Game program, game device and control method thereof
The game program and device balance skill acquisition by providing conditional opportunities within a play period, enhancing gameplay enjoyment and engagement.
Patent Information
- Application Number
- JP2023188209
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-11-02
- Publication Date
- 2025-01-22
- Estimated Expiration
- 2040-11-24
AI Technical Summary
Existing games allow immediate skill acquisition with many reinforcement items or high probability settings, leading to a lack of enjoyment due to unbalanced skill acquisition processes.
A game program and device that provide opportunities for game elements to acquire abilities based on specific conditions, with limited processing during a play period to ensure balanced skill acquisition.
Enhances gameplay enjoyment by ensuring timely and balanced skill acquisition, reducing player frustration and increasing engagement.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game program, a game device, and a control method thereof. [Background technology]
[0002] Games that allow game elements to acquire game-related abilities are known. For example, among competitive games in which soccer players are treated as cards, there are games in which players consume strengthening items before a match, synthesize multiple cards, and increase the parameters of the cards to acquire skills. Also, among role-playing games in which multiple characters included in a user's party fight against enemy characters, there are games in which each of the multiple characters acquires a skill with a predetermined probability during the battle. For example, Patent Document 1 is a technical document related to games in which game elements acquire game-related abilities, such as skills, during the course of the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-006257 A Summary of the Invention [Problem to be solved by the invention]
[0004] In games where players acquire skills by consuming strengthening items or synthesizing cards, if players have a lot of strengthening items or cards to be synthesized, they will acquire skills immediately regardless of the match, and users will not be able to fully enjoy the process of players acquiring skills. Also, in games where multiple characters each acquire a skill with a certain probability during a battle, if the certain probability is set low, users will have fewer opportunities to acquire skills and will lose motivation to acquire skills. On the other hand, if the certain probability is set high, all of the multiple characters will acquire skills during one battle, and users will not be able to fully enjoy the process of each character acquiring a skill.
[0005] The present invention has been made in consideration of the above circumstances, and has as its object to enable a user to fully enjoy the process of acquiring game-related skills through game elements. [Means for solving the problem]
[0006] One aspect of the game program of the present invention causes a computer to function as an ability acquisition unit that provides a game element that meets the conditions for acquiring a game-related ability with an opportunity to acquire that ability, and as an ability control unit that limits the processing of the ability acquisition unit during a single play period of the game.
[0007] A method of controlling a game device, which is one aspect of the present invention, includes a skill acquisition process that provides a game element that satisfies a condition for acquiring a skill related to a game with an opportunity to acquire the skill, and a skill control process that limits the processing of the skill acquisition process during one play period related to the game.
[0008] A game device according to one embodiment of the present invention includes an ability acquisition unit that provides a game element that satisfies a condition for acquiring a game-related ability with an opportunity to acquire that ability, and a ability control unit that limits the processing of the ability acquisition unit during a single play period of the game. [Brief description of the drawings]
[0009] [Figure 1] 1 is a block diagram showing a hardware configuration of a game device according to a first embodiment of the present invention. [Diagram 2] FIG. 2 is a block diagram showing the functional configuration of the game device. [Diagram 3] FIG. 2 is a diagram illustrating the acquisition of skills performed in the game device. [Figure 4] 13 is a flowchart showing an outline of the processing of a skill acquisition unit in the game device. [Diagram 5] 13 is a flowchart showing an outline of the processing of a skill acquisition unit in the game device. [Figure 6] 10 is a flowchart showing the flow of a game control process executed by a processor in the game device. [Figure 7] 13 is a flowchart showing the flow of a process for updating the match status information executed by the processor. [Figure 8] 1 is a flowchart showing the flow of the skill activation and acquisition process executed by the processor. [Figure 9] 1 is a flowchart showing the flow of the skill activation and acquisition process executed by the processor. [Figure 10] This is a diagram showing a skill table referenced in the skill activation and acquisition process. [Figure 11] FIG. 13 is a diagram showing an example of skill table processing in the skill activation / learning process. [Figure 12] FIG. 2 is a diagram showing a display example of the game device. [Figure 13] 10 is a flowchart showing the flow of a skill activation / learning process executed by a processor of a game device according to a second embodiment of the present invention. [Figure 14] 13 is a flowchart showing the flow of a skill activation / learning process executed by a processor of a game device according to a third embodiment of the present invention. [Figure 15] This is a flowchart showing the process of activating and acquiring the skill. [Figure 16] This is a diagram showing a skill table referenced in the skill activation and acquisition process. [Figure 17] FIG. 13 is a diagram showing an example of skill table processing in the skill activation / learning process. [Figure 18] 13 is a flowchart showing the flow of a skill activation / learning process executed by a processor of a game device according to a fourth embodiment of the present invention. [Figure 19] This is a diagram showing a skill table referenced in the skill activation and acquisition process. [Figure 20] FIG. 13 is a diagram showing an example of skill table processing in the skill activation / learning process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] Hereinafter, the embodiments of the present invention will be described with reference to the drawings. In each drawing, the dimensions and scale of each part are appropriately different from the actual ones. In addition, the embodiments described below are preferred examples of the present invention, and therefore various technically preferable limitations are attached, but the scope of the present invention is not limited to these embodiments unless otherwise specified in the following description to the effect that the present invention is limited.
[0011] [A. First embodiment] [A1. Hardware configuration of game device] 1 is a block diagram showing a hardware configuration of a game device 10 according to a first embodiment of the present invention. The game device 10 may be, for example, a portable information processing device such as a tablet terminal or a portable game device, a smartphone, or a stationary information processing device such as a desktop personal computer. Alternatively, the game device 10 may be an arcade-type game device installed in a game center or the like.
[0012] As shown in FIG. 1, game device 10 includes processor 110, which is a computer that controls each part of game device 10, a memory unit 120 that stores various information, a communication unit 130 for communicating with an external device outside game device 10, an operation unit 140 for accepting operations by a user of game device 10, and a display unit 150 that displays various images.
[0013] The processor 110 is, for example, a central processing unit (CPU). The processor 110 may include hardware such as a graphics processing unit (GPU), a digital signal processor (DSP), or a field programmable gate array (FPGA) in addition to the CPU.
[0014] The storage unit 120 includes a volatile memory such as a random access memory (RAM) and a non-volatile memory such as an electrically erasable programmable read-only memory (EEPROM). The volatile memory functions as a working area for the processor 110. The non-volatile memory stores various information such as a game program PRG, which is an application program that provides a game to a user. This game program PRG can be downloaded via the communication unit 130 from a game server (not shown) or the like connected to the network.
[0015] [A2. Functional configuration of the game device] 2 is a block diagram showing various functions realized by the processor 110 of the game device 10 executing the game program PRG. In this embodiment, the game program PRG causes the processor 110 to function as a game control unit 200. The game control unit 200 is a means for progressing the soccer game. In this embodiment, the game control unit 200 automatically progresses the soccer game and displays the game status on the display unit 150. Note that the application of the present invention is not limited to such game devices, but may also be applied to game devices that progress the game in response to the operation of the operation unit 140.
[0016] 2, the game control unit 200 includes a skill acquisition unit 202. This skill acquisition unit 202 is a means for giving a game element that satisfies a condition for acquiring a skill related to the game an opportunity to acquire the skill.
