Program and Window System
The program enables players to dispose of skills or game objects with advantageous states and items for accelerated skill gain, addressing skill limitations and enhancing gameplay experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- BANDAI NAMCO ENTERTAINMENT INC
- Filing Date
- 2026-04-16
- Publication Date
- 2026-07-02
AI Technical Summary
Players in games with skill limitations may feel discouraged when they have to discard learned skills to acquire new ones, leading to hesitation in skill acquisition and contradicting the game maker's intent for players to fully utilize skills.
A program that allows players to dispose of skills or game objects with skills, providing advantageous states such as easier skill re-acquisition or enhanced gameplay, and includes items that accelerate skill gain, while managing skill limits and values.
Reduces player disappointment by offering benefits for skill disposal, facilitating easier skill acquisition and setting, thus revitalizing skill utilization in games.
Smart Images

Figure 2026110632000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program or the like for controlling the progress of a game.
Background Art
[0002] Conventionally, there are games in which game objects such as characters and items are selected and used, and the game is advanced while growing the game objects. For example, some characters learn skills during their growth process (see paragraph
[0047] of Patent Document 1). In addition to the specification in which all learned skills become available, there is also a specification in which a skill becomes available by setting it to a game object after learning it. As an example of the latter, there is a game in which a limit is set on the number of skills that can be set for one game object, and skills can be set within the range of the limit. In addition, there are also games in which the learned skills are cultivated and grown.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, if there are the restrictions mentioned above on setting skills for game objects, there may be situations where players need to discard existing skills in order to set new ones. In such situations, players may feel disappointed because they have to discard skills they have worked hard to learn (acquire). For example, if it is a skill that can be trained, the player may have to discard the trained and improved skill, and if the discarded skill is needed later in the game, they will have to go through the acquisition process all over again. These feelings can lead to hesitation in acquiring new skills and can be a factor that hinders the activation of skill acquisition and setting. In other words, the game maker intends for players to use many skills and fully enjoy the game. However, the feelings mentioned above could lead to results that contradict the game maker's intentions.
[0005] The problem that this invention aims to solve is to provide a technology that can activate the acquisition and setting of skills in games. [Means for solving the problem]
[0006] The first invention for solving the above problems is a program for a computer system to control the progress of a game in which a player can acquire skills that have the effect of changing the parameters of a game object, comprising: skill setting means (for example, skill setting unit 231 in Figure 9) that set the skills acquired by the player on the game object based on the player's operation; disposal control means (e.g.) that, based on the player's operation, dispose of the skill by 1) releasing the setting of the skill on the game object, or 2) disposing of the game object on which the skill is set together with the skill. For example, the program for causing the computer system to function as: a disposal control unit 235 in Figure 9; an advantageous state control means that performs control to put the player into an advantageous state when disposal is performed by the disposal control means, wherein the advantageous state is a) a first advantageous state in which the player acquires the disposed disposal skill again more easily than when not in the first advantageous state, or b) a second advantageous state in which, after acquiring the disposed disposal skill again, the player is in a second advantageous state in which gameplay is more advantageous than when not in the second advantageous state.
[0007] According to the first invention, when a skill set on a game object is removed and the skill is disposed of, or when a skill is disposed of by the disposal of a game object to which the skill is set, the player can be placed in an advantageous state. Specifically, the player can be placed in a first advantageous state where acquiring the skill again is advantageous, or in a second advantageous state where gameplay after acquiring the skill again is advantageous. As a result, in exchange for disposing of a skill that the player has acquired and set on a game object, the player can be given benefits such as the ability to acquire the skill again or the ability to activate the skill during gameplay, thereby reducing the player's disappointment when a skill is disposed of. Therefore, players will be able to acquire and set skills more easily, making it possible to revitalize the acquisition and setting of skills in the game.
[0008] Furthermore, the second invention is a program of the first invention, wherein the advantageous state control means performs the following: control to grant the player an item that can put the player into the advantageous state, and control to put the player into the advantageous state when the player uses the item based on the player's usage operation.
[0009] According to the second invention, an item is provided that puts the player in an advantageous state, and the player can be put in an advantageous state when they use it.
[0010] Furthermore, the third invention is a program of the first or second invention in which the game object has a defined upper limit on the number of skills that can be set, and the skill setting means sets the skills on the game object within the range up to the upper limit.
[0011] According to the third invention, the number of skills that can be set on a game object can be limited to a maximum number.
[0012] Furthermore, the fourth invention is a program of the third invention that further causes the computer system to function as a means (for example, the setting / disposal reflection unit 237 in Figure 9) for subtracting the number of skills set on the game object by the number of skills to be disposed of when the disposal in 1) is performed by the disposal control means.
[0013] According to the fourth invention, upon the removal of the skills set on a game object, the number of skills on the game object can be reduced by the number of skills to be disposed of.
[0014] Furthermore, the fifth invention is a program of any of the first to fourth inventions, wherein the advantageous state control means changes the advantageous state in accordance with the time elapsed since disposal by the disposal control means.
[0015] According to the fifth invention, the player's advantageous state can be changed according to the time elapsed since the skill was discarded.
[0016] Furthermore, the sixth invention is a program of any of the first to fifth inventions, wherein the skills are associated with skill values, and the computer system further functions as a skill value change control means (for example, the skill value change control unit 233 in Figure 9) that controls the change of the skill values of the skills set on the game object according to gameplay, and the skill value change control means changes the skill values of the skills so that the sum of the skill values of the skills set on the game object is within a given upper limit of the total skill values.
[0017] According to the sixth invention, the sum of the skill values of skills that can be set on a game object can be limited to a range up to the upper limit of the total skill value.
[0018] Furthermore, the seventh invention is a program of the sixth invention that further causes the computer system to function as a means (for example, the setting / disposal reflection unit 237 in Figure 9) for subtracting the skill value of the disposed skill from the total skill values of the skills set on the game object when the disposal described in 1) above is performed by the disposal control means.
[0019] According to the seventh invention, upon the removal of the skill setting assigned to a game object, the total skill values of the game object's skills can be reduced by the skill value of the discarded skill.
[0020] Furthermore, the eighth invention is a program of the sixth or seventh invention, wherein the second advantageous state is a state in which the skill value change control means accelerates the rate of increase when the skill value is increased.
[0021] According to the eighth invention, when a disposal skill is acquired again, the speed at which the skill value of that skill increases can be accelerated.
[0022] Also, in the ninth invention, one or more of the above skills can be set for the game object, and the skill value change control means, for each of the skills set for the game object, based on the player's operation, allows: i) changing the skill value in the increasing direction, ii) not changing the skill value, iii) allowing the skill value to change in the decreasing direction as the skill values of other skills change in the increasing direction, and sets an option for any of them, and controls to change the skill values of each of the skills set for the game object according to the option setting, which is a program of any of the sixth to eighth inventions.
[0023] According to the ninth invention, an option setting regarding the change of the skill value can be made based on the player's operation, and the change control of the skill value according to the option setting can be performed.
[0024] Also, in the tenth invention, the skill value change control means performs control to gradually change the skill value by achieving a given game progress condition based on the game play, which is a program of any of the sixth to ninth inventions.
[0025] According to the tenth invention, on the condition that a game play for achieving the game progress condition has been performed, it becomes possible to, for example, gradually increase the skill value of the skill set for the game object.
[0026] Also, in the eleventh invention, the advantageous state control means has an advantageous content variable determination means (for example, the item granting control unit 241 in FIG. 9) that variably determines the control content for putting the player in the advantageous state, which is a program of any of the first to tenth inventions.
[0027] According to the eleventh invention, the control content for putting the player in the advantageous state can be variably set.
[0028] Furthermore, the twelfth invention is a program of the eleventh invention in which attributes are associated with the player and the skill, and the advantageous content variable determination means determines the control content to create the advantageous state based on the compatibility between the player's attributes and the skill's attributes.
[0029] According to the twelfth invention, the player can be put into an advantageous state by controlling the game according to the compatibility between the attributes of the player and the skill.
[0030] Furthermore, the 13th invention is a program of the 11th or 12th invention, wherein the disposal control means controls the consumption of a given amount from a given in-game currency owned by the player in accordance with the player's operation input when disposing of the item, and the advantage content variable determination means determines the control content for the advantage state based on the amount consumed.
[0031] According to the 13th invention, the player can be put into an advantageous state by controlling the game in a way that corresponds to the amount of in-game currency consumed.
