Game systems, methods, and programs
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KONAMI DIGITAL ENTERTAINMENT CO LTD
- Filing Date
- 2026-05-26
- Publication Date
- 2026-08-06
Smart Images

Figure 2026127662000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game system, method, and program.
Background Art
[0002] There is a game in which a game such as a sport is played using a team composed of players selected by a user. Non-Patent Document 1 describes setting a coach separately from the players and increasing the parameters of the players who are compatible with the coach.
Prior Art Documents
Non-Patent Documents
[0003]
Non-Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the game of Non-Patent Document 1, only the parameters of the players change based on the compatibility with the coach. Therefore, there is room for improving the趣味性 of the game depending on the combination of players and coaches. In other words, during the game, there is room for improvement to further improve the趣味性 of the game by enhancing the game expressions based on the personality, tactics, etc. of the coach.
[0005] One aspect of the present invention aims to realize a technique for further improving the趣味性 in a对战 game.
Means for Solving the Problems
[0006] Note: "趣味性" is a Japanese word that is difficult to directly translate into a single English word. Here, "趣味性" is tentatively translated as "趣味性" in the English text, and it may need to be adjusted according to the specific context to a more appropriate English expression such as "interest" or "entertainment value". Also, "对战" is tentatively translated as "对战", which may also need to be adjusted to a more accurate English term like "versus" or "battle" depending on the context.To solve the above problems, a game system according to one aspect of the present invention includes a battle processing unit that performs battle processing using a plurality of first game media and a second game media used to perform a first process that exerts a predetermined first effect on at least some of the first game media, a situation information acquisition unit that acquires situation information indicating the status of the battle, and a first processing unit that performs the first process when a condition is met that includes at least a first condition set with respect to the content of the situation information, wherein the first effect and the first condition are associated with the second game media, and the first processing unit determines at least some of the plurality of first game media as the first game media to which the first effect is exerted, according to the content of the situation information when the condition for performing the first process is met.
[0007] To solve the above problems, a method according to one aspect of the present invention is a method executed by one or more computers included in a game system, comprising: a battle processing step in which a battle process is executed using a plurality of first game media and a second game media used to execute a first process that exerts a predetermined first effect on at least some of the first game media; a situation information acquisition step in which situation information indicating the situation of the battle is acquired; and a first processing step in which the first process is executed when a condition is met that includes at least a first condition set with respect to the content of the situation information, wherein the first effect and the first condition are associated with the second game media, and in the first processing step, at least some of the plurality of first game media are determined to be the first game media to which the first effect is exerted, according to the content of the situation information when the condition for executing the first process is met.
[0008] To solve the above problems, a program according to one aspect of the present invention causes one or more computers included in a game system to execute a battle process using a plurality of first game media and a second game media used to execute a first process that exerts a predetermined first effect on at least some of the first game media; a situation information acquisition step to acquire situation information indicating the situation of the battle; and a first processing step to execute the first process when a condition is met that includes at least a first condition set with respect to the content of the situation information, wherein the first effect and the first condition are associated with the second game media, and in the first processing step, at least some of the plurality of first game media are determined to be the first game media to which the first effect is exerted, according to the content of the situation information when the condition for executing the first process is met. [Effects of the Invention]
[0009] According to one aspect of the present invention, the enjoyment of competitive games can be further enhanced. [Brief explanation of the drawing]
[0010] [Figure 1] This is a block diagram showing an example of the configuration of a game system related to one embodiment of the present invention. [Figure 2] This is a block diagram showing the functional configuration of a game system according to one embodiment of the present invention. [Figure 3] This diagram schematically illustrates the outline of a baseball game according to one embodiment of the present invention. [Figure 4] This figure shows an example of player character information and a player character screen according to one embodiment of the present invention. [Figure 5] This diagram schematically illustrates the enhancement of a player character in one embodiment of the present invention. [Figure 6] This figure shows an example of supervisor character information and supervisor character screen according to one embodiment of the present invention. [Figure 7]This figure shows an example of supervisory combo information relating to one embodiment of the present invention. [Figure 8] This figure shows an example of supervisory skills information relating to one embodiment of the present invention. [Figure 9] This figure shows an example of counter-skill information relating to one embodiment of the present invention. [Figure 10] This figure shows an example of compatibility information related to one embodiment of the present invention. [Figure 11] This figure shows an example of a team formation screen according to one embodiment of the present invention. [Figure 12] This is a flowchart illustrating the process by which a game system according to one embodiment of the present invention is executed. [Figure 13] This figure shows an example of a skill activation screen related to one embodiment of the present invention. [Modes for carrying out the invention]
[0011] [Embodiment 1] The game system 1 according to this embodiment will now be described in detail. The game system 1 is a system for conducting a competitive game. The competitive game may be played between multiple users, or between a user and a computer.
[0012] <Configuration of Game System 1> FIG. 1 is a block diagram showing an example of the configuration of game system 1. As shown in FIG. 1, game system 1 includes game terminals 10-1, 10-2, …, and server 30. When there is no need to particularly distinguish and describe game terminals 10-1, 10-2, …, each of them may be simply referred to as game terminal 10. These devices are communicably connected via network NW. Network NW includes, for example, but is not limited to, the Internet. Although FIG. 1 shows two game terminals 10, the number of game terminals 10 included in game system 1 may be one, or may be three or more. Also, although FIG. 1 shows one server 30, the number of servers 30 included in game system 1 may be plural. One or more game terminals 10 and server 30 cooperate with each other to execute a game program to advance a battle game. Note that game system 1 in one aspect of the present invention does not necessarily include server 30 and can be modified to include at least one game terminal 10. The at least one game terminal 10 may not have a function of communicating with server 30. For example, the at least one game terminal 10 may advance a battle game between a user who uses the game terminal 10 and a computer using pre-assigned player characters and coach characters.
[0013] (Hardware Configuration of Game Terminal 10) Game terminal 10 is a terminal used by a user to play a battle game. Examples of game terminal 10 include, but are not limited to, a home game console, a personal computer, a smartphone, a tablet, a smart TV, or a commercial game console. As shown in FIG. 1, for example, game terminal 10 includes a processor 11, a memory 12, a communication interface 13, an input device 14, a display device 15, and an audio output device 16. These components are connected via bus 19.
[0014] The processor 11 controls each part of the game terminal 10 by executing a program stored in the memory 12. The processor 11 is constituted by, for example, an integrated circuit such as a CPU (Central Processing Unit) or a GPU (Graphics Processing Unit).
[0015] The memory 12 stores a program executed by the processor 11 and various data used by the processor 11. The memory 12 is constituted by, for example, an HDD (Hard Disk Drive), an SSD (Solid State Drive), an EEPROM (registered trademark) (Electrically Erasable Programmable Read-Only Memory), a ROM (Read Only Memory), a RAM (Random Access Memory), or a combination thereof. Note that part or all of the memory 12 is not limited to being built into the game terminal 10 and may be externally attached via an input / output interface (not shown) such as a USB (Universal Serial Bus). Also, part or all of the memory 12 may be connected to the game terminal 10 via a network as a device independent of the game terminal 10.
[0016] The communication interface 13 is an interface for connecting to the network NW. The communication interface 13 is constituted by, for example, a wired connection interface such as Ethernet (registered trademark) or a wireless connection interface such as WiFi (registered trademark).
[0017] The input device 14 is a device that accepts user input and consists of, for example, a controller, keyboard, mouse, touchpad, microphone, or a combination of some or all of these. The display device 15 is a device that displays a screen for playing a competitive game and consists of, for example, a display. The input device 14 and the display device 15 may be separate devices, but at least a part of the input device 14 may be formed integrally with the display device 15 as a touch panel or the like. The audio output device 16 is a device that outputs sound and consists of, for example, a speaker, headphones, or a combination of these. Some or all of the input device 14, the display device 15, and the audio output device 16 are not limited to being built into the game terminal 10, but may also be connected externally as peripheral devices.
[0018] (Hardware configuration of Server 30) Server 30 is a computer capable of communicating with the game terminal 10. As shown in Figure 1, server 30 includes, for example, a processor 31, memory 32, and a communication interface 33. These components are connected via a bus 39. The processor 31, memory 32, and communication interface 33 will be described in the same way as the components of the same name in the game terminal 10, so a detailed description will not be repeated.
[0019] (Functional configuration of game system 1) Figure 2 is a block diagram showing the functional configuration of the game system 1. As shown in Figure 2, the game system 1 includes a control unit 110 and a memory unit 130. The control unit 110 is realized by one or both of the processor 11 of the game terminal 10 and the processor 31 of the server 30 executing the game program. In other words, the processor 11 of the game terminal 10 realizes at least some of the functions of the control unit 110 by executing the game program stored in the memory 12, while cooperating with the server 30 as needed. The processor 31 of the server 30 also realizes at least some of the functions of the control unit 110 by executing the game program stored in the memory 32, while cooperating with the game terminal 10 as needed. The memory unit 130 is composed of the memory 12 of the game terminal 10 and the memory 32 of the server 30.