[0017] In this embodiment, the game-related ability is a skill related to a soccer game. Also, the game element is a player who progresses through the soccer game. The ability acquisition unit 202 in this embodiment provides an opportunity to acquire a skill related to a soccer game to a player who meets the acquisition condition of the skill.
[0018] 3 is a diagram for explaining the acquisition of skills performed in this embodiment. As shown in FIG. 3, each skill that can be acquired in this embodiment is associated with an effect when the skill is activated, activation-related information for the skill, and acquisition-related information for the skill.
[0019] Here, the activation-related information includes the skill activation condition and the skill activation probability. The activation condition is a condition related to the game situation in which the skill can be activated, and in the case of a soccer game, it is a condition related to the player's situation, such as the player's position during a match. In this embodiment, there are cases where a learned skill satisfies the activation condition and cases where an unlearned skill satisfies the activation condition. The activation probability is the winning probability of an activation lottery performed using pseudo-random numbers to determine whether or not to allow the activation of a skill that satisfies the activation condition. This activation lottery is a first calculation that allows the activation of an ability based on the probability of the ability's activation.
[0020] The acquisition-related information includes acquisition conditions and acquisition probability. The acquisition conditions are necessary conditions for a player to acquire an unacquired skill when the unacquired skill satisfies the activation conditions and the activation lottery is won, and are conditions related to the player's performance during an ongoing match, for example. The acquisition probability is the winning probability of an acquisition lottery that uses pseudo-random numbers to determine whether or not a player who satisfies the acquisition conditions for an unacquired skill is allowed to acquire the skill. This acquisition lottery is a second calculation that allows the acquisition of the ability based on the probability of acquiring the ability for which the acquisition conditions are satisfied.
[0021] Figures 4 and 5 each show an outline of the processing of the game control unit 200, particularly the processing of the ability acquisition unit 202. Here, Figure 4 shows an outline of the processing performed when the activation condition of an acquired skill is satisfied, and Figure 5 shows an outline of the processing performed when the activation condition of an unacquired skill is satisfied.
[0022] In the course of the game, the ability acquisition unit 202 constantly monitors whether or not the activation condition of any of the skills that can be acquired in this embodiment is satisfied (step S10). Then, when a certain skill of a certain player satisfies the activation condition, an activation lottery for that skill is held (step S12). Then, when the activation lottery is won and the skill that has been won is a skill that the player has already acquired, the ability acquisition unit 202 activates the skill as shown in FIG. 4 (step S18). "Activating" means generating the effect of the skill in the game. For example, in FIG. 3, when the skill that has been won in the activation lottery is "no spin shot", the effect of activating the skill is "the reaction of the goalkeeper of the opposing team is 40% slower than a normal shot." Therefore, the ability acquisition unit 202 progresses the game according to this effect. That is, the ability acquisition unit 202 delays the reaction of the goalkeeper of the opposing team by 40% compared to a normal shot in the ongoing game.
[0023] On the other hand, when the activation condition of a certain player's skill is satisfied and the activation lottery is won, the skill that has been won may be a skill that the player has not yet acquired. In this case, the ability acquisition unit 202 judges whether or not the player satisfies the acquisition condition of the skill, as shown in FIG. 5 (step S14). For example, when the skill that has been won in the activation lottery is "no spin shot", the acquisition condition is "a player who can acquire the skill acquires 10,000 EP (experience points) or more during one game." Here, the experience points are points that are given to a player who plays a game that excites the audience. Therefore, when the skill of "no spin shot" is won in the activation lottery, the ability acquisition unit 202 judges whether or not a player who can acquire the skill satisfies the acquisition condition. Then, when the player to be processed satisfies the acquisition condition, the ability acquisition unit 202 conducts an acquisition lottery based on the acquisition probability (step S16). Then, when the acquisition lottery is won, the player is made to acquire the skill and activates the skill (step S18).
[0024] In this manner, in this embodiment, a skill that a player has already acquired is activated when the activation conditions are met and the player wins the activation lottery. Also, a skill that a player has not yet acquired is acquired and activated by the player when the activation conditions are met, the player wins the activation lottery, the player's acquisition conditions are met, and the player wins the acquisition lottery. If a player wins the activation lottery but does not meet the acquisition conditions for a skill that a player has not yet acquired, or if a player does not win the acquisition lottery even when the acquisition conditions are met, the player will not acquire the unacquired skill and will not activate it.
[0025] 2, the game control unit 200 in this embodiment includes a skill control unit 204. This skill control unit 204 is a means for restricting the processing of the skill acquisition unit 202 during one play period related to the game.
[0026] A "play period" is a period of a game that has a finite duration, and may be a fixed length or a variable length. In this embodiment, the period of one game is a play period.
[0027] The term "restrict" refers to not executing at least a part of the processing of the ability acquisition unit 202. In this embodiment, "restrict" refers to not causing the ability acquisition unit 202 to execute a judgment regarding the acquisition condition and a lottery for acquisition.
[0028] In this embodiment, a group consisting of multiple game elements, i.e., multiple players, progresses through the game. The ability control unit 204 limits the processing of the ability acquisition unit 202 for multiple players in the group. In the case of a team battle game in which multiple teams compete against each other as in this embodiment, the "group" is the user's team. However, the "group" may also include the user's team and other teams competing against each other.
[0029] Furthermore, in this embodiment, the ability control unit 204 restricts the processing of the ability acquisition unit 202 after the number of game-related skill acquisition records of the multiple players in the group reaches an upper limit during one play period. "Ability acquisition record" refers to the sum of the values of acquired abilities, and in this embodiment, it is the number of acquired skills. Specifically, in this embodiment, the upper limit of the number of skills that can be acquired during one play period is 1. The ability control unit 204 restricts the processing of the ability acquisition unit 202 after any of the multiple players in the group acquires an unacquired skill.
[0030] [A3. Operation of the game device] 6 is a flowchart showing the flow of game control process OP100a that processor 110 in this embodiment executes in accordance with game program PRG in storage unit 120. In this embodiment, when an instruction to start game execution is given by operating operation unit 140, processor 110 executes game program PRG to execute game control process OP100a shown in FIG. 6. In this game control process OP100a, processor 110 repeats the processes of steps S100 to S104 until the match ends and the determination result of step S104 becomes "YES". In other words, the period from the start to the end of execution of game control process OP100a corresponds to one play period.
[0031] First, in step S100, processor 110 executes a process of updating the battle status information. The battle status information is the information to be updated in step S100, and is various information related to the progress of the game. This update process will be described later. Next, proceeding to step S102, processor 110 performs a time adjustment (waiting for a necessary time) so that step S100 is executed every frame (e.g., 1 / 60 sec) of the frame rate of display unit 150.
[0032] Next, in step S104, processor 110 determines whether the time for the game to end has arrived. If the result of this determination is "YES", processor 110 ends game control process OP100a. On the other hand, if the result of this determination is "NO", processor 110 returns the process to step S100.
[0033] FIG. 7 is a flowchart showing the details of the battle status information update process OP101a (step S100 in FIG. 1).
[0034] First, in step S200, processor 110 executes processes other than player management, such as game time management and ball movement management. Next, in step S202, processor 110 specifies players to be processed from among players on the user's team and players on the opponent's team. Then, in match situation information update process OP101a, the processes from step S202 to step S208 are executed for all players participating in the match.