[0032] Furthermore, the 14th invention is a program of any of the 11th to 13th inventions, wherein the advantageous content variable determination means determines the control content for the advantageous state based on the disposal history disposed of by the disposal control means.
[0033] According to the 14th invention, the player can be put into an advantageous state by controlling the game according to the disposal history of game objects.
[0034] Furthermore, the 15th invention is a program of any of the 11th to 14th inventions, wherein the advantageous state control means controls the player to enter the advantageous state by providing the player with items that can put the player into the advantageous state, and the advantageous content variable determination means determines the control content for entering the advantageous state by variably determining the type and / or number of items to be provided to the player.
[0035] According to the 15th invention, the types and number of items that give the player an advantage can be determined in a variable way and given to the player.
[0036] Furthermore, the 16th invention is a computer system for controlling the progress of a game in which a player can acquire skills that have the effect of changing the parameters of a game object, comprising: skill setting means for setting the skills acquired by the player to the game object based on the player's operation; disposal control means for 1) disposing of the skill by releasing the setting of the skill set on the game object, or 2) disposing of the game object on which the skill is set together with the skill, based on the player's operation; and advantageous state control means for controlling the player to enter an advantageous state when disposal is performed by the disposal control means, comprising: a) a first advantageous state in which, when the player acquires the disposed skill again, it is more advantageous to acquire it than when the player is not in the first advantageous state, or b) a second advantageous state in which, after acquiring the disposed skill again, the player is more advantageous to gameplay than when the player is not in the second advantageous state.
[0037] According to the sixteenth invention, a computer system that achieves the same effects as the first invention can be realized. [Brief explanation of the drawing]
[0038] [Figure 1] A diagram showing an example of the overall structure of the game system. [Figure 2] A diagram showing an example of the device configuration of a player terminal. [Figure 3] A diagram showing an example of character skill settings. [Figure 4] A diagram showing an example of the data structure of a skill value change control table. [Figure 5] Another diagram showing an example of the data structure of the skill value change control table. [Figure 6]A diagram showing other examples of character skill settings. [Figure 7] A diagram showing an example of the data structure for the item table for transitioning to a favorable state. [Figure 8] A diagram showing an example of the data structure of a decision element selection table. [Figure 9] A block diagram showing an example of the functional configuration of a server system. [Figure 10] A diagram showing an example of the data structure of user management data. [Figure 11] A diagram showing an example of the data structure of character definition data. [Figure 12] A diagram showing an example of the data structure for skill definition data. [Figure 13] A diagram showing an example of the data structure of play data. [Figure 14] A block diagram showing an example of the functional configuration of a player terminal. [Figure 15] A flowchart illustrating the processing flow performed by a server system. [Figure 16] A block diagram showing an example of the functional configuration of the player terminal in a modified configuration. [Modes for carrying out the invention]
[0039] Preferred embodiments of the present invention will be described below with reference to the drawings. However, the present invention is not limited to the embodiments described below, nor are the applicable forms of the present invention limited to the embodiments described below. Furthermore, the same parts are denoted by the same reference numerals in the drawings.
[0040] [Overall structure] Figure 1 shows an example of the overall configuration of the game system 1000 in this embodiment. As shown in Figure 1, the game system 1000 is a computer system that includes a server system 1100 and a player terminal 1500 owned by a player (user) 2 of the game in this embodiment, and these are connected to each other via a network N so that they can communicate data with one another.
[0041] Network N refers to a communication path capable of data communication. In other words, Network N includes not only LANs (Local Area Networks) using dedicated lines (dedicated cables) or Ethernet (registered trademark) for direct connections, but also communication networks such as telephone networks, cable networks, and the Internet, and the communication method is either wired or wireless.
[0042] The server system 1100 is a computer system comprising a main unit 1101, a keyboard 1106, a touch panel 1108, and storage 1140. The main unit 1101 incorporates a control board 1150 on which various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, and ROM, and a communication device 1153 are mounted. Note that part or all of the control board 1150 may be implemented using an ASIC (Application Specific Integrated Circuit), an FPGA (field-programmable gate array), or a SoC (System on a Chip).
[0043] This server system 1100 implements user management functions related to user registration, etc., and game management functions that provide data necessary for playing the game on the player terminal 1500 and manage the execution control of the game on the player terminal 1500, by having the CPU 1151 and other components perform calculations based on predetermined programs and data. In other words, the game in this embodiment is implemented as a type of client-server online game. Player 2 accesses the server system 1100 with their player terminal 1500, logs in using the issued account (player ID), and enjoys the game in this embodiment.
[0044] Furthermore, the server system 1100 cooperates with an external electronic payment server operated by an electronic payment service provider to perform the purchase procedure (billing process) for game coins, which are the in-game currency. During the billing process, the electronic payment server responds to inquiries from the server system 1100 and settles the purchase amount of game coins using the player 2's credit card, prepaid card, etc. The server system 1100 then grants the player 2 the game coins equivalent to the purchase amount settled by the electronic payment server.
[0045] Furthermore, the server system 1100 is not limited to the single configuration shown in Figure 1. It may also be configured with multiple blade servers, each handling different functions, connected to each other via an internal bus for data communication. Alternatively, it may be configured so that multiple independent servers located in different locations communicate via a network N, functioning as a single server system 1100.
[0046] The player terminal 1500 is a computer system that performs the functions of a human-machine interface and can connect to the network N via a mobile phone base station, a wireless communication base station, etc., and communicate data with the server system 1100. This player terminal 1500 can take the form of, for example, a smartphone, a mobile phone, a portable game console, a home game console, a controller for a home game console, a commercial game console, a personal computer, a tablet computer, a wearable computer, etc.
[0047] Figure 2 shows an example of the device configuration of a smartphone, which is an example of a player terminal 1500. As shown in Figure 2, the player terminal 1500 includes a directional input key 1502, a home key 1504, a touch panel 1506 that functions as both an image display device and a contact position input device, a built-in battery 1509, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data to a memory card 1540, which is a computer-readable storage medium. Other components, such as a power button and volume control buttons, are also provided (not shown).
[0048] The control board 1550 is equipped with various microprocessors such as a CPU 1551, GPU, and DSP, various IC memories 1552 such as VRAM, RAM, and ROM, a wireless communication module 1553 for wireless communication with mobile phone base stations and wireless communication base stations connected to network N, and an interface circuit 1557. The interface circuit 1557 includes circuits for receiving signals from the directional input keys 1502 and home key 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting audio signals to the speaker 1510, an audio signal generation circuit for generating audio signals collected by the microphone 1512, a circuit for inputting image data of images captured by the camera 1520, and signal input / output circuits for the memory card reader 1542. Each of these elements mounted on the control board 1550 is electrically connected via bus circuits, etc., enabling data reading and writing, and signal transmission and reception. Note that part or all of the control board 1550 may be configured with ASICs, FPGAs, or SoCs.
[0049] In this control board 1550, the IC memory 1552 stores the game client program and various setting data necessary to execute this game client program. The game client program and other data are downloaded from the server system 1100 at appropriate times. Alternatively, the data may be read from a separate storage medium such as a memory card 1540. The CPU 1551 and other components then execute the game client program and perform calculations, controlling various parts of the player terminal 1500 in response to input from the touch panel 1506, directional input keys 1502, and home key 1504, thereby enabling player 2 to play the game.
[0050] [detail] 1. Game Overview The game in this embodiment is a so-called open-world type RPG (role-playing game). The player owns multiple characters and, before starting gameplay, selects one character to use in the upcoming game. Then, the player sets the equipment items such as weapons and armor to be equipped to the selected player character, as well as the items to be carried, before starting gameplay. Skills can also be assigned to each character. However, it is not possible to remove and re-assign assigned skills. If an assigned skill is removed, that skill is discarded and the character no longer owns it.
[0051] During gameplay, an encounter occurs when the player character encounters an enemy character, triggering a battle (versus). Enemy characters are computer-controlled NPCs (non-playable characters).
[0052] In this embodiment of the game, players can develop and grow game objects used in the game as they progress by defeating enemy characters and clearing designated game stages, missions, and events. Furthermore, skills can be improved by accumulating skill experience points. Therefore, skills can also be considered one of the development and growth elements.
[0053] Game objects that can be trained and developed include characters that can be selected as player characters, and items that can be equipped to or possessed by player characters. In this embodiment, we will explain using the case where a character is the target of training as an example. A character level is set for each character, and the character level increases when the character is used in the game as a player character. Raising the character level constitutes training and development. In addition, when a character is used with skills assigned to them, skill experience points are accumulated, and the skill value of that skill also increases.