[0020] As shown in Figure 2, the control unit 110 includes a battle processing unit 111, a status information acquisition unit 112, a first processing unit 113, a first parameter determination unit 114, and a second processing unit 115. In the following description, these functional blocks will be described assuming they are located on the game terminal 10. However, at least one of these functional blocks may be located on the server 30. Also, at least one of these functional blocks may be distributed between the game terminal 10 and the server 30. The storage unit 130 stores information indicating the deck, the first game medium, and the second game medium, respectively. Some or all of this information may be stored in the memory 12 of the game terminal 10, in the memory 32 of the server 30, or distributed between the memory 12 and the memory 32.
[0021] The battle processing unit 111 executes battle processing using a plurality of first game media and a second game media used to perform a first process that exerts a predetermined first effect on at least some of the first game media. The battle processing unit 111 may also execute battle processing using a first parameter.
[0022] The situation information acquisition unit 112 acquires situation information indicating the status of the match. The first processing unit 113 executes the first process when a condition is met that includes at least one of the first conditions set regarding the content of the situation information. Furthermore, the first effect and the first condition are associated with the second game medium, and the first processing unit 113 determines at least some of the multiple first game mediums as the first game mediums to which the first effect will be applied, depending on the content of the situation information when the condition for executing the first process is met. As a result, the first process that applies the first effect using the second game medium is executed according to the progress of the match, thereby increasing the influence of the second game medium on the progress of the match and improving the enjoyment of the match.
[0023] Furthermore, the conditions for executing the first process may further include satisfying a second condition set with respect to the first game medium used in the battle process. This increases the strategic depth of the first effect, as it requires both the first and second conditions to be met for the first process to be executed. Additionally, multiple second conditions may be set, and the conditions for executing the first process may include satisfying at least one of the multiple second conditions. In this case, the first processing unit 113 may determine the content of the first effect according to the satisfied second condition. This increases the strategic depth of the first effect, as it requires the satisfaction of a desired second condition for the execution of a desired first process.
[0024] Here, "game medium" refers to the medium used to advance the game. Specific examples of game medium include, for example, game objects such as baseball players or other characters that appear in the game, or character cards corresponding to those characters, various items used in the game (for example, items that produce a predetermined effect when equipped to a character or used on a team), in-game value, and media owned by the user that are separate from the game terminal (for example, recording media such as cards on which data to be read by the game terminal is recorded).
[0025] Furthermore, for example, a game medium is a unit that a user can possess. A possessable unit is, for example, the smallest unit that can be consumed or acquired. Also, the game medium used to progress in the game may be one that is provided to the user playing (a game medium that the user possesses), or it may be a game medium that is lent to the user by another user who possesses that other user.
[0026] In-game value refers to the value required to exchange for game media or services (such as conducting a lottery), and examples include in-game currency and points that can be exchanged for items. The game media may be associated with non-fungible tokens managed by holders on the blockchain.
[0027] Furthermore, the "first game medium" refers to the game medium used for the match. If the match is a sport such as baseball, the first game medium is, for example, a character representing the player. Hereafter, the character representing the player will also be called the player character.
[0028] Furthermore, the "second game medium" is a game medium used in the match and is used to execute the first process. If the match is a sport such as baseball, the second game medium may be a game medium used in the match as a character other than the players. Such game mediums may be, for example, a character representing the manager or a character representing the coach, and other game mediums that do not directly participate in the match. Hereafter, the character representing the manager and the character representing the coach will also be referred to as the manager character and the coach character.
[0029] Furthermore, "situation information" is information that indicates the situation of the match. If the match is a baseball game, the situation information indicates things like the inning, whether it's the top or bottom of the inning, the score, which characters are the batter, pitcher, and runners, what the batting order is regardless of the character, the position of the runners, whether or not a teammate or opponent has activated a skill (for example, manager skills or counter skills described later, or skills other than manager skills and counter skills that are associated with player characters, manager characters, or coach characters), and which skills have been activated. Skills associated with player characters will also be referred to as "player skills" below.
[0030] Furthermore, the "first condition" is at least some of the conditions that must be met in order to execute the first process, and is a condition set regarding the content of the situation information. The first condition may include, for example, that the information indicated by the situation information is of a predetermined content. The predetermined content may include, for example, that the situation is in a specific inning (e.g., the early part of the 1st to 3rd innings, the middle part of the 4th to 6th innings, or the late part of the 7th to 9th innings), that there is a runner in scoring position, that there is a predetermined batter, a predetermined pitcher, and a predetermined batting order. In addition, the content of the situation information required to satisfy the first condition may be a combination of these, for example, that there is a runner in scoring position in the middle of the game and the batting order is 3rd to 5th.
[0031] Furthermore, for example, the first condition may be that the opponent activates a skill (for example, a manager skill or counter skill described later, or a skill other than manager skills and counter skills that is associated with a player character, manager character, or coach character). In the embodiments described later, "counter skill" is one aspect of the first process that is executed with the first condition being that the opponent activates a manager skill described later.
[0032] In one embodiment of the present invention, the first game medium to which the first effect is applied is determined according to the content of the situational information when the conditions for performing the first process are met. This determination is made, for example, as follows: That is, if the first condition is that the content of the situational information is "there is a runner in scoring position in the middle of the game," and the first effect is "to increase the probability of a hit when the batter bats," then the first game medium to which the first effect is applied is determined to be the batter who is at bat at that time.
[0033] Here, various methods may be employed to determine the first game medium that is the target of the first effect, and the timing for referring to situational information may also be set as appropriate.
[0034] As an example of this determination method, if there may be multiple first game media affected by the first effect, these multiple first game media may be determined together when the conditions for executing the first process are met. For example, if the first effect is "increase the abilities of three batters with runners in scoring position," when the conditions for executing the first process (for example, there are runners in scoring position) are met, it may be determined that the first effect will apply to three batters in order from the batter standing at the plate.
[0035] Another example of this determination method is that if there can be multiple first game media affected by the first effect, each of these multiple first game media may be determined one by one each time it is determined whether the conditions for executing the first process are met. For example, it may be determined one by one whether the first effect applies to each batter, up to a maximum of three batters following the first batter who is at bat when the conditions are met. Specifically, after it is determined that the first effect applies to the first batter because the conditions are met, if the conditions are met when the second batter steps up to bat (for example, if there are still runners in scoring position), the second batter is also determined to be affected by the first effect. If the conditions are not met when the second batter steps up to bat (for example, if there are no longer any runners in scoring position), the second and subsequent batters are not determined to be affected by the first effect. In other words, in this case, the first effect may end at the second batter. Alternatively, in this case, if the condition is not met when the second batter steps up to the plate (for example, if there are no runners in scoring position at some point), the second batter may not be initially determined to be subject to the first effect, and it may be determined again when the third batter steps up to the plate whether the condition is met (for example, if the second batter reaches base in scoring position, the third batter will be subject to the first effect).
[0036] Furthermore, as yet another example of this determination method, if the fourth condition described later is met while the first effect is affecting at least one of the first game media, the number of first game media affected by the first effect may increase or decrease (for example, the number of targets whose abilities are increased may increase from 3 to 4, or from 3 to 2, etc.). This increase or decrease is applicable whether the multiple first game media affected by the first effect are determined together or one by one.
[0037] Furthermore, the "first effect" is the effect that acts on the first game medium. The "first process" is the process that exerts the first effect. The first effect may be advantageous or disadvantageous to the progress of the game. If it is advantageous, the strategic elements required to fulfill the first condition increase, and if it is disadvantageous, the strategic elements required to avoid fulfilling the first condition increase. Note that an "effect advantageous to the progress of the game" is an effect that makes it easier for the user to achieve their objective in the game.
[0038] An example of the first effect is as follows: In other words, the first effect may be the effect of executing a process that affects the progress of the game. A process that affects the progress of the game may be, for example, a process that increases or decreases parameters that affect the progress of the game. Such parameters that affect the progress of the game may include, for example, the probability of a batter getting a hit or a home run when they bat, and for fielders, the probability of making a fine play or an error. For example, player characters, manager characters, coach characters, etc., may each have skills associated with them that increase or decrease these probabilities, and the first effect may be the effect of executing those skills.
[0039] Furthermore, other examples of the first effect are as follows: In other words, parameters that affect the progress of the game may be increased or decreased. If the first effect is to be beneficial to the progress of the game, then parameters that are more beneficial to the progress of the game should be increased; if it is to be detrimental to the progress of the game, then those parameters should be decreased.