[0035] Specifically, each of the 11 players, A01 to A11, in team A (user's team) is identified as a player to be processed, and then each of the 11 players, B01 to B11, in team B (opponent's team) is identified as a player to be processed. That is, by treating all 22 players participating in the match as the processing targets, the process from step S202 to step S206 is repeated 22 times, changing the player to be processed each time. Note that in addition to the 22 players playing on the field, bench substitute players may also be included as processing targets.
[0036] Next, in step S204, processor 110 performs processing related to the parameters of the player to be processed. Specifically, processor 110 updates parameters related to the player's physical strength and cooperation with other players.
[0037] Next, in step S206, processor 110 executes a skill activation / learning process for activating a skill already acquired by the player to be processed or for learning and activating a skill not yet acquired by the player to be processed. The details of this skill activation / learning process will be described later.
[0038] Next, in step S208, processor 110 determines whether or not the processes of steps S202 to S206 have been executed for all players participating in the match (a total of 22 players, consisting of 11 players from team A and 11 players from team B). If the result of this determination is "NO", processor 110 returns the process to step S202. On the other hand, if the result of this determination is "YES", processor 110 ends the match situation information update process OP101a, and proceeds to step S102 in FIG. 6.
[0039] Figures 8 and 9 are flowcharts showing details of the skill activation / acquisition processing OP102a executed in step S206 in Figure 7. In this skill activation / acquisition processing OP102a, the processing of each step other than step S400 is processing by the ability acquisition unit 202, and the processing of step S400 is processing by the ability acquisition control unit 204. In this embodiment, the ability control unit 204 limits the processing of the ability acquisition unit 202 after the skill acquisition results of multiple players in a group reach an upper limit, specifically, after a player acquires one skill that has not yet been acquired. The skill activation / acquisition processing OP102a shown in Figures 8 and 9 will be described below.
[0040] First, in step S300 in FIG. 8, processor 110 determines whether or not the player to be processed has any skill that satisfies the activation condition among the acquired skills and unacquired skills. Here, the acquired skills are acquired skills that have been set by the user before the start of the match. The determination targets in step 300 include such acquired skills as well as unacquired skills. If the player to be processed has any skill that satisfies the activation condition, the determination result in step S300 is "YES", and the process proceeds to step S302. On the other hand, if the player to be processed does not have any skill that satisfies the activation condition, the determination result in step S300 is "NO", and processor 110 ends skill activation / acquisition process OP102a and proceeds to step S208 in FIG. 7.
[0041] Next, when proceeding to step S302, processor 110 executes an activation lottery (first calculation) using an activation probability (see FIG. 3) associated with the skill that satisfies the activation condition. Note that in the judgment of step S300, it is also possible that multiple skills that satisfy the activation condition occur simultaneously. In this way, when there are multiple skills that satisfy the activation condition, an activation lottery may be executed for any one of those skills. Also, when the multiple skills that satisfy the activation condition include both acquired skills and unacquired skills, an activation lottery may be executed by giving priority to one of them.
[0042] Next, proceeding to step S304, processor 110 determines whether or not the activation lottery of step S302 has been won. If the result of this determination is "YES", the process proceeds to step S306, and if the result is "NO", processor 110 ends skill activation / learning process OP102a, and proceeds to step S208 in FIG.
[0043] Next, in step S306, processor 110 determines whether the skill selected in the activation lottery is a skill that the target player has not yet acquired. This determination is made as follows.
[0044] In this embodiment, the skill table STa shown in Fig. 10 is stored in the storage unit 120 for all players participating in the match. Fig. 10 illustrates a skill table STa for a player with a player ID of A01. This skill table STa includes information on the player ID, the player name, one or more candidate skills, and, for each candidate skill, an acquisition flag, a pre-match setting flag, and an acquisition flag during the match.
[0045] Here, the candidate skill is a skill that the player may possibly acquire, and includes both acquired and unacquired skills. The acquisition flag is a flag indicating whether the candidate skill is an acquired skill ("1": acquired) or an unacquired skill ("0": unacquired). The pre-match setting flag is a flag indicating whether the candidate skill is an acquired skill that is set before the start of the match ("1": set), or either an acquired skill or an unacquired skill that is not set before the start of the match ("0": unset). The pre-match setting flag is limited so that only one skill out of all the candidate skills of the player can be set to "1". The in-match acquisition flag is a flag that distinguishes whether the skill is acquired during a single match in progress ("1": acquired during the match, "0": not acquired during the match), and is cleared (set to "0") when the match ends.
[0046] In step S306, processor 110 refers to skill table STa corresponding to the player to be processed, and determines whether or not the acquisition flag corresponding to the skill that has been selected in the activation lottery is "0."
[0047] If the skill that has won the activation lottery is an acquired skill, the determination result in step S306 is "NO", and processor 110 proceeds to process step S308. On the other hand, if the skill that has won the activation lottery is an unacquired skill, the determination result in step S306 is "YES", and processor 110 proceeds to process step S400 in FIG.
[0048] Next, proceeding to step S308, processor 110 determines whether the skill selected in the activation lottery in step S302 is an acquired skill. Specifically, processor 110 refers to skill table STa associated with the player to be processed, and determines whether the acquisition flag associated with the candidate skill selected in the activation lottery in the skill table STa is "1". If the result of this determination is "NO", processor 110 ends skill activation / acquisition process OP102a, and proceeds to step S208 in FIG. 7. On the other hand, if the result of the determination in step S308 is "YES", processor 110 proceeds to step 310.
[0049] When the determination result in step S306 is "NO" or the determination result in step S308 is "YES" and the process proceeds to step S310, processor 110 activates the acquired skill that won the activation lottery (step S302). For example, when "through pass", which is an acquired candidate skill in FIG. 10, wins the activation lottery, processor 110 makes the player to be processed make a through pass that is not intercepted (see FIG. 3). When the process of step S310 ends, processor 110 ends skill activation / acquisition process OP102a, and proceeds to step S208 in FIG. 7.
[0050] On the other hand, since the skill that won the activation lottery is an unacquired skill, the judgment result in step S306 is "YES", and when proceeding to step S400 in FIG. 9, processor 110 judges whether other players in the group to which the target player belongs have acquired the unacquired skill. Specifically, processor 110 refers to skill table STa (see FIG. 10) for all other players in the group to which the target player belongs, and judges whether any of them has an in-game acquisition flag of "1". If the judgment result is "NO", processor 110 advances the process to step S402.
[0051] Next, in step S402, processor 110 determines whether or not the target player satisfies the condition for learning the unlearned skill that was selected in the activation lottery in step S302 (step S306=YES).
[0052] If the player satisfies the learning condition for the unacquired skill, the determination result in step S402 is "YES", and processor 110 advances the process to step S404. On the other hand, if the player does not satisfy the learning condition for the unacquired skill, the determination result in step S402 is "NO", and processor 110 advances the process to step S308 in FIG.
[0053] Next, in step S404, processor 404 executes an acquisition lottery (second calculation) using an acquisition probability (see FIG. 3) associated with the unacquired skill that won the activation lottery. Next, in step S406, processor 110 determines whether or not the acquisition lottery in step S404 was won. If the result of this determination is "YES", processor 110 advances the process to step S408. On the other hand, if the result of this determination is "NO", processor 110 advances the process to step S308 in FIG. 8.