[0054] Skills exert an effect (activation effect) that changes the parameters of a designated game object (in this embodiment, a character). Types of skills include, for example, the ability to detect materials for creating items, the ability to create weapons, the ability to create potions, the ability to cook, the ability to detect nearby enemies, the ability to fly, the ability to increase movement speed, the ability to speed up life recovery, the ability to increase attack power, defense power, etc. To acquire a skill, one must first go through the acquisition process for that skill. The acquisition process involves fulfilling the acquisition conditions.
[0055] 2. Skill Acquisition The acquisition conditions are defined for each skill. For example, there are game stages or missions for acquiring each skill, and skill acquisition points for that skill are awarded as a reward for completing them. The acquisition conditions can be defined as "reaching a predetermined value of skill acquisition points for the relevant skill," etc.
[0056] If a player has accumulated a certain number of skill acquisition points by completing game stages and missions, and has met the acquisition conditions for a skill, the player can acquire that skill. The acquired skill may be linked to the character used to acquire that skill, but in this embodiment, it will be linked to the player, not the character. In other words, the player earns and owns the skill, and the acquired skill is set to the character by performing a separate operation to set the acquired skill to the character. For example, the player selects a character to set the skill on from their available characters (hereinafter referred to as the "target character") and performs a skill setting operation to set the acquired skill on the selected target character. By using the character to which the skill has been set as the player character, the effect of that skill will be activated. From there, the skill value of the set skill will increase as skill experience points are accumulated.
[0057] Figure 3 shows an example of skill settings for character C1 owned by player A. In the example in Figure 3, character C1 has three skills set: "Gathering Skill," "Blacksmithing Skill," and "Pharmacy Skill." These three skills were acquired by the player through the separate skill acquisition process described above, where skill acquisition points were accumulated, and then set for character C1 through the skill setting operation.
[0058] 3. Skill Improvement After setting acquired skills to a character, you can increase the skill value of the set skill by using that character as your player character. Specifically, skill experience points related to the set skill will be awarded as a reward for playing, and the skill value will increase in stages according to the accumulated skill experience points.
[0059] Some skills contain sub-skills. Sub-skills are lower-level skills that are subdivided into two or more categories, such as basic skills and applied skills. In the example in Figure 3, the pharmaceutical skill has two sub-skills, "dispensing skill" and "new drug development skill," and their skill values are set separately.
[0060] Skill values generally increase one level at a time as the skill experience points for that skill (or the sub-skill's skill experience points in the case of sub-skills) increase. However, some skill values have game progression conditions that must be met to unlock their upper limit, and achieving these conditions through gameplay is the requirement for the skill value to increase. In other words, by fulfilling the game progression conditions, you can gradually increase the upper limit of your skill values.
[0061] Figures 4 and 5 show examples of the data structure of the skill value change control table 565 (see Figure 12), which defines the required skill experience points for each skill value and the game progression conditions for unlocking the upper limit. Figure 4 shows an example of the settings of the skill value change control table 565 related to the dispensing skill, which is one of the sub-skills included in the pharmaceutical skill, and Figure 5 shows an example of the settings of the skill value change control table 565 related to the new drug development skill, which is one of the sub-skills included in the pharmaceutical skill.
[0062] As shown in Figure 4, the dispensing skill increases unconditionally up to a skill value of "19" according to the accumulated skill experience points. This is because there are no game progression conditions set up to a skill value of "19". However, as long as the upper limit of the skill value remains at "19", the skill value will only increase up to a maximum of "19". To increase the skill value beyond "19", it is necessary to fulfill the game progression condition "Clear XXX Stage". By fulfilling this condition, the upper limit of the skill value is raised from "19" to "29". Similarly, by fulfilling the game progression condition "Clear XXX Mission & Game Level XX or higher", the upper limit of the skill value is raised from "29" to "39".
[0063] On the other hand, as shown in Figure 5, in order to increase the new drug development skill, the initial game progression condition, "Complete the YYY Mission," must be met. If the "Complete the YYY Mission" is not met, the skill value remains "0." By fulfilling the "Complete the YYY Mission," it becomes possible to increase the skill value, and the upper limit for the skill value is set to "19."
[0064] Furthermore, instead of having game progression conditions to raise the upper limit, the system could be structured so that there are game progression conditions to increase a skill value by one. In that case, the system could be structured so that skill experience points are not required.
[0065] 4. Skill setting restrictions Now, there are limitations on the number of skills that can be assigned to a single character. For example, as shown in Figure 3, in this embodiment, the maximum number of assignable skills is set to "3," and the maximum total skill value is set to "300." This means that a character can be assigned a maximum of three skills, and the total value of those skills is controlled to be 300 or less. In other words, a character cannot be assigned four or more skills. Also, even if there are three or fewer skills, the total skill value will not increase to exceed "300." When counting the upper limit, sub-skills are not counted, and the higher-level skill that has sub-skills is treated as one skill. In the example in Figure 3, the Pharmacy skill is treated as one skill.
[0066] For example, in the example in Figure 3, both the number of skills and the total skill value have reached their limits. Therefore, even if the player acquires a new skill (for example, cooking skill), they cannot simply assign the new skill to character C1. To assign a new skill, it is necessary to deactivate one of the three already assigned skills, that is, to discard that skill. For example, if the Pharmacy skill is deactivated and discarded, and the Cooking skill is assigned as a new skill, the skill settings for character C1 will be as shown in Figure 6. As a result, the total skill value decreases to "201," leaving room before reaching the limit. Therefore, it is possible to improve the skill values of all three skills shown in Figure 6: Gathering skill, Blacksmithing skill, and Cooking skill.
[0067] In this embodiment, when a skill is disposed of, the system controls the player to gain an advantage in exchange. To this end, the server system 1100 performs skill setting processing, skill value change control processing, disposal control processing, setting / disposal reflection processing, and advantage state control processing.
[0068] 5. Skill setting process In the skill setting process, the server system 1100 sets the player's acquired skills on the target character based on the player's skill setting operation. In this embodiment, the setting is performed under the condition that the above-mentioned skill setting restrictions are met. If the acquired skill setting does not meet the setting restrictions, it is necessary to perform a disposal control process to dispose of already set skills based on the player's operation.
[0069] 6. Skill Value Change Control Process In the skill value change control process, the server system 1100 controls the increase or decrease of skill values based on the accumulated skill experience points for each skill set on the character. The skill value increase or decrease control is performed according to the skill value change control table 565 for that skill. If the sum of the skill values for each skill (current total skill value 625; see Figure 13) reaches the upper limit of the total skill value 573 (see Figure 13), further skill value increase or decrease control cannot be performed in principle.
[0070] 7. Disposal control process In the disposal control process, the server system 1100 disposes of a skill by removing the skill setting from the character. Skill disposal is performed by presenting each skill set on the target character along with its skill value, and accepting a removal operation from the player to select the skill to be removed from among them.
[0071] 8. Setting / Disposal Application Process In the setting / disposal reflection process, the server system 1100 reflects the skill settings from the skill setting process into the character data 620 (see Figure 13) of the character to which the skill was set. That is, if a new skill is set, a skill-specific setting 630 related to that new skill is added. In addition, the current number of skill settings 624 is updated by adding the value "1" to indicate that a new skill has been set. Furthermore, the skill value of the newly set skill is added to the current total of skill values 625 and updated.
[0072] Furthermore, when the server system 1100 disposes of a skill during the disposal control process, it reflects this in the character data 620 of the character that disposed of the skill. That is, it deletes the skill-specific settings 630 related to the disposed skill. It also updates the current number of skill settings 624 by subtracting the number of disposed skills. It also updates the current total skill value 625 by subtracting the skill value of the disposed skill. At the same time, it updates the skill disposal history 660 (see Figure 13) of the player who disposed of the skill.
[0073] 9. Advantageous State Control Processing In the advantageous state control process, the server system 1100 controls the player to enter an advantageous state when a skill is disposed of in the disposal control process. There are two types of advantageous states: the first advantageous state and the second advantageous state. The first advantageous state is a state in which, when the player acquires a disposed skill again, it is easier to acquire it than when the player is not in the first advantageous state. The second advantageous state is a state in which, after acquiring a disposed skill again, the gameplay is more advantageous than when the player is not in the second advantageous state.
