Program, game device and game control method
The game system improves gameplay by allowing teams of player objects to earn and compare mission points, providing continuous challenges and motivation beyond character ability limits, thus preventing user boredom.
Patent Information
- Application Number
- JP2020044255
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-03-13
- Publication Date
- 2025-02-12
- Estimated Expiration
- 2040-03-13
AI Technical Summary
In games where characters reach a maximum level, there is no further element to grow, leading to user boredom.
A game system that allows players to form teams of player objects, where players achieve missions to earn mission points, which are summed to a team total value, compared with opponents, and the winning team receives advantages based on these points, separate from character ability ratings.
Enhances gameplay by providing continuous challenges and motivation through team glory points, preventing boredom by allowing players to develop and maintain interest even after characters reach maximum ability.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a program, a game device, and a game control method. [Background technology]
[0002] In recent years, games in which a player acquires various characters and develops the acquired characters have become popular. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-13175 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in such games, once a character's level reaches the maximum level, there is no further room for improvement, and the user becomes bored.
[0005] The present invention has been made in consideration of the above-mentioned problems, and has an object to make it possible to improve the playability of a game. [Means for solving the problem]
[0006] The program of the present invention is a game program for playing a match between teams composed of a plurality of player objects, and causes a computer to execute the following steps: an association step for associating mission points corresponding to a mission with a player object belonging to a team that has completed the mission when the player object belongs to the team has completed the mission; an addition step for adding up multiple mission points associated with the multiple player objects belonging to the team to determine a total value for the team; a comparison step for comparing the total values of both teams when playing a match between the teams; and an awarding step for awarding a privilege to one of the teams to advance the match to an advantage depending on the comparison result of the comparison step. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a diagram illustrating an example of the configuration of a game system according to an embodiment. [Diagram 2] FIG. 13 is a diagram for explaining an overview of the career record slots held by players. [Diagram 3] FIG. 13 is a diagram for explaining a mission list. [Figure 4] FIG. 13 is a diagram showing a list of missions accomplished by players registered by user A as members of the team. [Diagram 5] FIG. 13 is a diagram illustrating a state in which a career record is set in a career record slot of a player registered by user A as a member of the team. [Figure 6] FIG. 13 is a diagram for explaining an updated mission list. [Figure 7] FIG. 13 is a diagram showing a list of missions accomplished by players registered by user B as members of his team. [Figure 8] FIG. 13 is a diagram showing the time when user A and user B registered players A to C as members of their team. [Figure 9] FIG. 13 is a diagram illustrating a state in which a career record is set in a career record slot of a player registered by user B as a member of the team. [Figure 10] FIG. 13 is a diagram for explaining different glory points for the same player. [Figure 11] 11 is a block diagram showing an example of a functional configuration for accomplishing a mission, setting it as a career record, and comparing team glory points to play a match among teams. FIG. [Figure 12] 13 is a flowchart showing an example of a processing procedure when a player accomplishes a mission. [Figure 13] 13 is a flow chart showing an example of a procedure for adding a number of points to one team's overall value based on a comparison of team glory points. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, preferred embodiments of the present invention will be described with reference to the accompanying drawings. In this embodiment, an example will be described in which, in a game based on a real sport such as soccer, player objects (hereinafter, player objects may be referred to as "players") corresponding to real players are acquired through scouting or the like, a sports team (soccer team) is formed with the acquired players, matches are played, and the players are developed through matches, etc.
[0009] [Game system configuration] 1 is a diagram showing an example of the overall hardware configuration of a game system 1 according to this embodiment. In the game system 1 according to this embodiment, a server device 30 and a game device 10 are wirelessly connected via a network 20.
[0010] The game device 10 is a device for controlling the above-mentioned game, and may be, for example, a portable communication device such as a smartphone, a portable game device, a tablet, a stationary game device, etc. The game device 10 has a CPU 101, a ROM 102, a RAM 103, a communication unit 104, an operation unit 105, a display unit 106, and a storage device 107.