[0040] Parameters that influence the progress of the game include, for example, in the case of a baseball game, the increase or decrease of parameters that indicate the abilities of each player character (hereinafter also referred to as "ability parameters"), in addition to the probabilities mentioned above. For example, fielder and pitcher characters have ability parameters associated with them such as power, contact, speed, arm strength, fielding ability, ball speed, control, and the degree of movement when throwing curveballs.
[0041] Another example of a parameter that influences the game's progression is one that is set independently of the player character's abilities and skills, and that has an advantageous or disadvantageous effect depending on the result of a comparison with the opponent (for example, fan power in the baseball game described later). For example, such a parameter may be used to increase or decrease ability parameters depending on the result of comparing it with the opponent's parameter during a match. For example, if the parameter is higher than the opponent's, the ability parameters are increased, and if the parameter is lower than the opponent's, the ability parameters are decreased.
[0042] The first game medium affected by the first effect may be an ally's first game medium or an opponent's first game medium. For example, if the first effect is a favorable effect, the ability parameters of the opponent's first game medium, as described later, may be reduced to benefit the ally.
[0043] Furthermore, player characters may be associated with parameters that are not used in the progress of the match. Examples of such parameters include parameters that comprehensively evaluate the abilities of the player characters. These may also be parameters that comprehensively evaluate the ability parameters associated with each player character (for example, parameters calculated from each ability parameter by a predetermined arithmetic process, such as the number of stars in the embodiment of this application).
[0044] Furthermore, other examples of the first effect are as follows: In other words, parameters (e.g., evaluation, score, reward, etc.) assigned to the user based on the results of the user's actions may be increased or decreased. For example, if the user is given a score, reward, etc., or points to earn rewards, based on the results of batting, pitching, etc., regardless of the outcome of the match, these points may be increased or decreased. Also, the first effect may be a combination of some or all of the examples described above. However, the first effect is not limited to the examples described above.
[0045] Furthermore, the "second condition" is one of the conditions for executing the first process, and is a condition set with respect to the first game medium. A condition set with respect to the first game medium is, for example, a condition set according to the type, ability, etc., of the first game medium used in the match. Also, for example, in an embodiment in which a predetermined effect (for example, a manager combo in a baseball game described later) is executed when the type and ability of the first game medium satisfy predetermined conditions, the execution of the predetermined effect may be set as the second condition, or the number of predetermined effects executed may be set as the second condition.
[0046] The first parameter determination unit 114 determines a first parameter that is associated with the first game medium or with a deck composed of the first and second game mediums. The second processing unit 115 executes a second process that applies a second effect to the first parameter, which modifies the first parameter, when it satisfies a third condition set with respect to the first game medium used in the battle process. In this case, the second condition is a condition relating to the execution status of the second process. This increases the effect of the second condition, thus increasing the strategic depth of satisfying the second condition. The second condition and the second effect may also be associated with the second game medium. This increases the strategic depth of selecting the second game medium in order to execute the desired second effect.
[0047] Here, the "first parameter" is a parameter associated with the first game medium or with the deck. The first parameter may be, for example, a parameter that has an advantageous or disadvantageous effect depending on the result compared to the opponent.
[0048] Furthermore, the "second effect" is the effect that is exerted on the first parameter when the second condition is met. The "second process" is the process that exerts the second effect. Examples of the second effect include, but are not limited to, effects that increase or decrease the first parameter, effects that increase or decrease an ability parameter, or combinations thereof. The second effect may be advantageous or disadvantageous to the progress of the game. If the first parameter is one that is advantageous to the progress of the game when it is high, such as a parameter that indicates the level of ability, then to make the second effect advantageous, the parameter should be increased, and to make the second effect disadvantageous, the parameter should be decreased.
[0049] Furthermore, if the target of the first and second effects is the same (for example, if both the first and second effects increase or decrease the first parameter), the second effect may be obtained independently of the first effect. For example, the increase or decrease of the first parameter due to the first effect and the increase or decrease of the first parameter due to the second effect may be performed together, and the final first parameter may be the sum of these increases and decreases.
[0050] <Competitive Game> This section describes an embodiment of a competitive game in which Game System 1 is used. Game System 1 can be used for various types of games, such as sports games, combat games, and fighting games, where players compete against each other or against the computer. Below, an embodiment using a baseball game as the competitive game will be described. In this embodiment, player characters are used as a specific example of the first game medium. Manager characters are used as a specific example of the second game medium. A team, consisting of player characters and manager characters, is used as the deck. The battle process in this embodiment involves pitting a team formed by a user against another team in a game simulating baseball; this battle is also referred to as a match. The other team may be a team formed by another user, or a team formed by the computer.
[0051] Figure 3 is a schematic diagram illustrating the outline of the baseball game according to this embodiment. As shown in Figure 3, the baseball game has a training part and a match part. The baseball game also has a scouting function for obtaining player characters and the like to be used in the training part. The training part is a mode in which a team is formed using player characters and manager characters, and the team is strengthened while managing the team (procuring operating funds and / or giving training instructions to player characters, etc.). In this embodiment, the player characters that make up the team are trained through team management, but the embodiment is not limited to this form. For example, there may be a part in which each player character obtained through the scouting function is trained before being set up on the team. Various training methods can be applied to the training method of the player characters. The match part is a mode in which a match is played against another user's team using the team created in the training part. In the match part, the match processing unit 111 executes the match processing. Also in the match part, manager skills, which are an example of the first processing, are activated. Also in the match part, manager combos, which are an example of the second processing, are achieved. However, playing the training part is not necessarily required; players can play the battle part using a team they have assembled without strengthening it.
[0052] (Scouting function) The scouting function is a gacha system used to obtain player characters and other items for use in the training phase. In the scouting function, based on the user's actions to initiate the gacha, one of several predetermined player characters is selected based on its drop rate, and the selected player character is given to the user. Player characters have rarity (rank) levels, and each rarity level has a set drop rate in the gacha. The drop rate is set lower for higher rarity levels. For example, if there are three ranks of rarity, from highest to lowest, namely S rank, A rank, and B rank, the drop rate for S rank could be set to 2.5%, for A rank to 8.5%, and for B rank to 89%. However, the number of rank levels and the drop rate values are not limited to these examples. In addition to the regular gacha, there may also be gacha with increased drop rates for specific player characters, or gacha with limited duration or number of attempts.
[0053] In the training phase, in addition to player characters provided through the scouting function, manager characters are also required. In this embodiment, manager characters are not provided through the scouting function, but are distributed by the operator at the start of the game or given as rewards for gameplay. However, manager characters may also be provided through the scouting function. Player characters may also be distributed by the operator or given as rewards for gameplay. In other words, manager characters and player characters may be provided to users in any way that is appropriate. When manager characters and player characters are not specifically distinguished, they are simply referred to as "characters." Characters provided to a user are also referred to as characters owned by the user. Furthermore, each piece of data included in the character information that represents a character is also referred to as data owned by the character. There may be multiple different characters of the same person (for example, different versions of the same person). At least some of the data owned by these multiple different characters of the same person will differ from each other.
[0054] (Player character) This section describes player characters. A player character is an example of a first game medium used in matches during the versus part of the game. When a player character is assigned to a user through a scouting function or the like, player character information representing that player character is associated with the user and stored in the memory unit 130. Some or all of the player character information may be stored in the memory 12 of the game terminal 10 of the user who possesses the player character, or in the memory 32 of the server 30. Player characters may also be available for lending to other users.
[0055] The player characters owned by the user can be used to form teams for playing the training and battle parts. In addition, the player characters included in the formed team will affect the achievement of manager combos (an example of the second process) in the battle part.
[0056] Figure 4 shows an example of player character information and a player character screen. The player character information is an example of "information indicating the first game medium" stored in the memory unit 130. The player character information includes data for each item. Changing at least a portion of the data included in the player character information (in other words, the data possessed by the player character) to gain an advantage in the match is also called strengthening the player character (or the player character growing). Player characters can be strengthened by performing training operations in the training part. Player characters can also be strengthened outside of the training part.
[0057] The player character screen G1 is a screen that allows the user to view at least some of the data possessed by the player character. The player character screen G1 is displayed on the display device 15 of the game terminal 10 according to the player character information stored in the memory unit 130. In the example in Figure 4, the player character screen G1 shows an example of a screen that is displayed when a player character is limit broken (an example of enhancement) outside of the training part. The player character screen G1 includes an area G11 containing information that shows an overview of the player character (e.g., appearance, main data possessed, enhancement status, etc.), an area G12 containing data before enhancement, and an area G13 containing data after enhancement. The player character screen G1 is not limited to being displayed when an enhancement is performed; it may also be displayed to check the data possessed by the player character. In that case, the player character screen G1 does not need to include the area G12 containing data before enhancement, and it is sufficient that the data possessed at that time is included in area G13. By viewing the player character screen G1, the user can grasp the data possessed by the player character they own.
