Game system, method of operating the game system, and program

The game system addresses the issue of player disengagement by prioritizing jockey selections based on intimacy levels, enhancing player motivation and engagement in multiplayer horse racing games.

JP2026046520APending Publication Date: 2026-03-13KONAMI ARCADE GAMES CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-03
Publication Date
2026-03-13

AI Technical Summary

Technical Problem

In multiplayer horse racing games, the motivation of players to play the game may be reduced due to the inability to select their desired game elements, such as jockeys, leading to a lack of engagement and satisfaction.

Method used

A game system that modifies parameters like intimacy levels between players and jockeys, allowing preferential selection of jockeys based on these levels, ensuring each player's selection is prioritized and accepted.

Benefits of technology

Enhances player engagement by allowing players to select their preferred jockeys, increasing motivation and providing incentives to continue playing the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

This reduces the likelihood that a player's motivation to play the game will be diminished as a result of being unable to select game elements. [Solution] The game system is a game system that provides a game to which a first game element is applied, and comprises a control unit 32 that changes a first parameter relating to the first game element for each of a plurality of players based on the progress of the game by the player, and a reception unit 31 that receives the selection of the first game element from the plurality of players, and the reception unit 31 preferentially receives the selection of the first game element by each of the plurality of players based on the first parameter of the player.
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Description

Technical Field

[0001] This disclosure relates to games.

Background Art

[0002] Games have been proposed in which a game element (e.g., a character) selected by a player from a plurality of options is applied. For example, Patent Document 1 discloses a horse racing game in which a rider selected by a player from a plurality of riders participates in a race.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In a scenario where multiple players play a horse racing game, similar to a real horse racing scenario, it is assumed that only one player out of multiple players can select a specific rider. However, in a form where the desired rider can be simply selected in the order of selection by each player, situations frequently occur where each player cannot select the desired rider, and the motivation of each player to play the game may be reduced. In the above description, the horse racing game was conveniently focused on, but similar problems are assumed in any game that includes the selection of game elements by multiple players. In consideration of the above circumstances, one aspect of this disclosure aims to reduce the possibility that the motivation of a player to play the game is reduced as a result of the selection of game elements by the player not being accepted.

Means for Solving the Problems

[0005] To solve the above problems, a game system according to one aspect of the present disclosure is a game system that provides a game to which a first game element is applied, comprising: a control unit that changes a first parameter relating to the first game element for each of a plurality of players based on the progress of the game by the player; and a receiving unit that receives the selection of the first game element from the plurality of players, the receiving unit preferentially receiving the selection of the first game element by each of the plurality of players based on the player's first parameter.

[0006] A method of operating a game system according to one aspect of the present disclosure is a method of operating a game system that provides a game to which a first game element is applied, wherein the game system modifies a first parameter relating to the first game element for each of a plurality of players based on the progress of the game by the player, accepts the selection of the first game element from the plurality of players, and in accepting the selection, preferentially accepts the selection of the first game element by each of the plurality of players based on the first parameter of that player.

[0007] A program according to one aspect of the present disclosure is a program for providing a game to which a first game element is applied, wherein a computer system functions as a control unit that changes a first parameter relating to the first game element for each of a plurality of players based on the player's progress in the game, and a reception unit that receives selections of the first game element from the plurality of players, the reception unit preferentially receiving selections of the first game element by each of the plurality of players based on the player's first parameter. [Brief explanation of the drawing]

[0008] [Figure 1] This is a block diagram of the game system in the first embodiment. [Figure 2] This is a block diagram of the station. [Figure 3] This is a schematic diagram of player data. [Figure 4] This is a schematic diagram of jockey data Y. [Figure 5] This is a block diagram illustrating the functional configuration of a game system. [Figure 6] This is a schematic diagram of the training screen. [Figure 7] This is a flowchart of the training process. [Figure 8] This is a flowchart of the registration process. [Figure 9] This is a schematic diagram of the race selection screen. [Figure 10] This is a schematic diagram of the jockey selection screen. [Figure 11] This is a diagram illustrating the status of candidate jockeys (selectable / unselectable). [Figure 12] This is a schematic diagram of the jockey selection screen. [Figure 13] This is a flowchart for the match processing. [Figure 14] This is a schematic diagram of jockey data in the third embodiment. [Figure 15] This is a diagram illustrating the registration period for each player in the modified example. [Figure 16] This is a schematic diagram of the jockey selection screen in a modified example. [Figure 17] This is a schematic diagram of the jockey selection screen in a modified example. [Modes for carrying out the invention]

[0009] Embodiments of the present disclosure will be described with reference to the drawings. The embodiments described below include various limitations that are not essential to the present disclosure. Therefore, the scope of the present disclosure is not limited to the embodiments described below.

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

[0011] The game system 100 of the first embodiment provides a horse racing game to a plurality of players P. The horse racing game includes a training stage and a competition stage. The training stage is a stage of training a virtual racehorse according to instructions from the player P. The competition stage is a stage in which a plurality of racehorses trained in the training stage compete in a race. In the race of the competition stage, different virtual jockeys ride on each of the plurality of racehorses. Specifically, the jockey selected by each player P among the plurality of jockeys rides on the racehorse trained by that player P. The candidates for selection by each player P are common to the plurality of players P. Similar to a real horse racing scene, only one player P is limited to selecting one jockey. That is, it is not possible for a plurality of players P to select the same jockey repeatedly.

[0012] In the horse racing game, as real time elapses, each of a plurality of unit periods sequentially arrives and elapses. Each unit period is a period of a predetermined time length (e.g., several minutes) in real time and corresponds to a period (e.g., the first week, the second week,...) corresponding to a virtual one week in the horse racing game. In each unit period, the training of the racehorse in the training stage and the competition in the competition stage are repeated. The elapse of each unit period on the time axis is common to the plurality of players P. That is, each unit period starts and ends at a common point for the plurality of players P.

[0013] As illustrated in FIG. 1, the game system 100 of the first embodiment includes a control system 10 and a plurality of stations 20. The control system 10 and the plurality of stations 20 are realized as separate devices from each other. However, the control system 10 and the plurality of stations 20 may be configured as a single device.

[0014] Each of the plurality of stations 20 is a unit used by each player P to play a horse racing game. FIG. 2 is a block diagram illustrating the configuration of each of the plurality of stations 20. As illustrated in FIG. 2, the station 20 of the first embodiment includes an operation device 21, a display device 22, a reception device 23, and a payout device 24.

[0015] The operation device 21 is an input device that receives operations by the player P. The operation device 21 is, for example, an operator operated by the player P or a touch panel that detects contact by the player P. The display device 22 displays various images under the control of the control system 10. The display device 22 is configured by a display panel such as a liquid crystal panel or an organic EL (Electroluminescence) panel.

[0016] The reception device 23 receives medals from the player P. Specifically, the reception device 23 receives physical medals and electronic medals from the player P. A physical medal is a disk-shaped tangible game value. An electronic medal is an intangible game value realized by electronic data. The mechanism for receiving physical medals in the reception device 23 includes an insertion slot into which the physical medal is inserted and a detector that detects the insertion of the physical medal into the insertion slot. Also, the mechanism for receiving electronic medals in the reception device 23 is a communication device that communicates with, for example, an account management system (not shown) that manages the player P's electronic medal account. For example, the reception device 23 executes a withdrawal process for electronic medals through communication with the account management system.

