GAME PROGRAM, GAME SYSTEM, GAME PROCESSING METHOD, AND GAME DEVICE
By varying skill activation conditions across game modes, the game provides distinct experiences and enhances gameplay diversity, addressing the uniformity issue in existing games.
Patent Information
- Application Number
- JP2020108888
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-06-24
- Publication Date
- 2024-12-17
- Estimated Expiration
- 2040-06-24
AI Technical Summary
Existing games lack diversity in game development when using the same skill, as activation conditions are uniform across different game modes, leading to repetitive user experiences.
Implementing different activation conditions for skills in various game modes within the same game title, such as varying the requirements for using skills based on game progress, user operations, and character ownership, allowing for distinct experiences in each mode.
Enhances game variety by providing different user experiences and skill activation frequencies across game modes, offering a more engaging and diverse gameplay experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game process that uses a skill that activates a predetermined in-game effect. [Background technology]
[0002] 2. Description of the Related Art Conventionally, games that use skills that can activate predetermined effects within the game have been known (for example, Non-Patent Document 1). [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] Nintendo Co., Ltd., "Dr. Mario World", [online], [Retrieved June 10, 2020], Internet (URL: https: / / apps.apple.com / us / app / dr-mario-world / id1440129313) Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned games, several game modes may be included. For example, a story mode in which the game proceeds according to a predetermined scenario, a battle mode in which the game competes against AI characters or other players, a challenge mode consisting of high-difficulty stages, etc. may be included. In this way, it is not uncommon for multiple game modes to be available in the same game title, but the method of using the above-mentioned skills, more specifically, the conditions for enabling the skills, are common to each game mode. For example, in a puzzle game in which a predetermined object is to be eliminated, the conditions for enabling the skills are the same regardless of the game mode included in the game. In this regard, there was room for improving the diversity of game development.
[0005] Therefore, an object of the present invention is to provide a game program etc. that can improve the diversity of game developments with respect to the use of the same skill. [Means for solving the problem]
[0006] In order to achieve the above object, for example, the following configuration example can be given.
[0007] An example of the configuration example is a game program executed by a computer that controls an information processing device, and causes the computer to function as a first game execution means, a second game execution means, a first skill activation means, and a second skill activation means. The first game execution means executes a first game using at least a usable character that can be used in an application regardless of whether the user owns it. The second game execution means executes a second game using an owned character that is a character owned by the user in the application. The first skill activation means progresses the first game based on a user operation, and activates an in-game effect associated with the skill when a first parameter that changes according to the progress of the game satisfies a first condition associated with the skill of the usable character. Note that the progress of the game here is a concept that includes changes in the degree of accumulation of a gauge, and changes due to counting up or down of time, number of turns, etc. The second skill activation means progresses the second game based on user operation, and when a second parameter that changes according to the progress of the game satisfies a second condition that is associated with a skill of the owned character and is different from a first condition that is associated with the skill in the first game, activates an in-game effect associated with the skill.
[0008] According to the above configuration example, a skill that is activated when a first condition is met in the first game can be activated when a second condition is met in the second game. That is, the activation conditions for the same skill are different between the first game and the second game that are provided in the same game title. This allows the user experience of using the same skill to be different, and improves the diversity of game development.
[0009] As another example configuration, the first condition may be a condition regarding whether or not a specified user operation has been performed in the first game, and the second condition may be a condition regarding whether or not the progress of the game has satisfied a specified condition as a result of the specified user operation performed in the first game.
[0010] According to the above configuration example, the first condition can be achieved by simply performing a predetermined operation, whereas the second condition requires that the operation result in a predetermined result. Therefore, it is possible to provide a difference in the ease of achieving the condition. This allows the user experience in the first game and the user experience in the second game to be different with respect to the use of skills, thereby increasing the diversity of the games.
[0011] As another example configuration, the first condition may be a condition related to the number of times a specified user operation is accepted in the first game, and the second condition may be a condition related to a parameter that changes when the progress of the game satisfies a specified condition as a result of accepting the specified user operation.
[0012] As yet another configuration example, the second condition may be a condition that is more difficult to achieve than the first condition.
[0013] According to the above configuration example, it is possible to increase the frequency of activation of a skill based on the achievement of the first condition.
[0014] As yet another configuration example, the game rules of the first game and the second game may be at least partially common, and processing may be executed so that when a specific user operation is performed in the first game, the game progress based on that operation is the same as when a specific user operation is performed in the second game.
[0015] As yet another configuration example, the first game executing means may, when the first condition is satisfied, restrict progress of the game until an in-game effect associated with the skill is activated.
[0016] As yet another configuration example, the first skill activation means may activate an in-game effect associated with the skill when a user operation is performed while the first condition is satisfied, and the first game execution means may release the restriction on game progress in response to the in-game effect being activated.
[0017] According to the above configuration example, the user can be made to periodically use the skill corresponding to the first condition. This increases the frequency with which the skill corresponding to the first condition occurs, and provides the user with a different experience from normal play.
[0018] As yet another configuration example, a first game is executed using at least one usable character and at least one owned character, and a first skill activation means activates an in-game effect associated with the skill of the usable character when the progress of the first game satisfies a first condition associated with the skill of the usable character, and activates an in-game effect associated with the skill of the owned character when the progress of the first game satisfies the second condition associated with the skill of the owned character.
[0019] According to the above configuration example, even if the user does not own a character, the user can use the skill of the character in the first game. This allows the user to enjoy a game using the skills of both characters that the user owns and characters that the user does not own, and can diversify the game development.
[0020] As yet another configuration example, the game program may further cause the computer to function as an assigning means for assigning to a user a character, each of a plurality of characters having a skill associated therewith, that is associated with the same skill as the used character as an owned character, when a specified assigning condition is satisfied.
[0021] As yet another configuration example, the first game and the second game may be puzzle games in which the objective is to eliminate a puzzle object. Furthermore, the first condition may relate to performing a predetermined user operation on a puzzle object, and the second condition may relate to a parameter that changes as a result of eliminating the puzzle object.
[0022] According to the above configuration example, the interest of the puzzle game can be further increased.
[0023] One example of the configuration example is a game program executed by a computer that controls an information processing device, and causes the computer to function as a game execution means, a first skill activation means, and a second skill activation means. The game execution means executes a game using a skill capable of activating a predetermined in-game effect, the game having a first game mode and a second game mode. The first skill activation means activates the in-game effect associated with the skill when, as a result of progressing the game based on a user's operation in the first game mode, the game situation satisfies a first usable condition. The second skill activation means activates the in-game effect associated with the skill when, as a result of progressing the game based on a user's operation in the second game mode, the game situation satisfies a second usable condition different from the first usable condition associated with the skill in the first game mode.