[0011] The CPU 101 reads out a control program stored in the ROM 102 into the RAM 103 and executes various processes. The ROM 102 stores a control program (such as an OS) required to operate the game device 10. A flash memory (NVRAM) may be used instead of the ROM 102. The RAM 103 is used as a temporary storage area such as the main memory and work area of the CPU 101. The communication unit 104 performs communication processing with the server device 30 and other external devices via the network 20. The operation unit 105 accepts various operations by the user. Note that, in the case where the display unit 106 is a liquid crystal display panel equipped with a touch panel, the touch panel is the operation unit 105. The display unit 106 displays various information such as the above-mentioned game screen. The storage device 107 mainly stores game programs related to games, various data related to games, and the like.
[0012] The functions and processes of the game device 10 are realized by the CPU 101 reading a program stored in the ROM 102 or the storage device 107 and executing the program. As another example, the CPU 101 may read a program stored in a removable recording medium such as an SD card, instead of reading a program stored in the ROM 102 or the like. The means for supplying the program to the computer may be a computer-readable recording medium such as a CD-ROM on which the program is recorded, or a transmission medium such as the Internet for transmitting the program. Hereinafter, the game device 10 will be described as a smartphone having a liquid crystal display panel equipped with a touch panel.
[0013] The server device 30 includes a CPU 301 , a ROM 302 , a RAM 303 , a communication unit 304 , and a storage device 305 .
[0014] CPU 301 reads out a control program stored in ROM 302 and executes various processes. RAM 303 is used as a temporary storage area such as the main memory and work area of CPU 301. Communication unit 304 performs communication processing with game device 10 and other external devices via network 20. Storage device 305 stores programs related to the game, identification information such as the ID of the user who operates game device 10, and various other information for each user required for the game. Note that some of this information may be stored in a database (not shown) or the like.
[0015] [Game Overview] Next, an overview of the rules of the game will be provided.
[0016] A user of a game device first acquires player objects (hereinafter referred to as players) to form a soccer team. Players are registered on a scouting list through specific events or through a fee. The user selects a player to make a contract with from among the players registered on the scouting list, and acquires the player by signing the contract. In other words, the acquired player is registered as a member of the soccer team. Here, the players are equivalent to real soccer players, and after being registered as a member of the team, their age increases as the game progresses.
[0017] In addition, players with the same name as a player registered as a member of a team by contract may be registered on the scouting list multiple times due to events, charges, etc. In this case, players with the same name may have different ages or may be the same. Even if two or more players with the same name are registered as members of a team, they cannot play in a match at the same time. However, when a player is registered on the scouting list, the player's age does not increase even as the game progresses, and the player's ability value does not change. Therefore, if a player with the same name as a player who has left the team due to retirement or other reasons is registered on the scouting list, it is possible to register the player with the same name as a member of the team and develop that player again. Details will be described later, but even if the players have the same name, the type of career record and mission points associated with the player are different, so by registering the player with the same name as a member of the team, it is possible to develop the player into a stronger player than before.
[0018] When forming a soccer team, players who are registered as team members for each of the positions of goalkeeper (GK), defender (DF), midfielder (MF), and forward (FW) are placed as starting members. In addition to these players, players on the bench who can be substituted during the match and players off the bench who cannot be substituted during the match are also placed on the soccer team. In addition, multiple formations are available in the game, and the number of each position is determined by the formation selected by the user.
[0019] The above soccer teams are used to play in league matches. There are League A and League B in the league matches, and players usually grow by playing in League A. Details of League B will be described later. The following explanation is based on the assumption that the players belong to a team in League A. In league matches, multiple matches are played in one season, and when one season of league matches ends, players registered as members of the team are incremented by one year. When age is incremented, the player's ability value also changes. In addition, players registered as members of a team grow by training and participating in matches. In other words, a player's ability value also increases by training and participating in matches. However, when a player reaches a certain age, his ability value decreases due to aging. The ability value is the value of the player's stamina, dribbling, kicking power, body balance, etc.