[0054] Next, proceeding to step S408, processor 110 sets the skills that satisfy the acquisition conditions (step S402=YES) and have won the acquisition lottery (step S406=YES) as skills to be acquired during the match. Specifically, processor 110 sets the in-match acquisition flag and the acquisition / non-acquisition flag corresponding to the skills that satisfy the acquisition conditions and have won the acquisition lottery to 1 in skill table STa associated with the player being processed. In the example shown in FIG. 11, since the candidate skill "no spin shot" has won the acquisition lottery, the acquisition / non-acquisition flag and the in-match acquisition flag associated with "no spin shot" are set to "1".
[0055] When the process of step S408 ends, the process proceeds to step S308 in Fig. 8. In this case, since the acquisition flag of the skill that won the activation lottery is set to "1" in step S408, the judgment result in step S308 becomes "YES", and the skill is activated in step S310. At this time, the ability acquisition unit 202 displays an image 151 and a player name 152 of the player who has acquired the skill, and a name 153 of the acquired skill on the display unit 150, as exemplified in Fig. 12. That is, in this embodiment, the ability acquisition unit 202 notifies the user of a game element and the ability when one game element acquires an ability related to the game.
[0056] In this embodiment, if a player wins the activation lottery for a skill that he has not yet mastered, the player will acquire and activate the skill, provided that he meets the conditions for acquiring the skill and wins the acquisition lottery.
[0057] In this embodiment, the number of skills for which the pre-match setting flag can be set to 1 is limited to one. However, an unlearned skill that becomes an acquired skill during an ongoing match may be activated again during an ongoing match as an acquired skill in addition to the one skill with the pre-match setting flag set to 1.
[0058] On the other hand, if another player in the group to which the player being processed belongs has acquired the unacquired skill and the judgment result in step S400 is "YES", the processing of the ability acquisition unit 202 is restricted (i.e., the processing from step S402 onwards is avoided and the process proceeds to step S308), so that the player being processed will not acquire the unacquired skill that was won in the activation lottery. Therefore, the judgment result in step S308 is "NO".
[0059] Therefore, in this embodiment, once any player in a group has acquired a skill that he or she has not yet acquired, no other player in the same group will acquire or activate the unacquired skill.
[0060] Also, even if the determination result in step S402 is "NO" or the determination result in step S406 is "NO" and the process proceeds to step S308 in Fig. 8, the player being processed will not acquire the unacquired skill. Therefore, the determination result in step S308 is "NO".
[0061] Therefore, in this embodiment, even if an unacquired skill of the player being processed meets the activation conditions and the skill is selected in an activation lottery, the unacquired skill will not be acquired or activated unless the player meets the acquisition conditions for that skill and selects the acquisition lottery.
[0062] [A4. Effects of the First Embodiment] As described above, in this embodiment, the ability acquisition unit 202 gives a game element (player) that meets the acquisition conditions for a game-related ability (skill) an opportunity to acquire the ability (step 404 onward in FIG. 9), and the ability restriction unit 204 restricts the processing of the ability acquisition unit 202 during one play period related to the game (operation when the determination result in step S400 in FIG. 9 is "YES"). According to this embodiment, excessive acquisition of game-related abilities during one play period is avoided. For this reason, the user repeats playing in order to have the game element acquire the game-related ability. Therefore, according to this embodiment, the user can fully enjoy the process in which the game element acquires the game-related ability.
[0063] In this embodiment, a group consisting of multiple game elements (players) progresses through a game (soccer game), and the ability control unit 204 limits the processing of the ability acquisition unit 202 for multiple game elements in the group. More specifically, in this embodiment, the ability control unit 204 limits the processing of the ability acquisition unit 202 after the acquisition results of game-related abilities of multiple game elements in the group during one play period reach an upper limit, specifically, after any one player acquires a skill (step S400=YES) during one play period. According to this embodiment, it is possible to prevent the acquisition results of game-related abilities of the whole group during one play period from becoming excessive, so that the user can fully enjoy the process of the game elements in the group acquiring game-related abilities.
[0064] Furthermore, in this embodiment, the ability acquisition unit 202 executes a judgment (step S402) regarding the acquisition conditions for multiple game elements (players) in the group multiple times during one play period, and provides an opportunity to acquire game-related abilities (processing from step S404 onward) to game elements that satisfy the acquisition conditions before the acquisition results of the game-related abilities (skills) of the multiple game elements reach the upper limit (before the judgment result of step S400 becomes "YES"). According to this embodiment, the earlier a game element satisfies the acquisition conditions, the higher the possibility of acquiring the ability before the acquisition results of the game-related abilities of the multiple game elements reach the upper limit. Therefore, the interest of the game can be increased.
[0065] In this embodiment, the ability acquisition unit 202 executes an accreditation process (steps S300 to S304) for accrediting an ability that satisfies an activation condition from among acquired and unaccredited abilities (skills) for a plurality of game elements (players) in a group during one play period, and when an unaccredited ability is recognized as an ability that satisfies an activation condition in the accreditation process (step S306="YES"), the ability is made the subject of a judgment regarding the acquisition condition (step S402). According to this embodiment, since a judgment regarding the acquisition condition is performed for an ability that can be activated in the game, the ability can be timely acquired by the game element in a situation where the ability can be activated. In other words, the game element can acquire an ability as the game progresses, which can increase the interest of the game.
[0066] Furthermore, in this embodiment, when the ability acquisition unit 202 recognizes an unacquired ability as an ability that satisfies the activation condition in the recognition process (steps S300 to S304), it executes a first calculation (activation lottery in step S302) to permit activation of the ability based on the probability of activation of the ability, and when activation is permitted by the first calculation, the ability becomes the subject of a determination regarding the acquisition condition (step S402). According to this embodiment, the activation of an ability is permitted according to probability, which can enhance the playability of the game.
[0067] In this embodiment, the ability acquisition unit 202 executes a second calculation (acquisition lottery in step S404) to permit acquisition of an ability based on the probability of acquiring the ability that satisfies the acquisition condition in the judgment regarding the acquisition condition (step S402), and when the acquisition is permitted by the second calculation, the ability is acquired by the game element (step S408) and activated (step S310). According to this embodiment, the ability acquisition is permitted according to probability, which enhances the game nature.
[0068] In this embodiment, the ability acquisition unit 202 notifies the user of the game elements for which the user has acquired game-related abilities during one play period and the abilities (step S310). According to this embodiment, the user can know the game elements for which the user has acquired abilities during one play period and the abilities, which motivates the user to play the next time.
[0069] In this embodiment, the ability acquisition unit 202 notifies the user of a game element and the ability when the game element acquires an ability related to the game (step S310). According to this embodiment, it is possible to avoid a situation in which the game element and the ability that acquired the ability are not known until one play period ends. In addition, since the time when the ability acquisition record reaches the upper limit is known, from that point on, the user is relieved from the tension of whether or not the ability can be acquired during one play period.
[0070] [B. Second embodiment] The ability control unit 204 in the first embodiment limits the processing of the ability acquisition unit 202 for a group after one of all players in a group participating in a game in progress has acquired one unacquired skill. In contrast, the ability control unit 204 in this embodiment limits the processing of the ability acquisition unit 202 for a group after three or more players in a group have acquired an unacquired skill in a game in progress, or after any one player in a group has acquired two unacquired skills in a game in progress. That is, in this embodiment, the ability control unit 202 limits the processing of the ability acquisition unit 202 after the number of game elements that have acquired game-related abilities among multiple game elements in a group reaches an upper limit during one play period, or after the acquisition record of game-related abilities of any one game element in a group reaches an upper limit.