[0024] According to the above configuration example, a skill that is activated when a first usable condition is met in the first game mode can be activated when a second usable condition is met in the second game mode. This allows the user experience of using the same skill to be different, improving the variety of game developments.
[0025] As yet another configuration example, the first usable condition may be a condition based on the number of times a predetermined user operation is performed, and the second usable condition may be a condition based on the number of times a specific game processing result is obtained among multiple game processing results obtained as a result of a predetermined game processing caused by the performance of the predetermined user operation. Furthermore, the predetermined user operation may be an operation to move a predetermined object. The game program may further cause the computer to function as a game progress limiting means for limiting the acceptance of a user operation for moving the predetermined object when the first usable condition is satisfied in the first game mode, and a limit releasing means for releasing the limit after an in-game effect associated with the skill is activated in response to a user operation for using the skill.
[0026] According to the above configuration example, in the first game mode, the user can be made to use a certain skill on a somewhat regular basis. This allows the user to practice what the skill is like and deepen his / her understanding of it. In addition, it is possible to provide a user experience that is different from that in the second game mode in terms of game development. Effect of the Invention
[0027] According to this embodiment, the activation conditions for the same skill are different between the first game and the second game in the same game, which can improve the variety of game developments. [Brief description of the drawings]
[0028] [Figure 1]A block diagram showing an example of the configuration of an information processing device 102. [Diagram 2] Second game mode screenshot [Diagram 3] Second game mode screenshot [Figure 4] Example screenshot of the first game mode [Diagram 5] Example screenshot of the first game mode [Figure 6] Example screenshot of the first game mode [Figure 7] Example screenshot of the first game mode [Figure 8] An example of programs and data stored in the memory 113 of the information processing device 102 [Figure 9] An example of the data configuration of the character master data 302 [Figure 10] 1 is a flowchart showing the details of the processing of the second game mode. [Figure 11] 1 is a flowchart showing the details of the processing of the second game mode. [Figure 12] A flowchart showing the details of the PC skill usage process [Figure 13] 1 is a flowchart showing details of the processing of the first game mode. [Figure 14] 1 is a flowchart showing details of the processing of the first game mode. [Figure 15] 1 is a flowchart showing details of the processing of the first game mode. [Figure 16] Flowchart showing details of instructor gauge processing [Figure 17] Flowchart showing the details of the instructor skill usage process DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0029] An embodiment will be described below.
[0030] [Hardware configuration of information processing device] First, the configuration of the information processing device according to this embodiment will be described. In this embodiment, the information processing device 102 is assumed to be, for example, a smart device such as a smartphone or tablet, a stationary game device, a portable game device, a personal computer, or the like. In the following description, an information processing device (for example, a smartphone) having a display screen and a touch panel in an integrated form will be described as an example. Therefore, input operations are mainly input to the touch panel. However, in other embodiments, the input operation may be performed using a physical controller connected to the information processing device wirelessly or by wire, or may be performed using an input device configured to be integrated with the information processing device, for example.
[0031] FIG. 1 is a functional block diagram of an information processing device 102 according to the present embodiment. In FIG. 1, the information processing device 102 includes a processor 111, a memory 113, an operation unit 115, and a display unit 116. The processor 111 controls the operation of the information processing device 102 by executing a system program (not shown) for executing information processing described later and controlling the overall operation of the information processing device 102. The processor 111 may be equipped with a single processor, or may be equipped with multiple processors. The memory 113 stores various programs executed by the processor 111 and various data used in the programs. The memory 113 is, for example, a flash EEPROM or a hard disk device. The operation unit 115 is, for example, an input device for accepting operations from a user. The display unit 116 is typically a liquid crystal display device. In the process according to the present embodiment, a touch panel integrated with a liquid crystal screen is assumed as the operation unit 115 and the display unit 116. In other embodiments, a predetermined pointing device other than a touch panel may be used as the operation unit 115.
[0032] [Outline of game processing in this embodiment] Next, an overview of the information processing executed in this embodiment will be described. In this embodiment, as an example of the information processing, a game processing for executing a game application will be described. First, an overview of the game application (hereinafter, simply referred to as a game) realized by the game processing will be described. The game assumed in this embodiment is a puzzle game similar to a so-called match 3 game. FIG. 2 shows an example of a game image of the game assumed in this embodiment. The game image shown in FIG. 2 includes three areas, broadly speaking. That is, it includes three areas, an information area 201, a field area 202, and an operation area 203. A plurality of circular puzzle objects 204 are displayed in the field area 202. In this example, these puzzle objects 204 will be described using an example in which there are three types of puzzle objects 204 (in FIG. 2, the different types are shown by the different patterns of each puzzle object 204). This game is a game in which the objective is to erase all puzzle objects 204 in this field area. As a basic game rule, by lining up three or more puzzle objects 204 of the same type vertically or horizontally, the puzzle objects 204 can be erased. In addition, it is also possible to eliminate the puzzle object 204 by using a "skill" which will be described later.
[0033] The basic operation of this game will be described. First, in the operation area 203, an image of the player character 206 is displayed near the left end thereof, and a circular skill gauge 207 is displayed so as to surround the periphery thereof. Furthermore, a puzzle object 204 is displayed approximately near the center of the operation area 203. The puzzle object 204 displayed in the operation area 203 is an object that is directly operated by the user. In the following description, this puzzle object 204 is particularly referred to as an operation target object. Then, the user can place the operation target object at a predetermined position in the field area 202 by performing a drag-and-drop operation on the operation target object. The placed operation target object automatically moves directly upward from that position. As a result, if it comes into contact with another puzzle object 204, its movement stops. Then, at this time, a matching determination process is performed to determine whether or not three or more puzzle objects 204 of the same type are aligned vertically or horizontally as described above. As a result, if they are aligned, the puzzle object 204 is erased. When the placement of the operation target object in the field area 202 is finished, the next operation target object appears in the operation area 203. In this way, the user plays by placing operation target objects one after another in the field area 202, aiming to erase all of the puzzle objects 204 that have been placed in the field area 202 from the beginning.
[0034] Now, regarding the information area 201, the right side of the information area 201 indicates the number of puzzle objects 204 remaining in the field area 202. Also, the left side indicates the remaining number of operation target objects that have not yet appeared. Therefore, this game is a game in which the player must erase all of the puzzle objects 204 in the field area 202 using a limited number of operation target objects.
[0035] Next, the "skills" and "characters" in this game will be described. As described above, in this game, it is also possible to erase the puzzle objects 204 by using skills that become available when a certain usable condition is met. This skill is associated with each character. Specifically, in this game, multiple types of characters are prepared, and the effect of the skill differs for each character. In other words, the configuration is such that each of the multiple characters has a different skill. For example, "skill A" possessed by "character A" has the effect of erasing the bottom horizontal row of the puzzle objects 204 remaining in the field area 202. Also, for example, "skill B" possessed by "character B" has the effect of erasing the puzzle objects 204 in an L-shape. Also, for example, "skill C" possessed by "character C" has the effect of erasing a vertical row at random. Note that in this embodiment, the name "skill" is used, but in other games, it may be called, for example, "technique", "magic", or "special ability".