[0017] The tokens (physical or electronic) received by the reception device 23 from player P are exchanged for credits. Specifically, a value corresponding to the number of tokens received by the reception device 23 is added to the amount of credits held by player P (hereinafter referred to as "Credits Held x 2"). Credits Held x 2 represents the game value that player P can spend to play the game.

[0018] The dispensing device 24 dispenses medals to player P. Specifically, the dispensing device 24 dispenses a quantity of medals corresponding to the number of credits held X2. The mechanism of the dispensing device 24 that outputs physical medals comprises a storage container for storing physical medals and a dispensing mechanism that sequentially discharges physical medals from the storage container. The mechanism of the dispensing device 24 that outputs electronic medals is a communication device that performs electronic medal deposit processing by communicating with the aforementioned account management system.

[0019] The control system 10 in Figure 1 is a computer system that controls the progress of a horse racing game using multiple stations 20. The control system 10 comprises a control device 11 and a memory device 12. The control system 10 can be implemented as a single device or as multiple devices configured separately from each other.

[0020] The control unit 11 consists of one or more processors that control each element of the game system 100. For example, the control unit 11 consists of one or more types of processors such as a CPU (Central Processing Unit), GPU (Graphics Processing Unit), SPU (Sound Processing Unit), DSP (Digital Signal Processor), FPGA (Field Programmable Gate Array), or ASIC (Application Specific Integrated Circuit). Some or all of the functions of the control unit 11 may be installed in each station 20.

[0021] The storage device 12 is one or more memories that store programs executed by the control device 11 and various data used by the control device 11. The storage device 12 is composed of known recording media, such as magnetic recording media or semiconductor recording media. The storage device 12 may be composed of a combination of multiple types of recording media. Alternatively, a portable recording media that can be attached to and detached from the game system 100, or a recording media that can be written to or read by the control device 11 via a communication network (e.g., cloud storage), may be used as the storage device 12.

[0022] The storage device 12 of the first embodiment stores player data X for each of the multiple players P. Figure 3 is a schematic diagram of player data X corresponding to one player P. As illustrated in Figure 3, the player data X includes authentication data X1, the number of credits held X2, racehorse data X3, and intimacy data X4.

[0023] Authentication data X1 is data used to authenticate player P. Specifically, authentication data X1 includes unique identification information assigned to player P and player P's authentication code (e.g., password or passcode). The control device 11 authenticates the legitimacy of player P if the information entered by player P, for example, via the operating device 21, matches the authentication data X1. Player P can start playing the horse racing game only after successful authentication.

[0024] As mentioned above, the number of credits held by player P is the amount of credits held by player P. The number of credits held by player P may also be stored in a server device that the game system 100 can communicate with.

[0025] Racehorse data X3 is data about the racehorse that Player P is raising. Player P can raise multiple racehorses in parallel. The storage device 12 stores Racehorse data X3 for each racehorse that Player P is raising. As illustrated in Figure 3, Racehorse data X3 includes related data X31 and ability parameters X32. Related data X31 is information related to the racehorse. Specifically, various information about the racehorse, such as the racehorse's image, name, gender, race record, and prize money earned, is included in related data X31.

[0026] Ability parameter X32 is data that represents the abilities of a racehorse. Ability parameter X32 includes multiple ability values ​​related to the racehorse. For example, ability parameter X32 includes ability values ​​related to the racehorse's speed, ability values ​​related to stamina, and ability values ​​related to physical condition.

[0027] The affinity data X4 contains affinity F (F1, F2, ...) for each of the multiple jockeys. Each jockey's affinity F is a parameter that represents the depth of the relationship between the player P and that jockey in the horse racing game. Affinity F is updated as needed based on the progress of the horse racing game by the player P. Note that "jockey" is an example of a "first game element," and "affinity F" is an example of a "first parameter."

[0028] Furthermore, the storage device 12 of the first embodiment stores jockey data Y for each of the multiple jockeys appearing in the horse racing game. Figure 4 is a schematic diagram of jockey data Y corresponding to one jockey. As illustrated in Figure 4, the jockey data Y includes related data Y1, ability parameters Y2, and reward rate Y3.

[0029] Related data Y1 is information related to the jockey. Specifically, it includes various information about the jockey, such as their image, name, win rate, and place rate. Ability parameters Y2 are various pieces of information about the jockey's abilities. For example, ability values ​​such as the jockey's mental strength or technical ability are included in ability parameters Y2. The reward rate Y3 is a parameter used to determine the amount of reward given to player P in the competition stage. The reward rate Y3 is set to a predetermined value, for example, between 0 and 1.

[0030] Figure 5 is a block diagram illustrating the functional configuration of the game system 100 in the first embodiment. As illustrated in Figure 5, the control device 11 implements multiple functions (reception unit 31 and control unit 32) for controlling the horse racing game by executing a program stored in the storage device 12.

[0031] The reception unit 31 receives various instructions from each of the multiple players P. For example, the reception unit 31 receives a selection from each player P for one of several jockeys. The control unit 32 controls the progress of the horse racing game. For example, the control unit 32 advances the horse racing game according to the instructions received by the reception unit 31 from each player P.

[0032] Figure 6 is a schematic diagram of the screen (hereinafter referred to as "training screen Ga") displayed on the display device 22 of each station 20 during the training stage of the horse racing game. As illustrated in Figure 4, training screen Ga is an image that includes a racehorse area Ga1, a training area Ga2, and an operation image Ga3. The racehorse area Ga1 displays information about the racehorse owned by player P. Specifically, various information represented by related data X31 (racehorse image, name, gender, race record, prize money earned, etc.) is displayed in the racehorse area Ga1.

[0033] The training area Ga2 is the area where player P selects training actions for the racehorse. Specifically, training area Ga2 displays multiple training commands Ga4 corresponding to different training methods. Player P can select the desired training command Ga4 from training area Ga2 by operating the control device 21.

[0034] Figure 7 is a flowchart of the processes (hereinafter referred to as "training processes") executed by the control device 11 during the training stage. For each of the multiple players P, the training process is executed at regular intervals.

[0035] The control device 11 (reception unit 31) determines whether or not it has received a selection of training command Ga4 from player P (Sa1). If the selection of training command Ga4 has been received (Sa1: YES), the control device 11 (control unit 32) subtracts the quantity corresponding to the training command Ga4 (hereinafter referred to as "required credits") from the number of credits held by player P X2 (Sa2). The required credits are set individually for each training command Ga4, for example. As described above, player P can select the desired training command Ga4 in exchange for consuming the required credits.

[0036] The control device 11 (control unit 32) updates the racehorse's ability parameters X32 according to the training command Ga4 selected by the player P from among several training commands Ga4 (Sa3). Specifically, the control device 11 increases one or more ability values ​​(speed, stamina, or condition) in the racehorse's ability parameters X32 that correspond to the training command Ga4 by the amount of change V corresponding to that training command Ga4. The combination of one or more ability values ​​to be changed from among the multiple ability values ​​specified by the ability parameters X32, and the amount of change V for each ability value, are set in advance for each training command Ga4. On the other hand, if the selection of a training command Ga4 is not accepted (Sa1: NO), the control device 11 (control unit 32) does not subtract the number of credits held X2 (Sa2) and update the ability parameters X32 (Sa3).