[0020] Next, the information held by the players will be explained. Each player is associated with the above-mentioned ability value and a career record that indicates the special experiences the player has had. The initial value of the ability value is determined in advance for each player, and basically, the younger the player is, the lower the initial value is. However, if the age of the player when registered on the scouting list is greater than a predetermined value, the older the player is, the smaller the initial value is. If a young player is registered as a member of a team, although the initial value of the ability value is small, there is a large room for growth through training and games, so the user can develop the player into a more preferred player.
[0021] Furthermore, each player has an appropriate position according to their ability values, such as stamina, dribbling, kicking power, body balance, etc. The appropriate position is determined in advance for each player, and when a player plays in a match in an appropriate position, the basic ability value set for that player is reflected in the match as is, but when a player plays in a position other than the appropriate position, the ability value set for that player is lower than the basic ability value.
[0022] Furthermore, each time a match is played, the initial physical strength and motivation of each player before the match, which are the parameters of the player, change. For example, if a player played in a long match in the previous match, his physical strength may not have been fully recovered because he has used up a lot of his physical strength. In addition, if a player is benched and unable to play in a match or is off the bench for a long period of time, the player's motivation may decrease. Motivation may also change due to other factors, such as if the player has not scored a goal for several matches. The player's physical strength and motivation can be restored by the user using items.
[0023] As mentioned above, a player's ability value changes with age, and increases until the player reaches a certain age, after which the ability value decreases with age. When the player gets even older, the player retires. When a player retires, he or she is no longer a member of the team and cannot participate in future matches. In addition, users may wish to have a player participate in matches with the highest ability value even before retirement. Therefore, this game has a function to duplicate players.
[0024] When duplicating a player, the player's parameters (ability scores, career record) are inherited as is, and the duplicated player will belong to a team in League B, which is different from the normal league. League B here refers to a league in which teams consisting only of duplicated players play. In League B, there is no concept of growth or retirement, and player parameters are immutable. In other words, the duplicated player will permanently maintain these parameters at the time of duplication. Furthermore, duplicated players cannot set new career records, which will be described later.
[0025] For example, the age at which a player's ability value reaches its peak differs from player to player, and the range of variation is predetermined. Therefore, by checking the age at which the player's ability value reaches its peak, the user can duplicate that player at the age at which the player's ability value is highest, and by assigning the player at the age at which the player's ability value is highest to a team in League B, the strongest team in League B can be formed. Of course, the timing for duplicating a player may be any age other than the peak age, and the user can freely duplicate a player.
[0026] On the other hand, career records are not linked to a player when he is registered as a member of a team, but are set through matches, etc. Specifically, a career record is set for a player by completing a mission included in a mission list. The number of career records that can be set is predetermined. Career records will be described in detail below.
[0027] FIG. 2 is a diagram for explaining an overview of the career record slots held by players. In this embodiment, as shown in FIG. 2, career records are set in a maximum of three locations, career record slots SL201 to SL203. Note that up to three career records are set and linked for each player, but the number may be more or less than that. By accomplishing a mission included in a mission list described later, the mission is set as a career record in the career record slot.
[0028] FIG. 3 is a diagram for explaining the mission list. As shown in FIG. 3, each mission is divided into a plurality of groups (categories) according to the type of mission. In the mission list, missions are divided into groups according to differences in attributes. For example, if the content of a mission is related to the number of goals scored in one game, missions with different numbers of goals are each divided into the same group. The mission list is a common list for each player, and applies only to players belonging to League A teams. Players belonging to League B teams cannot change their career records.
[0029] Only one mission from the same group can be set as a career record in a career record slot. For example, since "Mission 1" and "Mission 2" belong to the same group, you cannot set both "Mission 1" and "Mission 2" as career records in a career record slot. For example, "Goal in 2 consecutive games" and "Goal in 3 consecutive games" are in the same category as a mission type, with only the number of games being different, so these missions are in the same group. In other words, if you set "Goal in 3 consecutive games" as a career record, you cannot set "Goal in 2 consecutive games" at the same time.