[0074] In this embodiment, the advantageous state control process is executed by performing an item granting process that grants the player an item that can put the player into an advantageous state (hereinafter referred to as an "advantageous state transition item"). Advantageous state transition items are managed in the advantageous state transition item table 540 (see Figure 9). The advantageous state transition item table 540 is prepared for each skill, and the types and effects of advantageous state transition items for that skill are registered. In the item granting process, an advantageous state transition item is selected from the advantageous state transition item table 540 related to the skill to be disposed of, and control is performed to grant it to the player. Then, when the player uses the advantageous state transition item, its effect is activated (advantageous state transition process), thereby realizing control to put the player into an advantageous state.
[0075] 9-1. Items for transitioning to a favorable state Figure 7 shows an example of the data structure of the advantageous state transition item table 540 related to pharmaceutical skills. As shown in Figure 7, the advantageous state transition item table 540 is a data table that stores the type 542 of the advantageous state transition item, its effect 543, its item rank 544, and its effect reduction setting 545, associated with the item ID 541 used to identify the advantageous state transition item.
[0076] Here, there are two types of advantageous state transition items: one that defines the control content to put the player into the first advantageous state (first advantageous state transition item), and another that defines the control content to put the player into the second advantageous state (second advantageous state transition item). The type 542 then contains identification information to determine whether the advantageous state transition item in question is a first advantageous state transition item or a second advantageous state transition item.
[0077] Effect 543 is a control that puts the player into an advantageous state when the advantageous state transition item is used.
[0078] First, the effect 543 of the first advantageous state transition item is defined as, for example, "granting a predetermined bonus amount of skill acquisition points for the target skill" or "multiplying the skill acquisition points granted as a clear reward by a predetermined number of times for a predetermined period," and multiple items with different bonus values and multipliers are available. In other words, the first advantageous state transition item is an item that accelerates the rate at which skill acquisition points increase for the target skill (Pharmacy skill in the example of Figure 7), and the higher the bonus value, the greater the effect. Furthermore, the higher the effect, the higher the corresponding item rank 544 is set. Since Figure 7 is an example of the Pharmacy skill, an item that accelerates the rate at which skill acquisition points increase for the Pharmacy skill is registered as the first advantageous state transition item.
[0079] Next, the effect 543 of the second advantageous state transition item is defined as, for example, "granting a predetermined bonus value of skill experience points for the target skill," "multiplying the skill experience points granted as a reward for gameplay by a predetermined number of times for a predetermined period," or "increasing the skill value of the target skill by adding a predetermined value," and multiple items with different bonus values, multipliers, and addition values are available. More specifically, if the target skill is a higher-level skill with sub-skills, it may include items that grant skill experience points or increase the skill value for some sub-skills, or items that grant skill experience points or increase the skill value for all sub-skills. In addition, it may also include a second advantageous state transition item whose effect 543 is "increasing the skill value of the target skill to the skill value at the time of disposal." In other words, the second advantageous state transition item is an item that accelerates the rate at which the skill value of the target skill increases, and the larger the bonus value, the greater the effect. In particular, if the effect is to increase the skill value, if the addition value is large, it may be possible to exceptionally jump over the upper limit release boundary exemplified in Figure 4, etc., and change the increase. In that case, the skill value increases without fulfilling the gameplay conditions for unlocking the upper limit, making it a more effective item. Furthermore, the more effective the item, the higher its corresponding item rank of 544 is set. Figure 7 shows an example of the Pharmacy skill, so for the Pharmacy skill, an item that accelerates the rate at which the skill value increases is registered as a second advantageous state transition item.
[0080] The effect reduction setting 545 stores settings for reducing the corresponding effect 543 over time. In this embodiment, the advantageous state transition items include those with "no setting" and those with "setting". Specifically, for those with no setting, the bonus value, multiplier, and addition value of the effect 543 are set as fixed values. On the other hand, for those with a setting, the bonus value of the effect 543 is set as a function expression. That is, it is a function expression that outputs the bonus value, etc., and is set to decrease the output value the longer the elapsed time since the advantageous state transition item was given to the player.
[0081] Therefore, the effect (the degree of advantage achieved by the player's advantageous state) resulting from the use of an advantageous state transition item with the effect reduction setting 545 enabled will change depending on the length of time between the advantageous state transition item being given to the player and the player using it. The longer the time elapsed, the more the effect (degree of advantage) will decrease. Specifically, the longer the time elapsed, the smaller the bonus value, multiplier, and added value related to the effect 543 of the advantageous state transition item will be. Note that this does not limit the advantageous state transition items to those with settings that reduce the effect over time, but may also include those with settings that increase the effect over time. Furthermore, the content of the advantageous state may change over time. For example, the effect may include a change where the effect adds skill values until a first threshold time is reached, with the value added to skill values decreasing over time, but after the first threshold time is reached, the effect changes to adding skill experience points instead of skill values, with the value added to skill experience points decreasing over time.
[0082] 9-2. Item Granting Process In the item granting process, the server system 1100 first selects one of several determining factors in order to choose an item to grant the player that will transition them to a beneficial state. Then, it determines the item rank according to the selected determining factor.
[0083] Figure 8 shows an example of the data structure of a determination element selection table 580 used to select the determination elements used to determine the item rank. As shown in Figure 8, the determination element selection table 580 is a data table that associates multiple (for example, three) determination elements used to determine the item rank with the selection probability of each determination element. In the item granting process, this determination element selection table 580 is referenced, and one of the first to third elements is selected according to the set selection probability. Then, the item rank is determined according to the selected determination element in the manner described below. Note that the display of selection probabilities shown in Figure 8 is just an example and can be set as appropriate. Alternatively, multiple determination element selection tables 580 with different selection probabilities for each determination element may be prepared, and one of them may be selected by lottery, and then a determination element may be selected based on the selected determination element selection table 580, resulting in a two-stage selection process.
[0084] The first element is a determination factor based on the player's skill disposal history. For example, the item rank is determined using the number of times the player has disposed of skills up to that point (the number of skills disposed of), the average or total skill value of the disposed skills, etc. In this embodiment, the number of times skills have been disposed of is used. Specifically, a correspondence is set between the number of times skills have been disposed of and the item rank, such that the item rank increases in stages as the number of times skills have been disposed of increases. Then, by referring to this correspondence, the item rank corresponding to the number of times the player has disposed of skills is selected to determine the item rank. Similarly, if a value other than the number of times skills have been disposed of is used, a correspondence between that value and the item rank should be defined, and the item rank should be determined based on this correspondence.
[0085] The second element is a determination factor based on the player's play data. For example, the item rank is determined using the player's game level, game progress, number of logins and login frequency, play time, amount spent, etc. In this embodiment, the player's game level is used. Specifically, a correspondence is set between the game level and the item rank such that the item rank increases in stages as the game level increases. Then, the item rank is determined by referring to this correspondence and selecting the item rank corresponding to the player's game level.
[0086] The third element is a determining factor based on the compatibility between the attributes of the discarded skill (skill attribute) and the attributes of the character to whom that discarded skill was assigned (character attribute). A correspondence between the quality of the attribute compatibility and the item rank is established. It is preferable to set it so that the item rank increases as the compatibility improves. Then, referring to this correspondence, the item rank is determined based on the compatibility between the attribute of the skill discarded by the player and the attribute of the character to whom that discarded skill was assigned.
[0087] It should be noted that the determining factors are not limited to the three examples given. For example, if attributes are assigned to the player, the determining factors based on the compatibility between the player's attributes and the attributes of the disposal skill may also be included.
[0088] Once the item rank has been determined as described above, refer to the Advantageous State Transition Item Table 540 related to the disposal skill and select an Advantageous State Transition Item of the determined item rank. If there are multiple Advantageous State Transition Item items that match, one of them can be selected, for example, randomly. Then, control is performed to grant the selected Advantageous State Transition Item to the player.
[0089] 9-3. Advantageous State Transition Process In the advantageous state transition process, when the system detects the player's use of an advantageous state transition item (first advantageous state transition item or second advantageous state transition item), it activates the effect of the item to put the player into an advantageous state (first advantageous state or second advantageous state). For the first advantageous state transition item, the system accepts the use of the item before the target skill is acquired (before learning or during learning), and for the second advantageous state transition item, the system accepts the use of the item after the target skill has been acquired or set. Furthermore, if an advantageous state transition item with effect reduction setting 545 is set is used, the system refers to the grant date and time 643 of the advantageous state transition item (see Figure 13) to determine the elapsed time since it was granted to the player. Then, the system activates the reduced effect according to the calculated elapsed time.
