Game system and program
The game system dynamically determines point values and item types based on player-set combinations to enhance the interestingness of auto-mode game processes, offering interactive and engaging gameplay experiences.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-11
- Publication Date
- 2026-03-24
AI Technical Summary
Conventional games lack interestingness in auto mode due to limited player participation.
A game system and program that determines point values and item types based on player-set game item combinations, allowing automatic execution of game processes, with options to change probabilities, consume points instead of items, and display execution logs.
Enhances the enjoyment of automatically executed game processes by incorporating player interaction and providing dynamic outcomes.
Smart Images

Figure 2026052598000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game system and a program.
Background Art
[0002] Conventionally, there is known a game having an auto mode that automatically executes a given game process by consuming game items.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In conventional games, there is little room for players to participate in the auto mode, and the interestingness is lacking.
[0005] The present invention has been made in view of the above problems, and an object thereof is to provide a game system or the like capable of enhancing the interestingness of a game process automatically executed.
Means for Solving the Problems
[0006] (1) The present invention relates to a game system including a setting unit that sets a combination of a plurality of game items based on a player's operation, an execution unit that automatically executes a given game process a plurality of times by consuming the set game items, and a determination unit that determines a point value or an item type given by the execution of the game process based on the combination of the set game items. The present invention also relates to a program for causing a computer to function as each of the above units. The present invention also relates to a computer-readable information storage medium storing the above program.
[0007] According to the present invention, the value of points and the type of items awarded by executing the game process are determined based on the combination of game items set based on the player's operations, thereby increasing the enjoyment of the automatically executed game process.
[0008] (2) In addition, in the game system and program according to the present invention, the execution unit may execute the game processing by consuming points corresponding to the set game item instead of the game item itself.
[0009] (3) In addition, in the game system and program according to the present invention, the determination unit may determine a probability value for determining the value of the points or the type of the items based on the set combination of game items.
[0010] (4) In addition, in the game system and program according to the present invention, the setting unit may present to the player a combination of game items that results in the probability value specified by the player.
[0011] (5) In addition, in the game system and program according to the present invention, the determination unit determines when a given point is consumed in addition to the set game item, and then performs the game processing. The value of the points or the type of item assigned by the row, the probability value for determining the value of the points or the type of item, and the number of times the game process is executed may be changed.
[0012] (6) In addition, in the game system and program according to the present invention, the execution unit may stop the automatic execution of the game process when the number of times the game process has been executed reaches a predetermined number of times.
[0013] (7) In addition, in the game system and program according to the present invention, the execution unit may stop the automatic execution of the game process when the value of the points or the number of items awarded by the execution of the game process reaches a predetermined value.
[0014] (8) In addition, in the game system and program according to the present invention, the execution unit may determine the order in which the set game items are consumed based on the set types of game items.
[0015] (9) In addition, in the game system and program according to the present invention, the game processing may be a process that increases the parameters of a registered game medium.
[0016] (10) In addition, in the game system and program according to the present invention, the game processing may be a process of assigning skills to a registered game medium.
[0017] (11) In addition, in the game system and program according to the present invention, the execution unit may execute the game processing when the player comes into possession of the set game item.
[0018] (12) The game system and program according to the present invention may further include a display control unit that displays log information of each game process that has been executed multiple times on a display unit (the computer may also function as the display control unit). [Brief explanation of the drawing]
[0019] [Figure 1] A diagram illustrating the game system of this embodiment. [Figure 2] A diagram showing an example of the functional block of the server in this embodiment. [Figure 3] A diagram showing an example of the functional block of the terminal in this embodiment. [Figure 4] A diagram showing an example of a table that stores the types of skills corresponding to combinations of game item types. [Figure 5] A diagram showing an example of a table storing types of skills corresponding to combinations of types and numbers of game items. [Figure 6] A diagram showing an example of a table storing types of skills and probability values corresponding to combinations of types of game items. [Figure 7] A diagram showing an example of log information. [Figure 8] A flowchart showing the processing flow of the game system of this embodiment.
Mode for Carrying Out the Invention
[0020] Hereinafter, this embodiment will be described. Note that the embodiment described below does not unduly limit the content of the present invention described in the claims. Also, not all of the configurations described in this embodiment are essential constituent elements of the present invention.