[0071] Fig. 13 is a flow chart showing a part of the flow of the skill activation / learning processing OP102b executed by the processor 110 in the game device 10 according to the second embodiment of the present invention. In this embodiment, the processes of steps S400, S402, S404, S406, and S408 (see Fig. 9), which are part of the skill activation / learning processing OP102a in the first embodiment, are replaced with processes of steps S500, S502, S504, S506, S508, and S510 shown in Fig. 13. In this embodiment, the game control processing OP100a (see Fig. 6), the battle situation information update processing OP101a (see Fig. 7), and the parts of the skill activation / learning processing OP102a shown in Fig. 8 are the same as those in the first embodiment.
[0072] In this embodiment, as in the first embodiment described above, if there is a skill that satisfies the activation conditions (step S300 in Figure 8 = YES), if that skill wins the activation lottery (step S304 in Figure 8 = YES), and if the skill that was won is a skill that has not yet been acquired (step S306 in Figure 8 = YES), processing proceeds to step S500 in Figure 13.
[0073] When proceeding to step S500, the processor 110 as the ability control unit 204 judges whether or not three or more players in the group to which the player to be processed belongs have acquired the unacquired skill during one ongoing game. This judgment is made as follows. That is, the ability control unit 204 refers to the skill table STa of all players in the group to which the player to be processed belongs during the ongoing game, and judges whether or not there are three or more players whose in-game acquisition flag is "1". If there are two or less players who have acquired the unacquired skill, the judgment result of step S500 becomes "NO" and the process proceeds to step S502. On the other hand, if there are three or more players who have acquired the unacquired skill, the process proceeds to step S308 in FIG. 8.
[0074] Next, in step S502, processor 110 as ability control unit 204 determines whether or not any one of the players in the group to which the target player belongs has acquired two unacquired skills during the ongoing game. This determination is made as follows.
[0075] The ability control unit 204 refers to the skill table STa of all players in the group to which the target player belongs, and determines whether there is any player who has two candidate skills whose in-game acquisition flag is "1". If there is no player who has acquired two unacquired skills, the determination result in step S502 is "NO", and the process proceeds to step S504. On the other hand, if there is a player who has acquired two unacquired skills, the determination result in step S502 is "YES", and the process proceeds to step S308 in FIG. 8.
[0076] In FIG. 13, the processes of steps S504, S506, S508, and S510 are the same as the processes of steps S402, S404, S406, and S408 (see FIG. 9) in the first embodiment.
[0077] As described above, in this embodiment, once either of the following conditions is met: the number of game elements in a group that have acquired game-related abilities during one play period reaches an upper limit (step S500), or the track record of acquiring a game-related ability for any one game element in a group during one play period reaches an upper limit (S502), the ability acquisition unit 202 will no longer acquire abilities.
[0078] Therefore, in this embodiment, the same effects as in the above-mentioned first embodiment can be obtained. Furthermore, in this embodiment, the ability learning unit 202 can learn skills under less stringent restrictions than in the above-mentioned first embodiment.
[0079] [C. Third embodiment] The ability acquisition unit 202 in this embodiment provides the players, which are game elements, with an opportunity to acquire unacquired skills, as well as an opportunity to improve the level of an already acquired skill. The ability control unit 204 in this embodiment limits the processing of the ability acquisition unit 202 after any one of the players improves the level of an already acquired skill by one level during one ongoing game.
[0080] In this embodiment, the level-up condition of an acquired skill is the same as the learning condition of the skill. Furthermore, the level-up probability of an acquired skill is the same as the learning probability of the skill. There are various modes for leveling up a skill, but for example, the effect of activating the skill may be increased by leveling up the skill. For example, the effect of activating a skill called "no spin shot" is "the reaction of the opposing team's goalkeeper is 40% slower than a normal shot" (see FIG. 3), but when this skill is leveled up, the effect of activating the skill is "the reaction of the opposing team's goalkeeper is 50% slower than a normal shot."
[0081] 14 and 15 are flowcharts showing a part of the flow of the skill activation / learning process OP102c executed by the processor 110 in this embodiment. In this embodiment, a part of the skill activation / learning process OP102a in the first embodiment (see FIG. 8) is replaced with the skill activation / learning process OP102c shown in FIGS. 14 and 15. In this embodiment, the skill activation / learning process OP102c executes the processes shown in FIGS. 14 and 15, as well as the processes of steps S400 to S408 in the first embodiment (see FIG. 9). In this embodiment, the overall flow of the game control process OP100a (see FIG. 6) and the overall flow of the battle situation information update process OP101a (see FIG. 7) are the same as those in the first embodiment.
[0082] 7 to step S600 in FIG 14, processor 110 determines whether or not there is a skill that satisfies an activation condition among the acquired and unacquired skills of the player being processed. If the result of this determination is "YES", the process proceeds to step S602, and if the result is "NO", the skill activation / acquisition process OP102c is terminated and the process proceeds to step S208 in FIG 7.
[0083] In this manner, in the present embodiment, as in the first embodiment, it is determined whether or not the activation conditions are met for not only the acquired skills set by the user before the start of the match, but also the unacquired skills. Then, in this embodiment, it is determined whether or not the activation conditions are met for not only the skills that meet the level-up conditions but also the skills that do not meet the level-up conditions among the acquired skills set by the user before the start of the match.
[0084] Next, proceeding to step S602, processor 110 executes an activation lottery (first calculation) for a skill that satisfies an activation condition, according to the activation probability (see FIG. 3) corresponding to the skill.
[0085] Here, there may be cases where multiple skills simultaneously satisfy the activation condition. In such a case, in step S602, processor 110 may determine by lottery one of the multiple skills that satisfy the activation condition, and execute an activation lottery for that skill. In addition, when the multiple skills that satisfy the activation condition include both a learned skill and an unlearned skill, one of them may be preferentially determined.
[0086] Next, in step S604, processor 110 determines whether or not the activation lottery in step S602 has been won. If the result of this determination is "YES", the process proceeds to step S606; if the result is "NO", the skill activation / learning process OP102c is terminated, and the process proceeds to step S208 in FIG.
[0087] Next, in step S606, processor 110 determines whether the skill selected in the activation lottery is an unlearned skill. If the result of the determination in step S606 is "NO" and the process proceeds to step S608, the skill selected in the activation lottery is an acquired skill, so the result of the determination in step S608 is "YES" and the process proceeds to step S610.
[0088] If the result of the determination in step S606 is "YES" and the process proceeds to step S400 in FIG. 9, the process proceeds as follows. First, if other players in the group to which the player to be processed belongs have not acquired the unacquired skill during the match (step S400=NO), and the player to be processed meets the acquisition conditions for the skill that has been selected in the activation lottery (step S402=YES), a skill acquisition lottery is executed (step S404). Then, if the skill acquisition lottery is won (step S406=YES) and the player to be processed has acquired the skill that has been selected in the activation lottery (step S408), the skill that has been selected in the activation lottery becomes an acquired skill, and the process proceeds to step S612 in FIG. 14. Therefore, in this case, the skill is activated in step S612.
[0089] Also, if the result of the determination in step S606 is "YES" and the process proceeds to step S400 in Fig. 9, but the process does not proceed to step S408, the skill that won the activation lottery remains an unlearned skill. Therefore, in this case, the result of the determination in step S608 is "NO", the skill activation / learning process ends, and the process proceeds to step S208 in Fig. 7.
