B and the "Electronics Town" date spot displayed in the display area A50C have not been unlocked. To unlock these date spots, you must play the school part and complete the missions.
[0081] Here, the processing of the date part when the "Karaoke" date spot displayed in display area A50A is selected will be described. In the date part, the actions during the date are determined by selecting a game card set in the date deck. That is, in this embodiment, a game is played in which communication with a character is performed, and therefore each game card is associated with an action toward the character. Actions toward the character include, for example, talking, looking, touching, calling, or contacting.
[0082] Furthermore, for example, a durability parameter is set on the game card, which affects the success or failure of actions during a date. The higher the durability parameter, the higher the success rate, and the lower the durability parameter, the lower the success rate. If an action during a date is successful, the likeability parameter increases significantly, and if an action during a date is unsuccessful, the likeability parameter does not increase much or decreases. In this embodiment, the durability parameter decreases (consumes) when a game card is used in the date part and increases (recovers) when a game card is not used, but as will be described later, it may decrease or increase depending on various conditions.
[0083] For example, when the date spot "Karaoke" displayed in display area A50A is selected, a date deck editing image for editing the date deck to be used in the date part is displayed on display unit 15.
[0084] Fig. 13 is a diagram showing an example of a date deck edited image. As shown in Fig. 13, the name of the selected date spot is displayed in display area A60 of date deck edited image G6. Furthermore, game cards set in the date deck are displayed in each of display areas A61A to A61D of date deck edited image G6.
[0085] Any number of game cards may be set in the date deck, but in this embodiment, up to eight game cards can be set. The number of game cards in the date deck may be any number, for example, 1 to 7, or 9 or more. The number of game cards in the date deck may also increase based on predetermined conditions, for example, the number may increase according to rank, or the number may increase when a game item is used.
[0086] In this embodiment, support game cards can be set in the date deck, and the support game cards set in the date deck are displayed in the display area A61E of the date deck edit image G6. Support game cards are game cards of other users, such as friends, and in the date part, game cards from other users can be borrowed and used as support game cards. For example, if the maximum number of game cards that can be set in a date deck is eight, a maximum of nine game cards, including support game cards, can be used in the date part.
[0087] When there is no need to particularly distinguish between the display areas A61A to A61E, they will simply be referred to as display area A61. For example, display area A61 displays the action content associated with the game card, the type of action content associated with the game card, and the increase in the likeability parameter when the game card is selected. The date part progresses based on the action content of the selected game card. Hereinafter, the action content will be referred to as a date command, and the type of action content will be referred to as a date command type. The likeability parameter is the likeability of the character you are dating.
[0088] For example, the game card displayed in display area A61A is associated with the date command "look at your girlfriend's clothes" and the date command type "look." Also, for example, the game card displayed in display area A61B is associated with the action "put your palms together" and the date command type "dress up." Also, for example, the game card displayed in display area A61C is associated with the action "touch her clothes" and the date command type "touch." Also, for example, the game card displayed in display area A61D is associated with the action of asking the question "What do you like about me?" and the date command type "talk." Also, for example, the support game card displayed in display area A61E is associated with the action "stare at (your girlfriend) with a smile" and the date command type "look."
[0089] For example, in the date deck edit image G6, the durability parameter of the game card is identifiable. The durability parameter may be displayed as a numerical value or as a pie chart or bar graph. In this embodiment, however, the durability parameter is displayed using an icon. The icon may have any shape. In this embodiment, an icon representing a face is used as an example. However, the icon may also be an icon representing the durability parameter numerical value with symbols such as S, A, B, C, etc., or an icon whose color changes depending on the durability parameter. In the example of FIG. 13, the durability parameter is represented by a facial expression. For example, the higher the durability parameter, the more smiling the face, and the lower the durability parameter, the more sad the face.
[0090] For example, the "Look at your girlfriend's clothes" game card displayed in display area A61A has a low durability parameter, so icon I62A has a sad face. For example, the success rate of the date command "Look at your girlfriend's clothes" represented by this game card will be very low. For example, the "Put your palms together" game card displayed in display area A61B has a medium durability parameter, so icon I62A has a serious face. For example, the success rate of the date command "Put your palms together" represented by this game card will be somewhat low. For example, the "Touch your clothes" game card displayed in display area A61C has a high durability parameter, so icon I62A has a smiling face. For example, the success rate of the date command "Touch your clothes" represented by this game card will not change.
[0091] In this embodiment, game cards that exert special effects depending on the date spot are set, and whether or not a special effect is exerted can be identified in the display area A61. Here, whether or not a special effect is exerted can be identified by an icon. For example, the "What Do You Like About Me?" game card displayed in the display area A61D exerts a special effect at the "Karaoke" date spot, and the success rate of that action increases significantly regardless of the durability parameter. For this reason, the icon I62D is a smiling face. Note that game cards that exert special effects may be considered to have a maximum durability parameter regardless of the current value of the durability parameter, or may be more advantageous than when the durability parameter is maximum.
[0092] It should be noted that, for the support game card shown in the display area A61E, the durability parameter does not affect the success rate, so no information relating to the durability parameter is displayed.
[0093] Also, for example, the display area A63 of the date deck edit image G6 displays the number of game cards set in the date deck for each date command type. In this embodiment, the date deck is set so that the number of game cards associated with the same date command type is equal to or less than a predetermined number. That is, an upper limit is set on the number of game cards associated with the same date command type that can be set in the date deck. Here, the upper limit numbers for each of the date command types "listen," "talk," "see," "interact," and "make a decision" are set to 2, 3, 1, 1, and 1. The upper limit numbers may be a fixed value or a variable value. If the upper limit number is a variable value, the upper limit number may increase as the rank increases, or the upper limit number may increase when a game item is used.
[0094] In the example of Figure 13, the date deck is set with the maximum number of game cards for each date command type. For example, two game cards associated with the date command type "listen" are set in the date deck. Similarly, the game cards associated with the date command types "talk," "see," "interact," and "decide" are set as three, one, one, and one, respectively.
[0095] For example, the date deck editing image G6 may display a button B64 for automatically editing the date deck. When the button B64 is selected, a date deck is constructed based on predetermined conditions. For example, the date deck may be automatically edited taking into account the durability parameters of the game cards, or may be automatically edited without considering the durability parameters. For example, if the predicted increases in the likeability parameters are similar, game cards with higher durability parameters may be preferentially set in the date deck, or the game cards to be set in the date deck may be determined by an evaluation value calculated using a coefficient corresponding to the durability parameters. Alternatively, for example, game cards that have not been selected before may be preferentially set in the date deck, or the game cards to be set in the date deck may be determined by an evaluation value calculated using a coefficient corresponding to the number of times they have been selected. For example, game cards that have not been selected before may be notified, or game cards that have been selected infrequently may be notified. For example, if the expected increase in the likeability parameters of the automatically edited date deck is higher than that of the date deck being edited, the automatically edited date deck may be suggested.
[0096] Also, for example, a button B65 for deciding the date deck is displayed in the date deck edit image G6. When the button B65 is selected, a window for checking the contents of the date deck before the start of the date part is displayed in the date deck edit image G6.
[0097] Fig. 14 is a diagram showing how windows are displayed in the date deck edit image G6. As shown in Fig. 14, the name of the selected date spot is displayed in the display area A66A of the window W66. The contents of the date deck are displayed in the display areas A66B to A66G, and the game cards set in the date deck are displayed by date command type.
[0098] Display areas A66B-A66G display an icon indicating the durability parameter of the game card, the date command, the increase in the affinity parameter, and an image of the game card. For example, if the date deck contains two game cards with the date command type "listen," information about these two game cards is displayed as shown in display area A66B. Similarly, if the date deck contains three game cards with the date command types "talk," "see," "interact," and "decide," respectively, information about three, one, one, and one game card is displayed in display areas A66C-A66G, respectively.
[0099] When button B66H is selected, window W66 closes and date deck edited image G6 returns to the state shown in Fig. 13. On the other hand, when button B66I is selected, the date part starts. When the date part starts, a date part image showing the date is displayed on display unit 15.
[0100] Fig. 15 is a diagram showing an example of a date part image. As shown in Fig. 15, the date part image G7 displays a date with a character at a selected date spot. For example, a conversation with the character is displayed in the display area A70 of the date part image G7. When a predetermined operation is performed from the operation unit 14, the content of the display area A70 is updated, and the conversation with the character progresses.
[0101] For example, when button B71 of the date part image G7 is selected, the date will automatically progress. For example, when button B72 of the date part image G7 is selected, an image showing the date in progress is saved in the storage unit 12. For example, the current value of the character's likeability parameter is displayed in the display area A73 of the date part image G7. The likeability parameter changes as the date progresses, and the success or failure of the date is determined by the likeability parameter at the end of the date. When the date ends, a reward is awarded according to the success or failure of the date. When the date has progressed to a certain extent in the date part image G7, an opportunity to select a date command type appears.