[0021] 1. Configuration FIG. 1 is a diagram showing the game system of this embodiment. In this embodiment, a plurality of terminals 1 0 and a server 20 are configured. That is, as shown in FIG. 1, the game system of this embodiment is configured such that a server 20 that provides a game service and a terminal 10 can be connected to a network.
[0022] The server 20 is an information processing device that provides an online game service in response to requests from the terminal 10. The server 20 can be configured by a server group (authentication server, matching server, game processing server, communication server, charging server, database server, etc.). <(
[0023] In this embodiment, a game is executed on the player's terminal 10, and the server 20 manages the player's account information, the game results (result information, etc.) of the game executed on the terminal 10, game media (characters, etc.), game items, in-game currency, and other information that can be used in the game.
[0024] Terminal 10 is an information processing device such as a mobile device (smartphone, mobile phone, portable game console, etc.), a personal computer (PC), or a game device, and is capable of connecting to Server 20 via a network such as the Internet (WAN) or LAN. The communication line between Terminal 10 and Server 20 may be wired or wireless.
[0025] Figure 2 shows an example of the functional blocks of the server 20 in this embodiment. Note that the server in this embodiment may have a configuration in which some of the components (parts) shown in Figure 2 are omitted.
[0026] The memory unit 270 stores programs and various data necessary for the computer to function as parts of the processing unit 200, and also functions as a work area for the processing unit 200, the functionality of which can be realized by a hard disk, RAM, etc. The memory unit 270 includes a storage unit 272 (for example, a database).
[0027] The storage unit 272 stores player information for each of the multiple players participating in the online game run on the game system of this embodiment. For example, the storage unit 272 stores player information such as player name (player account), password, and destination information of terminal 10 (IP address, etc.), associated with the player identification information (player ID, terminal ID used by the player, etc.) of each of the multiple players. The storage unit 272 also stores information for identifying other players who have a predetermined relationship with the player (e.g., friend relationship, rival relationship), as player information. Furthermore, the storage unit 272 stores information about the game media owned by the player, associated with the player identification information, as player information.
[0028] The communication unit 296 performs various controls for communication with the terminal 10 and other servers, and its functions can be realized by hardware such as various processors or communication ASICs, or by programs.
[0029] The processing unit 200 (processor) performs various processes such as managing player information, processing related to login / logout, and communication control processing based on data and programs transmitted from the terminal 10 and received via the communication unit 296. The processing unit 200 uses the storage unit 270 as a work area for various processes. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.) or by programs. The processing unit 200 includes a setting unit 210, an execution unit 212, and a determination unit 214.
[0030] The setting unit 210 sets combinations of multiple game items based on the player's operation (operation information received from the player's terminal 10).
[0031] The execution unit 212 automatically executes a given game process multiple times by consuming game items set by the setting unit 210. The game process may be a process that grants points (for example, a process that increases the parameters of a registered game medium) or a process that grants items (for example, a process that grants skills to a registered game medium). The execution unit 212 may also automatically execute the game process multiple times by consuming points corresponding to the set game items instead of the set game items themselves. The execution unit 212 may stop the automatic execution of the game process when the number of executions of the game process reaches a predetermined number of times, or when the value of points or the number of items granted by the execution of the game process reaches a predetermined value. The execution unit 212 may also determine the order in which to consume the set game items based on the types of game items set by the setting unit 210. Furthermore, the execution unit 212 may automatically execute the game process when the player comes into possession of a game item set by the setting unit 210.
[0032] The determination unit 214 determines the value of points or the type of items to be awarded by executing the game process, based on the combination of game items set by the setting unit 210. The determination unit 214 may also determine a probability value for determining the value of points or the type of items based on the combination of game items set by the setting unit 210. In this case, the setting unit 210 may present the player with a combination of game items that results in a probability value specified by the player (by displaying it on the display unit of the player's terminal 10). The determination unit 214 may also determine the number of times the game process will be executed based on the set combination of game items. Furthermore, if a given number of points are consumed in addition to the set game items, the determination unit 214 may change any of the following: the value of points or the type and number of items to be awarded by executing the game process, the probability value for determining the value of points or the type and number of items to be awarded by executing the game process, or the number of times the game process will be executed.
[0033] The processing unit 200 may further include a display control unit 216. The display control unit 216 causes the display unit of the terminal 10 to display log information of each game process that has been executed multiple times by the execution unit 212.