[0036] In addition, in this game, a predetermined condition must be satisfied in order to use the skill. Specifically, the skill gauge 207 increases by a predetermined amount each time a puzzle object 204 is erased. The gauge amount of the skill gauge 207 shown in FIG. 2 is displayed such that the gauge extends clockwise from a position corresponding to 0 o'clock to indicate the degree of accumulation of the gauge. As the user erases puzzle objects 204, the skill gauge 207 accumulates (basically, it increases in proportion to the number of objects erased). The degree of increase of the skill gauge 207 is not necessarily constant, and for example, when a combo occurs by erasing puzzle objects 204, the amount of increase at one time may be made larger. Also, the amount of increase may be made larger as the number of objects erased at one time increases. In this way, the skill gauge 207 accumulates, and when it accumulates to a maximum value, the skill becomes available. At this time, the skill gauge 207 flashes, for example, to visually indicate to the user that the skill is available. In this state, the user can use the skill associated with the player character 206 by tapping the player character 206 at any timing. FIG. 3 shows an example of a game image when the skill use operation is performed. When the skill is used, a "skill performance" is displayed in which a predetermined puzzle object 204 is erased according to the skill content. In this example, it is assumed that the skill A possessed by the character A is used. The skill A is "to erase the bottom horizontal row" as described above. Therefore, in the skill performance shown in FIG. 3, a cut-in image of the player character 206 and an effect image that erases the puzzle object 204 in the bottom horizontal row are displayed. Note that during this skill performance, operations on the object to be operated, etc. are not accepted. When this skill performance ends, the state of the field area 202 changes to a state in which the puzzle object 204 in the bottom horizontal row is erased. In addition, the skill gauge 207 also returns to the initial value (empty state).
[0037] Thus, in this game, multiple characters and skills are prepared, but the user cannot use all of these characters from the beginning. In this game, only one predetermined character is given to the user when the game is started for the first time (for example, in the tutorial). After that, the user can obtain other characters by achieving a predetermined granting condition. For example, the user can execute a character lottery process by consuming a predetermined item obtained in the game, and a predetermined character can be given to the user as a lottery result. In addition, a predetermined character can be given as a reward for clearing a predetermined quest. In the following description, a character that the user has already obtained is called a "owned character," and a character that the user has not yet obtained is called a "non-owned character." In addition, in the following description, a case where the user owns two characters, "character A" and "character B," will be described as an example. Then, when playing this game, one of the characters is selected and used. In the example of FIG. 2 above, character A is displayed as the player character 206.
[0038] Incidentally, there are two game modes in this game. One of these is a game mode in which the screen as described above is displayed and the game progresses by the operation as described above. And the other is a game mode in which other characters appear in addition to the player character 206. More specifically, in this game mode, the player character plays the role of a "student" and the other characters play the role of an "instructor". Then, the instructor presents the student with a predetermined clearing condition in the form of a "mission". For example, "erase n puzzle objects of a certain type". Then, while the user is progressing through the game aiming to clear the mission, the instructor's skills can be used in the form of "help". In the following description, such a game mode in which multiple characters appear is called the "first game mode", and the game mode as described above is called the "second game mode". Note that the first game mode is, for example, an event-like game mode that can be played for a limited time, and the second game mode is a permanent game mode that is the basis of this game.
[0039] An outline of the first game mode will be described below. FIG. 4 shows an example of a game image in the first game mode. As in the case of FIG. 2, the game image shown in FIG. 4 also includes three areas, namely, an information area 201, a field area 202, and an operation area 203. It is assumed here that the user selects character B when playing the first game mode. Therefore, unlike the case of FIG. 2, character B is shown as the player character 206 displayed in the operation area 203.
[0040] Similar to the second game mode, a plurality of puzzle objects 204 are displayed in the field area 202. In this first game mode, the puzzle objects 204 are eliminated by lining up three or more of the same type vertically or horizontally, similar to the second game mode. Therefore, it can be said that the basic game rules (how to eliminate the puzzle objects 204) are the same as in the second game mode.
[0041] Next, differences from the second game mode will be described. In the second game mode, the teacher character 211 and the teacher gauge 212 are displayed in the information area 201. As in the second game mode, the remaining number of puzzle objects 204 in the field area 202 and the remaining number of operation target objects are also displayed. In the example of FIG. 4, the character A is displayed as the teacher character 211. That is, in this embodiment, the first game mode in which the teacher character 211 is character A and the player character 206 is character B will be described.
[0042] In the first game mode, a plurality of game stages are prepared, and the instructor character 211 is different for each stage. The instructor character 211 is an example of a non-owned character, and is not owned by the user, but is a character prepared for playing the first game mode (note that the type of the instructor character 211 owned by the user may be the same as that of the instructor character 211, but in this embodiment, they are treated as different characters). Therefore, in the first game mode, since the instructor character is a non-owned character, the player character 206 and the instructor character 211 are always different characters. The instructor character 211 may be changed periodically, and for example, the instructor character 211 (corresponding to the stage presented to the user) may be replaced at regular intervals. Note that the user is given an opportunity to obtain such a non-owned character by the character lottery process as described above.
[0043] In the first game mode, the user can use the skills of the instructor character 211 as well as the skills of the player character. In other words, the user can progress through the game by using the skills of two characters. In this way, making the instructor character's skills available also provides an opportunity to try out the skills of a character that the user does not own, particularly when the instructor character 211 is a character that the user does not own. Even if the instructor character 211 is a character that the user owns, for example, when the character is not often used, it can provide an opportunity to reconfirm or rediscover what skills the character has.
[0044] Moreover, by clearing the first game mode, a predetermined reward is given to the user. This reward is, for example, an item that can be used in the second game mode and allows the user to advance in the game advantageously. This provides the user with an incentive to play the first game mode in order to obtain such a reward.
[0045] Next, a method of using skills in the first game mode will be described. A method of using skills of the player character 206 in the first game mode is the same as that in the second game mode. On the other hand, the skill of the instructor character 211 becomes available when the instructor gauge 212 is filled up to the maximum value, but the method of filling up the gauge is different from that in the second game mode. In other words, the condition of using the skill of the instructor character 211 is different from the condition of using the skill of the player character 206. Specifically, the condition of using the skill of the player character 206 (the method of filling up the skill gauge 207) is to erase the puzzle object 204, whereas the condition of using the skill of the instructor character 211 is to "place the operation target object three times." In other words, if the user performs an operation of placing the operation target object in the field area, the instructor gauge 212 can be raised by one stage regardless of the placement position or whether the puzzle object 204 is erased. In FIG. 4, the instructor gauge 212 is shown divided into three stages (three horizontally long rectangles). Therefore, when the user places the operation target object three times, the instructor gauge 212 is filled up to the maximum value.