[0102] FIG. 16 is a diagram showing an example of a date part image G7 when an opportunity to select a date command type has arisen. As shown in FIG. 16, buttons B74A to B74E for executing date command types are displayed in the date part image G7. For example, buttons B74A to B74E respectively indicate date command types of "listen," "talk," "watch," "interact," and "decide." Hereinafter, when there is no need to particularly distinguish between buttons B74A to B74E, they will simply be referred to as button B74. Note that selecting button B75 may result in no particular action being taken.
[0103] When button B74 is selected, game cards set in the date deck that are associated with the date command type indicated by the selected button B74 are displayed. For example, when button B74A is selected, a game card associated with the date command type of "listen" is displayed. For example, when button B74B is selected, a game card associated with the date command type of "talk" is displayed. For example, when button B74C is selected, a game card associated with the date command type of "watch" is displayed. For example, when button B74D is selected, a game card associated with the date command type of "interact" is displayed. For example, when button B74E is selected, a game card associated with the date command type of "decide" is displayed. Note that here, the processing when button B74B is selected will be described.
[0104] FIG. 17 is a diagram showing an example of the date part image G7 when button B74B is selected. As shown in FIG. 17, the display area A76 of the date part image G7 displays game cards associated with the date command type of "talk" indicated by the selected button B74B. In the example of FIG. 17, there are three game cards associated with the date command type of "talk." For example, a game card indicating the date command "What do you like about me?", a game card indicating the date command "Call your girlfriend's name," and a game card indicating the date command "Dream for the future" are set in the date deck as game cards associated with the date command type of "talk."
[0105] For example, the display area A76 displays the durability parameter of the game card in an identifiable manner. Here, as in the date deck edit image G6, the durability parameter is indicated by an icon. Also, for example, the display area A76 displays the increase in the favorability parameter when the action indicated by the game card is successful. Note that when another button B74 is selected, a game card associated with the date command type indicated by that button B74 is displayed in the display area A76.
[0106] In display area A76, any of buttons B77A to B77C is selected. In the example of Fig. 17, buttons B77A to B77C are buttons for taking the action of asking the question "What do you like about me?", "calling your girlfriend's name," and "talking about your dreams for the future," respectively. Hereinafter, when there is no need to particularly distinguish between buttons B77A to B77C, they will simply be referred to as button B77.
[0107] When button B77 is selected, the success or failure of the action corresponding to that button B77 is determined based on a success rate calculated based on the durability parameter of the game card. For example, if button B77A is selected, the game card corresponding to button B77A has a special effect at the current date spot, so the success or failure of the action of asking the question "What do you like about me?" is determined based on a high success rate. For example, if button B77B is selected, the durability parameter of the game card corresponding to button B77B is low, so the success or failure of the action of "calling your girlfriend's name" is determined based on a very low success rate. For example, if button B77C is selected, the durability parameter of the game card corresponding to button B77C is high, so the success or failure of the action of talking about "your future dreams" is determined based on a medium success rate.
[0108] The likeability parameter changes based on the success or failure of the action. For example, if the action is successful, the likeability parameter increases by the amount displayed in the display area A76. For example, if the action is unsuccessful, the increase in the likeability parameter will be lower than the amount displayed in the display area A76. Note that if the action is unsuccessful, the likeability parameter may not increase or may decrease. Also, if the action is very successful, the increase in the likeability parameter may be greater than the amount displayed in the display area A76.
[0109] The date progresses as a game card is selected and an action for the character is determined. After the date has progressed for a while, conversation options associated with the selected game card are presented.
[0110] FIG. 18 is a diagram showing how conversation options are displayed. As shown in FIG. 18, multiple conversation options are displayed in display areas A78A to A78C. Here, only the conversation options shown in display areas A78A and A78B are selectable, and the conversation options shown in display area A78C are restricted so that they cannot be selected. Restricted conversation options become selectable based on a predetermined condition; for example, they may be released according to rank or when a game card is strengthened. For example, the character's favorability parameter may change based on the selected conversation option, or an evaluation separate from the favorability parameter may be performed. Furthermore, for example, a conversation option that has never been selected or a conversation option that has been selected infrequently may be notified.
[0111] A predetermined number of selection opportunities are set for the date spot, and each time a selection opportunity occurs, a game card is selected at each selection opportunity based on the flow described above. As mentioned above, if a date spot has multiple lengths, the longer the date time, the more selection opportunities there will be, and the shorter the date time, the fewer selection opportunities there will be.
[0112] When all selection opportunities have been completed, the date ends, and the success or failure of the date is determined based on the favorability parameter. When the date part ends, a reward is awarded according to the favorability parameter. For example, the reward may include experience points, and the rank (player level) may increase according to the experience points. Also, for example, the reward may include a game card, which can be used on the next date.
[0113] In this embodiment, the durability parameter of a game card selected in the date portion decreases, while the durability parameter of a game card not selected in the date portion increases. In this embodiment, even for a game card (special) that has a high success rate regardless of its durability parameter, the durability parameter is decreased when selected. However, the durability parameter of this game card may not be decreased, or may be decreased by a smaller amount than usual. The game system S is configured to motivate the player to use various game cards by decreasing the durability parameter when the same game card is repeatedly used, making it more likely that actions during the date will fail. Details of this configuration will be explained below.
[0114] [3. Functions realized in the game system] 19 is a functional block diagram showing functions related to the present invention among the functions realized by game system S. In this embodiment, a case will be described in which server 30 mainly manages data and game terminal 10 executes main processing related to the game, but as in a modified example described later, main processing related to the game may be executed by server 30, or the processing may be shared between game terminal 10 and server 30.
[0115] [3-1. Functions realized by the server] A data table storage unit 300 is implemented in the server 30. The data table storage unit 300 is implemented primarily as the storage unit 32. The data table storage unit 300 stores data that comprehensively manages data necessary to execute the game. In this embodiment, a date command data table DT1, a conversation option data table DT2, a school command data table DT3, and an owned card data table DT4 will be described as examples of data stored in the data table storage unit 300. Note that the data tables described below are merely examples, and the data may be managed as multiple data tables.
[0116] Figure 20 is a diagram showing an example of data storage in the date command data table DT1. As shown in Figure 20, the date command data table DT1 is a data table that shows the date commands associated with game cards. For example, the date command data table DT1 stores a card ID that uniquely identifies the game card, the name of the game card, the date command type associated with the game card, the date command, the basic increase amount of the favorability parameter, and the compatibility value.
[0117] A date command is a specific action to be taken when a game card is selected in the date part, and is the content displayed in the display area A61 of the date deck edit image G6 (FIG. 13) or the display area A76 of the date part image G7 (FIG. 17).
[0118] The compatibility value indicates the compatibility in a date scene, such as morning, lunch, dinner, meals, indoors, or outdoors. The higher the compatibility value, the greater the increase in the affinity parameter, and the lower the compatibility value, the less the increase in the affinity parameter. Since compatibility is set for each scene during a date, the increase displayed in the display area A76 (Figure 17) of the date part image G7 is a basic increase amount corrected according to the compatibility value.
[0119] For example, a scene attribute may be set for a selection opportunity of a game card, or a scene attribute may be set for a date spot. Multiple scene attributes may be set for a specific selection opportunity or date spot. For example, if different scene attributes are set for each selection opportunity within a single date spot, the amount of increase in the likeability parameter will differ even for the same game card. For example, if a game card has a high compatibility value in the morning and a low compatibility value in the evening, the amount of increase in the likeability parameter may be greater when selected at the first selection opportunity on the same date than when selected at the last selection opportunity. In this embodiment, the amount of increase in the likeability parameter during the date part is determined based on the basic increase amount and compatibility value associated with the game card.
[0120] FIG. 21 is a diagram showing an example of data storage in the conversation option data table DT2. As shown in FIG. 21, the conversation option data table DT2 is a data table that shows the conversation options that are displayed when a game card is selected in the date part. For example, the conversation option data table DT2 stores a card ID and the content of the conversation option. The content of the conversation option is the content that is displayed in the display area A78 of the date part image G7. Note that the unlock status of the conversation options for each user may be stored in a separate data table.
[0121] FIG. 22 is a diagram showing an example of data storage in the school command data table DT3. As shown in FIG. 22, the school command data table DT3 is a data table that shows the effects of game cards that occur during the school part. For example, the school command data table DT3 stores the card ID, the name of the game card, and the effect during the school part. In this embodiment, in the school part, an effect is associated such that a bonus is generated for the increase in the boyfriend power parameter when a school command is selected, so the game card is associated with the school command and the content of the bonus.
[0122] FIG. 23 is a diagram showing an example of data storage in the owned card data table DT4. As shown in FIG. 23, the owned card data table DT4 is a data table that shows game cards owned by a user. For example, the owned card data table DT4 stores a user ID that uniquely identifies the user, a serial ID, a card ID, and a durability parameter. The serial ID is an ID that is issued each time a game card is issued and that uniquely identifies a game card within the game system S. For example, the same game card may be issued to multiple users or multiple cards may be issued to the same user. Therefore, game cards may be identified by a combination of a serial ID and a card ID. Game cards may be issued in predetermined circumstances; for example, they may be issued by a lottery called gacha, or they may be issued as rewards for missions or game parts.