[0090] Next, in step S610, processor 110 determines whether the target player satisfies the level-up condition for the skill selected in the activation lottery. If the result of this determination is "YES", the process proceeds to step S700 in FIG. 15, and if the result is "NO", the process proceeds to step S612.
[0091] Next, in step S612, processor 110 activates the skill selected in the activation lottery in step S602 (see FIG. 3).
[0092] Next, the process of Fig. 15 that is executed when the player to be processed satisfies the level-up condition for the skill that was selected in the activation lottery will be described. When proceeding to step 700, processor 110 determines whether the level of the acquired skill of any player in the group to which the player to be processed belongs has increased during the match. This determination is made as follows.
[0093] In this embodiment, the skill table STc shown in Fig. 16 is stored in the storage unit 120 for all players participating in the match. Fig. 16 shows an example of the skill table STc for a player with a player ID of A01. This skill table STc includes information such as the player ID, the player name, one or more candidate skills, and the learning level, pre-match setting flag, in-match learning flag, and in-match level-up flag for each candidate skill.
[0094] Here, the candidate skill is a skill that the player may acquire, and includes both acquired and unacquired skills. The acquisition level is the level of the candidate skill, where acquisition level = "0" indicates unacquired, acquisition level = "1" indicates the lowest level of the acquired skill, acquisition level = "2" indicates the next level after the lowest level, and acquisition level = "3" indicates the highest level. The pre-match setting flag is a flag indicating whether the candidate skill is an acquired skill that is set before the start of the match ("1": set), or either an acquired skill or an unacquired skill that is not set before the start of the match ("0": not set). In addition, the pre-match setting flag is limited so that only one skill out of all the candidate skills of the player can be set to "1". The in-match acquisition flag is a flag that distinguishes whether the skill is acquired during one ongoing match ("1": acquired during the match, "0": not acquired during the match), and is cleared (set to "0") when the match ends. The in-match level-up flag is a flag that distinguishes whether a skill has leveled up during an ongoing match ("1": level-up during match, "0": not level-up during match), and is cleared (set to "0") when the match ends.
[0095] In step S700, processor 110 refers to skill tables STc of all players in the group to which the target player belongs, and determines whether or not there is any player whose in-game level-up flag is "1." If the result of this determination is "YES," the process proceeds to step S612 in FIG. 14, and if the result is "NO," the process proceeds to step S702.
[0096] Next, in step S702, processor 110 executes a lottery for level-up of the skill of the target player. Specifically, processor 110 determines by lottery whether or not to level up the skill that has been selected in the activation lottery, according to the level-up probability.
[0097] Next, in step S704, processor 110 determines whether or not the skill level-up lottery of step S702 has been won. If the result of this determination is "YES", the process proceeds to step S706, and if the result is "NO", the process proceeds to step S612 in FIG.
[0098] Next, proceeding to step S706, processor 110 increases the level of the skill that has won the level-up lottery for the target player. Specifically, if "through pass" among the candidate skills wins the level-up lottery, the acquisition level associated with "through pass" in skill table STc shown in FIG. 17 is increased from "1" to "2," and the in-game level-up flag is set to "1."
[0099] When the process of step S706 ends, the process proceeds to step S612 in Fig. 14. In this case, processor 110 activates the skill whose level has been increased in step S706.
[0100] On the other hand, if the determination result in step S700 is "YES" or the determination result in step S704 is "NO", the skill level-up (step S706) is not executed, and the process proceeds to step S612 in Fig. 14. In this case, processor 110 activates the acquired skill that has not been leveled up.
[0101] The present embodiment also provides the same effects as the first embodiment. In addition, according to the present embodiment, the level-up of acquired skills can be restricted so as not to be excessively increased. Therefore, the user can fully enjoy the process of the player increasing the level of the skill.
[0102] [D. Fourth embodiment] This embodiment is a combination of the second and third embodiments. In this embodiment, when at least one of the following conditions is met: the skills of three players are leveled up during a match, or the skill level of one player is leveled up by two during a match (including both the level of the same skill being leveled up by two and the levels of multiple different skills being leveled up by one each), skill leveling is not performed from that point onward.
[0103] In this embodiment, the level-up condition of the acquired skill is the same as the acquisition condition of the skill, and the level-up probability of the acquired skill is the same as the acquisition probability of the skill.
[0104] In this embodiment, the overall flow of the game control processing OP100a (see FIG. 6) and the overall flow of the battle situation information update processing OP101a (see FIG. 7) are similar to those in the first embodiment.
[0105] In this embodiment, the skill activation / learning process OP102c (see FIG. 14) of the third embodiment is executed as the skill activation / learning process (step 206 in FIG. 7) of the battle status information update process OP101a. Also, in this embodiment, instead of the process shown in FIG. 15 of the skill activation / learning process OP102c, a process OP102d shown in FIG. 18 is executed. That is, the process of processor 110 in this embodiment is obtained by replacing the process shown in FIG. 15 in the third embodiment with the process OP102d shown in FIG. 18.
[0106] When proceeding from step S610 in Fig. 14 to step S800 in Fig. 18, processor 110 determines whether or not three or more players in the group to which the target player belongs have improved the level of an already acquired skill during one game in progress. This determination is made as follows.
[0107] In this embodiment, a skill table STd shown in FIG. 19 is stored in the storage unit 120 for all players participating in a match. In this skill table STd, the in-match level-up flag in the skill table STc (see FIG. 16) of the third embodiment is replaced with a in-match level-up number. The in-match level-up number indicates the number of times that one skill of the player has leveled up during the ongoing match.
[0108] In step S800, processor 110 refers to skill tables STd of all players in the group to which the target player belongs, and determines whether or not the number of in-game level-ups of three or more players is equal to or greater than 1. If the result of this determination is "NO", the process proceeds to step S802, and if the result is "YES", the process proceeds to step S612 in FIG.
[0109] Next, proceeding to step S802, it is determined whether or not at least one of the following conditions has been met during one ongoing game: the level of the same skill of any one player in the group to which the player to be processed belongs has been increased by two, or the levels of multiple different skills of any one player have been increased by one each. Specifically, the skill table STd of all players in the group to which the player to be processed belongs is referenced, and it is determined whether or not there is any player whose total number of level increases during a game for all candidate skills of a single player is two or more. If the result of this determination is "NO", proceed to step S804; if the result is "YES", proceed to step S612 in FIG. 14.
[0110] The processes in steps S804, S806 and S808 are the same as the processes in steps S702, S704 and S706 in the third embodiment.
[0111] The specific process of step S808 is as follows: If the "through pass" among the candidate skills wins the skill level-up lottery, the learning level of the through pass is increased from "1" to "2", and "1" is added to the number of level-ups during the match for the through pass.
[0112] In this embodiment, the same effects as in the above-described embodiment 3 can be obtained. Furthermore, in this embodiment, the ability control unit 202 can increase the skill level with less stringent restrictions than in the above-described embodiment 3.
[0113] [E. Modifications] Each of the above embodiments may be modified in various ways. Specific modified embodiments are exemplified below. Two or more embodiments arbitrarily selected from the following examples may be appropriately combined within a range that does not contradict each other. In the modified examples exemplified below, the elements whose actions and functions are equivalent to those of the embodiment will be appropriately omitted by using the symbols referenced in the above explanation.