[0046] FIG. 5 shows an example of a game image when the instructor gauge 212 is filled to the maximum value. In the first game mode, when the instructor gauge 212 is filled to the maximum value, the instructor character 211 displayed in the information area 201 moves so as to be superimposed on the display position of the operation target object in the operation area 203. In addition, a visual effect such as blinking is also added to the image of the instructor character 211, and the user is visually informed that the skill of the instructor character 211 has become possible. Then, the user can use the skill associated with the instructor character 211 by tapping the instructor character 211. In this example, since the instructor character 211 is character A, the effect of "erasing the bottom horizontal row" is activated as described above. FIG. 6 shows an example of a skill performance when the skill of the instructor character 211 is used. In FIG. 6, the instructor character 211 is displayed in a cut-in manner, and an effect image is displayed such that the puzzle object 204 in the bottom horizontal row is erased. Then, when this skill performance ends, the state of the field area 202 changes to a state in which the puzzle object 204 in the bottom horizontal row is erased, as shown in FIG. 7. In addition, the instructor gauge 212 also returns to its initial state. Furthermore, the display position of the instructor character 211 also returns to its original position, and the operation area 203 also returns to a state in which the operation target object is displayed. In this way, in the first game mode, the skill of the instructor character 211 becomes available every time the operation target object is placed three times.
[0047] Here, the instructor character 211 is displayed at the position where the operation target object was displayed as described above. In this state, the user cannot operate the operation target object and can only use the skill of the instructor character 211 (however, if the skill gauge 207 is filled to the maximum, the user has a choice between using the skill of the player character 206 and operating the instructor character 211). Therefore, when the skill of the instructor character 211 is available, further operation target objects cannot be placed, and the progress of the puzzle game is substantially restricted. In other words, in this example, the user is semi-forced to use the skill of the instructor character 211 every time the operation is performed three times. After the game progress is restricted, the user can perform an operation to use the skill of the instructor character 211 to release the restriction on the game progress.
[0048] The reason why the instructor character's skill is restricted as described above and then released by the user's operation is as follows. First, if the timing of activating the instructor character 211's skill is left to the user, the user must consider not only the timing of activating the player character 206's skill but also the timing of activating the instructor character 211's skill. This may make the game too difficult, especially for beginner users who are not familiar with games. Even if a user is somewhat familiar with the game, if the instructor character 211 is a character that the user does not own, it is possible that the user does not fully understand the characteristics of the skill, and in this case, the game may also become too difficult. On the other hand, if the instructor character's skill is automatically activated without the user's operation, the user may feel stressed about the progress of the game because the instructor character 211 appears to be activating the skill on its own regardless of the user's will. From this perspective, in this embodiment, the game progress is temporarily restricted, and the instructor character 211's skill is activated by the user's operation before the restriction on the game progress is released. In another embodiment, the user may be able to select, for example, on a game setting screen, whether to use the automatic or manual operation as the skill activation method for the instructor character 211.
[0049] In addition, while the skill gauge 207 needs to be filled by erasing the puzzle object 204, the instructor gauge 212 can be filled by simply placing an object to be operated, making the latter condition easier to achieve. That is, the latter condition can be achieved by simply performing the operation of "placing the object to be operated from the operation area 203 to the field area 202". In contrast, the former condition requires the occurrence of an event, that is, the erasure of the puzzle object 204, as a result of placing the object to be operated. In other words, even if the object to be operated is placed, depending on the placement position, the puzzle object 204 may not be erased, so it can be said that the former condition is more difficult to achieve than the latter condition. In addition, the latter condition requires the operation of "placing the object to be operated", which is essential for the progress of the game. As a result, in the first game mode, the user is forced to use the skill of the instructor character 211 periodically (every time the user operates the object three times in this example). This allows the conditions for using skills to be met more easily than in the case of the player character 206, resulting in more opportunities for the instructor character 211 to activate the skills. In addition, since the skills of the player character 206 can also be used, the user can progress through the game using two types of skills, the instructor character 211 and the player character 206. This provides the user with a different game experience from that of the second game mode. For example, the game develops in such a way that skills are activated more frequently than in the second game mode, providing a game experience such as a faster tempo.
[0050] In the above-described example, the same character A becomes the player character 206 in the second game mode and the instructor character 211 in the first game mode. Therefore, when focusing on the character A and its skill, the condition for using the "skill A" having the same effect is different between the first game mode and the second game mode. That is, in the above-described example, in the first game mode, the skill A can be used by achieving the condition of "arranging the operation target object three times". On the other hand, in the second game mode, the same skill A can be used by repeating "erasing the puzzle object 204" and filling the skill gauge 207 to the maximum. In this way, in the puzzle game of this embodiment, even if the same skill has the same effect, the activation condition is different between the first game mode and the second game mode. As a result, the effect of a certain skill can be activated under different conditions for each game mode, and the above-described different game experiences can be provided. As a result, the development of the game can be made more diverse.
[0051] [Details of the game processing in this embodiment] Next, the puzzle game processing of this embodiment will be described in more detail with reference to FIGS.
[0052] [About data usage] First, various data used in this game processing will be described. Fig. 8 shows an example of programs and data stored in memory 113 of information processing device 102. Memory 113 stores a game program 301, character master data 302, game stage data 303, owned character data 304, instructor character data 305, operation data 306, field data 307, erasure instruction data 308, PC gauge data 309, PC skill use flag 310, instructor gauge data 311, instructor skill use flag 312, etc.
[0053] The game program 301 is a game program for executing the puzzle game process according to this embodiment.
[0054] The character master data 302 is data that defines all the characters that appear in this puzzle game. FIG. 9 shows an example of the data configuration of the character master data 302. The character master data 302 is data in a table format, and has at least the following items: character ID 321, skill content information 322, and image data 323. The character ID 321 is information for uniquely identifying the character. The skill content information 322 is information that indicates the effect content of the skill that the character has. For example, a method for specifying the puzzle object 204 to be erased is defined. The image data 323 is image data that indicates the appearance of the character.
[0055] Returning to FIG. 8, the game stage data 303 is data that defines the content of each game stage constituting the puzzle game. Data of each game stage for the first game mode and data of each game stage for the second game mode are included. The data of each game stage includes information indicating the initial state of the field area 202, information indicating the operation target object to be made to appear, and the like. The stage data for the first game mode also includes information indicating the instructor character 211 that appears in that stage, and the like.