[0058] This section provides a detailed example of the data that a player character possesses. As shown in Figure 4, a player character possesses data that includes items such as profile, rank, parameters, player skills, cost, ability type, number of limit breaks, condition, and stamina (fatigue level).
[0059] The profile displays objective information such as the player character's name, date of birth, and dominant hand (batting stance).
[0060] The rank indicates the rarity of the player character. The rank cannot be changed by the user.
[0061] Parameters indicate the abilities of a player character. For example, a parameter may include multiple types, such as ability parameters, star rating, and fan power (also known as FP). Ability parameters include numerical information that categorizes the player character's abilities, such as hitting, stamina, and position suitability. Ability parameters may also be assigned a rank based on their numerical value. Ability parameters increase by a predetermined amount each time a predetermined amount of experience points are accumulated. Experience points can be obtained through training in the training part or through certain events. There are also items that directly increase ability parameters.
[0062] The star rating is an index that comprehensively evaluates a player character's ability parameters and player skills (described below), and is an index that numerically represents a player's overall ability. For example, if the value of "Hitting" included in the ability parameters is 57 (D rank), it will be 30 points, and if the player skill is level 3, it will be 40 points. The star rating is calculated by summing up the points determined according to the ability parameters and player skills the player possesses. Strengthening a player character both inside and outside the training part will also change the star rating. The star rating is information used to present the overall ability of a player character to the user. In addition, the star ratings of the player characters included in the team are added together to calculate the team's star rating. The team's star rating is information used to present the team's overall ability to the user.
[0063] Fan Power is a numerical value set for each player character, independent of abilities and player skills, and it is a value that influences the situation of a match. Fan Power can change depending on the number of fans, which changes in the training part. Note that the change in Fan Power based on the number of fans may only be effective in the training part, or it may carry over to the match part. In addition, Fan Power may change during a match due to manager combos, which will be described later. Fan Power is compared with the Fan Power of the opposing player character that the player character is facing during the match. Note that the opposing player character is the player character of the opposing pitcher in that at-bat if the player character is an offensive batter. If the player character is a defensive pitcher, the opposing player character is the player character of the opposing batter in that at-bat. If the player character's Fan Power is lower than that of the opposing player character, the player character's ability parameters will decrease. Conversely, if the player character's Fan Power is higher than that of the opposing player character, the opposing player character's ability parameters will decrease. Furthermore, fan power may influence elements not directly related to the game itself, such as ticket and merchandise revenue in the development phase.
[0064] The team's fan power is calculated by summing the fan power of the player characters included in the team. The team's fan power may change due to manager combos, which will be explained later. The team's fan power affects the course of the match, which will be explained later. For example, if the team's fan power is higher than the opponent's team's fan power, the automatic progression part and / or action part will proceed more favorably. The fan power of player characters may not only affect ability parameters as described above, but may also affect the course of the match. Furthermore, the team's fan power may not only affect the course of the match as described above, but may also affect the ability parameters of the player characters.
[0065] Player skills are processes that, when activated, increase the abilities of the player character in question, or decrease the abilities of the opponent's player character. Some player skills have activation conditions that are related to the match situation. Each player skill has a level, and the effect increases as the level increases.
[0066] Cost is a numerical value set according to the player character's abilities and / or rank. There may be an upper limit on the total cost of a team.
[0067] Ability type is information that affects how a character grows during the training phase. Each ability type applies a modifier to the experience points gained for each ability parameter.
[0068] The "Limit Break Count" indicates the number of times a "Limit Break" has been performed, which increases the level of parameters or player skills by consuming player characters with the same name. A Limit Break can be performed up to 5 times. A Limit Break is an example of a process that changes the effect of parameters or associated player skills to be more advantageous as the game progresses by consuming specific game media such as the player character with the same name. In the example in Figure 4, the number "5" attached to the rank "S" in area G11 indicates the number of times a Limit Break has been performed. Area G12, which contains data before enhancement, includes "Limit Break Count 4 / 5", and area G13, which contains data after enhancement, includes "Limit Break Count 5 / 5". In other words, screen G1 shown in Figure 4 is an example of the screen displayed when the 5th Limit Break has been performed for this player character.
[0069] Condition is a parameter that affects a player's ability parameters and / or the activation of their skills during a match. It is divided into five stages, from poor condition to excellent condition. Poor condition results in a debuff, while excellent condition results in a buff. When a player is in normal condition, their ability parameters do not change.
[0070] Physical strength (fatigue level) is a parameter that increases or decreases when a player participates in a game. The amount of increase or decrease varies depending on the player's role in the game (position played) or playing time (number of innings played). A player's abilities decrease as their physical strength decreases, and increase as their physical strength increases.
[0071] Of the data mentioned above that a player character possesses, leveling up and breaking the limits of player skills are done outside of the training phase. Other data can be strengthened in the training phase. However, strengthening a player character outside of the training phase does not affect training within the training phase.
[0072] Figure 5 schematically illustrates the relationship between strengthening player characters inside and outside the training part. As shown in Figure 5, the memory unit 130 stores player character information D1, which represents a certain player character owned by the user. When the user performs an operation to form a team using that player character in order to play the training part, information T1 representing the team is generated and stored in the memory unit 130. This information T1 includes player character information D1', which is a copy of player character information D1 at the time the operation to add the player character to the team was performed. When the user performs an operation to train the player character in the training part, the player character information D1' contained in information T1 changes to player character information D2. Furthermore, after the operation to add the player character to the team, if the user performs an operation to strengthen the player character outside the training part, player character information D1 changes to player character information D3. At this time, the change from player character information D1 to D3 outside the training part does not affect the change from player character information D1' to D2 within the training part. Subsequently, when the user performs an operation to form a team using the player character that has been strengthened outside of the training part in order to play the training part anew, information T2 representing the team is generated and stored in the memory unit 130. This information T2 includes player character information D3', which is a copy of player character information D3 that represents the player character at the time of formation. When the user performs an operation to train the player character in the training part, the player character information D3' contained in information T2 changes to player character information D4.
[0073] (Director's character) This section describes the manager character. A manager character is an example of a second game medium used in matches during the competitive part of the game. When a manager character is given to a user through distribution or reward, manager character information representing that manager character is stored in the memory unit 130 in association with the user. For example, some or all of the manager character information may be stored in the memory 12 of the game terminal 10 of the user who possesses the manager character, or it may be stored in the memory 32 of the server 30.
[0074] The manager characters owned by the user can be used to form teams for playing the training and battle parts. In addition, the manager characters included in the formed team are used to activate manager skills (an example of the first action) or counter skills (an example of the first action) in the battle part.
[0075] Figure 6 shows an example of manager character information and manager character screen. Manager character information is an example of "information indicating the second game medium" stored in the memory unit 130. Manager character information includes data for each item. Changing at least a portion of the data included in manager character information (in other words, the data possessed by the manager character) to gain an advantage in the match is also called strengthening the manager character. In this embodiment, the manager character can be strengthened outside of the training part. However, the manager character may also be strengthened within the training part.
[0076] The Director Character Screen G2 is a screen that allows the user to view at least some of the data held by the Director Character. The Director Character Screen G2 is displayed on the display device 15 of the game terminal 10 according to the Director Character information stored in the memory unit 130. In the example in Figure 6, the Director Character Screen G2 shows an example of a screen that is displayed for confirmation within or outside the training part. The Director Character Screen G2 includes an area G21 containing information that shows an overview of the Director Character (e.g., appearance, main data held, etc.) and an area G22 containing the data held. By viewing the Director Character Screen G2, the user can understand the data held by the Director Character they own.
[0077] This section provides a detailed example of the data that a manager character possesses. As shown in Figure 6, a manager character possesses data that includes items such as profile, rank, cost, manager combo, manager skill, and counter skill.
[0078] A profile provides objective information, such as the director's character name and date of birth.
[0079] The rank indicates the rarity of the manager character. For example, there may be five ranks, D, C, B, A, and S, from lowest to highest, but the number and names of the ranks are not limited to these. A higher rank generally indicates a more powerful manager character. The rank of a manager character can be increased outside of the training part by consuming items associated with the user.
[0080] The cost is a numerical value set according to the manager character's abilities, etc. There may be an upper limit on the total cost of the team.
[0081] (Director combo) Manager combos are an example of a second process that, when executed, has an effect (an example of a second effect) that changes the team's fan power or the fan power of individual player characters (an example of a first parameter). The execution of a manager combo is also referred to as the manager combo being achieved. A manager combo is achieved when the player characters included in the assembled team meet the combo conditions (an example of a third condition). Examples of combo conditions include, but are not limited to, having a predetermined number or more player characters in the assembled team whose ability parameters meet certain conditions.