[0123] The durability parameter is an example of parameter data according to the present invention. In this embodiment, a game is played in which communication with characters is performed, and each game card is associated with an action to be performed on the character. Therefore, the parameter data can be said to be data for making the action associated with the game card advantageous or disadvantageous in communication with the character, for example.
[0124] For example, an advantage means making it easier to progress through the game. Progress means progressing through the game. For example, an advantage means making it easier to complete challenges in the game. It means making it easier to achieve the objective of the game. For example, in a game in which players must successfully perform a predetermined action, making the action more likely to succeed corresponds to being advantageous. In a game in which success or failure is determined based on a success rate, increasing the success rate corresponds to being advantageous. In a game in which success or failure is determined based on a failure rate, decreasing the failure rate corresponds to being advantageous. For example, in a game in which players communicate with characters, increasing the character's favorability rating or increasing the amount of increase in favorability corresponds to being advantageous. For example, speeding up the game corresponds to being advantageous. For example, in a game in which players earn points or in-game currency, increasing the points or in-game currency, or increasing the amount of increase in the points or in-game currency, corresponds to being advantageous. For example, improving the abilities of an object corresponds to being advantageous. For example, lowering the difficulty level set for the game corresponds to being advantageous. For example, granting a usable object in the game corresponds to being advantageous. Also, for example, increasing the number of objects that can be used in a game corresponds to gaining an advantage.
[0125] A disadvantage, for example, is something that makes it difficult to progress through a game. For example, a disadvantage is something that makes it difficult to complete a challenge in a game. For example, a disadvantage is something that makes it difficult to achieve the objective of a game. For example, in a game in which a player must successfully perform a predetermined action, making an action more likely to fail corresponds to being at a disadvantage. In a game in which success or failure is determined based on a success rate, lowering the success rate corresponds to being at a disadvantage. In a game in which success or failure is determined based on a failure rate, increasing the failure rate corresponds to being at a disadvantage. For example, in a game in which a player communicates with a character, lowering a character's favorability rating or reducing the amount of increase in favorability rating corresponds to being at a disadvantage. For example, slowing down the progress of the game corresponds to being at a disadvantage. For example, in a game in which a player earns points or in-game currency, reducing the points or in-game currency or reducing the amount of increase in the points or in-game currency corresponds to being at a disadvantage. For example, lowering an object's ability corresponds to being at a disadvantage. For example, increasing the difficulty level set in the game corresponds to being at a disadvantage. For example, making an object available in the game unavailable corresponds to putting a player at a disadvantage. For example, reducing the number of objects available in the game corresponds to putting a player at a disadvantage.
[0126] Parameter data indicates at least one parameter. The parameter data may indicate only one parameter, or may indicate multiple parameters. The parameter data is data that, when its value changes, provides an advantage or disadvantage to the player's progress. The parameter data may be data that provides an advantage or disadvantage as the value increases, or data that provides an advantage or disadvantage as the value decreases. For example, the parameter data may indicate an object's durability, ability, stamina, mental strength, fatigue level, number of uses, or number of remaining uses. Thus, the parameter data is not limited to the durability parameter described as an example in this embodiment, but any parameter data appropriate for the game can be applied. While this embodiment describes a case in which the durability parameter is managed for each game card, the durability parameter may also be managed for each action, allowing various actions to be taken. For example, when a parameter that provides an advantage to the game progress, such as the number of recovery times, and a parameter that provides a disadvantage to the game progress, such as the number of uses, are referenced, these multiple parameters are referred to as parameter data.
[0127] The data stored in the data table storage unit 300 is not limited to the above examples. The data table storage unit 300 only needs to store data necessary for executing the game. For example, the data table storage unit 300 may store a user data table that stores basic information about the user. The basic information may include information such as the user's name, rank (level), experience points, points, the level of strengthening of game cards, progress in the school part, or progress in the date part. Furthermore, for example, the data table storage unit 300 may store a date spot data table that stores information about date spots, a date part data table that stores conversations during the date part, or image data of various images to be displayed on the display unit 15.
[0128] [3-2. Functions realized by the game control device] The following describes the functions realized by the game terminal 10. The game terminal 10 realizes a data storage unit 100, a setting unit 101, an acquisition unit 102, a determination unit 103, an execution unit 104, a disadvantage change unit 105, an advantageous change unit 106, and a recovery unit 107.
[0129] [Data storage section] The data storage unit 100 is realized mainly by the storage unit 12. The data storage unit 100 stores data necessary for executing the game. For example, the data storage unit 100 stores data related to the user from among the date command data table DT1, conversation option data table DT2, school command data table DT3, and owned card data table DT4 stored in the data table storage unit 300. Data storage examples of each data are as shown in Figures 20 to 23, so explanations will be omitted.
[0130] [Settings section] The setting unit 101 is realized mainly by the control unit 11. The setting unit 101 sets a combination of game cards from among a plurality of game cards.
[0131] A combination of game cards is a set of game cards that are presented as options after the start of a game. For example, a combination of game cards is a selectable combination of game cards. For example, a combination of game cards is a set of multiple game cards. For example, a combination of game cards is a deck, a group, or a team. In a game, game cards are selected from the combination of game cards. The game is executed based on the selected game cards.
[0132] In this embodiment, game cards are associated with commands. For example, a game card is associated with a date command and a school command. In the date command data table DT1, game cards are associated with date commands, and in the school command data table DT3, game cards are associated with school commands. In this embodiment, a case will be described in which game cards are shared between the date part and the school part, but game cards may be divided into game cards dedicated to the date part and game cards dedicated to the school part.
[0133] Note that a command is, for example, an action in a game. For example, a command is a choice presented in a game. For example, a command is a classification of the action content indicated by a game card. Furthermore, for example, a command may indicate a general action such as looking, listening, or speaking, but in this embodiment, specific action content such as what to look at, what to listen to, or what to speak is associated with a game card as a date command. Note that a game card may be associated with each command, or a command may be associated with each game card. In other words, a game card may be associated with a command, or a command may be associated with a game card.
[0134] In this embodiment, date commands and school commands are described as examples of commands. However, as described above, date command types, which are examples of command types, are provided for date commands. Command types are types of commands and are used to categorize commands. In other words, command types are used to group commands. For example, command types indicate types of actions, such as looking, listening, and talking, and commands indicate the content of the actions indicated by the command types. Note that date command types may not be provided and date commands may not be categorized. Furthermore, in this embodiment, no command types are provided for school commands, but command types may also be provided for school commands. For example, a command type called "study" may be provided as a command type for school commands for science, humanities, and art, and a command type called "extracurricular activities" may be provided as a command type for school commands for clubs and committees.
[0135] In this embodiment, game cards are associated with commands, and the setting unit 101 sets combinations so that the number of game cards associated with the same command or the same command type is equal to or less than a predetermined number. That is, an upper limit on the number of game cards that can be included in a deck may be set. The number of game cards that can be included in a deck may be the same for all commands or all command types, or may be determined according to the command or command type. For example, the number may vary depending on the command or command type, such as three for one command or command type and two for another command or command type. The setting unit 101 sets the deck so that the number of game cards is within the upper limit. Note that the number of game cards that can be included in a deck may not be particularly limited, or a maximum number for the entire deck may be set rather than a maximum number for each command or command type. In this embodiment, such a limit is set for the date deck, and the setting unit 101 sets the date deck so that the number of game cards associated with the same date command type is equal to or less than a predetermined number.
[0136] [Acquisition Department] The acquisition unit 102 is mainly realized by the control unit 11. The acquisition unit 102 acquires durability parameters associated with each game card for progressing the game advantageously or disadvantageously. In this embodiment, the durability parameters are stored in the data table storage unit 300 or the data storage unit 100, so the acquisition unit 102 acquires the durability parameters from the data table storage unit 300 or the data storage unit 100. The acquisition unit 102 acquires the durability parameters of a record in the held card data table DT4 that stores the user ID of the user. Note that if the durability parameters are stored in a server external to the game system S, the acquisition unit 102 acquires the durability parameters from that server.
[0137] [Judgment section] The determination unit 103 is realized mainly by the control unit 11. The determination unit 103 determines whether or not a specific condition is met based on the selected game card.
[0138] The specific condition may be any predetermined condition, such as a condition associated with a game part if the game includes multiple game parts. For example, a specific game card corresponds to the specific condition. For example, a specific attribute or type of a game card corresponds to the specific condition. For example, parameter data of a game card within a predetermined range corresponds to the specific condition. For example, ability values of a game card within a predetermined range corresponds to the specific condition. For example, possessing a predetermined skill corresponds to the specific condition. For example, an attribute value associated with a game card that is a specific attribute value corresponds to the specific condition. The attribute value may be a value corresponding to a time period during a date or a value corresponding to a situation, and the specific condition may be that a specific time period or situation is associated with the game card as an attribute value. For example, the specific condition may include a durability parameter being equal to or greater than a predetermined value.
[0139] In this embodiment, an example will be described in which the specific condition is that the game card is a specific game card set at a date spot. Therefore, the determination unit 103 determines whether the game card set in the date deck is a specific game card set at a date spot. If the game card is a specific game card, the determination unit 103 determines that the specific condition is met, and if the game card is not a specific game card, the determination unit 103 determines that the specific condition is not met.