[0030] "Mission ID" is an ID for identifying each mission. "Points" are mission points that can be obtained by completing a mission. Here, the mission points differ for each mission, even within the same group, and the reason why mission points differ within the same group is because the difficulty of completing the missions differs. For example, if the content of "Mission 1" is "Play in 3 games" and the content of "Mission 2" is "Play in 5 games," "Mission 2" is more difficult to complete, so more mission points are given. In addition, the mission list is updated at specified times. Updating the mission list will be described later.
[0031] FIG. 4 is a diagram showing a list of missions that have been achieved by players registered by user A as members of a team. In the example shown in FIG. 4, user A has "player A" to "player C" participate in a match, and "player A" has achieved all of "mission 1" to "mission 10" included in the mission list shown in FIG. 3. "player B" has achieved "mission 1", "mission 2", "mission 5", "mission 6", "mission 7" and "mission 9" in the mission list shown in FIG. 3. "player C" has only achieved "mission 1" and "mission 2" in the mission list shown in FIG. 3. The contents of the missions are diverse, for example, the number of matches played, the number of goals scored, the number of assists, etc. Therefore, players who do not play in a match cannot achieve the missions. The difficulty of the missions also differs depending on the player's position. For example, if a forward player plays in a match, it is easy to achieve the missions of the number of goals scored and the number of assists, but if a goalkeeper player plays in a match, it is almost impossible to achieve the missions of the number of goals scored and the number of assists. In addition, since the mission list is updated, the difference in missions that a player has completed will vary depending on when the player was acquired and how often he plays in matches.
[0032] Fig. 5 is a diagram for explaining a state in which a career record is set in the career record slot of a player registered by user A as a member of a team. In each career record slot, the career record with the highest mission points is selected within the same group, and the career record is set so that the total of mission points (hereinafter, glory points) is the highest. The total value G501 in Fig. 5 indicates the glory points for each player.
[0033] In the example shown in FIG. 4, where the missions accomplished by "Player A" to "Player C" are respectively shown, "Player A" has accomplished missions 1 to 10, so in group 1, "Mission 2" with 12 points, in group 2, "Mission 4" with 15 points, in group 3, "Mission 7" with 20 points, and in group 4, "Mission 10" with 30 points are candidates for being set as the career record. However, since a player has only three career record slots, "Mission 10" in group 4, "Mission 7" in group 3, and "Mission 4" in group 2 are set as the career record in descending order of points.
[0034] In the case of "Player B," the mission with the highest points will be selected from groups 1, 3, and 4. In other words, "Mission 2" from group 1, "Mission 7" from group 3, and "Mission 9" from group 4 will be set in the career record slots of "Player B."
[0035] On the other hand, "Player C" has only achieved "Mission 1" and "Mission 2" in Group 1. Also, since "Mission 1" and "Mission 2" belong to the same group, it is not possible to set both "Mission 1" and "Mission 2" as career records. Therefore, in the case of "Player C," only "Mission 2" in Group 1 is selected. Therefore, career record slots SL202 and SL203 are left empty.
[0036] Next, the update of the mission list will be described. FIG. 6 is a diagram showing an example of the mission list after the update. For example, when a certain time in the game is reached, such as the end of a season, the mission list in FIG. 3 is updated to the mission list in FIG. 6, some missions are deleted, and new missions are added. For example, since "Mission 1" and "Mission 2" of Group 1 disappear from the mission list, players who have not achieved "Mission 1" and "Mission 2" will not be able to achieve these missions. Note that if "Mission 1" and / or "Mission 2" have already been achieved, the mission points already acquired are linked to the player, so they will not be deleted from the player's data. In other words, when the mission list is updated to that of FIG. 6, even if "Mission 1" or "Mission 2" is set as a career record, it will not be deleted from the career record slot.