[0034] Figure 3 shows an example of the functional block of terminal 10 in this embodiment. Note that the terminal in this embodiment may have a configuration in which some of the components (each part) shown in Figure 3 are omitted.
[0035] The input unit 150 is a device for receiving (detecting) input information from the player and outputs the player's input information (operation information) to the processing unit 100. The functions of the input unit 150 can be realized by input devices such as a touch panel, touchpad, mouse, directional keys or buttons, or keyboard.
[0036] The memory unit 170 stores programs and various data necessary for the computer to function as a part of the processing unit 100, and also functions as the work area of the processing unit 100, and this function can be realized by a hard disk, RAM, etc.
[0037] The display unit 190 outputs images generated by the processing unit 100, and this function can be realized by a display such as a touch panel, LCD, or HMD (head-mounted display), which also functions as the input unit 150.
[0038] The sound output unit 192 outputs sound generated by the processing unit 100, and this function can be realized by a speaker or headphones.
[0039] The communication unit 196 performs various controls for communication with the server 20 and other terminals 10, and its functions can be realized by hardware such as various processors or communication ASICs, or by programs.
[0040] Furthermore, the server 20 may receive programs and various data for operating the computer as parts of the processing unit 100 stored in its information storage medium or storage unit via the network, and store the received programs and data in the storage unit 170. This method of receiving programs and various data to operate the terminal is also included within the scope of the present invention.
[0041] The processing unit 100 (processor) performs processing such as display control processing, image generation processing, and sound generation processing based on input information (operation information) from the input unit 150, programs, and data received via the communication unit 196. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.) or by programs. The processing unit 100 includes a game processing unit 110, an image generation unit 120, and a sound generation unit 130.
[0042] The game processing unit 110 processes the game using game media (characters, etc.) based on input information from the input unit 150 and information received from the server 20. The game processing unit 110 also transmits operation information to the server 20 when the player performs an operation related to setting combinations of multiple game media. Furthermore, when the game processing unit 110 receives information from the server 20 regarding the presentation of game item combinations and game processing log information, it processes this information to display it on the display unit 190.
[0043] The image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating an image and outputting it to the display unit 190. For example, the image generation unit 120 may generate an image (a so-called 3D image) that can be seen from a virtual camera (a given viewpoint) in a virtual space.
[0044] The sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100 to generate game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 192.
[0045] Furthermore, the game system of this embodiment may be configured as a server system. The server system can consist of one or more servers (authentication server, game (event) processing server, communication server, billing server, database server, etc.). In this case, the server system processes each part of the processing unit 100 based on operation input (data entered into the input part of the terminal) transmitted from one or more terminals (e.g., smartphone, mobile phone, portable game console, etc.) connected via a network to generate image generation data for generating images, and transmits the generated image generation data to each terminal. Here, the image generation data is data for displaying the image generated by the method of this embodiment on each terminal, and may be the image data itself, or various data used by each terminal to generate images (object data, game processing result data, etc.). Thus, the processing of the setting unit 210, execution unit 212, determination unit 214, display control unit 216, and game processing unit 110 may all be configured to be executed on the server, all may be configured to be executed on the terminal, or may be configured to be executed in a distributed manner between the server and the terminals.
[0046] 2. The method of this embodiment Next, the method of this embodiment will be explained with reference to the drawings. In the game system of this embodiment, the player can perform autoplay, which automatically executes a given game process by consuming game items (tickets, etc.) that the player possesses. This game process is performed using characters (game media) that the player has registered (set). This process involves increasing the parameters (level, attack power, etc.) of a registered character, or assigning skills (special abilities, etc.) to that registered character. In other words, the player can train and strengthen their character through autoplay. Additionally, the game process may include a mechanism for the player's characters to acquire items.
[0047] The player sets the combination (type and quantity) of game items to be consumed in autoplay. Game items have one of three rarities: "N (Normal)", "R (Rare)", or "SR (Super Rare)". For example, the player can set a combination of game item types (e.g., one game item of rarity "N" and one game item of rarity "R"), or a combination of game item types and quantities (e.g., 10 game items of rarity "N"). Alternatively, the player can set a combination of game item types and the quantity of each type (e.g., 10 game items of rarity "N" and 1 game item of rarity "R").