[0037] As described above, the control device 11 (control unit 32) changes the ability parameter X32 related to the racehorse of each player P in accordance with the instructions from that player P (i.e., the selection of the training command Ga4). Note that "racehorse" is an example of a "second game element," and "ability parameter X32" is an example of a "second parameter."

[0038] As the training process described above is repeated in each unit period, the ability parameter X32 of the racehorse owned by player P increases. Player P, who wishes to enter the racehorse he has trained into a race, operates the control device 21 to operate the operation image Ga3 of the training screen Ga in Figure 6. Operation image Ga3 is an operation button that player P uses to instruct the horse to participate in a race on the competition stage.

[0039] Figure 8 is a flowchart of the process (hereinafter referred to as "registration process") executed by the control device 11 when the operation image Ga3 is operated. The registration process is the process by which player P pre-registers (i.e., registers to participate in the race) that a racehorse will participate in a race in the competition stage. The registration process is executed for each of the multiple players P.

[0040] When the registration process begins, the control device 11 (control unit 32) displays the race selection screen Gb shown in Figure 9 on the display device 22 (Sb1). The race selection screen Gb is an image for player P to select the race in which the racehorse will participate (race to enter).

[0041] As illustrated in Figure 9, the race selection screen Gb displays multiple candidate races R for each of the following unit periods (next week, second week, and third week) after the current unit period (next week). Each candidate race R is, for example, a race with different entry conditions or prize money. Player P can select a desired candidate race R from among the multiple candidate races R in a desired unit period by operating the control device 21. The control device 11 (reception unit 31) waits until it receives the selection of a race from Player P (Sb2:NO). Note that the races that can be selected in each unit period are common to multiple Player P.

[0042] When the player P selects a race to participate in (Sb2:YES), the control device 11 (control unit 32) displays the jockey selection screen Gc shown in Figure 10 on the display device 22 (Sb3). The jockey selection screen Gc is an image used by the player P to select the jockey who will ride the racehorse in the race (hereinafter referred to as "riding jockey").

[0043] As illustrated in Figure 10, the jockey selection screen Gc displays multiple candidate jockeys J as selection options. For each candidate jockey J, the information stored in the storage device 12 for that candidate jockey J is displayed. Specifically, the related data Y1 (jockey's image, name, win rate, place rate) and the reward rate Y3 from the jockey data Y are displayed for each candidate jockey J.

[0044] Player P can select one of the multiple candidate jockeys J on the jockey selection screen Gc as their mount by operating the control device 21. The control device 11 (reception unit 31) receives the selection of one of the multiple candidate jockeys J from Player P. In other words, the control device 11 receives the selection of a mount from each of the multiple players P. As mentioned above, only one of the multiple players P can select one candidate jockey J.

[0045] The control device 11 (control unit 32) sets each of the multiple candidate jockeys J on the jockey selection screen Gc to one of three states: selectable, unavailable, or selected. The selectable state means that the player P can select a candidate jockey J. In other words, the control device 11 (reception unit 31) accepts the selection of a candidate jockey J that is in the selectable state from the player P.

[0046] The "selection prohibited" state means that player P cannot select candidate jockey J. The "selected" state means that candidate jockey J has already been selected by another player P. In the first embodiment, the control device 11 accepts the selection of each of the multiple candidate jockeys J from only one player P out of the multiple players P. In other words, it is prohibited for multiple players P to select the same candidate jockey J more than once. As described above, the control device 11 (reception unit 31) does not accept the selection of candidate jockey J from player P if the candidate jockey J is in the "selection prohibited" state or the "selected" state.

[0047] Each candidate jockey J on the jockey selection screen Gc is displayed in a manner based on the status of that candidate jockey J. In other words, each candidate jockey J is displayed in a different manner depending on its status. For example, a candidate jockey J that is selectable is displayed in an active state, while a candidate jockey J that is not selectable or has already been selected is displayed in an inactive state (e.g., grayed out).

[0048] The control device 11 (control unit 32) controls the state of each candidate jockey J (selectable state / unselectable state) based on the intimacy level F between each player P and each candidate jockey J. Figure 11 is an explanatory diagram of the states (selectable state / unselectable state) related to candidate jockey J. Similar control is performed for each of the multiple candidate jockey J displayed on the jockey selection screen Gc.

[0049] Figure 11 illustrates several players P (P1-P3). The level of intimacy F between each player P and candidate jockey J differs. Specifically, the level of intimacy F1 between player P1 and candidate jockey J is the highest among all players P, and the level of intimacy F2 between player P2 and candidate jockey J is higher than the level of intimacy F3 between player P3 and candidate jockey J (F1>F2>F3).

[0050] The control device 11 (reception unit 31) sets a reception period Q (Q1 to Q3) for each candidate jockey J for each of the multiple players P. The reception period Q is set individually for each player P. The reception period Q set for each candidate jockey J for each player P is the period during which that player P can select that candidate jockey J. In other words, the control device 11 (reception unit 31) accepts the selection of candidate jockey J by each player P within the reception period Q set for that player P. For example, if the current time is within the reception period Q, the candidate jockey J is set to be selectable, and if the current time is outside the reception period Q (before the start of the reception period Q), the candidate jockey J is set to be unavailable for selection.

[0051] Each player P's registration period Q (Q1-Q3) begins at a point based on the intimacy level F between that player P and candidate jockey J. Specifically, each player P's registration period Q begins in descending order of their intimacy level F with candidate jockey J. In other words, the higher a player P's intimacy level F with candidate jockey J, the earlier their registration period Q for selecting that jockey J begins.

[0052] For example, the acceptance period Q1 for player P1, who has the highest affinity level F1 with candidate jockey J among multiple players P, starts from the beginning of the unit period t1. In other words, player P1 can select candidate jockey J from the beginning of the unit period t1.

[0053] On the other hand, the acceptance period Q2 for player P2 starts at time t2, which is delayed by a waiting time W2 compared to the start point t1 of the acceptance period Q1 for player P1. The waiting time W2 is the time based on the difference (F1-F2) between the intimacy level F1 of player P1 and the intimacy level F2 of player P2. For example, the waiting time W2 is calculated by multiplying the difference (F1-F2) by a predetermined coefficient α (W2=α(F1-F2)). As described above, player P2 is prohibited from selecting candidate jockey J from the start point t1 of the unit period until the waiting time W2 has elapsed, and transitions to a state where candidate jockey J can be selected when the acceptance period Q2 begins after the waiting time W2 has elapsed.

[0054] Furthermore, even within the application period Q2, if candidate jockey J has already been selected by player P1, player P2 cannot select candidate jockey J. Also, if player P2 selects candidate jockey J within the application period Q2, candidate jockey J becomes selected by other players P. Therefore, for example, player P1 cannot select candidate jockey J even within the application period Q1.

[0055] Furthermore, the acceptance period Q3 for player P3 begins at point t3, which is delayed by a waiting time W3 compared to the start point t1 of the acceptance period Q1 for player P1. The waiting time W3 is based on the difference (F1-F3) between the intimacy level F1 of player P1 and the intimacy level F3 of player P3. For example, the waiting time W3 is calculated by multiplying the difference (F1-F3) by a predetermined coefficient α (W3=α(F1-F3)). In other words, player P3 is prohibited from selecting candidate jockey J until the waiting time W3 has elapsed from the start point t1 of the unit period, and transitions to a state where candidate jockey J can be selected when the acceptance period Q3 begins after the waiting time W3 has elapsed.