[0140] [Executive Department] The execution unit 104 is realized mainly by the control unit 11. When a game card is selected, the execution unit 104 executes the game based on the durability parameter of the game card.
[0141] "Running a game" means, for example, progressing the game. Examples of running a game include advancing the story, passing time in the game, updating the state of the game world, updating data indicating the game situation, executing a process that affects the progress of the game, executing a process that makes the progress of the game advantageous or disadvantageous, or making the results obtained by selecting a game card advantageous or disadvantageous.
[0142] The execution unit 104 executes a game process based on the durability parameter (hereinafter referred to as a first game process). However, if the above-described specific condition is satisfied, the execution unit 104 may execute another game process (hereinafter referred to as a second game process) instead of the first game process. That is, if the specific condition is not satisfied, the execution unit 104 may execute the first game process based on the durability parameter of the selected game card, and if the specific condition is satisfied, the execution unit 104 may execute the second game process. Note that in this embodiment, a case is described in which the "selected game card" in the execution unit 104 and the "selected game card" in the determination unit 103 match, but they do not have to match. That is, if multiple game cards are selected, the game card used in the process of the determination unit 103 may be different from the game card used in the process of the execution unit 104. For example, if a game card "A" and a game card "B" are selected, the game card "A" may be used in the process of the determination unit 103, and the game card "B" may be used in the process of the execution unit 104.
[0143] For example, the first game processing may be a process of determining whether a selected command is successful or unsuccessful based on a durability parameter and progressing through the game, while the second game processing may be a process of treating the selected command as a success or failure without determining whether the selected command is successful or unsuccessful based on a durability parameter and progressing through the game. Alternatively, the first game processing may be a process of referencing a durability parameter corresponding to a selected command, while the second game processing may be a process of updating the durability parameter corresponding to the selected command to be advantageous or unfavorable and referencing the updated durability parameter. In other words, the first game processing is a process that is affected by the disadvantageous change unit 105 and the advantageous change unit 106 described below, but the first game processing itself is not a process for making the game advantageous or unfavorable. In other words, in the first game processing, the disadvantageous change unit 105 and the advantageous change unit 106 make the game advantageous or unfavorable, and the first game processing is a process that uses the durability parameter updated by these units as is. In other words, the first game processing is a game execution process based on a durability parameter. On the other hand, the second game processing is processing in which the durability parameter is ignored or updated by the execution unit 104 and then referenced, and the second game processing itself is processing for making the game advantageous or disadvantageous. In other words, the second game processing is game execution processing for progressing the game advantageously or disadvantageously. Note that the second game processing may be processing for making the game more advantageous or disadvantageous than the first game processing.
[0144] Specific examples of processing for advantageously or disadvantageously progressing the game include the processing described below. For example, in a game in which the success or failure of a predetermined action is determined, forcing an action to succeed, increasing the success rate, or decreasing the failure rate corresponds to processing for advantageously progressing the game, while forcing an action to fail, decreasing the success rate, or increasing the failure rate corresponds to processing for disadvantageously progressing the game. Note that the success rate and failure rate may be determined by the durability parameter of each individual game card, or may be determined by the durability parameter of all game cards in the date deck.
[0145] For example, in a game in which communication with a character takes place, increasing the favorability rating or increasing the amount of increase corresponds to processing for advantageously progressing the game, while decreasing the favorability rating or increasing the amount of decrease corresponds to processing for disadvantageously progressing the game. For example, speeding up the game progress corresponds to processing for advantageously progressing the game, while slowing down the game progress corresponds to processing for disadvantageously progressing the game.
[0146] For example, in a game in which points or in-game currency are earned, gaining points or in-game currency or increasing the amount of increase corresponds to processing for advantageously progressing, while not gaining points or in-game currency or decreasing the amount of increase corresponds to processing for disadvantageously progressing. For example, improving ability corresponds to processing for advantageously progressing, while decreasing ability corresponds to processing for disadvantageously progressing.
[0147] For example, lowering the difficulty level of the game corresponds to processing for advantageously progressing the game, and raising the difficulty level corresponds to processing for disadvantageously progressing the game. For example, providing game cards that can be used in the game or increasing the number of game cards that can be used in the game corresponds to processing for advantageously progressing the game, and making game cards that can be used in the game unusable or reducing the number of game cards that can be used in the game corresponds to processing for disadvantageously progressing the game.
[0148] In this embodiment, the execution unit 104 executes a game in exchange for points associated with user identification information. The user identification information may be any information that can identify a user, and may be, for example, a user ID, a username, or an account. The exchange means consuming points. The execution unit 104 executes a game on the condition that points are consumed. If the number of points required to execute the game is insufficient, the execution unit 104 restricts the execution of the game, and if the number of points required to execute the game is available, the execution unit 104 executes the game. In this embodiment, the execution unit 104 executes a date part on the condition that points are consumed based on a consumption amount associated with a date spot. Furthermore, the execution unit 104 executes a school part on the condition that points are consumed based on a consumption amount associated with a mission.
[0149] Furthermore, for example, when a date command type is selected, the execution unit 104 may display game cards associated with the date command type from among the date deck on the display unit 15, and execute a game based on the durability parameter of a game card selected from among the game cards. In this embodiment, when a button B74 indicating a date command type is selected, the execution unit 104 displays game cards associated with the date command type in the display area A76 of the date part image G7, and accepts the selection of a game card using the button B77.
[0150] [Unfavorable change section] The disadvantageous change unit 105 is realized mainly by the control unit 11. When a game card is selected, the disadvantageous change unit 105 changes the durability parameter of the game card so that the progress of the game is disadvantageous.
[0151] In this embodiment, a durability parameter is described as an example of parameter data, and since the durability parameter is parameter data that becomes more disadvantageous as its value decreases, the disadvantageous change unit 105 makes the progress of the game more disadvantageous by decreasing its value. On the other hand, when parameter data that becomes more disadvantageous as its value increases, such as a fatigue parameter, is used, the disadvantageous change unit 105 makes the progress of the game more disadvantageous by increasing the value of the parameter data.
[0152] The disadvantageous change unit 105 may create a difference between the durability parameter of the selected game card and the durability parameter of the non-selected game card, for example, by the method described below. This makes the durability parameter of the non-selected game card higher than the durability parameter of the selected game card, thereby providing an incentive to select the non-selected game card next time onwards.
[0153] For example, the disadvantageous modification unit 105 may uniformly reduce the durability parameters of all game cards, including the selected game card. In this case, differences may be created depending on how the advantageous modification unit 106 recovers the durability parameters. That is, the amount of recovery of the durability parameters of non-selected game cards may be greater than the amount of recovery of the durability parameters of the selected game card.
[0154] For example, when decreasing the durability parameters of all game cards including a selected game card, the disadvantageous change unit 105 may decrease the durability parameters of the selected game card by a larger amount than the decrease in the durability parameters of the non-selected game cards, rather than decreasing them uniformly.
[0155] For example, the disadvantageous change unit 105 may uniformly reduce the durability parameters of all game cards in the date deck, including the selected game card. In this case, the disadvantageous change unit 105 does not reduce the durability parameters of game cards not set in the date deck. As another example, the disadvantageous change unit 105 may reduce the durability parameters of game cards not set in the date deck by a smaller amount than the durability parameters of game cards set in the date deck.
[0156] Furthermore, for example, when the disadvantageous change unit 105 reduces the durability parameters of all game cards in the date deck including the selected game card, rather than reducing them uniformly, the amount of reduction in the durability parameters of the selected game card may be greater than the amount of reduction in the durability parameters of game cards that were set in the date deck but not selected.
[0157] Furthermore, for example, the disadvantageous change unit 105 may decrease the durability parameter of a selected game card from among the game cards set in the date deck. In this case, the disadvantageous change unit 105 may leave the durability parameters of all game cards that were not selected unchanged, or may decrease the durability parameters of game cards associated with the same date command type as the selected game card, but not decrease the durability parameters of game cards associated with other date command types.
[0158] Furthermore, for example, the disadvantageous change unit 105 may decrease the durability parameter of a selected game card based on the success or failure of the action indicated by the selected game card. For example, if the action indicated by the selected game card is successful, the disadvantageous change unit 105 may decrease the durability parameter of the game card, or conversely, if the action indicated by the selected game card is unsuccessful, the disadvantageous change unit 105 may decrease the durability parameter of the game card.
[0159] Furthermore, for example, the disadvantageous change unit 105 may decrease the durability parameter of the selected game card based on a predetermined probability or condition. For example, the disadvantageous change unit 105 may execute a lottery process based on a predetermined probability, and decrease the durability parameter of the selected game card if the lottery process is won, or conversely, decrease the durability parameter of the selected game card if the lottery process is lost. Furthermore, for example, the disadvantageous change unit 105 may decrease the durability parameter of the selected game card if a condition is satisfied, or conversely, decrease the durability parameter of the selected game card if the condition is not satisfied.
[0160] Furthermore, for example, the disadvantageous change unit 105 may determine the amount of change in the durability parameter of a selected game card based on the attributes of the game card. The attributes of the game card may be stored in the data table storage unit 300 in advance.