[0082] A single manager character can possess multiple manager combos. For example, multiple manager characters of the same rank may have the same number of manager combos, but at least some types of combos will differ from one another.
[0083] Figure 7 shows an example of director combo information. The director combo information shown in Figure 7 includes information indicating 20 director combos owned by a particular director. The director combo information includes the priority, name, combo ID, fan power increment, and combo conditions for each director combo. This director combo information is stored in the memory unit 130 in association with the director character information that indicates the particular director character. In addition, some or all of this director combo information may be stored in the memory 12 of the game terminal 10 of the user who owns the director character that possesses the multiple director combos, or it may be stored in the memory 32 of the server 30.
[0084] Furthermore, not all manager combos possessed by a manager character will necessarily be active. Instead, manager combos will be activated in order of priority, corresponding to the manager character's rank. The higher the rank, the more manager combos will be active. For example, it may be set so that 5 manager combos are active at rank D, 8 at rank C, 12 at rank B, 16 at rank A, and 20 at rank S. However, the number of rank levels and the number of manager combos that are active at each rank are not limited to these. When the combo conditions of an active manager combo are met, the team's fan power will increase by the amount specified for that manager combo. Note that the fan power that increases when a manager combo is achieved is not limited to the team's fan power, but may also be the fan power of the player characters included in the team.
[0085] When the combo conditions for a valid manager combo are met, that manager combo is achieved. However, even if a manager combo is valid, it will not be achieved if the combo conditions are not met. Also, an invalid manager combo will not be achieved even if the combo conditions are met.
[0086] For example, in the example in Figure 7, if the manager character is rank D, then of the 20 manager combos he possesses, the five manager combos with the highest priority corresponding to rank D (combo IDs 1 to 5) will be active. In this case, if the combo condition for combo ID 1, "the power of the first batter is 60 or higher," is met by the player characters included in the team, then the manager combo for combo ID 1 is active and achieved. As a result, the increment of 1000 specified for the manager combo for combo ID 1 is added to the team's fan power. On the other hand, if the combo condition for combo ID 2, "the contact and power of the second batter are 50 or higher," is not met by the player characters included in the team, then the manager combo for combo ID 2 will not be achieved even if it is active. Also, even if the combo condition for combo ID 20, "the total power value of the fielders is 1350 or higher," is met by the player characters included in the team, the manager combo for combo ID 20 will not be achieved because it is not active.
[0087] (Managerial skills and counter-attacking skills) Referring again to Figure 6, we will continue explaining the data held by the manager character. A manager skill is an example of a first process that, when executed, has an effect that is advantageous to the progress of the game (an example of a first effect). The execution of a manager skill is also called the activation of a manager skill. A manager skill becomes active when the number of manager combos achieved exceeds a threshold. The number of manager combos achieved is an example of the execution status of a second process. Furthermore, the condition "the number of manager combos achieved exceeds a threshold" is an example of a "second condition set for the first game medium" because, in order to satisfy this condition, the combo conditions set for the player character must also be met. In addition, an activated manager skill is activated when the activation conditions (an example of a first condition) set for that manager skill are met. In other words, a manager skill is activated when the conditions including the first and second conditions are met. The activation conditions are conditions related to the situation of the match (an example of a "match situation"). Note that a manager skill may have one or more other conditions related to the activation of that manager skill, in addition to the activation conditions (an example of a first condition). For example, a manager skill may have a fourth condition, such as extending the effect of the activated manager skill. The fourth condition may also relate to information about the game situation. An example of the fourth condition is, but is not limited to, "the batter affected by the manager skill gets a hit." An example of an extended effect is, but is not limited to, "one additional batter is affected by the manager skill."
[0088] Each manager character is assumed to possess one manager skill. However, a single manager character may possess multiple manager skills. One example of the effect of activating a manager skill is that a buff is applied to the player character of the player's team who is at bat while the manager skill is active. The amount of the buff may change depending on the number of manager combos achieved (the relationship between the number of achievements and the change in the amount of the buff may be the same for all manager characters). In other words, there may be multiple second conditions, such as a second condition that the number of manager combos achieved is equal to or greater than a first threshold, and a second condition that the number of manager combos achieved is equal to or greater than a second threshold that is different from the first threshold. If the second threshold is greater than the first threshold, the amount of the buff corresponding to the case where the number of manager combos achieved is equal to or greater than the second threshold is greater than the amount of the buff corresponding to the case where the number of manager combos achieved is equal to or greater than the first threshold but less than the second threshold.
[0089] Figure 8 shows an example of manager skill information. Manager skill information indicates the manager skills possessed by a particular manager character. Manager skill information includes the skill name, effect type, activation conditions, effect, and activation effect 1 to activation effect 4. This manager skill information is stored in the memory unit 130 in association with the manager character information that represents the particular manager character. In addition, for example, some or all of the manager skill information may be stored in the memory 12 of the game terminal 10 of the user who possesses the manager character that possesses the manager skills, or it may be stored in the memory 32 of the server 30.
[0090] In the example in Figure 8, a manager skill named "Batting Up" is defined. This manager skill has an effect type of "Batting Average" and an activation condition of "There is a runner in scoring position in the middle of the game." The effect type affects the compatibility with counter skills. The effect of this manager skill when activated is "The batter's batting average increases." When this manager skill is activated, the player character who will be affected by the effect is determined. If there may be multiple player characters who will be affected by the effect, these multiple player characters may be determined together, or it may be determined one by one each time a player character steps up to bat whether or not the effect applies. In addition, there are four threshold levels (1st threshold < 2nd threshold < 3rd threshold < 4th threshold) for the number of manager combos achieved (i.e., four 2nd conditions are defined). Activation effect 1 shows the effect that occurs when the manager skill becomes active because the number of manager combos achieved is 1st threshold or higher, and the game situation meets the activation conditions. Activation Effects 2, 3, and 4 are explained similarly to Activation Effect 1 by replacing the first threshold with the second, third, and fourth thresholds. The effect sizes of Activation Effects 1, 2, 3, and 4 increase in this order. For example, Activation Effect 1 indicates that 0.5 is added to the batter's batting average. Activation Effect 4 indicates that 1.0 is added to the batter's batting average. Note that the activation effects are not limited to adding, subtracting, multiplying, or dividing ability parameters such as the batter's batting average by a predetermined value; they may also change ability parameters to a predetermined value regardless of their value before the effect is applied.
[0091] A counter skill is an example of a first-order process that, when executed, has an effect that is advantageous to the progress of the game (an example of a first-order effect). Like manager skills, counter skills become active when the number of manager combos achieved exceeds a threshold (i.e., an example of a second-order condition is met). Furthermore, an active counter skill will activate when the opponent's manager skill is activated during a match. In other words, the activation condition for a counter skill (an example of a first-order condition) is that the opponent's manager skill is activated. Note that the threshold number of manager combos required for manager skills and counter skills to become active may be the same or different. Each manager character possesses one counter skill. An example of the effect of activating a counter skill is that a debuff is applied to the opposing team's player character who is at bat while the counter skill is active. Note that the amount of the debuff may change depending on the number of manager combos achieved.
[0092] Figure 9 shows an example of counter skill information. Counter skill information indicates the counter skills possessed by a particular manager character. Each item included in the counter skill information shown in Figure 9 is the same as each item included in the manager skill information shown in Figure 8. For each item, detailed explanations will not be repeated as they were explained in Figure 8. Here, we will explain specific examples of each item.
[0093] In the example in Figure 9, a counter skill named "Reduce Slugging Percentage Against" is defined. This counter skill has an effect type of "Slugging Percentage Against" and an activation condition of "the opponent's manager skill is activated." The effect type is influenced by its compatibility with the manager skill. When this counter skill is activated, its effect is that "the opponent's batter's slugging percentage decreases." Also, in this example, similar to the example in Figure 8, four threshold levels are set for the number of manager combos achieved, which determines activation effect 1, activation effect 2, activation effect 3, and activation effect 4. For example, activation effect 1 indicates that 0.3 is subtracted from the opponent's batter's home run probability. Activation effect 4 indicates that 0.7 is subtracted from the opponent's batter's home run probability. In other words, activation effect 4 has a larger effect than activation effect 1.
[0094] Furthermore, the effectiveness of manager skills can vary depending on their compatibility with counter skills. Similarly, the effectiveness of counter skills can vary depending on their compatibility with manager skills.