[0056] Furthermore, even within the application period Q3, if candidate jockey J has already been selected by player P1 or player P2, player P3 cannot select candidate jockey J. Also, if player P3 selects candidate jockey J within the application period Q3, candidate jockey J will be selected by other players P. Therefore, for example, player P1 or player P2 cannot select candidate jockey J even within the application period Q.

[0057] As can be understood from the above explanation, the control device 11 (reception unit 31) of the first embodiment preferentially accepts the selection of candidate jockey J by each of the multiple players P based on the intimacy level F of that player P. In other words, the greater the intimacy level F between candidate jockey J and player P, the more preferentially the control device 11 accepts the selection of candidate jockey J by that player P.

[0058] As illustrated in Figure 12, an image Gc1 representing the waiting time W may be displayed on the display device 22 along with the candidate jockey J. Image Gc1 represents the remaining time of the waiting time W. The remaining time represented by image Gc1 decreases over time, and the acceptance period Q begins when the remaining time reaches 0. Therefore, when the remaining time represented by image Gc1 reaches 0, the candidate jockey J transitions from a state where selection is prohibited to a state where selection is possible.

[0059] When the jockey selection screen Gc is displayed during the registration process shown in Figure 8 (Sb3), the control device 11 (reception unit 31) determines whether a waiting time W based on the intimacy level F with the player P has elapsed for each of the multiple candidate jockeys J (Sb4). The control device 11 (reception unit 31) changes the state of the candidate jockeys J for whom the waiting time W has elapsed from a non-selectable state to a selectable state (Sb5). In other words, once the waiting time W corresponding to a candidate jockey J has elapsed, the reception period Q in which the player P's selection of that candidate jockey J is validly accepted begins.

[0060] The control device 11 (reception unit 31) determines whether or not it has received the selection of a jockey from player P (Sb6). As mentioned above, the registration process is performed for each of the multiple players P. In other words, the control device 11 (reception unit 31) receives the selection of a jockey from multiple players P.

[0061] When the player P selects a jockey (Sb6:YES), the control device 11 (control unit 32) changes the intimacy level F between the player P and the jockey (Sb7). Specifically, the control device 11 identifies the player data X of the player P stored in the storage device 12 and changes the intimacy level F of the jockey from among the multiple intimacy levels F specified by the intimacy data X4 of the player data X. For example, the control device 11 adds a predetermined value to the jockey's intimacy level F. After accepting the selection of the jockey (Sb6:YES) and changing the intimacy level F, the control device 11 terminates the registration process.

[0062] As described above, the control device 11 (control unit 32) changes the intimacy level F between each of the multiple players P and the jockey based on the progress of the horse racing game played by the player P. As mentioned above, the registration process is repeated every unit period. Therefore, each time the control device 11 (control unit 32) receives a selection of a candidate jockey J from any of the multiple players P, it changes the intimacy level F between that player P and the jockey. With this configuration, since the intimacy level F is changed each time a selection of a candidate jockey J is received, an incentive for the player P to select a candidate jockey J can be provided.

[0063] In addition to selecting the race and the jockey, the player (P) can also choose items to use in the race and the tactics to employ. Items are objects used to gain an advantage in the race. Tactics are the riding style (i.e., strategy) for the race. Specifically, running styles such as "front-running," "leading," "closing," and "finishing" can be selected as tactics for the race.

[0064] If the player P does not select a jockey (Sb6: NO), the control device 11 (control unit 32) determines whether the current unit period has ended (Sb8). If the unit period has not ended (Sb8: NO), the control device 11 proceeds to step Sb4. On the other hand, if the unit period has ended (Sb8: YES), the control device 11 terminates the registration process described above. During the registration process, the system may proceed to the training stage (training process) in response to instructions from the player P to the operating device 21. As described above, through the registration process of selecting the race to enter and the jockey to enter, each player P can register their racehorse to enter a race (i.e., register to enter a race) for a desired unit period.

[0065] Figure 13 is a flowchart of the process executed by the control device 11 in the competition stage (hereinafter referred to as "competition processing"). Competition processing is the process of having multiple registered racehorses compete in a race. Competition processing is executed for each of the multiple players P in each unit period. In other words, the race in the competition stage is repeated in each unit period. Note that the race in the competition stage is an example of a "unit game".

[0066] In the competition stage, each racehorse competing is ridden by a jockey selected by the player P who owns that racehorse during the registration process. In other words, the races in the competition stage are games in which a jockey selected by any of the multiple players P and a racehorse trained by that player P are applied. Therefore, compared to a form in which only one of the jockeys or racehorses is applied to the competition stage, a more diverse and interesting game is realized.

[0067] When the race processing begins, the control device 11 (control unit 32) determines the ranking of each racehorse by conducting a virtual race for multiple registered racehorses (Sc1). The ranking of each racehorse is determined based on the ability parameter X32 of the racehorse and the ability parameter Y2 of the jockey. Specifically, racehorses with higher values ​​for the ability parameter X32 or the ability parameter Y2 of the jockey are more likely to be given a higher ranking in the race. It is also conceivable that the jockey's ability parameter Y2 may not be taken into account in the results of the race stage.

[0068] The control device 11 (control unit 32) changes the intimacy level F of each player P based on the results of the race in the competition stage (Sc2). That is, based on the ranking determined for the racehorse, the intimacy level F between the player P who owns the racehorse and the jockey riding that racehorse is changed.

[0069] Specifically, the control device 11 increases the intimacy level F by an amount Δ based on the results of the race stage. For example, the higher the rank of the racehorse, the larger the amount Δ of change in intimacy level F is set to. For example, the amount Δ of change in intimacy level F is calculated by multiplying a predetermined coefficient by a value obtained by subtracting the rank value from a predetermined reference value. In the above explanation, it has been assumed that intimacy level F increases, but for example, if the rank of the racehorse is low, the control device 11 may decrease the intimacy level F. As described above, in the first embodiment, intimacy level F is changed based on the results of the race stage. Therefore, a player P who desires an increase in intimacy level F can be given an incentive to play the race stage in a way that results in an increase in intimacy level F.

[0070] The control device 11 (control unit 32) determines the reward (i.e., dividend) for each player P based on the results of the competition stage (Sc3). The reward is, for example, a quantity of credits (hereinafter referred to as "reward amount N") based on the results of the competition stage. Specifically, the reward amount N to be awarded to the player P who owns the racehorse is determined based on the ranking determined for the racehorse. For example, the control device 11 calculates the reward amount N by reducing a predetermined base reward amount N0 by a ratio based on the jockey's reward rate Y3. For example, the reward amount N is calculated by multiplying the difference between a predetermined base value (e.g., 1) and the reward rate Y3 by the base reward amount N0 (N=N0(1-Y3)). The base reward amount N0 is set in advance for each rank based on, for example, the race rating (grade) in the competition stage.

[0071] The control device 11 (control unit 32) grants a reward of amount N to each player P who owns a racehorse that has entered the competition stage (Sc4). Specifically, the control device 11 adds the reward amount N to the number of credits held by player P x 2. The specific procedure for processing the battle is as illustrated above.