[0090] Specifically, when a player uses a First Advantageous State Transition Item, the rate at which skill acquisition points for the target skill increase is accelerated. The higher the item rank of the First Advantageous State Transition Item (544), the greater the acceleration of the increase rate. The First Advantageous State Transition Item granted to the player is a First Advantageous State Transition Item that targets the skill that was disposed of in exchange for using the Item. Therefore, by using a First Advantageous State Transition Item, the player becomes more likely to acquire the disposed skill again. In other words, compared to not being in the First Advantageous State without using a First Advantageous State Transition Item, the player is in an advantageous state where it is easier to acquire the disposed skill again.
[0091] Furthermore, using a Second Advantageous State Transition Item accelerates the rate at which the skill value of the target skill increases. The higher the item rank of the Second Advantageous State Transition Item (544), the greater the acceleration of the increase rate. The Second Advantageous State Transition Item granted to the player is a Second Advantageous State Transition Item that targets the skill that was disposed of in exchange for using the item. Therefore, by using a Second Advantageous State Transition Item, the player can more easily increase the skill value of a skill that was disposed of in the past and subsequently acquired again. As the skill value increases, the activation effect of that skill increases. In other words, the player's gameplay becomes more advantageous compared to when they are not in a Second Advantageous State and have not used a Second Advantageous State Transition Item.
[0092] [Functional Configuration] 1. Server System Figure 9 is a block diagram showing an example of the functional configuration of the server system 1100. As shown in Figure 9, the server system 1100 of this embodiment includes an operation input unit 100s, a server processing unit 200s, an image display unit 390s, an audio output unit 392s, a communication unit 394s, and a server storage unit 500s.
[0093] The operation input unit 100s is for inputting various operations for system management and maintenance, and can be implemented using, for example, a keyboard, mouse, or touch panel. In Figure 1, the keyboard 1106 and touch panel 1108 correspond to this.
[0094] The server processing unit 200s can be implemented using a processor, such as a CPU, GPU, ASIC, or FPGA, or electronic components such as IC memory, and controls data input and output with various parts of the device, including the operation input unit 100s and the server storage unit 500s. It then performs various calculations based on predetermined programs and data, operation input signals from the operation input unit 100s, and data received from the player terminal 1500, and comprehensively controls the operation of the server system 1100. In Figure 1, the control board 1150 and its CPU 1151 correspond to this.
[0095] This server processing unit 200s includes a user management unit 210, a billing processing unit 220, a game management unit 230, a timing unit 280s, an image generation unit 290s, a sound generation unit 292s, and a communication control unit 294s.
[0096] The User Management Unit 210 handles user registration processes and manages data for each registered user (player) linked to an account (player ID). For example, it can perform processes such as assigning unique accounts to registered users, managing registration information for each account, and managing usage history, including login and logout history. Of course, it can also include management processes for other data linked to accounts as appropriate.
[0097] The billing processing unit 220 performs billing processing in response to a player's purchase operation for game coins (in-game currency) and grants the player game coins equivalent to the purchase amount.
[0098] The game management unit 230 performs various processes related to the execution management of the game. Since the game in this embodiment is a client-server type online game, the game management unit 230 communicates with the player terminal 1500 and performs control to provide the data necessary for gameplay.
[0099] Furthermore, the game management unit 230 includes a skill setting unit 231, a skill value change control unit 233, a disposal control unit 235, a setting / disposal reflection unit 237, and a favorable state control unit 240.
[0100] The skill setting unit 231 is a functional unit that performs skill setting processing, and sets the player's acquired skills to the target character based on the player's skill setting operations. In this embodiment, skill setting operations are accepted within the range where the number of skills does not exceed the maximum number of configurable skills (571) and the sum of the skill values does not exceed the maximum total skill value (573).
[0101] The skill value change control unit 233 is a functional unit that performs skill value change control processing. For each skill acquired or set by the player, it performs skill value change control processing to increase or change the skill value.
[0102] The disposal control unit 235 is a functional unit that performs disposal control processing, and when it detects that the player has performed an operation to cancel the skill setting, it performs control to dispose of the skill.
[0103] The setting / disposal reflection unit 237 is a functional unit that performs setting / disposal reflection processing, and reflects the setting and disposal of skills in the character data 620.
[0104] The advantageous state control unit 240 is a functional unit that performs advantageous state control processing, and when a skill is disposed of by the disposal control unit 235, it controls the player to enter a first advantageous state or a second advantageous state. This advantageous state control unit 240 comprises an item granting control unit 241 and an advantageous state transition control unit 243.
[0105] The item granting control unit 241 performs an item granting process when a skill is disposed of and controls the granting of an advantageous state transition item to the player. Then, the advantageous state transition control unit 243 performs an advantageous state transition process when the player uses an advantageous state transition item and activates the effect of the said advantageous state transition item.
[0106] The timing unit 280s uses the system clock to determine the current date and time, time limits, and other time information.
[0107] The image generation unit 290s generates images related to the system management of the server system 1100 and outputs them to the image display unit 390s.
[0108] The sound generation unit 292s is implemented by executing ICs and software that generate and decode audio data, generating or decoding audio data such as operation sounds and background music related to system management and video distribution of the server system 1100. Audio signals related to system management are output to the sound output unit 392s.
[0109] The communication control unit 294s performs communication connection and data processing for data communication with an external device (e.g., player terminal 1500) via the communication unit 394s, thereby realizing data exchange with the external device.
[0110] The image display unit 390s displays various screens for system management and other purposes based on the image signals input from the image generation unit 290s. This can be achieved using image display devices such as flat panel displays, projectors, and head-mounted displays. In Figure 1, the touch panel 1108 is an example of this.
[0111] The sound output unit 392s emits the audio signal input from the sound generation unit 292s. In Figure 1, this corresponds to the speaker (not shown) provided by the main unit 1101 and the touch panel 1108.
[0112] The communication unit 394s connects to the network N to enable communication. This can be achieved, for example, by a wireless communication device, modem, TA (terminal adapter), jacks and control circuits for wired communication cables, etc. In Figure 1, the communication device 1153 corresponds to this.
[0113] The server storage unit 500s pre-stores programs for operating the server system 1100 and realizing the various functions of the server system 1100, as well as data used during the execution of these programs, or temporarily stores them each time processing is performed. For example, this can be realized by IC memory such as RAM or ROM, magnetic disks such as hard disks, or optical disks such as CD-ROMs or DVDs. In Figure 1, the IC memory 1152 and storage 1140 correspond to this.
[0114] Furthermore, the server storage unit 500s stores the server program 501, the game client program 503 for distribution, user management data 510, game setting data 520, and play data 600. In addition, other necessary data such as timers, counters, various tables, thresholds, and flags are stored as appropriate.
[0115] The server program 501 is a program that causes the server processing unit 200s to function as a user management unit 210, a billing processing unit 220, and a game management unit 230. Programs that cause the image generation unit 290s, sound generation unit 292s, and communication control unit 294s may also be included as appropriate.
[0116] The game client program 503 for distribution is the original version of the game client program 502 (see Figure 14) that is downloaded to the player terminal 1500.
[0117] User management data 510 is prepared for each registered player and stores various management data related to the player's gameplay. Specifically, as shown in Figure 10, one user management data 510 includes the player's account 511 and payment medium ledger data 513. In addition, it also stores personal information such as the player's age, gender, and birthday, as well as play history such as the date and time and duration of the player's games.
[0118] The payment medium ledger data 513 stores information on the income and expenses of the electronic payment medium (game coins in this embodiment) associated with the player, such as the purchase date and time and the number of game coins purchased (amount charged), and the consumption date and time and the number of game coins consumed.
[0119] Return to Figure 9. The game setting data 520 stores various setting data necessary to run the game. This game setting data 520 includes character definition data 530, a table of advantageous state transition items for each skill (explained with reference to Figure 7), skill definition data 550, skill setting restriction data 570, and a decision element selection table 580 (explained with reference to Figure 8). In addition, it also stores stage setting data related to the setting of the game stage, object definition data related to various game objects other than characters and advantageous state transition items that the player may obtain during the game, and enemy character setting data that defines the types of enemy characters that appear in the game, various parameters, model data, behavior patterns, etc.
[0120] Character definition data 530 is prepared for each character that the player can use as a player character. As shown in Figure 11, one character definition data 530 includes the character ID 531 of the corresponding character, the character's attributes 533, and the character's parameter settings 535. In addition, the character's model data and motion data used for motion control are also stored.
[0121] Parameter setting 535 stores default values for various ability scores such as attack power and defense power, as well as default values for various ability scores after the character has evolved.