[0095] Figure 10 shows an example of compatibility information indicating the compatibility between manager skills and counter skills. The compatibility information shows the compatibility between manager skills (or counter skills) activated by the attacking side and counter skills (or manager skills) activated by the defending side. In this example, compatibility is determined according to the combination of the effect type of the manager skill and the effect type of the counter skill. ◎ indicates that the manager character's tactics are most advantageous, and the defending side's counter skill is nullified. 〇 indicates that the tactics are relatively advantageous, and the effect of the defending side's counter skill is halved. △ indicates that the tactics are relatively disadvantageous, and the effect of the attacking side's manager skill is halved. × indicates that the tactics are most disadvantageous, and the attacking side's manager skill is nullified. Note that the nullification or halving of the effect of manager skills (or counter skills) according to compatibility may be applied regardless of the magnitude of the effect amount specified for the manager skill (or counter skill). Alternatively, the decision to nullify or halve the effect of a manager skill (or counter skill) depending on compatibility may be made based on the magnitude of the effect amount specified for the manager skill (or counter skill), and / or the difference in such effect amounts.
[0096] For example, suppose the attacking team activates the manager skill "Batting Up" shown in Figure 8, and the activation effect corresponds to effect 1 based on the number of manager combos achieved. Suppose the defending team activates the counter skill "Slugging Rate Down" shown in Figure 9, and the activation effect corresponds to effect 4 based on the number of manager combos achieved. In this case, the effect type of the attacking team's manager skill is "Batting Average related," and the effect type of the defending team's manager skill is "Slugging Rate Related." Therefore, the compatibility information is "◎," meaning that the defending team's counter skill is nullified. In other words, the activation effect 1 "Add 0.5 to batting average" from the attacking team's manager skill "Batting Up" is applied, and the activation effect 4 "Subtract 0.7 from home run probability" from the defending team's counter skill "Slugging Rate Down" is not applied.
[0097] (team) This section explains how to form a team using player characters and manager characters. The team formed by the user will be used to play the training part or the battle part. For example, the team formed by the user may be strengthened in the training part and then used to play the battle part. However, playing the training part is not necessarily required, and the battle part may be played using the team formed by the user without strengthening it.
[0098] Team formation is performed based on user operations using player characters and manager characters owned by the user. Figure 11 shows an example of a team formation screen. The team formation screen G5 is a screen that accepts operations for forming a team and is displayed on the display device 15 of the game terminal 10. As shown in Figure 11, the team formation screen G5 includes areas G51, G52, G55, and operation objects G501 to G505.
[0099] Area G51 is the area where the starting pitcher and starting lineup player characters, as well as one manager character, are placed in their respective positions. By operating the operation object G503 (pitcher button), the user can select pitchers such as starters, relievers, reserves, and setup men from a list screen (not shown) of owned player characters. The player character selected as the starting pitcher will be displayed in Area G51. The user can also select starting and reserve fielders from a list screen (not shown) of owned player characters by operating the operation object G504 (fielder button). The player characters selected as starting fielders will be displayed in Area G51. In addition, the aforementioned manager combos may have combo conditions related to the starting or starting lineup player characters, or they may have combo conditions related to player characters other than the starting or starting lineup (for example, "there is a reserve player with power 60 or higher"). Furthermore, by operating the operation object G505 (manager button), the user can select any of the manager characters from a list screen (not shown) of owned manager characters and include them in Area G51. Furthermore, the sum of the player character costs and manager character costs must be below a predetermined threshold for the team's total cost. Area G56 contains the sum of the costs of each selected character (multiple player characters and one manager character), which is 641, and the threshold is 1000. By checking Area G56, users can select each character so that the total cost does not exceed the threshold. In addition, each player character has a predetermined positional suitability (e.g., suitability for defensive positions, suitability for pitching, etc.). Therefore, users need to assemble a team considering the total cost and the suitability of each player character.
[0100] Area G52 contains the starting player characters included in the team, in the order of the lineup. The initial order of the lineup before user updates may be the order in which the user selected the player characters, or it may be an order determined by the computer. The user can also transition to a screen where they can change the order of these multiple player characters by operating the operation object G501 (order button). The players included in the team and their order affect the achievement of manager combos, so the user can decide on the lineup while considering manager combos.
[0101] Area G55 includes the team's fan power and team star rating. "FP70000" indicates the team's fan power, which is the sum of the fan power values of the player characters that make up the team. The fan power of the team is subject to the increase from manager combos when the team is used in matches in the battle part. Area G55 may also include this increase. For example, the increase may be displayed separately, such as "FP70000+4000". Another example is that the value after the increase has been added may be displayed, such as "FP74000". The "A" in "Fan Power A" indicates the rank of the fan power corresponding to "FP70000". "★13418" is the team's star rating, which is the sum of the star ratings of the player characters that make up the team. The "A" in "Strength A" indicates the rank of the strength of the team corresponding to "★13418".
[0102] When the operation object G502 (OK button) is operated, information representing the team is generated according to the composition of the selected player and manager characters and the order in area G52. The information representing the team includes, for example, the characters that make up the team (player characters and manager characters), the order, and parameters associated with the team itself (e.g., team fan power, team star rating, etc.). As mentioned above, the team's fan power is calculated by the first parameter determination unit 114 by summing up the fan power of each player. The team's fan power may change during a match due to manager combos, which will be described later. The team's fan power also affects the development of the automatic progression part of the match. The information representing the team (an example of information representing the deck) is stored in the memory unit 130. Some or all of the information representing the team may be stored in the memory 12 of the game terminal 10 used by the user who formed the team, or in the memory 32 of the server 30.
[0103] (game) The game in this embodiment will now be described. The game may include an automated progression part and an action part. The game may proceed using only the automated progression part, using only the action part, or with a combination of the automated progression part and the action part.
[0104] The automated progression part is the part of the game where the match progresses without user intervention. In this part, the team assembled by the user is used. The team assembled by the user and used in the match is also simply called the "user's team." In the automated progression part, the match processing unit 111 changes the match situation without user intervention based on information indicating the user's team and information indicating the opponent's team. The information indicating the team includes data held by the player characters and manager characters included in the team, as well as data associated with the team itself through its composition (for example, the team's fan power, the team's star rating, etc.). In the automated progression part, a match screen that is automatically updated according to changes in the match situation is displayed on the display device 15 of the game terminal 10.
[0105] The action part is the part of the game in which the match progresses through user actions. Examples of user actions include, but are not limited to, batting, base running, pitching, and fielding. For example, the actions a user can take in the action part may be some or all of the batting, base running, pitching, and fielding actions. The match processing unit 111 changes the match situation based on information indicating the user's team and information indicating the opponent's team, as well as based on user actions. In the action part, for example, a match screen including motions performed by player characters in response to user actions is displayed on the display device 15 of the game terminal 10. Furthermore, the match screen is updated to correspond to changes in the match situation in response to these motions.
[0106] Furthermore, the manager combo described above may be determined to have been achieved before either the auto-play part or the action part begins (in other words, when the match starts), based on information indicating the user's team. Alternatively, the manager combo may be determined to have been achieved during the progress of either the auto-play part or the action part. For example, if the combo conditions are no longer met because the leadoff batter is replaced by a reserve player, the manager combo may not be achieved. In other words, the determination of whether the second condition (the number of achieved manager combos exceeds the threshold) has been met may be made before the start of the match or during the progress of the match. In addition, the manager skills or counter skills described above may be activated in either the auto-play part or the action part depending on the match situation. Furthermore, the first effect of a manager skill (or counter skill) activated in the auto-play part (or action part) may extend even after switching to the action part (or auto-play part).
[0107] The opposing team is determined by the control unit 110. For example, the processor 31 of the server 30 that constitutes the control unit 110 may determine the opposing team to be a team formed by a user of another game terminal 10. Alternatively, for example, the processor 11 of the game terminal 10 that constitutes the control unit 110 may determine the opposing team to be a team formed by that processor 11.
[0108] <Processing of Game System 1> The game system 1, configured as described above, executes method S1. The flow of method S1 will be explained with reference to Figure 12. Figure 12 is a flowchart showing the flow of method S1 executed by game system 1. In the following explanation, it will be assumed that the competitive game in which game system 1 is running is the baseball game described above. Also, it will be assumed that the manager character has already been assigned to the user. Method S1 includes the step S100 of acquiring player characters, the step S102 of forming a team, and the steps S104 to S126 of executing the match processing. Steps S104 to S126 are an example of the match processing steps.
[0109] In step S100, the control unit 110 assigns a player character to the user. For example, the control unit 110 executes a scouting function based on the user's operation to determine one of several player characters based on the probability of obtaining it, and assigns the assigned player character to the user. The control unit 110 also stores player character information indicating the assigned player character in the storage unit 130. As a result, the user possesses the player character. In step S100, instead of assigning a player character to the user through the scouting function, or in addition to doing so, the control unit 110 may lend the user a player character owned by another user.