[0161] An attribute is, for example, the classification or type of a game card. Another example is the rarity of a game card. The relationship between the attribute and the amount of change in the durability parameter may be defined in mathematical or table format data, or may be defined as part of the program code. The disadvantageous change unit 105 decreases the durability parameter based on the amount of change according to the attribute of the game card.
[0162] For example, the disadvantageous change unit 105 may increase the decrease in the durability parameter the higher the rarity of the game card, or conversely, the decrease in the durability parameter the lower the rarity of the game card.Furthermore, for example, the disadvantageous change unit 105 may increase the decrease in the durability parameter the higher the increase in the likeability parameter of the game card, or conversely, the decrease in the durability parameter the lower the increase in the likeability parameter of the game card.
[0163] Furthermore, for example, since the date part is executed in exchange for points, the disadvantageous change unit 105 may determine the amount of change in the durability parameter of the game card based on the points required to execute the date part. For example, the disadvantageous change unit 105 may increase the amount of decrease in the durability parameter as the number of points consumed increases, or conversely, may increase the amount of decrease in the durability parameter as the number of points consumed decreases.
[0164] The above-described method for decreasing the durability parameter is merely an example, and the above-described methods may be combined within the scope of providing motivation to select various game cards. The timing at which the disadvantageous change unit 105 decreases the durability parameter may be any timing, and for example, the decrease may be immediately when a game card is selected, or may be at the end of a date.
[0165] [Advantageous change part] The advantage change unit 106 is realized mainly by the control unit 11. The advantage change unit 106 changes the durability parameter based on predetermined conditions so as to provide an advantage in the progress of the game.
[0166] The predetermined condition may be any predetermined condition, and may be, for example, that a game is being executed, that a game part is ending, or that a game has progressed to a predetermined scene. Alternatively, for example, the predetermined condition may be that a game card is not selected. Alternatively, for example, the predetermined condition may be that a game card is not selected as a selectable game card (e.g., a deck, a group, or a team). Alternatively, for example, the predetermined condition may be that time has passed. Note that the time may be time in the real world or time in a virtual world within the game. Alternatively, for example, the predetermined condition may be that a game item is used. Alternatively, for example, the predetermined condition may be that a game character is caused to perform a predetermined action.
[0167] In this embodiment, a durability parameter is described as an example of parameter data, and since the durability parameter is parameter data that becomes more advantageous as the value increases, the advantage change unit 106 increases the value to make the game progress more advantageous. On the other hand, when parameter data that becomes more advantageous as the value decreases, such as a fatigue parameter, is used, the advantage change unit 106 decreases the value to make the game progress more advantageous.
[0168] It should be noted that it is sufficient that at least one parameter indicated by the parameter data is changed, and the parameter changed by the advantageous change unit 106 may be the same as or different from the parameter changed by the disadvantageous change unit 105. The advantageous change unit 106 may change a parameter different from the parameter changed by the disadvantageous change unit 105 to make the progress of the game advantageous. In other words, the disadvantageous change unit 105 may change a parameter different from the parameter changed by the advantageous change unit 106 to make the progress of the game disadvantageous.
[0169] For example, the advantage change unit 106 may change the durability parameter of a game card that has not been set by the setting unit 101 so as to be advantageous in the progress of the game.
[0170] Game cards that have not been set by the setting unit 101 are, for example, game cards that are not presented as options in the date part, game cards that cannot be selected after the start of the date part, or game cards that are owned but have not been set in the deck. In this embodiment, game cards that have not been set in the date deck correspond to game cards that have not been set by the setting unit 101. For this reason, the advantage change unit 106 may increase the durability parameter of game cards that have not been set in the date deck.
[0171] Alternatively, for example, the advantageous modification unit 106 may uniformly increase the durability parameters of all game cards. In this case, differences may be created depending on how the disadvantageous modification unit 105 decreases the durability parameters. That is, the amount of decrease in the durability parameters of selected game cards may be made greater than the amount of decrease in the durability parameters of unselected game cards, or the durability parameters of unselected game cards may not be decreased at all, thereby providing an incentive to select unselected game cards.
[0172] Also, for example, when increasing the durability parameters of all game cards, the advantageous change unit 106 may not increase them uniformly, but may create a difference by increasing the amount of increase in the durability parameters of non-selected game cards more than the amount of increase in the durability parameters of selected game cards.
[0173] For example, the advantage change unit 106 may increase the durability parameters of all game cards other than the selected game card. In this case, the advantage change unit 106 may increase the durability parameters of game cards that are not set in the date deck, or may increase the durability parameters of game cards that are set in the date deck but not selected. For example, the advantage change unit 106 may increase the durability parameters of game cards that are not set in the date deck at the end of the date.
[0174] For example, the advantage change unit 106 may increase the durability parameter of a game card in accordance with the passage of time in the real world. In this case, the advantage change unit 106 may make the increase per unit time of the durability parameter of a selected game card smaller than the increase per unit time of the durability parameter of a non-selected game card, or may count the number of times a game card is selected and set the increase per unit time according to the number of selections. The increase according to the number of selections means that the fewer the number of selections, the greater the increase per unit time, and the more the number of selections, the smaller the increase per unit time.
[0175] Furthermore, for example, the advantage change unit 106 may increase the durability parameter of a game card in accordance with the passage of time in the virtual world within the game. In this case, the advantage change unit 106 may make the increase per unit time of the durability parameter of a selected game card smaller than the increase per unit time of the durability parameter of a non-selected game card, or may count the number of times a game card is selected and set the increase per unit time to correspond to the number of selections.
[0176] Furthermore, for example, the advantage change unit 106 may increase the durability parameter of the game card in accordance with the progress of the game part. In this case, the advantage change unit 106 may increase the durability parameter of the game card as the school part or the date part progresses.
[0177] For example, the advantage change unit 106 may determine the amount of change in the durability parameter of a selected game card based on the attribute of the game card. The relationship between the attribute and the amount of change in the durability parameter may be defined in mathematical or tabular data, or may be defined as part of program code. The advantage change unit 106 increases the durability parameter based on the amount of change according to the attribute of the game card.
[0178] For example, the advantage change unit 106 may increase the durability parameter by a larger amount as the rarity of the game card increases, or conversely, the advantage change unit 106 may increase the durability parameter by a larger amount as the rarity of the game card decreases.Furthermore, for example, the advantage change unit 106 may increase the durability parameter by a larger amount as the likeability parameter of the game card increases, or conversely, the advantage change unit 106 may increase the durability parameter by a smaller amount as the likeability parameter of the game card increases.
[0179] Furthermore, for example, since the date part is executed in exchange for points, the advantage change unit 106 may change the durability parameter based on the amount of points consumed so as to provide an advantage in the game progression. For example, the advantage change unit 106 may increase the durability parameter by a larger amount as the amount of points consumed increases, or conversely, may increase the durability parameter by a larger amount as the amount of points consumed decreases.
[0180] The above-described method for increasing the durability parameter is merely an example, and the above-described methods may be combined within the scope of providing motivation for selecting various game cards. The timing at which the advantage change unit 106 increases the durability parameter may be any timing. For example, the advantage change unit 106 may increase the durability parameter immediately after a game card is selected, or at the end of a date. Alternatively, for example, the advantage change unit 106 may increase the durability parameter when points are consumed to execute a date part.
[0181] [Recovery Department] The recovery unit 107 is realized mainly by the control unit 11. The recovery unit 107 recovers points as time passes. The recovery unit 107 recovers points as time passes. For example, the recovery unit 107 acquires the current time using a real-time clock or the like, or acquires the current time from the server 30, and recovers a predetermined value of points every time a certain period of time passes. The amount of points recovered may be a fixed value, or may be an amount depending on the rank.
[0182] [4. Processing Executed in the Game System] Next, the processing executed in the game system S will be described. Here, the processing of the school part and the processing of the date part will be described. The processing described below is executed by the control unit 11 operating in accordance with the program stored in the storage unit 12. The processing below is an example of processing by each functional block shown in FIG. 19. Note that, although the case where the processing is executed by the game terminal 10 will be described here, it is assumed that data is sent and received appropriately between the game terminal 10 and the server 30 and that the data is consistent with each other.
[0183] [4-1. School Part Processing] 24 and 25 are flow diagrams showing the processing of the school part. As shown in FIG. 24, first, the control unit 11 causes the display unit 15 to display a mission selection image G1 (S101). The mission selection image G1 displayed in S101 is in the state shown in FIG. 2, and the category of the date spot displayed in the display area A10 is selected. Note that data showing the progress of the mission may be stored in the storage unit 12, or may be obtained from the server 30. The mission selection image G1 is displayed based on this data.
[0184] The control unit 11 determines whether or not a category displayed in the display area A10 has been selected based on a detection signal from the operation unit 14 (S103). Note that in S103, categories that have not been released cannot be selected, and only categories that have been released can be selected.
[0185] If it is determined that a category has been selected (S103; Y), the control unit 11 displays the missions associated with the selected category in the mission selection image G1 (S105). The mission selection image G1 displayed in S105 is in the state shown in FIG. 3, and the missions displayed in the display area A12 are selected. Note that missions that have not been released cannot be selected, and only released missions can be selected.