[0122] Returning to Figure 9, a skill definition data 550 is prepared for each skill that the player may acquire during the course of the game. As shown in Figure 12, one skill definition data 550 includes the skill ID 551 of the relevant skill, the attributes 553 of the skill, the acquisition conditions 555 of the skill, the composition 557 of the skill, and the skill content data 560.
[0123] Skill configuration 557 stores the type of sub-skill if the skill has sub-skills. Skill content data 560 is prepared once for skills that do not have sub-skills, and for skills that have sub-skills, one data entry is prepared for each sub-skill.
[0124] The skill content data 560 includes the activation effect 563 of the relevant skill and the skill value change control table 565 related to the skill, as explained with reference to Figure 4, etc. The activation effect 563 stores the details of the activation effect of the skill for each skill value.
[0125] Returning to Figure 9, the skill setting limit data 570 stores the maximum number of skills that can be set for a single character (571), the maximum total skill value (573), and so on.
[0126] Play data 600 is prepared for each registered player and stores various data describing the player's gameplay status (progress). Specifically, as shown in Figure 13, one play data 600 includes the player's account 601, a play flag 603 indicating whether the player is currently playing (playing: ON / not playing: OFF), the character ID 605 of the character the player is using, the game level 607, owned object data 610, acquired skill data 650, and skill disposal history 660. In addition, if the player is currently playing the game, it also stores the current various ability scores of the player character.
[0127] The owned object data 610 stores data on game objects such as characters and items owned by the player. This owned object data 610 includes character data 620 for each owned character and advantageous state transition item data 640.
[0128] Each character data entry 620 includes the character ID 621 of the character, the character's attributes 622, character level 623, current skill count 624, current skill value total 625, and skill-specific settings 630.
[0129] Skill-specific settings 630 are prepared for each skill set for the character and store data related to that skill. Each skill-specific setting 630 is associated with the skill ID 631 of the corresponding skill and stores the skill level data 633 for that skill. The skill level data 633 stores the current skill experience points and the current skill value of that skill. If the skill has sub-skills, the values of each sub-skill are stored separately.
[0130] Furthermore, one advantageous state transition item data 640 includes the item ID 641 of the relevant advantageous state transition item and the date and time 643 of the granting of the advantageous state transition item.
[0131] Skill data 650 is prepared for each skill that is either being learned or in the process of being learned, and stores the skill ID 651 of the corresponding skill and the current skill acquisition points 653.
[0132] Skill Disposal History 660 stores, for each skill disposed of by the player during the game, the date and time of disposal, the skill value of the disposed skill at the time of disposal, and the type of advantageous state transition item granted to the player in exchange for the disposal.
[0133] 2. Player terminal Figure 14 is a block diagram showing an example of the functional configuration of the player terminal 1500. As shown in Figure 14, the player terminal 1500 includes an operation input unit 100, a terminal processing unit 200, an image display unit 390, an audio output unit 392, a communication unit 394, and a terminal storage unit 500.
[0134] The operation input unit 100 is for the player to input various operations and can be implemented using, for example, button switches, joysticks, touchpads, trackballs, accelerometers, angular velocity sensors, CCD modules, etc. In Figure 2, the directional input keys 1502, home key 1504, and touch panel 1506 correspond to this.
[0135] The terminal processing unit 200 can be implemented using, for example, a processor such as a CPU, GPU, ASIC, or FPGA, or electronic components such as IC memory, and controls data input and output with each part of the device, including the operation input unit 100 and the terminal storage unit 500. It then performs various calculations based on predetermined programs and data, operation input signals from the operation input unit 100, data received from the server system 1100, etc., and comprehensively controls the operation of the player terminal 1500. In Figure 2, the control board 1550 and its CPU 1551 correspond to this. In this embodiment, the terminal processing unit 200 includes a player terminal calculation unit 270, a timing unit 280, an image generation unit 290, a sound generation unit 292, and a communication control unit 294.
[0136] The player terminal processing unit 270 performs various calculations to enable the player terminal 1500 to function as a terminal for the player to play games. For example, the player terminal processing unit 270 includes an operation signal transmission control unit 271 and a game screen display control unit 273.
[0137] The operation signal transmission control unit 271 processes various data and request information to be transmitted to the server system 1100 in response to operation inputs to the operation input unit 100.
[0138] The game screen display control unit 273 controls the display of the game screen based on various data received from the server system 1100. For example, if the online game of this embodiment is implemented as a web game, it can be implemented using web technologies that actively control the screen display using HTML, Java (registered trademark), and CSS (Cascading Style Sheets) along with a web browser, or using plugins such as Adobe (registered trademark) Flash. Of course, other methods are also acceptable. Furthermore, in the configuration of this embodiment, the game space image (e.g., 3DCG) that forms the basis of the game screen is generated by the server system 1100, but it is also possible to configure the game space image to be generated by the player terminal 1500. In that case, the game screen display control unit 273 will control the objects placed in the virtual three-dimensional space for generating the 3DCG.
[0139] The image generation unit 290 works in conjunction with the game screen display control unit 273 to generate an image signal for displaying one game screen per frame (e.g., 1 / 60th of a second) based on various data received from the server system 1100, and outputs the generated image signal to the image display unit 390. This can be implemented, for example, by a processor such as a GPU or digital signal processor (DSP), a program such as a video signal IC or video codec, and a drawing frame IC memory such as a frame buffer.
[0140] The sound generation unit 292 is implemented by, for example, a digital signal processor (DSP), a processor such as a speech synthesis IC, and an audio codec for playing audio files, and generates audio signals for game sound effects, background music, and various operation sounds, and outputs them to the sound output unit 392.
[0141] The communication control unit 294 performs communication connection and data processing for data communication with an external device (e.g., a server system 1100) via the communication unit 394, thereby realizing data exchange with the external device.
[0142] The image display unit 390 displays various screens, such as game screens, based on image signals input from the image generation unit 290. This can be achieved using image display devices such as flat panel displays, projectors, and head-mounted displays. In Figure 2, the touch panel 1506 is an example of this.
[0143] The sound output unit 392 emits sound effects, background music, etc., related to the game based on the audio signal input from the sound generation unit 292. In Figure 2, the speaker 1510 corresponds to this unit.
[0144] The communication unit 394 connects to the network N to enable communication. This can be achieved, for example, by a wireless communication device, modem, TA, jacks and control circuits for wired communication cables, etc. In Figure 2, the wireless communication module 1553 corresponds to this.
[0145] The terminal storage unit 500 pre-stores programs for operating the player terminal 1500 and realizing the functions of the player terminal 1500, as well as data used during the execution of these programs, or temporarily stores them each time processing is performed. For example, this can be realized by IC memory such as RAM or ROM, magnetic disks such as hard disks, or optical disks such as CD-ROMs or DVDs. In Figure 2, the IC memory 1552 and the memory card 1540 correspond to this.
[0146] Furthermore, the terminal storage unit 500 stores a game client program 502. The game client program 502 is a program that causes the terminal processing unit 200 to function as a player terminal processing unit 270. This game client program 502 may be a dedicated client program according to the technical method for realizing online games, or it may be composed of a web browser program and a plugin that realizes interactive image display. In this embodiment, it is a copy of the distribution game client program 503 (see Figure 9) provided from the server system 1100.
[0147] [Process flow] Figure 15 is a flowchart showing the processing flow for one player participating in a game during game execution, focusing on the processing related to skills. During game execution, the processing shown in Figure 15 is performed for each player participating in the game. The processing described here is achieved when the server processing unit 200s reads and executes the server program 501.
[0148] First, the server system 1100 starts the game for a player when the player logs into the game by operating the player terminal 1500 (Step S1: YES) (Step S3).
[0149] Subsequently, the system monitors the skill setting operation performed by the player after acquiring a skill. If a skill setting operation is detected (Step S5: YES), the process branches depending on whether the target character meets the skill setting restrictions. That is, if the setting restrictions are met (Step S7: YES), the system proceeds to the subsequent step S15. On the other hand, if the setting restrictions are not met (Step S7: NO), the disposal control unit 235 performs disposal control processing according to the player's operation and disposes of the skill set on the target character (Step S9). In addition, the setting / disposal reflection unit 237 performs setting / disposal reflection processing and updates the target character's skill-specific settings 630 to reflect the skill disposal in Step S9 (Step S11).
[0150] Next, the item granting control unit 241 performs the item granting process in exchange for the disposal of the skill (step S13). That is, it selects an advantageous state transition item from the advantageous state transition item table 540 related to the skill disposed of in step S9 and controls the granting of it to the player. After that, the process proceeds to step S15.