[0072] As explained above, in the first embodiment, the intimacy level F is changed based on the progress of the horse racing game by each player P, and each player P's selection of a candidate jockey J is accepted preferentially based on the intimacy level F. Therefore, a player P who desires to select a particular candidate jockey J will play the horse racing game in a way that increases the intimacy level F with that candidate jockey J. In other words, each of the multiple players P can preferentially select a candidate jockey J based on their own progress in the horse racing game. Therefore, the possibility that each player P's motivation to play the horse racing game will be diminished due to the rejection of their selection of a candidate jockey J can be reduced, and as a result, an incentive can be provided for each player P to continue playing the horse racing game. In particular, in the first embodiment, only one player P can select a candidate jockey J. Therefore, an effective incentive can be provided for each player P to proceed with the horse racing game in a way that allows their selection of a candidate jockey J to be accepted.

[0073] Furthermore, in the first embodiment, the start time of the acceptance period Q is controlled based on the intimacy level F of each player P. Therefore, each of the multiple players P can preferentially select candidate jockey J in the order based on their intimacy level F. Moreover, the operation of accepting the selection of candidate jockey J by each player P in order of priority based on their intimacy level F can be realized by a simple control that controls the start time of the acceptance period Q.

[0074] In the first embodiment, an example was given in which control is performed for all candidate jockeys J to start the acceptance period Q in an order based on intimacy F. However, the control described above may be applied to only some of the candidate jockeys J among the multiple candidate jockeys J. For example, the acceptance period Q may be started in an order based on intimacy F only for candidate jockeys J whose intimacy F with any of the multiple candidate jockeys J exceeds a predetermined threshold. That is, for candidate jockeys J whose intimacy F with all players P is below the threshold, the acceptance period Q may be started at a common point in time for multiple players P (for example, the start of a unit period).

[0075] Furthermore, in the first embodiment, an example was given in which the time difference (waiting time W) between successive reception periods Q is set based on the difference in intimacy F between each player P, but the waiting time W may be a fixed length. In other words, in a configuration in which the reception period Q of each player P starts in an order based on intimacy F, it is not essential that the waiting time W depends on intimacy F (specifically, the difference in intimacy F).

[0076] [Second Embodiment] A second embodiment of this disclosure will now be described. For elements whose function is the same as in the first embodiment in each of the embodiments described below, the same reference numerals as in the first embodiment will be used, and detailed descriptions of each will be omitted as appropriate.

[0077] In the first embodiment, during the training stage, the racehorse's ability parameter X32 changes by a quantity corresponding to the training command Ga4 selected by player P. In the second embodiment, in addition to the training command Ga4 selected by player P, player P's intimacy level F is also reflected in the update of the ability parameter X32 during the training stage.

[0078] Specifically, the control device 11 (control unit 32) updates the change amount V of the ability parameter X32 corresponding to the training command Ga4 based on the affinity F. For example, the control device 11 sets the change amount V of the ability parameter X32 to a larger value the larger the maximum value among the multiple affinity F specified by the affinity data X4. In addition, the change amount V may be changed for the ability values ​​of the normal combination corresponding to the training command Ga4 among the multiple ability values ​​specified by the ability parameter X32, or additional ability values ​​may be added that are changed based on the change amount V. As described above, the control device 11 (control unit 32) of the second embodiment changes the ability parameter X32 of the racehorse based on the instructions from each player P (selection of training command Ga4) and the affinity F of the player P.

[0079] The same effects as in the first embodiment are achieved in the second embodiment. In addition, in the second embodiment, in addition to instructions from each player P, the intimacy level F of that player P is also reflected in the changes to the racehorse's ability parameter X32. Therefore, a player P who desires to change the ability parameter X32 can be given an effective incentive to play the horse racing game in a way that increases their intimacy level F. As a result of the racehorse's ability parameter X32 increasing based on the intimacy level F, the possibility that the racehorse will achieve good results in the competition stage (and consequently the possibility that player P will receive a large amount of reward) increases.

[0080] Furthermore, when changing the ability parameter X32 based on intimacy level F, the relationship between the racehorse and the jockey may also be taken into consideration. For example, the control device 11 (control unit 32) may change the ability parameter X32 of a racehorse based on the intimacy level F between the jockey who has ridden the racehorse in the past and participated in race stages, and the player P.

[0081] Furthermore, specific game events (hereinafter referred to as "special events") may occur based on the intimacy level F of each jockey. For example, the control device 11 (control unit 32) may generate a special event in which the jockey appears, based on a probability determined by the jockey's intimacy level F. The special event may include a scene in which the jockey participates in the training of the racehorse in the training stage. In the special event, the control device 11 (control unit 32) increases the amount of change V of the ability parameter X32 according to the training command Ga4. As described above, in addition to the form in which the intimacy level F is reflected in the amount of change V of the ability parameter X32, the form in which a special event that changes the ability parameter X32 occurs with a probability based on the intimacy level F is also included in the form in which the ability parameter X32 is changed based on the intimacy level F.

[0082] [Third Embodiment] In the first embodiment, an example was shown in which the intimacy level F is changed by the player P's selection of a jockey, and further changed based on the results of the competition stage. In the third embodiment, the intimacy level F changes over time.

[0083] Figure 14 is a schematic diagram of jockey data Y in the third embodiment. The jockey data Y in the third embodiment includes the same elements (Y1 to Y3) as in the first embodiment, plus a variable parameter Y4. The variable parameter Y4 is a parameter that fluctuates over time within a predetermined range. Specifically, the variable parameter Y4 fluctuates periodically between a minimum value fL and a maximum value fH. The variable parameter Y4 is a parameter that simulates the jockey's biorhythm. Note that the variable parameter Y4 may also be a randomly fluctuating parameter.

[0084] The affinity level F between each player and candidate jockey J is set to a value that is adjusted based on the variable parameter Y4 from the initial value (hereinafter referred to as the "standard value") specified for each jockey in affinity data X4. For example, the control device 11 (control unit 32) calculates the affinity level F by adding or multiplying the variable parameter Y4 to the standard value.

[0085] The same effects as in the first embodiment are achieved in the third embodiment. In addition, in the third embodiment, the intimacy level F changes over time based on the variable parameter Y4. Therefore, compared to the form in which the intimacy level F is kept constant, a variety of control over the intimacy level F is realized, and as a result, it is possible to diversify the progress of the horse racing game.

[0086] In the above explanation, we have illustrated a configuration in which the variable parameter Y4 is set for each of multiple jockeys. However, the variable parameter Y4 may also be set for each pair of player P and jockey. In other words, the variable parameter Y4 for each jockey may be set individually for each player P. With this configuration, even if the intimacy level F specified by the intimacy data X4 is the same, the intimacy level F actually applied to the horse racing game will be set to different values ​​for each player P based on the variable parameter Y4. Therefore, the progression of the horse racing game can be diversified.

[0087] [Fourth Embodiment] The control device 11 (control unit 32) of the fourth embodiment grants a reward to player P based on the intimacy level F between player P and candidate jockey J. For example, if the intimacy level F between player P and any of the candidate jockey J exceeds a predetermined threshold, the control device 11 grants a reward to player P. The content of the reward granted to player P based on the intimacy level F is arbitrary, but for example, embodiments 1 to 3 illustrated below may be adopted. The control device 11 may also grant a reward to player P if the intimacy level F for all candidate jockey J exceeds the threshold.