[0048] In this embodiment, the amount of increase in character parameters (value of points granted) or the type of skill (item) granted to the character by the execution of the game process is determined based on the combination of game items that have been set and consumed. For example, as shown in Figure 4, the types of skills corresponding to combinations of game item types may be stored in a table, and the skills corresponding to the combination of consumed game item types may be granted to the registered character by referring to this table. In the example shown in Figure 4, when a game process is executed using two game items of rarity "N", skill "A" is granted to the character; when a game process is executed using two game items of rarity "R", skill "B" is granted to the character; when a game process is executed using two game items of rarity "SR", skill "C" is granted to the character; when a game process is executed using two game items of rarity "N", skill "D" is granted to the character; when a game process is executed using two game items of rarity "N", skill "E" is granted to the character; and when a game process is executed using two game items of rarity "R", skill "F" is granted to the character. Similarly, a table could be used to store the parameter increase amount (or increase rate) corresponding to the combination of game item types, and the system could refer to this table to increase the parameters of the registered character by the amount corresponding to the combination of game item types consumed.
[0049] Furthermore, as shown in Figure 5, the types of skills corresponding to combinations of game item types and quantities may be stored in a table, and the skills corresponding to the combination of consumed game item types and quantities may be assigned to the registered character by referring to this table. In the example shown in Figure 5, when a game process is executed using 2 or more but less than 10 game items of rarity "N", skill "A" is assigned to the character; when a game process is executed using 10 or more but less than 100 game items of rarity "N", skill "B" is assigned to the character; when a game process is executed using 100 or more game items of rarity "N", skill "C" is assigned to the character; and when a game process is executed using 2 or more but less than 10 game items of rarity "R", skill "D" is assigned to the character, and so on. Similarly, the increase amount (or increase rate) of parameters corresponding to combinations of game item types and quantities may be stored in a table, and the skills corresponding to the combination of consumed game item types and quantities may be assigned to the character by referring to this table. You may also increase the parameters of the registered character by the amount corresponding to that increase.
[0050] Alternatively, the player may directly specify a combination of game items, or the player may specify the desired skill type or increased parameters (e.g., target level). In such cases, the setting unit 210 determines and presents a combination of game items that will grant the player the specified skill or reach the specified target level. If the player accepts, the setting unit 210 sets (confirms) the combination of game items. If the player does not accept, the player may specify any combination of game items. For example, if the player specifies skill "E" as the desired skill type, the example in Figure 4 presents a combination of a game item of rarity "N" and a game item of rarity "SR," while the example in Figure 5 presents 10 game items of rarity "R."
[0051] Furthermore, based on the combination of game items set and consumed, a probability value may be determined to determine the amount of increase in the character's parameters (the value of points granted) that increases as a result of executing the game process, or a probability value may be determined to determine the type of skill granted to the character as a result of executing the game process. For example, as shown in Figure 6, the types of skills and probability values corresponding to combinations of game item types may be stored in a table, and a lottery process may be performed based on the probability value of the skill corresponding to the combination of game item types consumed by referring to this table, and if the lottery process is successful, the skill may be granted to the registered character. In the example shown in Figure 6, for example, when a game process is executed by consuming two game items of rarity "N", there is a 10% chance that skill "A" will be granted to the character, when a game item of rarity "N" and a game item of rarity "R" are consumed, there is a 30% chance that skill "A" will be granted to the character, and when a game process is executed by consuming two game items of rarity "SR", there is a 100% chance that skill "B" will be granted to the character. Similarly, the increase amount (or rate of increase) and probability value of parameters corresponding to combinations of game item types may be stored in a table, and a lottery process may be performed based on the probability value of the increase amount corresponding to the combination of game item types consumed by referring to this table. If the lottery is successful, the parameters of the registered character may be increased by that amount.
[0052] In this case, the player may perform an operation to specify the desired skill type or the increased parameter (e.g., target level) and probability value, and the setting unit 210 may determine and present to the player a combination of game items that will result in the probability value of the skill type or target level specified by the player, and if the player accepts, the combination of game items may be set (confirmed). For example, in the example in Figure 6, if the player specifies skill "B" and probability value "50%", a combination of a game item of rarity "N" and a game item of rarity "SR" will be presented, and if the player specifies skill "B" and probability value "100%", a combination of a game item of rarity "SR" will be presented.
[0053] Furthermore, the number of times the game process is executed may be changed based on the combination of set and consumed game items (combinations of types, combinations of types and quantities). For example, the number of times the game process is executed may increase as the number of set game items increases, or as the rarity of each set game item increases.