[0186] The control unit 11 identifies the operation based on the detection signal of the operation unit 14 (S107). Here, it is assumed that the operation is either an operation of selecting the button B13 or an operation of selecting a mission displayed in the display area A12.
[0187] When button B13 is selected (S107; B13), control unit 11 displays window W14 in mission selection image G1 (S109). The mission selection image G1 displayed in S109 is in the state shown in FIG. 4, and the mission displayed in display area A12 is selected. Note that data indicating the details of the mission may be stored in storage unit 12, or may be obtained from server 30. Window W14 is displayed based on that data.
[0188] The control unit 11 determines whether or not the button B14E has been selected (S111) based on the detection signal of the operation unit 14. If it is determined that the button B14E has been selected (S111; Y), the window W14 is closed and the process returns to S107.
[0189] In S107, when a mission displayed in the display area A12 is selected (S107; mission selection), the control unit 11 causes the display unit 15 to display the school deck edited image G2 (S113). The school deck edited image G2 displayed in S113 is in the state shown in FIG. 5, and the contents of the school deck are displayed. Note that data indicating the contents of the school deck may be stored in the storage unit 12, or may be obtained from the server 30. The school deck edited image G2 is displayed based on the data. Furthermore, the effects in the display area A23 are displayed based on the contents of the school command data table DT3.
[0190] The control unit 11 identifies the operation based on the detection signal of the operation unit 14 (S115). Here, it is assumed that the operation performed is the operation of selecting the button B21, the operation of selecting the button B24, the operation of selecting the button B25, the operation of selecting the button B26, or the operation of selecting the button B27.
[0191] When the button B21 is selected (S115; B21), the control unit 11 displays the window W14 in the school deck edited image G2 (S117). The subsequent processing of S119 is the same as S111, and when it is determined that the button B14E is selected, the window W14 is closed and the processing returns to S115.
[0192] On the other hand, when button B24 is selected (S115; B24), the control unit 11 executes a school deck editing process (S121) based on a detection signal from the operation unit 14. In S121, as described with reference to Fig. 6, the selected game card is displayed in the display area A22, and the effect associated with the game card is displayed in the display area A23. Data indicating the contents of the school deck is updated in accordance with the school deck editing process.
[0193] On the other hand, when button B25 is selected (S115; B25), control unit 11 displays window W28 in school deck edit image G2 (S123). School deck edit image G2 displayed in S123 is in the state shown in FIG. 7, and display area A28A displays the increase in the boyfriend / girlfriend power parameter for each school command. Window W28 is displayed based on data indicating the contents of the school deck and the contents of school command data table DT3.
[0194] The control unit 11 identifies the operation based on the detection signal of the operation unit 14 (S125). Here, it is assumed that the operation to select the button B28B, the operation to select the button B28C, or the operation to select the button B28D is performed.
[0195] When button B28B is selected (S125; B28B), control unit 11 displays the increase in the character ability parameter for each school command in display area A28A (S127). Window W28 displayed in S127 is in the state shown in FIG. 7. If button B28B has already been selected, the process of S127 is not executed, and the display of window W28 does not change.
[0196] On the other hand, when button B28C is selected (S125; B28C), control unit 11 displays the effect in display area A28E and also displays the increase in the character strength parameter for each command in the event in display area A28F (S129). The window W28 displayed in S129 is in the state shown in FIG. 8. Note that if button B28C has already been selected, the process of S129 is not executed, and the display of window W28 does not change.
[0197] On the other hand, if the button B28D is selected (S125; B28D), the window W28 is closed and the process returns to S115.
[0198] In S115, when the button B26 is selected (S115; B26), the control unit 11 switches the school deck to be edited (S131). In S131, the control unit 11 updates the display of the school deck edited image G2 based on the data indicating the contents of the school deck.
[0199] In S115, when the button B27 is selected (S115; B27), the process moves to Fig. 25, and the control unit 11 starts the mission by consuming points (S133). The control unit 11 starts the mission based on data indicating the progress of the mission, and displays the mission image G3 (Fig. 9) on the display unit 15.
[0200] The control unit 11 executes the mission based on the detection signal of the operation unit 14 (S135). In S135, the control unit 11 increases the boyfriend ability parameter based on the school command indicated by the selected button B33. The current value of the boyfriend ability parameter is assumed to be stored in the memory unit 12. The control unit 11 increases the boyfriend ability parameter based on the success or failure of the execution of the school command.
[0201] The control unit 11 determines whether the clearing condition of the mission is met (S137). In S137, the control unit 11 determines whether the current value of the boyfriend ability parameter is equal to or greater than the threshold. The control unit 11 determines that the clearing condition is met when the current value of the boyfriend ability parameter is equal to or greater than the threshold, and does not determine that the clearing condition is met when the current value of the boyfriend ability parameter is less than the threshold.
[0202] If it is determined that the mission completion conditions have been met (S137; Y), the control unit 11 displays a mission completion image G4 on the display unit 15 (S139), and this process ends. In S139, the control unit 11 determines an evaluation based on the number of turns remaining when the mission is completed, and grants a reward according to the evaluation. Furthermore, when all missions have been completed, the control unit 11 unlocks the date spot corresponding to the mission.
[0203] On the other hand, if it is determined that the mission clear condition is not satisfied (S137; N), the control unit 11 determines whether or not there are no more turns remaining (S141). If it is determined that there are no more turns remaining (S141; N), the process returns to S135, and the mission is executed. On the other hand, if it is determined that there are no more turns remaining (S141; Y), the mission fails, and this process ends.
[0204] [4-2. Processing the dating part] 26-27 are flow diagrams showing the processing of the date part. As shown in FIG. 26, first, the control unit 11 causes the display unit 15 to display a date spot selection image G5 (S201). The date spot selection image G5 displayed in S201 is in the state shown in FIG. 12, and the date spot displayed in the display area A50 is selected. Note that data indicating the release status of the date spot may be stored in the storage unit 12 or may be obtained from the server 30. The date spot selection image G5 is displayed based on this data.
[0205] The control unit 11 determines whether or not a date spot displayed in the display area A50 has been selected based on a detection signal from the operation unit 14 (S203). In S203, date spots that have not been released cannot be selected, and only released date spots can be selected.
[0206] If it is determined that a date spot has been selected (S203; Y), the control unit 11 causes the display unit 15 to display the date deck edited image G6 (S205). The date deck edited image G6 displayed in S205 is in the state shown in FIG. 13, and the contents of the date deck are displayed. Note that data indicating the contents of the date deck may be stored in the storage unit 12 or may be obtained from the server 30. The date deck edited image G6 is displayed based on this data. Furthermore, the display contents of the display area A61 are determined based on the contents of the date command data table DT1, and the display mode of the icon I62 is determined based on the contents of the owned card data table DT4.
[0207] The control unit 11 identifies the operation based on the detection signal of the operation unit 14 (S207). Here, the operation performed is an operation to edit the date deck, an operation to select the button B64, or an operation to select the button B65.
[0208] When an operation to edit the date deck is performed (S207; editing operation), the control unit 11 executes a process to edit the date deck based on a detection signal from the operation unit 14 (S209). In S209, the content of the selected game card is displayed in the display area A61, and the display mode of the icon I62 is determined based on the durability parameter of the game card. Data indicating the content of the date deck is updated in accordance with the editing process of the date deck.
[0209] On the other hand, when button B64 is selected (S207; automatic editing), the control unit 11 executes automatic editing processing of the date deck based on predetermined conditions (S211). In S211, the automatically edited contents of the game card are displayed in the display area A61, and the display mode of the icon I62 is determined based on the durability parameter of the game card. Data indicating the contents of the date deck is updated in accordance with the automatic editing processing of the date deck.
[0210] On the other hand, when button B65 is selected (S207; B65), the control unit 11 displays a window W66 in the date deck edit image G6 (S213). The date deck edit image G6 displayed in S213 is in the state shown in FIG. 14, and information about the game cards set in the date deck is displayed for each date command type in the display areas A66A to A66G. The window W14 is determined based on the data indicating the contents of the date deck, the contents of the date command data table DT1, and the contents of the owned card data table DT4.
[0211] The control unit 11 identifies the operation based on the detection signal of the operation unit 14 (S215). Here, the operation of selecting the button B66H or the operation of selecting the button B66I is performed. If the button B66H is selected (S215; B66H), the window W66 is closed, and the process returns to S207.
[0212] On the other hand, when button B66I is selected (S215; B66I), control unit 11 consumes points to start the date part (S217). Data necessary for executing the date part may be stored in storage unit 12 or may be acquired from server 30. In S217, control unit 11 displays date part image G7 (FIG. 15) on display unit 15 based on the data.
[0213] The control unit 11 progresses the date based on the detection signal from the operation unit 14 (S219). In S219, the control unit 11 progresses the conversation with the character and updates the display in the display area A70 each time a predetermined operation is performed from the operation unit 14. When button B71 is selected, the conversation with the character automatically progresses, and when button B72 is selected, an image showing the date is recorded in the storage unit 12.