[0088] [Aspect 1] The control device 11 (control unit 32) of Embodiment 1 grants a special item to player P as a reward based on intimacy level F. The special item is, for example, an item that allows the player to gain an advantage in the competition stage (for example, an item that increases the ability parameter X32 of a racehorse). Alternatively, the special item may be an item that allows the player to gain an advantage in the training stage. For example, the control device 11 (control unit 32) grants player P a special item that increases the amount of change V of the ability parameter X32 according to the training command Ga4. The contents of the special item are not limited to the examples above. Furthermore, the special item granted to player P based on intimacy level F with candidate jockey J may only be usable on racehorses that candidate jockey J has ridden in the past.

[0089] [Aspect 2] In Embodiment 2, the control device 11 (control unit 32) grants player P the right to enter a racehorse in a special race as a reward based on intimacy level F. A special race is a race that player P is not normally allowed to participate in (for example, a race not displayed on the race selection screen Gb). Player P is rewarded based on the results of the special race. For example, if player P wins a special race, they are awarded a larger reward (a so-called jackpot) than they would for a normal race. The right to enter a racehorse in a special race may also be granted to player P upon fulfillment of predetermined conditions related to factors other than intimacy level F. In Embodiment 2, the control device 11 (control unit 32) grants player P the right to enter a special race without requiring the fulfillment of other conditions if intimacy level F satisfies predetermined conditions.

[0090] [Aspect 3] The control device 11 (control unit 32) in embodiment 3 grants player P the right to take on a target mission as a reward based on intimacy level F. A target mission is a condition that player P should aim to achieve, and is also expressed as a quest or task. For example, various conditions such as "win 3 races within the next 10 races" or "use 3 or more credits" are exemplified as target missions. Note that the target mission may be a condition in either the training stage or the competition stage. Furthermore, player P may select a desired target mission from multiple options by operating the control device 21.

[0091] If the target mission is achieved, the control device 11 (control unit 32) grants the player P a reward corresponding to that target mission. The reward granted to player P upon achievement of the target mission may be, for example, a predetermined amount of credits. The aforementioned special items, or the right to enter a racehorse in a special race, may also be granted to player P as a reward.

[0092] [Aspect 4] The control device 11 (control unit 32) in embodiment 4 grants player P the right to select a special command during the training stage as a perk based on intimacy level F. The special command is training command Ga4, which player P can select. The amount of change V in ability parameter X32 due to the special command exceeds the amount of change V in ability parameter X32 due to the normal training command Ga4. Therefore, by selecting the special command, player P can efficiently train the racehorse. Note that the special command based on intimacy level F with candidate jockey J may only be selectable when training a racehorse that candidate jockey J has ridden in the past.

[0093] [Aspect 5] The control device 11 (control unit 32) probabilistically generates special events during the training stage or the competition stage. In embodiment 5, the control device 11 (control unit 32) increases the probability of special events occurring as a reward based on intimacy level F. Special events are game events that occur during the training stage or the competition stage. For example, an event in which training is performed using a special command during the training stage, or an event in which a racehorse participates in a special race during the competition stage, are examples of special events.

[0094] The content of the benefits granted to player P based on intimacy level F is not limited to the examples above. For example, if intimacy level F exceeds a predetermined threshold, the control device 11 (control unit 32) may reduce the number of credits required to select the training command Ga4. Also, in a form where a predetermined amount of credits is required to participate in a race in the competition stage, the control device 11 (control unit 32) may reduce the number of credits required to participate in the competition stage if intimacy level F exceeds a predetermined threshold. In the examples above, the benefit granted to player P is a reduction in the amount of credits required for a specific action in the horse racing game.

[0095] [Differentiation] The following are examples of specific modifications that may be added to each of the embodiments exemplified above. Two or more embodiments may be arbitrarily selected from the following examples and merged as appropriate, provided they do not contradict each other.

[0096] (1) In each of the above-described forms, the waiting time Wn of player Pn was calculated by multiplying the difference (F1-Fn) between the intimacy level F1 of player P1 and the intimacy level Fn of other players Pn (n=2,3,...) by a coefficient α. However, the relationship between the intimacy level F of each player P and the waiting time Wn (start of the reception period Q) is not limited to the above examples.

[0097] Specifically, a configuration is envisioned in which the waiting time W corresponding to the intimacy level F changes based on various conditions. For example, the control device 11 (control unit 32) changes the waiting time W by adjusting the aforementioned coefficient α based on the race classification (GI, GII, GIII, etc.) in the competition stage.

[0098] For example, the coefficient α in a GIII race is lower than the coefficient α in a GII race, and the coefficient α in a GII race is lower than the coefficient α in a GI race. Therefore, as illustrated in Figure 15, even if the intimacy F of each player P is similar, the waiting time W is shorter in GIII races compared to GII races in the competition stage, and the waiting time W is shorter in GII races compared to GI races. For example, the waiting time W is set to 5 seconds in a GI race, while it is set to 1 second in a GIII race. In other words, in lower-ranked races, players P with lower intimacy F are given the opportunity to select their desired candidate jockey J, compared to higher-ranked races.

[0099] (2) In each of the forms described above, the affinity F between the jockey and player P was used as an example, but the relationship represented by affinity F is not limited to the relationship between the jockey and player P. For example, an affinity F between the two may be set for each combination of racehorses and jockeys owned by player P.

[0100] In the form where affinity F represents the relationship between a jockey and player P, if player P selects that jockey, affinity F increases regardless of which racehorse the jockey rides. On the other hand, in the form where affinity F represents the relationship between a jockey and a racehorse, if player P selects that jockey in a race in which the racehorse is participating, affinity F between that racehorse and that jockey increases, while affinity F for other racehorses remains unchanged. In the above forms, for example, the overall affinity between a jockey and player P can be calculated by summing the affinity F between the racehorse and the jockey for multiple racehorses owned by player P.

[0101] In a configuration where intimacy level F represents the relationship between the jockey and the racehorse, the control device 11 (control unit 32) may grant the player P a reward based on the combination of jockey and racehorse. That is, the reward may change based on the combination of jockey and racehorse. The content of the reward is as illustrated in the fourth embodiment. With this configuration, in order for the player P to acquire the desired reward, the player P is also required to consider the combination of jockey and racehorse, thus diversifying the progression of the horse racing game.

[0102] (3) As illustrated in Figure 16, the affinity F between the candidate jockey J and the player P may be displayed for each of the multiple candidate jockeys J on the jockey selection screen Gc. As mentioned above, the affinity F with each candidate jockey J increases when that candidate jockey J is selected. Therefore, the player P can use the affinity F with each candidate jockey J on the jockey selection screen Gc as reference information for selecting a candidate jockey J.

[0103] Furthermore, as illustrated in Figure 17, for each candidate jockey J on the jockey selection screen Gc, the affinity F between each of the multiple players P playing the horse racing game and that candidate jockey J may be displayed. By checking the display in Figure 17, each player P can compare their own affinity F with that candidate jockey J with the affinity F between other players P and that candidate jockey J. Therefore, players P can predict when they will be able to select their desired candidate jockey J. For example, if the affinity F between a player P and their desired candidate jockey J is small compared to other players P, the player P can understand that it will be later before they can select that candidate jockey J. Therefore, a player P who recognizes that there is a high possibility that they will not be able to select a candidate jockey J can consider selecting another candidate jockey J in advance.

[0104] (4) In each of the forms described above, the focus is on the selection of candidate jockey J by multiple players P, but the elements that are the subject of selection by players P (first game elements) can be changed at will. For example, this disclosure may apply not only to characters such as candidate jockey J, but also to various items used in horse racing games. That is, each of the forms described above applies similarly to the selection of items by each of the multiple players P. As explained above, the candidates for selection by players P are comprehensively represented as "first game elements".