[0114] [First Modification] In each of the above embodiments, when multiple skills for one player satisfy the activation conditions, one of the skills is the subject of the activation lottery. Here, when the multiple skills that satisfy the activation conditions include an unacquired skill, the unacquired skill may be selected and made the subject of the activation lottery. Also, when the multiple skills that satisfy the activation conditions include multiple unacquired skills, all of the unacquired skills may be made the subject of the activation lottery. Also, when multiple unacquired skills are selected in the activation lottery, the selected multiple unacquired skills may be the subject of the judgment regarding the acquisition conditions.
[0115] [Second modified example] In the above embodiments, the activation lottery is executed when the activation condition is satisfied, and the acquisition lottery is executed when the acquisition condition is satisfied. However, the manner of the lottery is not limited to this, and either the activation lottery or the acquisition lottery may be omitted.
[0116] [Third Modification] In each of the above embodiments, the determination of whether or not the activation condition is satisfied may be performed for all players in a brute-force manner, or may be performed for only some players. In a mode in which the game control unit 200 automatically progresses the game, the game control unit 200 can recognize the occurrence of a situation that satisfies the skill activation condition and the player who will encounter that situation. Therefore, the ability acquisition unit 202 of the game control unit 200 may perform a determination regarding the skill activation condition by limiting it to the player who will encounter a situation that satisfies the skill activation condition.
[0117] [Fourth Variation] In the above-described second embodiment, the ability control unit 204 restricts the processing of the ability acquisition unit 202 when at least one of the following conditions is satisfied: the number of game elements that have acquired game-related abilities among the multiple game elements in the group during one play period has reached an upper limit, or the acquisition record of a game-related ability of any one game element in the group has reached an upper limit during one play period. However, instead of doing so, the processing of the ability acquisition unit 202 may be restricted when the condition is satisfied that the total number of acquired game-related abilities by the multiple game elements in the group has reached an upper limit.
[0118] [Fifth Modification] In each of the above embodiments, each team competing in a team match is considered to be a group, but the user may be able to select whether to make each team a group or to make both competing teams into a group as a whole.
[0119] [Sixth Modification] In each of the above embodiments, conditions related to the game situation, such as the player's position, are used as skill activation conditions, and when the skill activation conditions are met, a player who is able to learn the skill is given the opportunity to learn the skill. However, a player may be given the opportunity to learn a skill regardless of such activation conditions. For example, a lottery using pseudo-random numbers may be held multiple times during one game, and a player may be given the opportunity to learn a skill through this lottery. In this case, a player may not be allowed to learn a skill after the skill acquisition achievements of players in a group reach an upper limit.
[0120] [F. Notes] From the above description, the present invention can be understood, for example, as follows: In order to facilitate understanding of each aspect, reference symbols in the drawings are conveniently written in parentheses below, but this is not intended to limit the present invention to the illustrated aspects.
[0121] [Appendix 1] A game program (PRG) which is one aspect of the present invention causes a processor (110) to function as a skill acquisition unit (202) which provides a game element that satisfies the conditions for acquiring a skill related to the game with an opportunity to acquire that skill, and as a skill control unit (204) which limits the processing of the skill acquisition unit during one play period related to the game.
[0122] According to this game program, it is possible to avoid excessive acquisition of game-related abilities during one play period. Therefore, the user repeats playing the game in order to make the game elements acquire game-related abilities. Therefore, the user can fully enjoy the process in which the game elements acquire game-related abilities.
[0123] Although the "game" is a team match in each of the above embodiments, it may be an individual match such as a martial art. The "game" may be a game other than a battle game, for example, a single-player game. The "game-related ability" is an ability that generates an effect related to the progress of the game, for example, an ability that generates an effect that advantageously advances the progress of the game. In the embodiments, the "game-related ability" is an individual skill that can be acquired only by talented players. However, the "game-related ability" includes not only such individual skills, but also common skills that can be acquired by a player regardless of the player's ability. In each of the above embodiments, the "ability" is a skill related to soccer, but various things can become the "ability" depending on the game. The "ability" may be a special ability, a technique, magic, etc. In addition, the "acquisition of an ability" may permanently change (increase or decrease) the parameters of the game element that has acquired the ability, such as the offensive power or defensive power. The "ability acquisition condition" is a necessary condition for acquiring the ability.
[0124] A "play period" is a period of a game that has a finite duration, and may be fixed or variable in length. A "play period" is a period during which the game can continue. For example, the period of one match or one game can be a "play period". A "play period" is a period from the start of one play in the game space to its end. When a user pauses a game, the game progress is interrupted in the real-time space. However, in the game space, a "play period" in the game space is not divided into two periods due to the interruption of the game progress in the real-time space. Therefore, a period that includes periods other than the period during which the game progress continues, such as the time from login to logout in the real-time space, is not a "play period". In the case of a paid game, the period that is the unit of charging may be a "play period". For example, in the case of an arcade game, the period during which the game can be enjoyed by inserting a 100 yen coin can be a "play period".
[0125] "Restricting" refers to not executing at least a part of the processing of the ability acquisition unit. Since "not executing at least a part of the processing of the ability acquisition unit" means, "restricting" is not limited to not determining whether or not the conditions for acquiring a game-related ability have been met. It could mean, for example, not determining whether or not the conditions for acquiring a game-related ability have been met among the processing of the ability acquisition unit, or not giving a game element that has satisfied the conditions for acquiring a game-related ability an opportunity to acquire said ability. The degree of "restriction" can be to not execute the processing at all, or, for example, to not execute the processing once every two times.
[0126] [Appendix 2] In Supplementary Note 1, a group consisting of a plurality of game elements may progress the game, and the ability control unit (204) may limit the processing of the ability acquisition unit (202) for a plurality of game elements in the group.
[0127] According to this embodiment, it is possible to avoid the group as a whole acquiring excessive game-related skills during a single playing period, so that the user can fully enjoy the process of the game elements within the group acquiring game-related skills.
[0128] In a team battle game in which multiple teams compete against each other, a "group" is a player's team. However, a "group" may also include a player's team and other teams competing against each other. A "group" may also include game elements that do not involve the acquisition of game-related skills.
[0129] [Appendix 3] In Supplementary Note 2, the ability control unit (204) limits the processing of the ability acquisition unit (202) after the point in time when the game-related ability acquisition track record of the multiple game elements in the group reaches an upper limit during the single play period.
[0130] The "ability acquisition record" may be the sum of the values of the acquired abilities. The value of an ability may be, for example, the degree of effect that the ability has on the game. When abilities are treated as having the same value, for example, the number of abilities acquired may be the ability acquisition record. In addition, depending on the game, acquired game-related abilities may level up as the game progresses. In that case, the level-up of the ability is the acquired ability, and is added to the ability acquisition record.
[0131] "The achievements of acquiring game-related skills for the multiple game elements in the group" is a broad concept that includes not only the sum of the achievements of acquiring the multiple game elements in the group, but also the achievements of acquiring any one game element among the multiple game elements, and the achievements of acquiring multiple game elements that are any part of the multiple game elements.
[0132] Since it is "after the point at which the number of game element abilities related to the game has reached the upper limit," even if one of the game elements has no ability acquisition record, the acquisition of abilities may be restricted. In this case, the processing of the ability acquisition unit is restricted during one play period.
[0133] [Appendix 4] In Addendum 3, the ability control unit (204) limits the processing of the ability acquisition unit (204) after the point in time when the acquisition record of a game-related ability for any one game element in the group reaches a first upper limit during the one play period.