[0214] When a predetermined selection opportunity occurs, the control unit 11 displays a button B74 indicating a date command type on the date part image G7 (S221). The date part image G7 displayed in S221 is in the state shown in FIG. 16, and the button B74 or the button B75 is selected.
[0215] The control unit 11 identifies the operation based on the detection signal of the operation unit 14 (S223). Here, it is assumed that the operation to select the button B74 or the operation to select the button B75 is performed.
[0216] When button B74 is selected (S223; B74), control unit 11 displays in display area A76 a game card associated with the date command type indicated by button B74 (S225). The date part image G7 displayed in S225 is in the state shown in FIG. 17, and icons indicating the date command associated with the game card, the increase in the favorability parameter, and the durability parameter are displayed in display area A76. Thereafter, button B77 displayed in display area A76 becomes selectable.
[0217] The control unit 11 determines whether any of the buttons B77 has been selected based on the detection signal from the operation unit 14 (S227). If any of the buttons B77 has been selected (S227; B77), the control unit 11 determines whether the execution of the date command indicated by the selected button B77 will be successful (S229). In S229, the control unit 11 executes either the first game process or the second game process described above, depending on whether the selected game card is a specific game card designated for the date spot. Here, if the selected game card is a specific game card, the control unit 11 determines whether the execution of the date command will be successful based on a success rate corrected by the durability parameter of the selected game card. On the other hand, if the selected game card is a specific game card, the control unit 11 determines whether the execution of the date command will be successful based on a very high success rate regardless of the durability parameter.
[0218] The control unit 11 changes the likability parameter based on the success or failure of the execution of the date command determined in S229 (S231). In S231, if the execution of the date command is successful, the control unit 11 increases the likability parameter by the amount of increase of the selected game card. If the execution of the date command is unsuccessful, the control unit 11 may increase the likability parameter by a smaller amount than the increase of the selected game card, or may leave the likability parameter unchanged or decrease it. If the execution of the date command is a great success, the control unit 11 may increase the likability parameter by a larger amount than the increase of the selected game card.
[0219] The control unit 11 progresses the date and displays conversation options in the date part image G7 based on the selected game card (S233). The date part image G7 displayed in S233 is in the state shown in FIG. 18, and conversation options are displayed in the display area A78. The conversation options are displayed based on the contents of the conversation option data table DT2.
[0220] The control unit 11 determines whether any of the buttons B79 has been selected (S235) based on the detection signal of the operation unit 14. If it is determined that any of the buttons B79 has been selected (S235; Y), the control unit 11 progresses the date based on the conversation option indicated by the button B79 (S237).
[0221] In addition, in S223, if the button B75 is selected (S223; B75), the date proceeds without executing the processes of S225 to S235.
[0222] The control unit 11 determines whether the date has ended (S239). In S239, the control unit 11 determines that the date has ended when all selection opportunities set for the date have occurred, and does not determine that the date has ended when there are still selection opportunities remaining.
[0223] If it is determined that the date has not ended (S239; N), the process returns to S221, and the next selection opportunity is provided. On the other hand, if it is determined that the date has ended (S239; Y), the control unit 11 decreases the durability parameter of the game card used on the date (S241). It is assumed that information identifying the game card selected in S227 is recorded in the storage unit 12. In S241, the control unit 11 decreases the durability parameter of the selected game card by a predetermined value. As described above, the durability parameter may be decreased not at the end of the date, but at the time the game card is selected in S227. Furthermore, the durability parameter may be decreased by a value corresponding to the attribute of the game card, or by a value corresponding to the points required to execute the date part.
[0224] The control unit 11 increases the durability parameter of the game cards that were not used in the date (S243). In S243, the control unit 11 increases the durability parameter of the game cards that were not selected by a predetermined value. The durability parameter may be increased by a value corresponding to the attributes of the game cards, or by a value corresponding to the points required to execute the date part. The control unit 11 displays the results of the date on the display unit 15 (S245), and this processing ends. In S245, the control unit 11 awards a reward according to the results of the date.
[0225] According to the game system S described above, the durability parameter of the selected game card changes to put the game at a disadvantage, and based on predetermined conditions, the durability parameter changes to put the game at an advantage, thereby providing motivation to select various game cards. By allowing players to select various game cards, the game can be prevented from becoming monotonous and the interest of the game can be increased.
[0226] Furthermore, when a specific condition is met, a second game process is executed in which the game progresses advantageously or disadvantageously, which further motivates the player to select various game cards, thereby more effectively preventing the game from becoming monotonous and more effectively increasing the interest of the game.
[0227] Furthermore, by preventing the combinations of game cards from becoming fixed, it is possible to provide a stronger motivation for players to select various game cards, which effectively prevents the game from becoming monotonous and effectively increases the interest of the game.
[0228] Furthermore, the durability parameters of game cards not included in the deck can be changed to make the game more advantageous, and since including only specific game cards in the deck puts the player at a disadvantage, it is possible to provide an incentive to include a variety of game cards in the deck. This effectively prevents the game from becoming monotonous, and more effectively increases the interest of the game.
[0229] Furthermore, by limiting the number of game cards associated with the same command type that can be set in a combination, the strategic element of the game can be increased, and the enjoyment of the game can be effectively enhanced. Note that if a configuration is adopted in which durability parameters are managed for each date command type, or durability parameters of not only the selected game card but also other game cards of the same command type are reduced, selecting only game cards of the same date command type will change the game so that it is disadvantageous to progress, and therefore it is possible to prevent only selecting game cards of the same date command type and to provide an incentive to select game cards of various date command types.
[0230] Furthermore, the amount of change in the durability parameter of a selected game card is determined based on the attributes of the selected game card, thereby enhancing the strategic nature of the game. For example, the amount of change in the durability parameter of a specific game card that tends to be selected can be increased, preventing the player from selecting only that specific game card and providing a stronger motivation to select a variety of game cards.
[0231] Furthermore, since the game is played in exchange for points associated with the user identification information and game play is limited, it is possible to prevent the user from quickly becoming bored by playing the game multiple times in a short period of time, thereby ensuring the interest of the game. In addition, for example, it is possible to allow the user to obtain new game cards while waiting for points to be restored, thereby providing an incentive to select various game cards.
[0232] Furthermore, the strategic aspect of the game can be enhanced by determining the amount of change in the durability parameter that will be advantageous in the game based on the amount of points consumed to play the game.
[0233] Furthermore, since the game is played in exchange for points that are restored over time and game play is limited, it is possible to more reliably prevent players from quickly becoming bored of the game by playing it multiple times in a short period of time, and it is possible to more reliably ensure the interest of the game. In addition, for example, it is possible to allow players to obtain new game cards while waiting for points to be restored, which can provide an incentive to select various game cards.
[0234] Furthermore, in games in which players communicate with characters, it is possible to provide motivation for selecting various game cards. In such games, if the same game cards are selected repeatedly, the player will end up taking the same action over and over again. However, by allowing players to select various game cards, it is possible to prevent the character from taking the same action over and over again, and to allow players to take various actions toward the character. This prevents the character's reactions from becoming fixed, and allows players to enjoy a variety of reactions, thereby effectively increasing the interest of the game.
[0235] [5. Modifications] The present invention is not limited to the above-described embodiment, and can be modified as appropriate without departing from the spirit of the present invention.
[0236] For example, in the embodiment, a case has been described in which game cards to be used are selected from game cards set in a date deck in the date part, but game cards to be used may be selected from all game cards owned, rather than from game cards set in a deck in advance. Alternatively, for example, a predetermined number of game cards may be randomly selected from the game cards owned, and game cards to be used may be selected from the randomly selected game cards.
[0237] In the embodiment, the main processing of the game is executed in the gaming terminal 10, and the gaming terminal 10 corresponds to the game control device of the present invention. However, each function implemented in the gaming terminal 10 may be implemented in the server 30. For example, the main processing of the game may be executed in the server 30. In this case, the server 30 corresponds to the game control device of the present invention. In this case, the gaming terminal 10 receives image data from the server 30 and displays each image on the display unit 15. The gaming terminal 10 also transmits data indicating instructions received by the operation unit 14 to the server 30. Upon receiving the data, the server 30 identifies the user's instructions and executes the game. For example, the acquisition unit 102, the execution unit 104, the disadvantage change unit 105, and the advantage change unit 106 may each be implemented in the server 30. In this case, each of these functions is mainly implemented by the control unit 31. Furthermore, for example, each function may be shared between the gaming terminal 10 and the server 30. In this case, the processing results of each functional block may be transmitted and received between the gaming terminal 10 and the server 30.
[0238] Although the above description deals with a case in which a game in which a user communicates with a character is executed, the processing according to the present invention may also be applied to other games. For example, in a game in which users compete against each other, motivation to select various objects may be provided by correcting ability parameters such as offensive power and defensive power. Furthermore, the processing according to the present invention may also be applied to sports games based on baseball, soccer, tennis, American football, basketball, volleyball, and the like. Furthermore, in addition to sports games and training games, the processing according to the present invention may also be applied to various games, regardless of game format or genre, such as action games and role-playing games.
[0239] [6. Notes] From the above description, the present invention can be understood, for example, as follows.