[0151] Then, in step S15, the skill setting unit 231 performs the skill setting process and sets the acquired skills for the target character. After that, the skill value change control unit 233 starts the skill value change control process related to the skills set in step S15 (step S17).
[0152] Furthermore, if the system detects that the player has used an item to transition to a favorable state (step S19), the favorable state transition control unit 243 performs a favorable state transition process to control the player to either the first favorable state or the second favorable state (step S21). Specifically, for the first favorable state transition item among the favorable state transition items held by the player, the system accepts the use operation before the target skill is acquired (before learning or during learning). When the system detects the use operation of the first favorable state transition item, it activates its effect and controls the player to transition to the first favorable state. On the other hand, for the second favorable state transition item held by the player, the system accepts the use operation after the target skill has been acquired or set. When the system detects the use operation of the second favorable state transition item, it activates its effect and controls the player to transition to the second favorable state.
[0153] Furthermore, if, as a result of the player's gameplay, the player character no longer meets the skill setting limits, that is, if the current total skill value of 625 exceeds the total skill value limit of 573 (Step S23: YES), the processes in Steps S25 to S29 are performed. Specifically, in the same manner as in Steps S9 to S13, the disposal control unit 235 performs disposal control processing (Step S25), the setting / disposal reflection unit 237 performs setting / disposal reflection processing (Step S27), and the item granting control unit 241 performs item granting processing (Step S29). As a result, the skills set on the player character are disposed of, and in exchange for the disposal of those skills, an advantageous state transition item (first advantageous state transition item or second advantageous state transition item) is granted to the player.
[0154] After that, the game is checked to determine if it has ended. Until the game is terminated (step S31: NO), the process returns to step S5 and repeats the process described above.
[0155] As explained above, according to this embodiment, even if a skill set on a character is to be disposed of because it does not meet the skill setting restrictions, an advantageous state transition item (first advantageous state transition item or second advantageous state transition item) can be granted in exchange for the disposal of the skill. This allows the player to gain benefits such as the ability to acquire the skill again or to activate the skill during gameplay, thereby reducing the disappointment the player feels when a skill is disposed of. Therefore, it becomes easier to acquire and set skills, and the acquisition and setting of skills in the game can be revitalized.
[0156] It should be noted that the applicable embodiments of the present invention are not limited to those described above, and components can be added, omitted, or modified as appropriate.
[0157] [Example 1] For example, in the above embodiment, the server system 1100 was described as the processing entity for game management, but the player terminal 1500 may be configured as the processing entity, or the processing related to game management may be distributed and executed between the server system 1100 and the player terminal 1500. For example, in the configuration of the above embodiment, if the player terminal is configured as the processing entity, an example of the functional configuration of the player terminal 1500A is shown in Figure 16. In Figure 16, components similar to those in the above embodiment are denoted by the same reference numerals.
[0158] As shown in Figure 16, in this modified example, the player terminal 1500A has a game management unit 230 in the terminal processing unit 200, and the game screen display control unit 273 is omitted. That is, in this modified example, the player terminal 1500A does not acquire data for displaying game screen images from the server system 1100, but rather its own game management unit 230 performs processing related to game management to control the progress of the game and generate game screen images. The terminal storage unit 500 of this player terminal 1500A stores a game program 504 that causes the terminal processing unit 200 to function as a player terminal calculation unit 270 and a game management unit 230, and stores user management data 510 related to the player of the player terminal 1500A, play data 600 related to its game play, and game setting data 520.
[0159] Furthermore, the processing flow of the player terminal 1500A in this modified example is basically the same as the flowchart shown in Figure 15, and can be interpreted as the game management unit 230 of the player terminal 1500A executing each step.
[0160] According to this modified version, the same effects and advantages as in the above embodiment can be obtained. Note that the player terminal 1500 may not perform all of the functions of the game management unit 230, but rather perform only some of them.
[0161] [Differentiation 2] Furthermore, while the above embodiment described an example where the target of training is a character and skills are set for that character, the target for setting skills is not limited to characters. For example, the same can be applied when setting skills for items such as equipment items. In that case, the skills will have the effect of changing the parameters of the equipment item, such as improving various ability values like attack power and defense power.
[0162] [Difference 3] Furthermore, the disposal of skills is not limited to removing the skill settings from game objects (such as characters or equipment items). For example, when a game object to which a skill is set is sold or otherwise disposed of, the skills set on that game object may also be disposed of along with the game object. In that case, when a game object to which multiple skills are set is disposed of, the advantageous state control process will be performed for each of those skills.
[0163] [Differentiation Example 4] Furthermore, while the above embodiment illustrates a game in which the player controls a single player character, the same principles can be applied to games in which players assemble decks with multiple characters. In that case, a limit may be set on the total skill value of each character that makes up the deck, as a restriction on skill settings. The system may then accept deck formation operations for combinations that do not exceed this limit. If a desired combination exceeds the limit, and the system wants to prioritize that combination, skills will be discarded to bring the total within the limit. When skills are discarded, control will be performed to give the player an advantage.
[0164] [Difference 5] Furthermore, in the above embodiment, an example was described in which one of the first to third determination elements is selected to determine the item rank and the corresponding advantageous state transition item is granted. However, the advantageous state transition item may also be granted in exchange for the consumption of game coins. Specifically, when the disposal control unit 235 disposes of a skill, it accepts the player's input to input the amount of game coins to be consumed. The item granting control unit 241 may then be configured to select the advantageous state transition item to grant based on the amount of money consumed by the player. For example, the advantageous state transition item to grant may be selected so that the item rank increases as the amount of money consumed increases. Note that the process of consuming game coins equivalent to the amount consumed and the billing process for purchasing game coins when the balance is insufficient are handled separately.
[0165] Alternatively, after selecting an advantageous state transition item as described in the above embodiment, the system may present the item to the player and allow them to choose whether to accept it or pay additional game coins. If the player chooses to pay with game coins, the system will present an advantageous state transition item with a higher item rank than the initially presented item, along with the required amount of game coins (additional consumption). For example, the greater the difference in item rank compared to the initial advantageous state transition item, the higher the consumption amount will be set. When the system detects that the player has selected one of the presented advantageous state transition items, the selected item will be given to the player in exchange for either consuming or purchasing the additional amount of game coins.
[0166] [Modification 6] Furthermore, while the above embodiment described a case where the skill values of skills set for a player character are increased or decreased according to the player's gameplay, it is also possible to configure the system to control changes in the decrease direction as well as the increase direction. For example, if a player character has multiple skills set, the option settings for controlling the change of the skill value for each of those skills may be made based on the player's option setting operation.
[0167] Specifically, the skill value change control unit 233 accepts the player's operation as an option setting operation, in which the player selects one of the following options for each skill: a first option setting that allows the skill value to be changed in the upward direction, a second option setting that does not change the skill value, and a third option setting that allows the skill value to be changed in the downward direction in conjunction with the upward direction of the skill values of other skills. When such an option setting operation is detected, the system stores the option settings for each skill.
[0168] The skill value change control unit 233 then controls the skill value of each skill according to the option settings so that the total current skill value of the player character, 625 (see Figure 13), falls within the upper limit of the total skill value of 573 if it exceeds the upper limit of the total skill value of 573. If no option settings are made, the unit accepts the player's setting cancellation operation in the same manner as in the above embodiment and disposes of the skills.
[0169] [Difference 7] Furthermore, in the above embodiment, the system is configured to select and grant one advantageous state transition item to the player, but it is also possible to grant multiple advantageous state transition items of the same type, or to grant a combination of different types of advantageous state transition items. In that case, the number of items granted may be controlled, for example, by increasing the number of times the player's skills have been disposed of, or increasing the number of items granted when the game level is high. Alternatively, the number of items granted may be increased if the skill attribute of the disposed skill and the character attribute of the character to whom the disposed skill was set are compatible.
[0170] [Differentiation 8] Furthermore, in the above embodiment, an example was described in which an item for transitioning to an advantageous state is granted, and when the item is used, its effect is activated to control the player into an advantageous state (first advantageous state or second advantageous state). In contrast, when a skill is disposed of, an effect to be activated is selected in the same manner as selecting an item for transitioning to an advantageous state, and the selected effect is activated to control the player into a first advantageous state or a second advantageous state. In other words, the player is placed into an advantageous state without the intervention of granting or using an item. For example, the effect may be made to last for a predetermined period of time. With this, it becomes possible to automatically place the player into a first advantageous state or a second advantageous state when the player disposes of the skill.