[0134] According to this embodiment, it is possible to avoid excessive learning achievements of one game element skill during one play period.
[0135] [Appendix 5] In Supplementary Note 3 or 4, the ability control unit (204) limits the processing of the ability acquisition unit (203) after the number of game elements that have acquired abilities related to the game among the multiple game elements in the group during the single play period reaches a second upper limit.
[0136] According to this embodiment, it is possible to avoid an excessive number of game elements for acquiring abilities in one play period.
[0137] [Appendix 6] In Addendum 3, the ability acquisition unit (202) executes a judgment regarding the acquisition conditions for a plurality of game elements in the group during the single play period, and gives an opportunity to acquire the ability related to the game to a game element that satisfies the acquisition conditions before the acquisition record of the ability related to the game of the plurality of game elements reaches an upper limit.
[0138] According to this aspect, the earlier a player satisfies the learning condition for a game element, the more likely the player will be able to learn the ability before the learning record for the game-related ability of the plurality of game elements reaches an upper limit, thereby making the game more interesting.
[0139] [Appendix 7] In Addendum 6, the ability acquisition unit (202) executes a certification process for identifying abilities that satisfy the activation conditions from among acquired and unacquired abilities for multiple game elements in the group during the single play period, and when an unacquired ability is recognized as an ability that satisfies the activation conditions in the certification process, the ability becomes the subject of judgment regarding the acquisition conditions.
[0140] According to this embodiment, a determination is made regarding the acquisition conditions for an ability that can be activated in the game, so that the ability can be acquired in a timely manner by the game element at a situation in which the ability can be activated.
[0141] An "activation condition" is a condition related to a game situation in which a game element can activate a game-related ability. In an embodiment related to a soccer game, the activation condition is the position of each game element (player), etc.
[0142] [Appendix 8] In Addendum 7, when the ability acquisition unit (202) recognizes an unacquired ability as an ability that satisfies the activation condition in the certification process, it may execute a first calculation to permit the activation of the ability based on a probability of the activation of the ability, and the ability may be subject to judgment regarding the acquisition condition as a result of the activation being permitted by the first calculation.
[0143] According to this embodiment, since permission to activate an ability is given according to probability, it is possible to enhance the entertainment value of the game.
[0144] [Appendix 9] In Supplementary Note 7 or 8, the ability acquisition unit (202), in determining the acquisition conditions, may execute a second calculation to permit acquisition of the ability based on the probability of acquiring the ability that satisfies the acquisition conditions, and if the acquisition is permitted by the second calculation, may cause the game element to acquire and activate the ability.
[0145] According to this embodiment, permission to acquire a skill is granted according to probability, which can enhance the entertainment value of the game.
[0146] [Appendix 10] In addition, in any of Supplementary Notes 2 to 9, the ability acquisition unit (202) may notify the user of the game elements for which abilities relating to the game have been acquired during the single play period, and the abilities.
[0147] According to this embodiment, the user can know the game elements in which the user has acquired skills during one play session and the skills, which motivates the user to play again the next time.
[0148] [Appendix 11] In addition, the ability acquisition unit (202) may notify one game element and the ability when the game element acquires an ability related to the game.
[0149] According to this embodiment, it is possible to avoid a situation in which the game element for which the ability has been acquired and the ability are not known until the end of one play period. Also, since the time point when the ability acquisition record reaches the upper limit is known, from that point onwards, the tension of whether or not the ability can be acquired during one play period is relieved.
[0150] [Appendix 12] A method for controlling a game device according to one embodiment of the present invention includes a skill acquisition process (202) for providing a game element that satisfies a condition for acquiring a skill related to a game with an opportunity to acquire said skill, and a skill control process (204) for limiting the processing of the skill acquisition process during one play period related to the game.
[0151] [Appendix 13] A game device according to one embodiment of the present invention includes a skill acquisition unit (202) that provides a game element that satisfies a condition for acquiring a game-related skill with an opportunity to acquire that skill, and a skill control unit (204) that limits the processing of the skill acquisition unit during one play period of the game. [Explanation of symbols]
[0152] 10...game device, 110...processor, 120...memory unit, PRG...game program, 130...communication unit, 140...operation unit, 150...display unit, 200...game control unit, 202...ability acquisition unit, 204...ability control unit.
Claims
1. Computer, a skill acquisition unit that provides an opportunity to acquire a skill related to a game element that satisfies a condition for acquiring the skill; a program that functions as a skill control unit that limits processing of the skill acquisition unit during one play period of the game, the ability control unit limits processing of the ability acquisition unit after a point in time when the acquisition record of the ability reaches an upper limit during the single play period, the ability acquisition unit executes a determination regarding the acquisition condition a plurality of times during the single play period, and provides an opportunity to acquire an ability related to the game for a game element that satisfies the acquisition condition before the acquisition record reaches an upper limit; The ability acquisition unit is a program that executes a certification process to certify abilities that satisfy the activation conditions from among acquired and unacquired abilities during the single play period, and if the certification process recognizes an unacquired ability as an ability that satisfies the activation conditions, makes the ability the subject of judgment regarding the acquisition conditions.
2. The program described in claim 1, wherein the ability acquisition unit, when recognizing an unacquired ability as an ability that satisfies the activation condition in the certification process, executes a first calculation to allow the activation of the ability based on the probability of the activation of the ability, and the ability is made subject to judgment regarding the acquisition condition by the activation being permitted by the first calculation.
3. The program described in claim 1 or 2, wherein the ability acquisition unit, in determining the acquisition conditions, executes a second calculation to allow the acquisition of the ability based on the probability of acquiring the ability that satisfies the acquisition conditions, and if the acquisition is permitted by the second calculation, causes the game element to acquire and activate the ability.
4. A skill acquisition process that provides an opportunity to acquire a game skill for a game element that satisfies a condition for acquiring the game skill; a skill control process for limiting processing of the skill acquisition process during one play period of the game, The capacity control process includes: limiting the processing of the ability control process after the acquisition record of the ability reaches an upper limit during the one play period; the ability acquisition process executes a determination regarding the acquisition condition a plurality of times during the single play period, and provides an opportunity to acquire an ability related to the game for a game element that satisfies the acquisition condition before the acquisition record reaches an upper limit; The ability acquisition process is a control method for a game device that executes a certification process to certify abilities that satisfy the activation conditions from among acquired and unacquired abilities during the single play period, and if an unacquired ability is recognized as an ability that satisfies the activation conditions in the certification process, the ability is made the subject of judgment regarding the acquisition conditions.
5. a skill acquisition unit that provides an opportunity to acquire a skill related to a game element that satisfies a condition for acquiring the skill; a skill control unit that limits processing of the skill acquisition unit during one play period of the game, The capability control unit is restricting processing of the ability acquisition unit after the acquisition record of the ability reaches an upper limit during the one play period; the ability acquisition unit executes a determination regarding the acquisition condition a plurality of times during the single play period, and provides an opportunity to acquire an ability related to the game for a game element that satisfies the acquisition condition before the acquisition record reaches an upper limit; The ability acquisition unit executes a certification process to certify abilities that satisfy the activation conditions from among acquired and unacquired abilities during the single play period, and if an unacquired ability is recognized as an ability that satisfies the activation conditions in the certification process, the ability is made the subject of judgment regarding the acquisition conditions.
Citation Information
Patent Citations
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