[0054] Furthermore, instead of using a designated game item, consuming points corresponding to that game item will execute the same game processing as if the designated game item were consumed. It is also possible to do so. For example, if a combination of a game item of rarity "R" and a game item of rarity "SR" is set, but the player does not possess the "SR" game item, the game process may be executed by consuming the "R" game item and the points corresponding to the "SR" game item (SR substitute points), and in the example in Figure 4, the skill "F" corresponding to the "R" and "SR" combination may be granted to the character.
[0055] Furthermore, when a given number of points are consumed in addition to the set game items, the amount of increase in the character's parameters (the value of the points granted), the type of skill granted to the character, the probability value used to determine these, or the number of times the game process is executed may be changed (increase the parameter increase, grant a more valuable skill, grant more skills, increase the probability value, increase the number of times the game process is executed). For example, if a combination of a game item of rarity "R" and a game item of rarity "SR" is set, and points such as paid items are consumed in addition to these game items, in the example in Figure 4, the character may be granted skill "C," which corresponds to the combination of "SR" and "SR," instead of skill "F," which corresponds to the combination of "R" and "SR."
[0056] In autoplay mode, game processing is repeatedly executed while consuming the specified game items, and stops when a given stop condition is met. Specifically, when the number of game items required to execute the game processing among the player's game items becomes zero, the stop condition is met, and the automatic execution of the game processing stops. Alternatively, the automatic execution of the game processing may also stop when the number of executions of the game processing reaches a predetermined number, as this also meets the stop condition. In this case, the player may specify the number of executions of the game processing (a predetermined number) when specifying the combination of game items (or the desired skill type or target level).
[0057] Furthermore, the automatic execution of the game process may be stopped if the value of a parameter increased by the execution of the game process or the number of items granted reaches a predetermined value, which is considered to satisfy the stop condition. In this case, the player may specify the predetermined value when specifying the combination of game items. For example, the automatic execution of the game process may be stopped if the character's level reaches a target level specified by the player as a result of the execution of the game process. Also, the automatic execution of the game process may be stopped if a skill specified by the player is granted to the character as a result of the execution of the game process. Furthermore, the automatic execution of the game process may be stopped if the number of game items consumed in connection with the execution of the game process reaches a predetermined value, which is considered to satisfy the stop condition. In this case, the player may specify the predetermined value when specifying the combination of game items (or the type of skill or target level desired).
[0058] Furthermore, when the automatic execution of game processing stops when a skill specified by the player is granted to a character, or when a character's level reaches a target level specified by the player, the order in which the specified game items are consumed may be determined based on the specified types of game items. For example, lower rarity game items may be consumed first (prioritizing "R" and "N" over "SR," and prioritizing "N" over "R"), or if game items have an expiration date, game items with a shorter remaining time until their expiration date may be consumed first.
[0059] Furthermore, if the player does not possess some or all of the set combination of game items, the game process will not be executed, but the player will still be able to use the set combination of game items. - The game process may be automatically executed when the player acquires an item. For example, if the set combination of game items is 100 game items of rarity "N", and the player does not possess 100 "N" game items, then when the number of "N" game items the player possesses reaches 100, the set combination of game items will be consumed and the game process will be executed.
[0060] Furthermore, log information for each game process executed multiple times before the stop condition is met may be displayed on the display unit 190 of the terminal 10. For example, the amount of points (parameters, etc.) increased by the execution of the game process and the items (skills, etc.) granted may be displayed for each number of game processes. Also, if a lottery process is performed based on a probability value determined based on the set combination of items, the system may display whether the result is a win (success) or a loss (failure). Figure 7 is a diagram showing an example of log information displayed on the display unit 190. In the example shown in Figure 7, log information for 10 game processes is displayed, indicating that in the 1st and 10th game processes, the system won the lottery process and successfully acquired item "A" determined based on the set combination of items, while in the 2nd and 3rd game processes, the system lost the lottery process and acquired items "B" and "C" other than item "A".
[0061] According to this embodiment, the value of points awarded and the type of items are determined based on the combination of game items that are set based on the player's operations and consumed as the game process is executed. This enhances the enjoyment of automatically executed game processes (autoplay).
[0062] 3. Processing Next, an example of the processing of the game system (server 20) of this embodiment will be explained using the flowchart in Figure 8.