[0110] In step S102, the control unit 110 forms a team using the player characters and manager characters owned by the user, based on the user's operation. In step S102, for example, a team formation screen like the one shown in Figure 11 is displayed on the display device 15 of the game terminal 10.
[0111] In step S104, the control unit 110 performs a process to start the match based on the user's operation. The process to start the match includes a process to determine the opponent's team. As mentioned above, the opponent's team may be another user's team or a team assembled by the computer.
[0112] In step S106, the control unit 110 activates a number of manager combos corresponding to the rank of a manager character, in order of priority from among the multiple manager combos possessed by the manager character included in the user's team.
[0113] Steps S108 to S110 may be executed for each activated manager combo. In step S108, the second processing unit 115 determines whether the combo conditions (an example of the third condition) of each activated manager combo are met (the manager combo is achieved) by referring to the player characters and their order included in the user's team. If none of the activated manager combos have been achieved, it is determined to be No, and if one or more manager combos have been achieved, it is determined to be Yes. If it is determined to be No in step S108, step S110 is not executed. If it is determined to be Yes in step S108, step S110 is executed.
[0114] In step S110, the second processing unit 115 performs a process (an example of the second process) that adds the increment of fan power specified for each achieved manager combo to the team's fan power. Once the processing in step S108 or steps S108 to S110 is completed for each activated manager combo, the processing from step S112 onwards is executed.
[0115] In step S112, the first processing unit 113 determines whether the number of achieved supervisor combos is above a threshold (an example of the second condition). For example, if multiple thresholds are defined, the first processing unit 113 determines whether the number is above any of the thresholds (Yes) or whether it is below any of the thresholds (No). The case where No is determined in step S112 will be described later. If Yes is determined in step S112, steps S114 and later are executed.
[0116] In step S114, the first processing unit 113 activates the manager skills and counter skills possessed by the manager characters included in the user's team.
[0117] In step S116, the match processing unit 111 processes the match between the user's team and the opposing team. The match progresses including either an automatic progression part or an action part, or both.
[0118] In step S118, the situation information acquisition unit 112 acquires situation information indicating the status of the match. The first processing unit 113 also determines whether the situation information satisfies the activation conditions (an example of the first condition). For example, if the user's team is on the offensive, it is determined whether the activation conditions specified in the manager skill are met. If the user's team is on the defensive, it is determined whether the opponent's manager skill has been activated. If No is determined in step S118, the processing from step S116 is repeated. If Yes is determined in step S118, steps S120 and later are executed.
[0119] Step S120 is an example of the first processing step. In step S120, the first processing unit 113 activates either a manager skill or a counter skill. If the user's team is on the attacking side, a manager skill is activated. When a manager skill is activated, the target of the manager skill's effect is determined according to the situation of the match at the time of activation, for example, one of the player characters included in the user's team. If the user's team is on the defending side, a counter skill is activated. When a counter skill is activated, the target of the counter skill's effect is determined according to the situation of the match at the time of activation, for example, one of the player characters included in the opposing team.
[0120] Figure 13 shows an example of a skill activation screen displayed on the display device 15 of the game terminal 10 in step S120. In this example, the user's team is the attacking side. As shown in Figure 13, the skill activation screen G6 includes areas G61 to G66. Area G61 includes an example of the game situation, such as the current inning, runners on base, score, ball count, and out count. Area G62 includes an example of the game situation, such as information about the pitcher player character (player name PJJ) of the opposing team (defending side). Area G63 includes an example of the game situation, such as information about the batter player character (player name PYY) of the user's team (attacking side). Here, assuming that the manager character (manager name MAA) included in the user's team possesses the manager skill "Batting Up" shown in Figure 8, the game situation shown in area G61, "Bottom of the 4th inning, runner on 2nd base," satisfies the activation condition "runner in scoring position in the middle of the game." At this point, the manager skill "Batting Up" is activated, and area G64 is superimposed on the game screen. Area G64 includes the appearance of the manager character included in the user's team and the name of the activated manager skill. In this case, the player characters affected by the manager skill are identified as a total of three players: the player character "PYY" and two subsequent players, depending on the game situation (that the batter on the user's team at the time of activation is the player character "PYY"). Whether the two subsequent player characters are affected by the manager skill may be determined collectively at this point, or it may be determined individually each time the two subsequent player characters step up to bat, depending on whether the situation information meets the activation conditions at that time. In the latter case, if the situation information no longer meets the activation conditions when the second player character steps up to bat, it may be determined that the second and subsequent player characters are not affected by the first effect.
[0121] Furthermore, if the opposing team's manager character (manager name MBB) possesses the counter skill "Slugging Percentage Reduced" shown in Figure 9, the activation condition for the opponent's manager skill is met. Therefore, the counter skill "Slugging Percentage Reduced" is activated, and area G65 is superimposed on the game screen accordingly. Area G65 includes the appearance of the opposing team's manager character and the name of the activated counter skill. In this case, the player characters affected by the counter skill are identified as a total of three players: player character "PYY" and two subsequent players, depending on the game situation (that the opposing batter at the time of activation is player character "PYY").
[0122] This allows the user to recognize that a manager skill has been activated for their team. The user can also expect that the next three batters will benefit from a batting average boost. Furthermore, if the compatibility information shown in Figure 10 is applied, the compatibility information for the manager skill and counter skill is "◎", meaning the opposing team's counter skill is neutralized. Therefore, if the compatibility information is disclosed to the user, the user can know that the next three batters will benefit from a batting average boost. If the compatibility information is not disclosed to the user, the user can still expect that the next three batters will benefit from a batting average boost.
[0123] Furthermore, if the user's team is on the defensive side in Figure 13, the explanation above can be similarly applied by substituting "user's team" and "opponent's team" for each other. In this case, if compatibility information is disclosed to the user, the user can know that a counter skill has been activated but the opponent's home run probability has not decreased. If compatibility information is not disclosed to the user, the user can expect that the opponent's home run probability will decrease.
[0124] Thus, the effects of manager skills or counter skills that can be activated during a match depend on a variety of factors, such as (i) what manager characters with manager skills and counter skills the user includes in their team, (ii) what player characters the user includes and in what order, and (iii) how the match progresses with the team assembled by the user, and can therefore enhance the excitement of the match.
[0125] Referring again to Figure 12, we will continue the explanation from step S122. In step S122, the match processing unit 111 determines whether the match has ended or not. If it determines No in step S122, the processing from step S116 is repeated. If it determines Yes in step S122, method S1 ends.
[0126] Next, we will explain the case where step S112 determines No (the number of combos achieved is not equal to or greater than the threshold). In this case, the processing from step S124 is executed.
[0127] In step S124, the battle processing unit 111 processes the match between the user's team and the opponent's team. The match progresses with either an automatic progression part or an action part, or both. In step S126, the battle processing unit 111 determines whether the match has ended. If it determines No in step S126, the process from step S124 is repeated. If it determines Yes in step S126, method S1 ends. In other words, if the number of combo achievements is not above the threshold, the match proceeds without the activation of manager skills or counter skills, regardless of the match situation.
[0128] <Example 1> In the method S1 described above, the determination of whether the number of combos achieved is above a threshold is made before the start of the match. Method S1 can be modified to also determine whether the number of combos achieved is above a threshold during the progress of the match.
[0129] In this case, if it is determined in step S122 that the match has not ended (No), the process from step S108 is repeated instead of step S116. For example, even if the number of combos achieved in the previous step S112 was above the threshold, there may be manager combos that are no longer achieved depending on the match situation. Therefore, by repeating the process from step S108, which determines the success or failure of each valid manager combo, the number of combos achieved may change to below the threshold during the progress of the match. In this case, the manager skill or counter skill that was active will become inactive.
[0130] Furthermore, in this case, if it is determined in step S126 that the match has not ended (No), the process from step S108 is repeated instead of step S124. For example, even if the number of combos achieved in the previous step S112 was below the threshold, there may be new manager combos that are achieved depending on the match situation. Therefore, by repeating the process from step S108, which determines the success or failure of each valid manager combo, the number of combos achieved may change to exceed the threshold during the progress of the match. In this case, a manager skill or counter skill that was not active becomes active.
[0131] <Modification 2> In addition to player characters and manager characters, teams may be composed of game elements that have predetermined effects, such as advantageous effects, on the progress of the training phase. An example of such game element is a coach character. In this case, a coach character may be used as an example of a second game element used to activate manager skills or counter skills. In this case, the coach character possesses skills equivalent to manager skills or counter skills, separate from skills that have predetermined effects on the progress of the training phase. Such skills possessed by coach characters included in the team may become active and be activated during a match depending on the number of manager combos achieved. Furthermore, coach characters may also possess combos equivalent to manager combos. In this case, such skills possessed by coach characters included in the team may become active and be activated during a match depending on the number of combos they possess. In addition, if compatibility is set between manager characters and coach characters, the effect amount of such combos and skills possessed by coach characters may change according to that compatibility.