[0240] 1) A game system (S) according to one aspect of the present invention is a game system (S) that executes a game based on an object selected from a plurality of objects, and includes: an acquisition means (102) that acquires parameter data associated with each object for progressing the game in an advantageous or disadvantageous manner; an execution means (104) that executes the game based on the parameter data of an object when the object is selected in the game; a disadvantage change means (105) that changes the parameter data of the object when the object is selected in the game so that the progress of the game is disadvantageous; and an advantage change means (106) that changes the parameter data so that the progress of the game is advantageous based on predetermined conditions.
[0241] 11) A game control device according to one aspect of the present invention is a game system (S) that executes a game based on an object selected from a plurality of objects, and includes: an acquisition means (102) that acquires parameter data associated with each object for progressing the game in an advantageous or disadvantageous manner; an execution means (104) that executes the game based on the parameter data of an object when the object is selected in the game; a disadvantage change means (105) that changes the parameter data of the object when the object is selected in the game so that the progression of the game is disadvantageous; and an advantage change means (106) that changes the parameter data so that the progression of the game is advantageous based on predetermined conditions.
[0242] 12) A program according to one aspect of the present invention causes a computer to function as the game system (S) described in any one of 1) to 10) or the game control device (10, 30) described in 11).
[0243] 13) An information storage medium according to one aspect of the present invention is a computer-readable information storage medium having the program according to 12) recorded thereon.
[0244] According to the inventions of 1) or 12) to 14), the parameter data of the selected object changes to make the game unfavorable, and based on predetermined conditions, the parameter data changes to make the game more favorable, so that it is possible to provide motivation for selecting various objects. By allowing the player to select various objects, it is possible to prevent the game from becoming monotonous and to increase the interest of the game.
[0245] 2) In one aspect of the present invention, the game system (S) further includes a determination means (103) that determines whether a specific condition is satisfied based on the selected object, and the execution means (104) executes a first game process based on the parameter data of the selected object if the specific condition is not satisfied, and executes a second game process that progresses the game advantageously or disadvantageously if the specific condition is satisfied. According to aspect 2), when the specific condition is satisfied, the second game process that progresses the game advantageously or disadvantageously is executed, which can provide a stronger motivation to select various objects. This can more effectively prevent the game from becoming monotonous and more effectively increase the interest of the game.
[0246] 3) In one aspect of the present invention, the game system (S) further includes setting means (101) for setting a combination of objects from among a plurality of objects, and in the game, an object is selected from the combination. According to aspect 3), by preventing the combination of objects from becoming fixed, it is possible to provide a stronger motivation for selecting various objects. This makes it possible to more effectively prevent the game from becoming monotonous and more effectively increase the interest of the game.
[0247] 4) In one aspect of the present invention, the advantage changing means (106) changes the parameter data of an object not set by the setting means (101) so that the progress of the game is advantageous. According to aspect 4), the parameter data of an object not set in an object combination is changed so that the progress of the game is advantageous, and since setting only a specific object in an object combination is disadvantageous, it is possible to provide an incentive to set various objects in object combinations. This makes it possible to more effectively prevent the game from becoming monotonous and more effectively increase the interest of the game.
[0248] 5) In one aspect of the present invention, the objects are associated with commands, and the setting means (101) sets the combinations so that the number of objects associated with the same command or the same command type is equal to or less than a predetermined number. According to aspect 5), by limiting the number of objects associated with the same command or the same command type set in a combination, the strategic nature of the game is increased, and the entertainment value of the game can be effectively increased.
[0249] 6) In one aspect of the present invention, the disadvantageous change means (105) determines the amount of change in the parameter data of a selected object based on the attributes of the selected object. According to aspect 6), the amount of change in the parameter data of an object is determined based on the attributes of the selected object, thereby enhancing the strategic nature of the game. In addition, for example, the amount of change in the parameter data of a particular object that tends to be selected can be increased, preventing the player from selecting only that particular object and providing a stronger motivation to select a variety of objects.
[0250] 7) In one aspect of the present invention, the execution means (104) executes the game in exchange for points associated with user identification information. According to aspect 7), the game is executed in exchange for points associated with user identification information, and the execution of the game is limited, so that it is possible to prevent the player from quickly becoming bored by playing the game multiple times in a short period of time, and to ensure the interest of the game. In addition, for example, it is possible to allow the player to obtain new objects while waiting for points to be restored, thereby providing an incentive to select various objects.
[0251] 8) In one aspect of the present invention, the advantage changing means (106) changes the parameter data so as to make the game more advantageous based on the amount of points consumed. According to aspect 8), the amount of change in the parameter data when it is changed so as to make the game more advantageous is determined based on the amount of points consumed to play the game, thereby making it possible to enhance the strategic nature of the game.
[0252] 9) In one aspect of the present invention, the game system (S) further includes a recovery means (107) that recovers the points over time. According to aspect 9), the game is played in exchange for points that are recovered over time, and the game execution is limited, so that it is possible to more reliably prevent the player from quickly becoming bored by playing the game multiple times in a short period of time, and to more reliably ensure the interest of the game. In addition, for example, it is possible to allow the player to obtain new objects while waiting for the points to be recovered, thereby providing an incentive to select various objects.
[0253] 10) In one aspect of the present invention, the game is a game in which a player communicates with a character, each object is associated with an action toward the character, and the parameter data is data for making the action associated with the object advantageous or disadvantageous in communication with the character. According to aspect 10, in a game in which a player communicates with a character, it is possible to provide motivation for selecting various objects. In such a game, if the same object is selected repeatedly, the player will tend to take the same action. However, by allowing the player to select various objects, this prevents the player from taking the same action repeatedly and allows the player to take various actions toward the character. This prevents the character's reactions from becoming fixed and allows the player to enjoy a variety of reactions, thereby effectively increasing the interest of the game. [Explanation of symbols]
[0254] S Game system, N Network, 10 Game terminal, 11 Control unit, 12 Memory unit, 13 Communication unit, 14 Operation unit, 15 Display unit, 30 Server, 31 Control unit, 32 Memory unit, 33 communication unit, G1 mission selection image, G2 school deck edit image, G3 mission image, G4 mission clear image, G5 date spot selection image, G6 date deck edit image, G7 date part image, 100 data memory unit, 101 Setting unit, 102 acquisition unit, 103 judgment unit, 104 execution unit, 105 disadvantage change unit, 106 advantage change unit, 107 recovery unit, 300 data table storage unit, A10, A10A, A10B, A10C, A11, A12, A12A, A12B, A12C, A14A, A14B, A14C, A14D, A20, A22, A22A, A22B, A22C, A23, A28, A28A, A28E, A28F, A30, A31A, A32 ,A36,A37,A38B,A38C,A39,A40,A41,A42,A50,A50A,A50B,A50C,A60,A61,A61 A,A61B,A61C,A61D,A61E,A63,A66A,A66B,A66C,A70,A73,A76,A78,A78A,A78C Display area, B13, B13A, B13B, B13C, B14E, B21, B23, B24, B25, B26, B26A, B26B, B26C, B26E, B27, B28B, B28C, B28D, B33, B33A, B33B, B33C, B33C, B33D, B33E, B34, B35, B43, B64, B65, B66H, B66I, B71, B72, B74, B74A, B74B, B74C, B74D, B74E, B75, B77, B77A, B77B, B79 buttons, DT1 Date Command Data Table, DT2 Conversation Choice Data Table, DT3 School Command Data Table, DT4 Holding card data table, I62 icon, W14, W28, W66 windows.
Claims
1. A game execution means that executes a game corresponding to a selection item selected from a plurality of selection items, A display control means for displaying an image containing a group of objects, which are multiple objects used in the game, as set by the user, Includes, For each game corresponding to the aforementioned selection, a special object is defined that will produce a special effect in the game when the game is executed. The display control means causes the image displayed after the selection item is selected to be displayed in such a way that it is possible to identify whether or not at least a portion of the group of objects are the special objects defined in the game corresponding to the selection item. Game system.
2. The special effect is the effect of making it easier to clear the challenges in the game. The game system according to claim 1.
3. The game is a game in which points are earned, The aforementioned special effect is the effect of increasing the amount of increase in the score. The game system according to claim 1 or 2.
4. At least one of the plurality of objects is associated with at least one of a plurality of types relating to a command selected in the game, The display control means causes the image to display, for each type, the number of objects included in the object group that are associated with that type. The game system according to any one of claims 1 to 3.
5. The special effect is the effect of increasing the amount of change in a parameter that changes when a command is selected in the game. The game system according to any one of claims 1 to 4.
6. Each of the plurality of objects is associated with an effect that occurs during the execution of the game, The game system according to any one of claims 1 to 5.
7. A program for causing a computer to function as a game system according to any one of Claims 1 to 6.
8. A game is executed according to the selected item from among a plurality of selection items, Display an image containing a group of objects, which are multiple objects used in the game, as set by the user. For each game corresponding to the aforementioned selection, a special object is defined that will produce a special effect in the game when the game is executed. In the image displayed after the selection item has been selected, it is possible to identify whether or not at least a portion of the group of objects are the special objects defined in the game corresponding to the selection item. Game control methods.