[0063] First, the setting unit 210 sets up multiple game item combinations based on operation information from the player's terminal 10 (information regarding operations to set game item combinations, or information regarding operations to specify the desired item type or point increase amount) (step S10). Next, the determination unit 214 determines the value of points or the type of item to be awarded by executing the game process based on the set game item combinations (step S11). Here, the determination unit 214 may also determine a probability value for determining the value of points or the type of item to be awarded based on the set game item combinations.
[0064] Next, the execution unit 212 consumes the set game items (removes them from the player's game items or sets them to an unusable state) and executes game processing, and grants the point value or item determined in step S11 (for example, increasing the parameters of a registered character by a determined increase amount, or granting the character a determined type of skill) (step S12). If a probability value is determined in step S11, a lottery process is performed based on the determined probability value, and the point value or item determined in the lottery process is granted. Next, the execution unit 212 determines whether a given stop condition has been met (step S13), and if the stop condition has not been met (N in step S13), it proceeds to step S12 and repeats the execution of game processing until the stop condition is met.
[0065] When the stop condition is met (for example, when the number of times the game process is executed reaches a predetermined number, or when the value of points or the number of items awarded by the execution of the game process reaches a predetermined value) (Y in step S13), the automatic execution of the game process is stopped, and the display control unit 216 displays a status Step S12 generates log information for each game process executed, and displays the generated log information on the display unit 190 of terminal 10 (step S14).
[0066] The present invention is not limited to the embodiments described above, and various modifications are possible. For example, terms cited as broad or synonymous in the specification or drawings may be replaced with broad or synonymous terms in other descriptions in the specification or drawings. [Explanation of Symbols]
[0067] 10...Terminal, 20...Server, 100...Processing Unit, 110...Game Processing Unit, 120...Image Generation Unit, 130...Sound Generation Unit, 150...Input Unit, 170...Storage Unit, 190...Display Unit, 192...Sound Output Unit, 196...Communication Unit, 200...Processing Unit, 210...Setting Unit, 212...Execution Unit, 214...Decision Unit, 216...Display Control Unit, 270...Storage Unit, 272...Storage Unit, 296...Communication Unit
Claims
1. A setting unit that sets combinations of multiple game items based on the player's actions, An execution unit that automatically executes a given game process multiple times by consuming the set game items, A game system characterized by including a determination unit that determines the value of points or the type of item to be awarded by executing the game process based on the set combination of game items.
2. In claim 1, The execution unit is, A game system characterized by executing the game process by consuming points corresponding to the game item instead of using the set game item.
3. In claim 1, The aforementioned determination unit, A game system characterized by determining a probability value for determining the value of the points or the type of the items based on the set combination of game items.
4. In claim 3, The setting unit is, A game system characterized by presenting the player with combinations of game items that result in the probability value specified by the player.
5. In claim 1, The aforementioned determination unit, A game system characterized in that, when a given number of points is consumed in addition to the set game item, the value of the points or the type of the item awarded by the execution of the game process, the probability value for determining the value of the points or the type of the item, and the number of times the game process is executed are changed.
6. In claim 1, The execution unit is, A game system characterized in that it stops the automatic execution of the game process when the number of times the game process is executed reaches a predetermined number of times.
7. In claim 1, The execution unit is, A game system characterized in that it stops the automatic execution of the game process when the value of the points or the number of items awarded by the execution of the game process reaches a predetermined value.
8. In claim 1, The execution unit is, A game system characterized by determining the order in which to consume the set game items based on the set types of game items.
9. In claim 1, The game system is characterized in that the game processing is a process of increasing the parameters of a registered given game medium.
10. In claim 1, The game system is characterized in that the aforementioned game processing is a process of assigning skills to a registered game medium.
11. In claim 1, The execution unit is, A game system characterized by executing the game process when the player comes into possession of the set game item.
12. In claim 1, A game system further comprising a display control unit that displays log information of each game process executed multiple times on a display unit.
13. A setting unit that sets combinations of multiple game items based on the player's actions, An execution unit that automatically executes a given game process multiple times by consuming the set game items, A program characterized by causing a computer to function as a determination unit that determines the value of points or the type of item to be awarded by executing the game process, based on the set combination of game items.
Citation Information
Patent Citations
Program, game device, and server system
JP2017055995A