[0056] The owned character data 304 is information for identifying the owned characters owned by the user. When the user is granted (obtains) a new character as a result of a predetermined process (such as a lottery process) for granting the character to the user, the character ID 321 indicating the character is appropriately added to this data.
[0057] The instructor character data 305 is data that defines the instructor character 211 described above. The data configuration is basically the same as that of the character master data 302 described above, and an ID for identifying the instructor character 211 is set instead of the character ID 321 described above. The instructor character data 303 may have its contents changed or updated as necessary. For example, it is assumed that the first game mode is a time-limited event-like game mode as described above, and the instructor character 211 is changed periodically. In such a case, for example, when an event is held, the instructor character data 305 receives necessary data from a predetermined server, and the contents are updated to information indicating the instructor character 211 that appears in the event being held at that time.
[0058] The operation data 306 is data indicating various operations performed on the operation unit 115. In this embodiment, the operation data 306 includes data indicating the presence or absence of input to a touch panel serving as the operation unit 115, touch coordinates, and the like, and data indicating the pressed state of various buttons (not shown), and the like. The contents of the operation data 313 are updated at a predetermined cycle based on a signal from the operation unit 115.
[0059] The field data 307 is data for indicating the current state of the above-mentioned field area 202. For example, the field area 202 is managed as a field consisting of 10 horizontal × 10 vertical squares, and information is included for each square indicating the presence or absence of the above-mentioned puzzle object 204. Furthermore, if a puzzle object 204 is present, information indicating its type is also included.
[0060] The erasure instruction data 308 is data for specifying a puzzle object to be erased from the field area 202 as a result of the above-mentioned matching determination process or the above-mentioned skill use operation.
[0061] The PC gauge data 309 is data corresponding to the skill gauge 207 of the player character 206. In other words, it is data indicating the degree to which the skill gauge 207 is filled.
[0062] The PC skill use flag 310 is data for indicating whether or not the use of a skill (hereinafter referred to as a PC skill) of the player character 206 has been instructed. When the use of a PC skill is instructed, the flag is set to ON, the ON state continues while the skill performance is being displayed, and the flag is set to OFF when the display of the PC skill performance ends.
[0063] The instructor gauge data 311 is data corresponding to the instructor gauge 212 of the instructor character 211. That is, it is data indicating the degree of accumulation of the instructor gauge 212.
[0064] The instructor skill use flag 312 is data for indicating whether or not the instructor character 211 is instructed to use a skill (hereinafter, referred to as an instructor skill). When the instructor skill is instructed to be used, the flag is set to ON, the ON state is maintained while the instructor skill is being displayed, and the flag is set to OFF when the instructor skill is displayed.
[0065] Additionally, various data required for game processing is generated appropriately as needed and stored in the memory 113.
[0066] [Game Processing Details] Next, the details of the puzzle game process according to this embodiment will be described with reference to a flowchart. Note that, here, the process related to the first game mode and the second game mode will be mainly described, and the description of other game processes will be omitted. Also, for convenience of explanation, the process related to the second game mode will be described first, and then the process related to the first game mode will be described.
[0067] [About handling the second game mode] 10 and 11 are flow charts showing details of the processing in the second game mode. The processing shown in FIG. 10 starts when the user performs a predetermined operation for starting play in the second game mode from a menu screen (not shown).
[0068] First, in step S1, processor 111 executes a stage selection process. Specifically, this is a process for determining, based on operation data 306, player character 206 to be used by the user and the stage to be played.
[0069] Next, in step S2, processor 111 executes a play preparation process. Specifically, data of a game stage corresponding to the determined stage is obtained from game stage data 304, and the contents of field area 202 are constructed based on the data. In addition, a game image such as that shown in FIG. 2 is generated using an image of player character 206 and the like, and output to display unit 116. After that, processor 111 performs a play start performance for that stage, and starts accepting operations from the user.
[0070] Next, in step S3, processor 111 determines whether PC skill use flag 310 is on. That is, it determines whether the state is one in which the effect of the PC skill is being displayed. If the result of the determination is that PC skill use flag 310 is not on (NO in step S3), processor 111 acquires operation data 306 in step S5. Next, in step S6, processor 111 determines whether the operation content indicated by operation data 306 is an operation to use a PC skill. Specifically, processor 111 determines whether a tap operation has been performed at the display position of player character 206 in a state in which skill gauge 207 is filled to the maximum, based on operation data 306 and PC gauge data 309. As a result, if an operation to use a PC skill is being performed (YES in step S6), processor 111 sets PC skill use flag 310 to on in step S7. Thereafter, the process proceeds to step S13, which will be described later.
[0071] On the other hand, if the result of the determination in step S6 is that the operation using the PC skill has not been performed (NO in step S6), in step S8, processor 111 determines whether or not an operation to move the operation target object has been performed. Specifically, the operation to move the operation target object from within operation area 203 to field area 202 and an operation to move the operation target object within the field area. If these operations have been performed (YES in step S8), in step S9, processor 111 moves the operation target object based on the operation content. Furthermore, processor 111 also appropriately updates the content of field data 307 so that this movement is reflected. Thereafter, the process proceeds to step S11. On the other hand, if the movement operation has not been performed (NO in step S8), processor 111 executes a process to automatically move the operation target object present in the field area by a predetermined distance in the upward direction in step S10. Furthermore, processor 111 also appropriately updates the content of field data 307 so that this movement is reflected. As a result, even if the user is not directly operating the object, the operation target object that is not in contact with other puzzle objects 204 will automatically move directly upward.
[0072] Next, in step S11, processor 111 performs a matching determination process. Specifically, processor 111 first refers to field data 307 to determine whether or not there are three or more puzzle objects 204 of the same type aligned vertically or horizontally. If the determination result indicates that such puzzle objects 204 exist, information identifying the puzzle objects 204 (for example, position coordinates within the field area, etc.) is set in removal instruction data 308.
[0073] Next, in step S12, processor 111 executes an erasure process. Specifically, processor 111 refers to the above-mentioned erasure instruction data 308, and updates the contents of field data 307 so that puzzle object 204 specified therein disappears from field area 202. Furthermore, processor 111 performs display settings of the game image so that an effect of erasing puzzle object 204 related to the erasure target is displayed. Furthermore, processor 111 updates the contents of PC gauge data 309 according to the contents of the erased puzzle object 204. That is, a process of increasing skill gauge 207 is performed. Thereafter, it is determined whether skill gauge 207 has been filled to the maximum. As a result, if it has been filled to the maximum, processor 111 performs display settings of an effect indicating that skill gauge 207 has been filled (for example, blinking of skill gauge 207). As a result, in a display process of a game image to be described later, an effect when puzzle object 204 is erased, an effect of skill gauge 207 blinking, and the like are performed. It should be noted that if there is no puzzle object 204 specified by the erasure instruction data 308 (if there is no puzzle object 204 to be erased), the erasure process is not actually performed.