[0132] Furthermore, as an example of a second game medium used to activate manager skills or counter skills, a special player character different from a normal player character may be applied. A special player character is a player character that possesses a skill equivalent to a manager skill. In this case, the skill possessed by the special player character included in the team may become active and be activated during the match depending on the number of manager combos achieved. Also, in this case, the special player character may possess a combo equivalent to a manager combo. In this case, the skill possessed by the special player character included in the team may become active and be activated during the match depending on the number of combos it possesses that have been achieved.
[0133] <Variation 3> Furthermore, the second condition for activating manager skills or counter skills is not limited to the conditions related to the number of manager combos achieved (an example of the execution status of the second process) as described above. The second condition can be any condition set for the player character, for example, the player character's order may satisfy a predetermined condition.
[0134] Furthermore, we have explained an example where the second condition for executing a manager skill (an example of the first process) is a condition related to the number of manager combos achieved by fulfilling the combo condition (an example of the third condition) (an example of the execution status of the second process). However, manager skills (an example of the first process) and manager combos (an example of the second process) do not have to be related in this way. In other words, manager skills can be activated independently of manager combos, simply by the match situation being as predetermined (the first condition being met). In this case, a function to execute manager combos may be included independently of manager skills. In that case, the combo condition for executing a manager combo may be a condition set with respect to the first game medium (for example, forming a predetermined order).
[0135] [Note] Based on the above description, the present invention can be understood as follows, for example. For the sake of ease of understanding the present invention, reference numerals in the attached drawings are conveniently added in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.
[0136] The game system (1) according to Embodiment 1 includes a battle processing unit (111) that performs battle processing using a plurality of first game media and a second game media used to perform a first process that exerts a predetermined first effect on at least some of the first game media, a situation information acquisition unit (112) that acquires situation information indicating the status of the battle, and a first processing unit (113) that performs the first process when a condition is met that includes at least a first condition set with respect to the content of the situation information, wherein the first effect and the first condition are associated with the second game media, and the first processing unit determines at least some of the plurality of first game media as the first game media to which the first effect will be exerted, according to the content of the situation information when the condition for performing the first process is met.
[0137] The game system (1) according to embodiment 2 further includes, in embodiment 1, that the condition for executing the first process satisfies a second condition set with respect to the first game medium used in the battle process. With the above configuration, since it is necessary to satisfy both the first and second conditions for the execution of the first process, the strategic depth regarding the first effect is increased.
[0138] In the game system (1) according to embodiment 3, in embodiment 2, multiple second conditions are set, the condition for executing the first process includes satisfying at least one of the multiple second conditions, and the first processing unit (113) determines the content of the first effect according to the satisfied second condition. With the above configuration, since the execution of the desired first process requires the satisfaction of the desired second condition, the strategic aspect of executing the first effect is increased.
[0139] The game system (1) according to Embodiment 4 includes, in Embodiment 3, a first parameter determination unit (114) that determines a first parameter associated with a deck composed of the first game medium and the second game medium, and a second processing unit (115) that, when a third condition set with respect to the first game medium used in the battle processing is met, executes a second process that applies a second effect to the first parameter, thereby changing the first parameter. The battle processing unit further uses the first parameter to execute the battle processing, and the second condition is a condition relating to the execution status of the second process. With the above configuration, the effect of the second condition is increased, thus increasing the strategic depth related to meeting the second condition.
[0140] In the game system (1) according to embodiment 5, the second condition and the second effect are associated with the second game medium in embodiment 3 or 4. With the above configuration, the strategic element of selecting the second game medium in order to achieve the desired second effect is increased.
[0141] The method according to embodiment 6 is a method executed by one or more computers included in a game system (1), and includes a battle processing step (S104~S126) in which a battle processing is executed using a plurality of first game media and a second game media used to execute a first processing that exerts a predetermined first effect on at least some of the first game media, a situation information acquisition step (S118) in which situation information indicating the situation of the battle is acquired, and a first processing step (S120) in which the first processing is executed when a condition is met that includes at least a first condition set with respect to the content of the situation information, wherein the first effect and the first condition are associated with the second game media, and in the first processing step (S120), at least some of the plurality of first game media are determined to be the first game media to which the first effect is exerted, according to the content of the situation information when the condition for executing the first processing is met. The above configuration produces the same effect as embodiment 1.
[0142] The program according to embodiment 7 causes one or more computers included in the game system (1) to execute a battle process using a plurality of first game media and a second game media used to execute a first process that exerts a predetermined first effect on at least some of the first game media; a situation information acquisition step (S118) to acquire situation information indicating the situation of the battle; and a first processing step (S120) to execute the first process when a condition is met that includes at least a first condition set with respect to the content of the situation information. The first effect and the first condition are associated with the second game media, and in the first processing step (S120), at least some of the plurality of first game media are determined to be the first game media to which the first effect is exerted, according to the content of the situation information when the condition for executing the first process is met. With the above configuration, the same effect as in embodiment 1 is achieved.
[0143] [Examples of implementation using software] The functions of the game terminal 10 and server 30 (hereinafter referred to as "devices") that constitute the game system 1 can be realized by programs that cause computers to function as the devices, and by programs that cause computers to function as each control block of the devices (in particular each part included in the control unit 110).
[0144] In this case, the device includes a computer having at least one control device (e.g., a processor) and at least one storage device (e.g., memory) as hardware for executing the program. By executing the program using this control device and storage device, the functions described in each of the embodiments are realized.
[0145] The above program may be recorded on one or more computer-readable recording media, not temporary ones. These recording media may or may not be provided by the above device. In the latter case, the program may be supplied to the above device via any wired or wireless transmission medium.
[0146] Furthermore, some or all of the functions of each of the above control blocks can also be realized by logic circuits. For example, an integrated circuit in which logic circuits functioning as each of the above control blocks are formed is also included in the scope of the present invention. In addition, it is also possible to realize the functions of each of the above control blocks by, for example, a quantum computer.
[0147] Furthermore, each process described in the above embodiments may be performed by AI (Artificial Intelligence). In this case, the AI may operate on the control device described above, or it may operate on other devices (for example, an edge computer or a cloud server).
[0148] The present invention is not limited to the embodiments described above, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention. [Explanation of Symbols]
[0149] 1. Game System 10, 10-1 Game terminal 30 servers 11, 31 processors 12, 32 memory 13, 33 Communication Interfaces 14 Input devices 15 Display device 16. Audio output device Buses 19 and 39 110 Control Unit 111 Battle Processing Section 112 Situation Information Acquisition Unit 113 First Processing Unit 114 First Parameter Determination Unit 115 Second Processing Unit 130 Storage section
Claims
1. A team formation processing unit that performs the process of forming the player's own team, which includes multiple player characters and a second character to which multiple special skills are associated, The aforementioned match processing unit executes the process of a team match between the team and another team, The system comprises a skill activation processing unit that performs processing related to the activation of the aforementioned special skill, Each of the multiple special skills has a predetermined priority order, activation conditions related to one or more player characters in your team, and beneficial effects when activated. The aforementioned skill activation processing unit is If the special skill that meets the corresponding activation conditions has the highest priority, that special skill will be activated, The game system allows a special skill to be activated if its activation conditions are met but its priority is 2nd or lower, provided that another special skill with a lower priority has already been activated.
2. A method executed by one or more computers included in a game system, A team formation processing step that performs the process of forming one's own team, which includes multiple player characters and a second character to which multiple special skills are associated, The aforementioned match processing step executes the team match processing between one's own team and another team, Includes a skill activation processing step that performs processing related to the activation of the aforementioned special skill, Each of the multiple special skills has a predetermined priority order, activation conditions related to one or more player characters in your team, and beneficial effects when activated. In the aforementioned skill activation processing step, If the special skill that meets the corresponding activation conditions has the highest priority, that special skill will be activated, A method to activate a special skill if its priority is 2nd or lower, provided that another special skill with a lower priority has already been activated, provided that the special skill that meets the corresponding activation conditions has been activated.
3. One or more computers included in the game system A team formation processing step that performs the process of forming one's own team, which includes multiple player characters and a second character to which multiple special skills are associated, The aforementioned match processing step executes the team match processing between one's own team and another team, The process involves executing a skill activation process step that performs the process related to the activation of the special skill, Each of the multiple special skills has a predetermined priority order, activation conditions related to one or more player characters in your team, and beneficial effects when activated. In the aforementioned skill activation processing step, If the special skill that meets the corresponding activation conditions has the highest priority, that special skill will be activated, A program that, if a special skill that meets the corresponding activation conditions has a priority of 2nd place or lower, will activate that special skill only if another special skill with a lower priority has already been activated.