[0105] (5) In the above-described embodiments, examples were given in which the ability parameter X32 of a racehorse is changed in accordance with instructions from player P (training command Ga4), but the elements whose parameters are changed by the control unit 32 (second game elements) can be changed arbitrarily. For example, this disclosure may be applied not only to characters such as racehorses, but also to various items used in horse racing games. As described above, elements whose parameters are changed in accordance with instructions from player P are comprehensively expressed as "second game elements," and the parameter is an example of a "second parameter."

[0106] (6) In each of the above forms, [Configuration A] A configuration in which the intimacy level F between player P and candidate jockey J is changed by the selection of candidate jockey J, [Configuration B] Configuration in which the intimacy level F is changed based on the results of the race in the competition stage. While examples of configurations including both configuration A and configuration B have been provided, it is not mandatory in this disclosure to include both configuration A and configuration B. For example, one of configuration A or configuration B may be omitted.

[0107] (7) Although horse racing games were used as examples in each of the above embodiments, this disclosure is applicable to any type of game. For example, this disclosure is also applicable to lottery games in which various lottery processes are performed. The lottery processes include various types of lotteries such as bingo games, roulette games, or slot games. Specifically, examples of lottery processes include physical lotteries using a physical lottery mechanism, or electronic lotteries realized by calculation processing by the control device 11.

[0108] (8) In each of the above-described embodiments, the game system 100 is shown as being installed in real space, but the game system 100 can also be realized as a virtual object installed in a virtual space realized by computational processing. Therefore, a service similar to the game system 100 in the above-described embodiments may be provided to player P by an information device such as a smartphone or tablet terminal. For example, a game similar to the game system 100 can be realized as an application game provided by a program executed by the information device, or as a cloud game provided by a server that can communicate with the information device.

[0109] (9) The functions of the game system 100 according to the above-described form are realized through the cooperation of one or more processors constituting the control device 11 and a program stored in the storage device 12. The program according to the above-described form can be provided in a form stored on a computer-readable recording medium and installed on a computer. The recording medium is, for example, a non-transitory recording medium, and optical recording media such as CD-ROMs (optical discs) are good examples, but any known form of recording medium such as semiconductor recording media or magnetic recording media is also included. Note that a non-transitory recording medium includes any recording medium except for transient propagation signals (transitory, propagating signals), and volatile recording media are not excluded. Furthermore, in a configuration in which a distribution device distributes a program via a communication network, the recording medium in which the program is stored in the distribution device corresponds to the non-transitory recording medium described above.

[0110] [Note] From the above description, preferred embodiments of this disclosure can be understood, for example, as follows. For the sake of ease of understanding each embodiment, the reference numerals in the drawings are conveniently included in parentheses below, but this does not mean that this disclosure is limited to the embodiments shown.

[0111] [Note 1] To solve the above problems, a game system (100) according to one aspect of the present disclosure (Appendix 1) is a game system (100) that provides a game to which a first game element is applied, comprising: a control unit (32) that changes a first parameter (F) relating to the first game element for each of a plurality of players (P) based on the progress of the game by the player (P); and a reception unit (31) that receives the selection of the first game element from the plurality of players (P), wherein the reception unit (31) preferentially receives the selection of the first game element by each of the plurality of players (P) based on the first parameter (F) of the player (P).

[0112] In the above embodiment, the first parameter (F) is changed based on the game progress of each player (P), and each player's (P) selection of the first game element is accepted preferentially based on the first parameter (F). Therefore, each player (P) plays the game with the aim of changing the first parameter (F) so that the selection of the first game element is accepted preferentially. In other words, each of the multiple players (P) can preferentially select the first game element based on their own game progress. Therefore, the possibility that each player's (P) motivation to play the game will be diminished due to the rejection of the selection of the first game element can be reduced, and as a result, each player (P) can be given an incentive to continue playing the game.

[0113] A "first game element" is any element in a game that can be selected by multiple players (P). For example, a first game element selected by a player (P) will be applied to the game that player (P) is playing. Examples of "first game elements" include various characters that appear in the game, or various items that are used in the game.

[0114] A typical example of a "first game element" is an element that can be exclusively selected by only one player (P) out of multiple players (P). However, two or more players (P) out of multiple players (P) may be able to select the "first game element." For example, it is conceivable that the number of players (P) who can select the first game element may be limited to a predetermined number of players (P) out of multiple players (P).

[0115] The "First Parameter (F)" is an arbitrary parameter that is set for each player (P) regarding the first game element and can be changed based on the player's (P) progress in the game. For example, in a form where the first game element is a character, the intimacy level with that character is exemplified as the "First Parameter (F)".

[0116] "The selection of the first game element is accepted preferentially based on the first parameter (F)" means that the selection of the first game element by each of the multiple players (P) is accepted preferentially in the order (descending or ascending) of the first parameter (F). For example, the selection of the first game element by the first player (P) whose first parameter (F) is value 1 will be accepted preferentially over the selection of the first game element by the second player (P) whose first parameter (F) is value 2, which is different from value 1.

[0117] Furthermore, "priority acceptance" is not limited to the chronological order (first or second) of acceptance. For example, if the selection of the first game element by the first player (P) and the selection of the second game element by the second player (P) occur within a predetermined period (e.g., substantially simultaneously), even if the selection by the second player (P) precedes the selection by the first player (P), it is conceivable that only the selection by the first player (P) will be accepted. As can be understood from the above explanation, the first parameter (F) can also be described as a parameter for determining the priority (e.g., priority order) regarding the selection of the first game element.

[0118] [Note 2] In the specific example of Appendix 1 (Appendix 2), the reception unit (31) sets a reception period (Q) for each of the multiple players (P) to begin at a time based on the first parameter (F) of that player (P), and accepts the selection of the first game element by each of the multiple players (P) during the reception period (Q) set for that player (P). In the above embodiment, the start time of the reception period (Q) is controlled based on the first parameter (F) of each player (P). Therefore, each of the multiple players (P) can preferentially select the first game element in the order based on the first parameter (F). Furthermore, the operation of accepting the selection of the first game element by each player (P) in priority order based on the first parameter (F) as described above can be realized by simple control of the start time of the reception period (Q).

[0119] The "acceptance period (Q)" is the period during which each player (P) can submit their selection of the first game element. "Acceptance period (Q) starting at a point based on the first parameter (F)" means that the starting point of each player's (P) acceptance period (Q) changes based on that player's (P) first parameter (F). For example, the acceptance period (Q) starts in the order based on each player's (P) first parameter (F).

[0120] The time difference between the start of each acceptance period (Q) is set to a fixed length, for example. However, the time difference between the start of the first acceptance period (Q) of the first player (P) and the start of the second acceptance period (Q) of the second player (P) may be set to a variable length based on the difference between the first parameter (F) of the first player (P) and the first parameter (F) of the second player (P). For example, the larger the difference between the first parameter (F) of the first player (P) and the first parameter (F) of the second player (P), the longer the time difference between the start of the first acceptance period (Q) and the start of the second acceptance period (Q) will be set.