[0074] Next, in step S13 of FIG. 11, processor 111 executes processing to generate a game image that reflects the results of the above processing, and to display the image on display unit 116.
[0075] Next, in step S14, processor 111 determines whether or not a game end condition has been satisfied. That is, it determines whether the condition for clearing the stage has been achieved (stage clear success) or whether the game cannot progress any further (stage clear failure). If the game end condition has not yet been satisfied (NO in step S14), the process returns to step S3 and is repeated. On the other hand, if the game end condition has been satisfied (YES in step S14), processor 111 executes a result display process in step S15. For example, if the stage has been cleared, a predetermined success effect is displayed. Conversely, if the stage has not been cleared successfully, a predetermined failure effect is displayed. Thereafter, the puzzle game process ends.
[0076] Next, a process will be described when it is determined in step S3 that PC skill use flag 310 is on (NO in step S3). In this case, in step S4 of FIG. 10, processor 111 executes PC skill use process. FIG. 12 is a flowchart showing the details of the PC skill use process. In FIG. 12, first, in step S21, processor 111 determines whether the effect display of the PC skill has ended. This is determined, for example, by whether a predetermined number of frames have passed since the start of the PC skill effect. If the result of the determination is that the effect display of the PC skill has not ended yet (NO in step S21), in step S22, processor 111 performs display setting so that the PC skill effect is displayed in the game image display process in step S13. The effect content is determined based on skill content information 322 of player character 206 used this time.
[0077] Next, in step S23, processor 111 erases puzzle object 204 as appropriate according to the content of the currently used PC skill, and updates the content of field data 307 to reflect that content. Then, the PC skill use process ends.
[0078] On the other hand, if the result of the determination in step S21 above is that the PC skill effect display has ended (YES in step S21), in step S24, processor 111 clears PC gauge data 309 and returns skill gauge 207 to the initial state. Next, in step S25, processor 111 sets PC skill use flag 310 to OFF. Thereafter, the PC skill use processing ends.
[0079] When the PC skill use process is finished, the game image is generated and displayed in step S13 based on the contents set here. As a result, while the PC skill use flag 310 is on, the skill effect shown in FIG. 3 is displayed.
[0080] This concludes the explanation of the processing in the second game mode.
[0081] [Details on processing the first game mode] Next, the details of the processing of the first game mode will be described. Note that a part of the processing of the first game mode is substantially the same as the processing of the second game mode. Therefore, a detailed description of the part that overlaps with the processing of the second game mode will be omitted.
[0082] Figures 13 to 15 are flow charts showing details of the processing in the second game mode. The processing shown in Figures 13 to 15 starts when the user performs a predetermined operation on a menu screen (not shown) to start playing in the first game mode.
[0083] In FIG. 13, first, in step S31, processor 111 executes a stage selection process. Then, in step S32, processor 111 executes a play preparation process. These processes are basically the same as the processes in steps S1 and S2 above. Therefore, detailed explanation will be omitted, but what differs from the process in step S2 is that in step S32, processing related to instructor character 211 is also appropriately performed. Specifically, processor 111 refers to instructor character data 305 and reads data of instructor character 211 appearing in the first game mode. Then, processor 111 also performs processing to generate an image of instructor character 211 based on that data.
[0084] Next, in step S33, the processor 111 determines whether the instructor skill use flag 312 is on. If the instructor skill use flag 312 is off (NO in step S33), the processor 111 determines whether the PC skill use flag 310 is on (YES in step S34) in step S34. If the PC skill use flag 310 is on (YES in step S34), the processor 111 executes a PC skill use process in step S35. This process is the same as the above-mentioned step S4, and therefore a detailed description will be omitted. On the other hand, if the PC skill use flag 310 is off (NO in step S34), the processor 111 acquires the operation data 306 in step S36. Next, in step S37, the processor 111 determines whether the operation content indicated by the operation data 306 is a PC skill use operation as described above. As a result, if an operation using a PC skill is being performed (YES in step S37), processor 111 sets PC skill use flag 310 to ON in step S38, and proceeds to step S43 described later.
[0085] On the other hand, if the result of the determination in step S37 is that no operation using a PC skill has been performed (NO in step S37), in step S39, processor 111 determines whether or not an operation to move the object to be operated has been performed. If the result is that no movement operation has been performed (NO in step S39), in step S41, processor 111 executes a process of automatically moving the object to be operated by a predetermined distance in the upward direction as described in step S10 above. Then, the process proceeds to step S43.
[0086] On the other hand, if the result of the determination in step S39 above is that a move operation has been performed (YES in step S39), in step S40, processor 111 moves the operation target object based on the operation content. Furthermore, processor 111 also appropriately updates the content of field data 307 so as to reflect this movement.
[0087] Next, in step S42, processor 111 executes instructor gauge processing. This is processing for increasing instructor gauge 212 in accordance with the movement operation. FIG. 16 is a flowchart showing details of the instructor gauge processing. In FIG. 16, first, in step S61, processor 111 determines whether the content of the movement operation is a movement operation for moving the operation target object from within operation area 203 to field area 202. For example, this can be determined by whether or not the touch start coordinates when the operation target object is dragged are the display position of the operation target object in operation area 203. If the result of this determination is that the movement operation is not a movement operation for moving the operation target object from within operation area 203 to field area 202 (NO in step S61), instructor gauge processing ends. On the other hand, if it is such a movement operation (YES in step S61), in step S62, processor 111 updates instructor gauge data 311 so that instructor gauge 212 increases by one level.
[0088] Next, in step S63, processor 111 determines whether instructor gauge 212 has reached its maximum, based on instructor gauge data 311. If the result of this determination is that instructor gauge 212 has not yet reached its maximum (NO in step S63), processor 111 ends the instructor gauge processing. On the other hand, if instructor gauge 212 has reached its maximum (YES in step S63), processor 111 sets instructor skill use flag 312 to ON in step S64. Next, in step S65, processor 111 sets the display content so that the display position of the image of instructor character 211 is the position where the operation target object was displayed in operation area 203, as shown in FIG. 5 above. Thereafter, instructor gauge processing ends.
[0089] 14, processor 111 performs a matching determination process similar to the process of step S11 above. In the following step S44, processor 111 performs an erasure process similar to the process of step S12 above.
[0090] Next, in step S45, processor 111 generates a game image reflecting the result of the above processing, and executes processing to display the image on display unit 116. Next, in step S46, processor 111 determines whether the game has ended, similar to step S14 above. If the ending condition is satisfied (YES in step S46), processor 111 executes result display processing similar to step S15 above, and ends the processing of the second game mode, in step S47. On the other hand, if the ending condition is not satisfied (NO in step S46), the process returns to step S33 above, and the processing is repeated.