[0171] In that case as well, the effect may be reduced (or increased) as time passes since the skill was disposed of, in the same manner as in the embodiments described above. For example, if the control is to give the player a second advantageous state by generating an effect that "multiplies the skill experience points given as a reward for gameplay by a predetermined number for a predetermined period of time," then the multiplier may be gradually decreased (or increased) according to the time elapsed since the skill was disposed of.
[0172] Furthermore, in configurations where disposing of skills puts the player in an advantageous position, a system may be implemented to manage disposal points accumulated by disposing of skills for each player. For example, each time a player disposes of a skill, a predetermined number of disposal points are awarded to that player. On the other hand, disposal points are reduced as appropriate depending on the player's login frequency, payment frequency, gameplay results, etc. For example, if a player loses a battle against an enemy character during the game, a predetermined number of disposal points may be deducted. Disposal points may also have an expiration date, and they may disappear after a predetermined amount of time has passed since they were awarded.
[0173] Furthermore, as mentioned above, effects may be generated according to the disposal points managed for each player. For example, the more disposal points a player has when disposing of a skill, the greater the effect generated. For instance, as explained in Figure 7, a function formula can be set to output bonus values, multipliers, and added values, which increases the output value according to the disposal points. When a player disposes of a skill, this can be achieved by calculating the bonus value, etc., from the player's disposal points at that time. Alternatively, the effect generated may be reduced as the disposal points increase.
[0174] [Modification 9] Furthermore, although the first advantageous state transition item was described as an item related to skill acquisition points in the above embodiment, it may be a different item. For example, if skills can be acquired by purchasing them with game coins, the first advantageous state transition item may be an item that reduces the amount of game coins required to acquire the target skill.
[0175] Similarly, in the above embodiment, the second advantageous state transition item was described as an item related to skill values or skill experience points, but it may be a different item. For example, the conditions for game progression required to exceed the upper limit of skill values may be relaxed (for example, by changing the numerical conditions to a threshold that is easier to achieve), or the game progression conditions themselves may be eliminated. [Explanation of Symbols]
[0176] 1000...Game System 1100…Server System 100s... Operation input section 200s... Server Processing Unit 210...User Management Department 220... Billing Processing Unit 230...Game Management Department 231... Skill Setting Department 233... Skill Value Change Control Unit 235... Disposal Control Unit 237...Settings / Disposal Reflection Section 240... Advantageous State Control Unit 241... Item Granting Control Unit 243... Advantageous State Transition Control Unit 290s...Image generation unit 292s…sound generation section 294s...Communication Control Unit 390s...Image display section 392s... Audio output section 394s…Communication Department 500s... Server storage unit 501…Server program 503... Game client program for distribution 510...User management data 513…Payment media ledger data 520...Game settings data 530... Character definition data 533…Character attribute 535...Parameter settings 540... Item table for transitioning to a favorable state 543...Effect 544... Item Rank 545...Effect reduction setting 550... Skill definition data 553... Skill Attribute 555... Acquisition conditions 560... Skill content data 563... Effect upon activation 565... Skill Value Change Control Table 570... Skill setting restriction data 571...Maximum number 573...Maximum total skill value 580... Decision element selection table 600... Play data 603... In-play flag 607...Game level 610...Owned object data 620... Character data 622... Character Attributes 623... Character Level 624...Number of current skill settings 625...Total current skill value 630... Skill-specific settings 633... Skill level data 640... Item data for transitioning to a favorable state 643... Grant date 650...Skill data currently being acquired 653...Current Skill Acquisition Points 660... Skill disposal history 1500, 1500A... Player terminal 100... Operation input section 200... Terminal Processing Unit 270...Player terminal processing unit 271... Operation signal transmission control unit 273...Game screen display control unit 290...Image generation unit 292...Sound generation section 294...Communications Control Unit 390...Image display section 392...Sound output section 394... Communications Department 500... Terminal storage unit 502…Game Client Program 504... Game Program N... Network 2…User
Claims
1. A program for a computer system to control the progress of a game in which skills can be acquired that have the effect of changing the parameters of game objects, Skill setting means for setting the skills acquired by the player to the game object based on the player's actions, Disposal control means that, based on the player's operation, performs either 1) disposing of the skill by unsetting the skill that is set on the game object, or 2) disposing of the game object on which the skill is set together with the skill. An advantageous state control means that performs control to put the player into an advantageous state when a disposal is made by the disposal control means, wherein the advantageous state is to: a) put the player into a first advantageous state in which acquiring the disposed disposal skill again is more advantageous than when the player is not in a first advantageous state, or b) put the player into a second advantageous state in which gameplay is more advantageous than when the player is not in a second advantageous state after acquiring the disposed disposal skill again. A program for causing the aforementioned computer system to function.
2. The advantageous state control means performs the following: control to grant the player an item that can put the player into the advantageous state, and control to put the player into the advantageous state when the player uses the item based on the player's usage operation. The program according to claim 1.
3. The aforementioned game object has a defined upper limit on the number of skills that can be set. The skill setting means sets the skills on the game objects up to the upper limit. The program according to claim 1 or 2.
4. When the disposal described in 1) is carried out by the disposal control means, means for subtracting the number of skills set on the game object by the number of skills to be disposed of, The program according to claim 3 for further enabling the computer system to function as described above.
5. The advantageous state control means changes the advantageous state in accordance with the time elapsed since disposal by the disposal control means. The program according to any one of claims 1 to 4.
6. Each of the aforementioned skills is associated with a skill value. Skill value change control means that controls the change of the skill value of the skill set for the game object according to gameplay, To further enable the aforementioned computer system, The skill value change control means changes the skill value of the skills set on the game object so that the sum of the skill values of the skills is within a given upper limit of the total skill value. The program according to any one of claims 1 to 5.
7. When the disposal described in 1) is carried out by the disposal control means, means for subtracting the total skill values of the skills set on the game object by the skill value of the disposed skill, The program according to claim 6 for further enabling the computer system to function.
8. The second advantageous state is a state in which the skill value change control means accelerates the rate of increase when the skill value is increased. The program according to claim 6 or 7.
9. The aforementioned game object can be assigned one or more of the aforementioned skills. The aforementioned skill value change control means is For each of the skills set on the aforementioned game object, the following options are available based on the player's actions: a) allow the skill value to be changed in an increasing direction, b) do not change the skill value, or c) allow the skill value to be changed in a decreasing direction as the skill value of other skills is changed in an increasing direction. The game object is configured to control the skill value of each of the skills set in the aforementioned game object, changing it according to the option settings. Execute The program according to any one of claims 6 to 8.
10. The skill value change control means controls the skill value to be changed in stages by achieving a given game progression condition based on gameplay. The program according to any one of claims 6 to 9.
11. The advantageous state control means includes an advantageous content variable determination means for variably determining the control content for achieving the advantageous state. The program according to any one of claims 1 to 10.
12. The aforementioned player and the aforementioned skill are associated with attributes, The variable advantage determination means determines the control content for achieving the advantage state based on the compatibility between the player's attributes and the skill's attributes. The program according to claim 11.
13. The disposal control means, when disposing of the item, controls the consumption of a given amount from a given in-game currency owned by the player, in accordance with the player's input. The variable advantageous content determination means determines the control content to achieve the advantageous state based on the consumption amount. The program according to claim 11 or 12.
14. The variable advantageous content determination means determines the control content to achieve the advantageous state based on the disposal history of the disposals performed by the disposal control means. The program according to any one of claims 11 to 13.
15. The advantageous state control means performs control to put the player into the advantageous state by providing the player with an item that can put the player into the advantageous state, The variable advantage determination means determines the control content that results in the advantageous state by variably determining the type and / or number of items to be given to the player. The program according to any one of claims 11 to 14.
16. A computer system that controls the progress of a game in which players can acquire skills that have the effect of changing the parameters of game objects, Skill setting means for setting the skills acquired by the player to the game object based on the player's actions, Disposal control means that, based on the player's operation, performs either 1) disposing of the skill by unsetting the skill set on the game object, or 2) disposing of the game object on which the skill is set, along with the skill itself. An advantageous state control means that controls the player to be in an advantageous state when a disposal is made by the disposal control means, wherein the advantageous state is to: a) a first advantageous state in which the player has an advantage in acquiring the disposed disposal skill again compared to not being in a first advantageous state, or b) a second advantageous state in which the player has an advantage in gameplay compared to not being in a second advantageous state after acquiring the disposed disposal skill again. A computer system equipped with the following features.