[0121] For example, if the first parameter (F) of the first player (P) and the first parameter (F) of the second player (P) are different, the starting point of the acceptance period (Q) of the first player (P) and the starting point of the acceptance period (Q) of the second player (P) do not necessarily have to be different on the time axis. For example, if the difference between the first parameter (F) of the first player (P) and the first parameter (F) of the second player (P) exceeds a predetermined threshold, the starting point of the acceptance period (Q) of the first player (P) and the starting point of the acceptance period (Q) of the second player (P) will be different. However, if the difference is below the threshold, the starting point of the acceptance period (Q) of the first player (P) and the starting point of the acceptance period (Q) of the second player (P) may be the same.

[0122] The length of the application period (Q) is arbitrary. Specifically, it is conceivable that the length of the application period (Q) differs based on the first parameter (F). For example, it is conceivable that the start point of each application period (Q) differs based on the first parameter (F), while the end point of each application period (Q) is common to multiple application periods (Q). It is also conceivable that the length of the application period (Q) is a fixed length that does not depend on the first parameter (F). For example, each application period (Q) ends when a predetermined time has elapsed from its start point. Therefore, the end point of each application period (Q) differs for each application period (Q).

[0123] [Note 3] In the specific example of Appendix 1 or Appendix 2 (Appendix 3), the receiving unit (31) accepts the selection of the first game element from only one of the multiple players (P). In the above embodiment, the selection of the first game element is accepted only from one of the multiple players (P). Therefore, an effective incentive can be given to each player (P) to proceed with the game in a way that allows them to accept the selection of the first game element.

[0124] [Note 4] In any specific example of Appendix 1 to Appendix 3 (Appendix 4), the control unit (32) changes the first parameter (F) of the player (P) each time the receiving unit (31) receives a selection of the first game element by any of the multiple players (P). In the above embodiment, the first parameter (F) is changed each time a selection of the first game element is received. Therefore, an incentive to select the first game element can be given to the player (P).

[0125] The amount of change to the first parameter (F) for each selection of the first game element is arbitrary. For example, the amount of change to the first parameter (F) may be a fixed value. Alternatively, the amount of change to the first parameter (F) may be a variable value based on a parameter such as the number of times the first game element has been selected.

[0126] [Note 5] In any specific example of Appendix 1 to Appendix 4 (Appendix 4), in the game, a unit game is repeatedly played in which the first game element selected by any of the multiple players (P) is applied, and the control unit (32) changes the first parameter (F) of the player (P) based on the result of the unit game. In the above embodiment, the first parameter (F) is changed based on the result of the unit game. Therefore, a player (P) who desires to change the first parameter (F) can be given an incentive to play the unit game in a way that results in a favorable outcome for changing the first parameter (F).

[0127] "Changing the first parameter (F) based on the results of the unit game" means changing the first parameter (F) based on the amount or direction of change (increase / decrease) determined by the results of the unit game. For example, if the unit game is a game that determines rankings, the first parameter (F) is changed in a direction based on the rankings by a variable amount of change based on the rankings.

[0128] [Note 6] In the specific example of Appendix 5 (Appendix 6), the control unit (32) changes the second parameter relating to the second game element of each of the plurality of players (P) in response to instructions from each of the players (P), and in the unit game, the first game element selected by one of the plurality of players (P) and the second game element of that one player (P) are applied. In the above embodiment, the first game element selected by a player (P) and the second game element of that player (P) are applied. Therefore, compared to the form in which only the first game element is applied to the unit game, a more diverse and interesting game can be realized.

[0129] [Note 7] In the specific example of Appendix 6 (Appendix 7), the control unit (32) changes the second parameter (X32) based on instructions from each of the plurality of players (P) and the first parameter (F) of the player (P). In the above embodiment, in addition to instructions from the player (P), the first parameter (F) of the player (P) is also reflected in the change of the second parameter (X32) relating to the second game element. Therefore, a player (P) who desires a change in the second parameter (X32) can be given an effective incentive to play the game in such a way that the first parameter (F) is changed.

[0130] "Changing the second parameter (X32) based on instructions from the player (P) and the first parameter (F)" means that the amount or direction of change (increase / decrease) of the second parameter (X32) is determined based on instructions from the player (P) and the first parameter (F).

[0131] [Note 8] A method of operating a game system (100) according to one aspect of the present disclosure (Appendix 8) is a method of operating a game system (100) that provides a game to which a first game element is applied, wherein for each of a plurality of players (P), a first parameter (F) relating to the first game element is changed based on the progress of the game by the player (P), the selection of the first game element is accepted from the plurality of players (P), and in accepting the selection, the selection of the first game element by each of the plurality of players (P) is accepted preferentially based on the first parameter (F) of the player (P).

[0132] [Note 9] A program relating to one aspect of the present disclosure (as noted) is a program for providing a game to which a first game element is applied, and the computer system functions as a control unit (32) that changes a first parameter (F) relating to the first game element for each of a plurality of players (P) based on the progress of the game by the player (P), and a reception unit (31) that receives the selection of the first game element from the plurality of players (P), wherein the reception unit (31) preferentially receives the selection of the first game element by each of the plurality of players (P) based on the first parameter (F) of the player (P). [Explanation of symbols]

[0133] 100...Game system, 10...Control system, 11...Control device, 12...Storage device, 20...Station, 21...Operating device, 22...Display device, 23...Reception device, 24...Dispensing device, 31...Reception section, 32...Control unit.

Claims

1. A game system that provides a game to which the first game element is applied, A control unit that modifies a first parameter relating to the first game element for each of the multiple players based on the progress of the game by that player, A reception unit that receives selections of the first game elements from the aforementioned multiple players. It is equipped with, The reception unit preferentially accepts the selection of the first game element by each of the plurality of players based on the first parameter of that player. A game system that possesses the following features.

2. The aforementioned reception unit is For each of the aforementioned multiple players, a reception period is set to begin at a time based on the first parameter of that player. The selection of the first game element by each of the aforementioned multiple players is accepted during the acceptance period set for that player. The game system according to claim 1.

3. The reception unit accepts the selection of the first game element from only one of the multiple players. The game system according to claim 1.

4. The control unit changes the first parameter of the player each time the receiving unit receives a selection of the first game element by any of the multiple players. The game system according to claim 1.

5. In the aforementioned game, a unit game is repeated in which the first game element selected by any of the multiple players is applied. The control unit modifies the first parameter of the player based on the result of the unit game. The game system according to claim 1.

6. The control unit changes the second parameter relating to the second game element of each of the plurality of players in response to instructions from each of the players. In the aforementioned unit game, the first game element selected by one of the multiple players and the second game element of the same player are applied. The game system according to claim 5.

7. The control unit modifies the second parameter based on instructions from each of the plurality of players and the first parameter of that player. The game system according to claim 6.

8. A method for operating a game system that provides a game to which a first game element is applied, The aforementioned game system For each of the multiple players, the first parameter relating to the first game element is changed based on the progress of the game by that player. The system accepts the selection of the first game element from the aforementioned multiple players, In accepting the aforementioned selection, The selection of the first game element by each of the aforementioned multiple players is accepted preferentially based on the first parameter of that player. How the game system works.

9. A program for providing a game to which the first game element is applied, A control unit that modifies a first parameter relating to the first game element for each of the multiple players based on the player's progress in the game, and A reception unit that receives selections of the first game elements from the aforementioned multiple players, To make the computer system function, The reception unit preferentially accepts the selection of the first game element by each of the plurality of players based on the first parameter of that player. program.

Citation Information

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