[0091] Returning to FIG. 13, next, a process when instructor skill use flag 312 is on as a result of the determination in step S33 above (YES in step S33) will be described. In this case, in step S48 of FIG. 15, processor 111 acquires operation data 306. Next, in step S49, processor 111 determines whether or not the operation content indicated by operation data 306 is an operation to use an instructor skill. Specifically, in the state as shown in FIG. 5 above, it is determined whether or not instructor character 211 has been tapped. If an operation to use an instructor skill has not been performed (NO in step S49), the process proceeds to step S45 above. As a result, the game image in the state as shown in FIG. 5 above will continue to be displayed until an operation to use an instructor skill is performed by the user, and progress in the game is substantially restricted.
[0092] On the other hand, if the result of the determination in step S49 is that an operation to use a teacher skill has been performed (YES in step S49), then in step S50, processor 111 executes a teacher skill use process. FIG. 17 is a flowchart showing details of the teacher skill use process. In FIG. 17, first, in step S71, processor 111 determines whether or not the presentation display of the teacher skill has ended. If the result of the determination is that the presentation display of the teacher skill has not yet ended (NO in step S71), then in step S72, processor 111 performs display setting so that a PC skill presentation is displayed in the game image display process in step S45. The content of the presentation is determined based on information indicating the skill content of teacher character 211 appearing at this time, which is defined in teacher character data 305.
[0093] Next, in step S73, processor 111 refers to instructor character data 305 and specifies puzzle object 204 to be erased according to the instructor skill used this time. Then, processor 111 updates the content of field data 307 so that the specified puzzle object 204 is erased from field area 202. Thereafter, the instructor skill use process ends.
[0094] On the other hand, if the result of the determination in step S71 above is that the effect display of the PC skill has ended (YES in step S71), then in step S74, processor 111 clears instructor gauge data 311 and returns instructor gauge 212 to its initial state. Next, in step S75, processor 111 sets instructor skill use flag 312 to OFF. Next, in step S76, processor 111 performs display settings for the game image such that the display position of instructor character 211 returns to its original position. Thereafter, the instructor skill use process ends.
[0095] Returning to FIG. 15, when the instructor skill use process is completed, the process proceeds to step S45, where the game image is displayed.
[0096] This concludes the detailed description of the processing in the second game mode.
[0097] In this manner, in the present embodiment, in a puzzle game, the activation conditions for a certain skill are different between the first game and the second game provided in the puzzle game. In this respect, in conventional games, even if a certain game has a plurality of game modes, the activation conditions for a certain skill are generally common between the game modes. However, with the configuration of the present embodiment, the activation conditions for the same skill are different between the first game and the second game, which are different, so that the user experience of skill use can be different between the first game and the second game. For example, even if a certain skill tends to be activated less frequently in a certain game mode, it can be played in a state where the activation frequency is high in a different game mode, resulting in a significantly different user experience. This can improve the diversity of the game.
[0098] [Variations] In the above embodiment, a puzzle game that is a match-3 game has been described as an example, but the above process can be applied to other puzzle games that are provided with the above-mentioned "skills" (or elements equivalent thereto, such as techniques and magic). The above process can also be applied to games of other genres, not limited to puzzle games. For example, the process can be applied to simulation games in which a skill becomes available when a player unit defeats a certain number of enemy units.
[0099] In the above embodiment, the instructor skill use condition is, for example, filled with the instructor gauge 212 by moving the puzzle object 204 into the field area 202. Alternatively, the instructor gauge 212 may be automatically filled with time. Alternatively, the instructor skill use condition may be a condition that is less difficult to achieve than the PC skill use condition. This allows the user's experience of skill use to differ for each game, even if the same skill is used.
[0100] In the above embodiment, an example in which an owned character or a non-owned character is used as the instructor character 211 is shown. In addition, a dedicated character that is not given to the user may be used as the instructor character 211. The dedicated character may have the skills of each character that can be given to the user. In this case, for example, when a dedicated instructor character activates a certain skill A in a first game mode, the skill can be activated by achieving a first condition. It is also possible for the user to obtain a character having this skill A. When the character is used in a second game mode after being obtained, the skill A can be activated by achieving a second condition. In such a case, the corresponding characters are different, but the same skill has the same effect, but the activation conditions differ depending on the game mode, and the user's experience of using the skill differs.
[0101] In addition, when using such a dedicated character, the character may not be associated with a skill (the character has a skill) as in the above embodiment. For example, a configuration may be used in which the player character can obtain a plurality of skills by a predetermined granting process as described above, and instead of the owned character and non-owned character, the player character is assigned an owned skill and a non-owned skill. In this case, when selecting a stage in the second game mode, the user may select one skill to be used in the current play from among the owned skills. In addition, in the first game mode, one usable skill may be associated with each stage, and the dedicated character may use this skill. In still another embodiment, such a dedicated character may not be used. For example, in the first game mode, the instructor character or the dedicated character may not appear, and the skill associated with the stage may be used under a first activation condition, regardless of whether it is an owned skill or a non-owned skill. In the second game mode, the player may select one skill from among the owned skills when selecting a stage, and use this skill under a second condition set in association with each skill.
[0102] In the above embodiment, the series of processes related to the game process is executed in a single device. In another embodiment, the series of processes may be executed in an information processing system including a plurality of information processing devices. For example, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, a part of the series of processes may be executed by the server device. Furthermore, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, a main part of the series of processes may be executed by the server device, and a part of the processes may be executed by the terminal device. In the above information processing system, the server system may be configured by a plurality of information processing devices, and the processes to be executed on the server side may be shared and executed by the plurality of information processing devices.
[0103] Alternatively, a so-called cloud gaming configuration may be adopted. For example, the information processing device 102 may be configured to send operation data indicating a user's operation to a predetermined server, and various game processes may be executed in the server, and the execution results may be streamed to the information processing device 102 as video and audio. [Explanation of symbols]
[0104] 102 Information processing equipment 111 Processor 113 Memory 115 Operation section 116 Display section
Claims
1. A game program executed by a computer that controls an information processing device, The computer, a first game execution means for executing a first game using at least a character that can be used in the application regardless of whether the character is owned by the user; a second game execution means for executing a second game using a character owned by a user in the application; a first skill activation means for progressing the first game based on a user's operation, and activating an in-game effect associated with a skill of the used character when a first parameter that changes according to a progress state of the game satisfies a first condition associated with the skill; A game program which, when a character the same as the used character is used as the owned character in the second game, progresses the game based on a user's operation, and when a second parameter which changes according to the progress of the game satisfies a second condition which is a condition associated with a skill of the owned character and which is different from the first condition which was associated with the skill in the first game, functions as a second skill activation means which activates an in-game effect associated with the skill.
2. the first condition is a condition regarding whether a predetermined user operation has been performed in the first game, The computer-readable storage medium according to claim 1 , wherein the second condition is a condition regarding whether or not a progress status of the first game satisfies a predetermined condition as a result of the predetermined user operation performed in the first game.
3. 3. The game program according to claim 2, wherein the first condition is a condition related to the number of times the specified user operation performed in the first game is accepted, and the second condition is a condition related to a parameter that changes when the progress of the game satisfies a specified condition as a result of accepting the specified user operation.
4. The game program according to claim 3 , wherein the second condition is a condition that is more difficult to achieve than the first condition.
5. A game program according to any one of claims 2 to 4, wherein the first game and the second game have at least some game rules in common, and processing is executed such that when the specified user operation is performed in the first game and when the specified user operation is performed in the second game, the game progress status based on the operation is the same.
6. The game program according to any one of claims 1 to 5, wherein the first game execution means, when the first condition is satisfied, limits progress of the game until an in-game effect associated with the skill is activated.
7. The first skill activation means activates an in-game effect associated with the skill when a user operation is performed in a state in which the first condition is satisfied, The computer-readable storage medium according to claim 6 , wherein the first game execution means releases the restriction on the progress of the game in response to the activation of the in-game effect.
8. the first game execution means executes the first game using at least one of the available characters and at least one of the owned characters; A game program as described in any one of claims 1 to 7, wherein the first skill activation means activates an in-game effect associated with the skill of the used character when the progress of the first game satisfies a first condition corresponding to the skill of the used character, and activates an in-game effect associated with the skill of the owned character when the progress of the first game satisfies the second condition corresponding to the skill of the owned character.
9. The game program includes: A game program as described in any one of claims 1 to 8, further causing the computer to function as an assignment means for assigning to a user, when a predetermined assignment condition is met, a character among a plurality of characters each having a skill associated therewith, the character being assigned the same skill as the used character, as a character owned by the user.
10. the first game and the second game are puzzle games whose objective is to eliminate puzzle objects, the first condition relates to performing the predetermined user operation on the puzzle object, The game program according to any one of claims 2 to 5, wherein the second condition is a condition regarding a parameter that changes as a result of the puzzle object being erased.
11. a first game execution means for executing a first game using at least a character that can be used in the application regardless of whether the character is owned by the user; a second game execution means for executing a second game using a character owned by a user in the application; a first skill activation means for progressing the first game based on a user's operation, and activating an in-game effect associated with a skill of the used character when a first parameter that changes according to a progress state of the game satisfies a first condition associated with the skill; The game system includes a second skill activation means for, when a character that is the same as the used character is used as the owned character in the second game, progressing the game based on a user's operation, and activating an in-game effect associated with the skill when a second parameter that changes according to the progress of the game satisfies a second condition that is associated with a skill of the owned character and that is different from the first condition that was associated with the skill in the first game.
12. A game processing method executed by a computer that controls an information processing device, comprising: The computer includes: executing a first game using at least a character that can be used by the user regardless of whether the user owns the character in the application; executing a second game using a character owned by the user in the application; In the first game, progressing the game based on a user operation, and when a first parameter that changes according to a progress state of the game satisfies a first condition associated with a skill of the used character, activating an in-game effect associated with the skill; A game processing method in which, when a character that is the same as the used character is used as the owned character in the second game, the game is progressed based on a user operation, and when a second parameter that changes according to the progress of the game satisfies a second condition that is associated with a skill of the owned character and that is different from the first condition that was associated with the skill in the first game, an in-game effect associated with the skill is activated.
13. a first game execution means for executing a first game using at least a character that can be used in the application regardless of whether the character is owned by the user; a second game execution means for executing a second game using a character owned by a user in the application; a first skill activation means for progressing the first game based on a user's operation, and activating an in-game effect associated with a skill of the used character when a first parameter that changes according to a progress state of the game satisfies a first condition associated with the skill; A game device comprising: a second skill activation means for, when a character that is the same as the used character is used as the owned character in the second game, progressing through the game based on a user's operation, and activating an in-game effect associated with the skill when a second parameter that changes according to the progress of the game satisfies a second condition that is associated with a skill of the owned character and that is different from the first condition that was associated with the skill in the first game.
14. A game program executed by a computer that controls an information processing device, The computer, A game execution means for executing a game using a skill capable of activating a predetermined in-game effect, the game having a first game mode and a second game mode; a first skill activation means for activating an in-game effect associated with the skill when a game situation satisfies a first usable condition as a result of progressing the game based on a user's operation in the first game mode; A game program that functions as a second skill activation means for activating an in-game effect associated with the skill when, in the second game mode, the game progresses based on the user's operation and the game situation satisfies a second usable condition different from a first usable condition associated with the skill in the first game mode.
15. the first usable condition is a condition based on the number of times a predetermined user operation has been performed, The game program according to claim 14, wherein the second usable condition is a condition based on the number of times a specific game processing result is obtained among a plurality of game processing results obtained as a result of a specified game processing caused by the specified user operation.
16. the predetermined user operation is an operation of moving a predetermined object, The game program includes: a game progress limiting means for limiting acceptance of the user operation for moving the predetermined object when the first usable condition is satisfied in the first game mode; The game program according to claim 15, further causing a computer to function as a restriction removal means for removing the restriction after an in-game effect associated with the skill is activated in response to a user's operation to use the skill.
17. A game execution means for executing a game using a skill capable of activating a predetermined in-game effect, the game having a first game mode and a second game mode; a first skill activation means for activating an in-game effect associated with the skill when a game situation satisfies a first usable condition as a result of progressing the game based on a user's operation in the first game mode; a second skill activation means for activating an in-game effect associated with the skill when, in the second game mode, the game situation satisfies a second usable condition different from a first usable condition associated with the skill in the first game mode as a result of progressing the game based on the user's operation.
18. A game processing method executed by a computer that controls an information processing device, comprising: The computer includes: executing a game using a skill capable of activating a predetermined in-game effect, the game having a first game mode and a second game mode; In the first game mode, when a game situation satisfies a first usable condition as a result of progressing the game based on a user's operation, an in-game effect associated with the skill is activated; A game processing method in which, in the second game mode, when the game progresses based on the user's operation and the game situation satisfies a second usable condition different from a first usable condition associated with the skill in the first game mode, an in-game effect associated with the skill is activated.
19. A game execution means for executing a game using a skill capable of activating a predetermined in-game effect, the game having a first game mode and a second game mode; a first skill activation means for activating an in-game effect associated with the skill when a game situation satisfies a first usable condition as a result of progressing the game based on a user's operation in the first game mode; a second skill activation means for activating an in-game effect associated with the skill when, as a result of progressing the game in the second game mode based on the user's operation, the game situation satisfies a second usable condition different from the first usable condition associated with the skill in the first game mode.
Citation Information
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