[0037] On the other hand, in the mission list of FIG. 6, new missions 11 to 13 in group 5 are added. The added missions are set so that the mission points obtained when they are completed are relatively high. After the mission list is updated to that of FIG. 6, by completing the missions in the mission list of FIG. 6, the completed missions are set in the career record slot as a career record for the player. In this way, the mission list is updated periodically, so that even a player who has completed all missions, such as "Player A," can complete new missions, preventing the user from becoming bored.
[0038] FIG. 7 is a diagram showing a list of missions achieved by players registered by user B as members of a team. FIG. 8 is a diagram showing the time when user A and user B registered "player A" to "player C" as members of a team. In the example shown in FIG. 8, user B registered "player A" to "player C" as members of a team, and "player B" and "player C" were registered as members of the team from the mission list stage of FIG. 3 and participated in the match, but "player A" was registered as a member of the team after the mission list was updated to FIG. 6. As shown in FIG. 7, "player B" and "player C" registered by user B as members of a team achieved "mission 1" and "mission 2" at the mission list stage of FIG. 3. Furthermore, "player B" achieved "mission 5", "mission 6", "mission 7" and "mission 9" from the mission list of FIG. 3 or the mission list of FIG. 6.
[0039] On the other hand, "Player A" of User B has achieved "Mission 5" to "Mission 13" from the mission list in Fig. 6. As described above, "Mission 1" and "Mission 2" have been deleted from the mission list, so "Player A" of User B cannot achieve "Mission 1" and "Mission 2".
[0040] FIG. 9 is a diagram for explaining a state in which a career record is set in the career record slot of a player registered by user B as a member of the team. Since user B's "Player A" achieved a mission after the mission list was changed to that of FIG. 6, "Mission 13" of group 5 is set in the career record slot as a career record. Compared to "Player A" of user A shown in FIG. 5, as shown in FIG. 10, even though it is the same player A, "Player A" of user B has a larger glory point. Of course, if user A has "Player A" participate in a match and achieve "Mission 13" of group 5, he will have the same glory points as user B.
[0041] Glory points represent the flexibility and creativity that comes from a player's experience, and are a value that affects the outcome of a match. For example, the more players with high glory points a team has, the more advantageous the match will be, making it easier to win. However, unlike ability values, glory points do not directly improve a player's ability itself.
[0042] Furthermore, when updating the mission list, at least one of the newly added missions is made to be one that can acquire more mission points than the missions already included in the mission list. By accomplishing a mission added by updating the mission list, the glory points set as a career record are made more likely to increase, thereby increasing the motivation of the user to accomplish the missions and preventing the user from getting bored.
[0043] Also, unlike ability values, career records are obtained as mission points if the mission is completed regardless of age. Therefore, even if a player's ability value has decreased due to aging, glory points will increase if the mission is completed. However, as mentioned above, the duplicated player, that is, the player who belongs to a League B team, cannot change the career record set in the career record slot even if the conditions for completing the mission are met, and the glory points will not change.
[0044] Next, the effect of setting a mission in a player's career record slot will be described. Glory points are determined by setting a player's career record. Before a team plays a match, the user first decides the starting members and the sub-members on the bench who can be substituted. Then, when playing a match, the total value of the team, which is the sum of the glory points of all players who can participate in the match (hereinafter, team glory points), is compared with the team glory points of the opposing team. Then, the match is played with a few points added to the overall value of the team with the higher team glory points. Note that the addition of these few points is only valid during the match, and is not permanently added to the team's overall value.
[0045] Here, the team parameters relating to the teams to which each player belongs will be described. The team parameters are calculated based on the parameters (ability values) of the players participating in the match. The team parameters are, for example, an overall value, offensive power, defensive power, and cooperation value. The overall value is a parameter that indicates the strength of a team. The offensive power is a parameter that indicates the strength of the team's offensive power. The defensive power is a parameter that indicates the strength of the team's defensive power. The cooperation value is a parameter that indicates the strength of the team's cooperation, and is, for example, a parameter that affects the probability of whether or not a pass made by one player to another player will be intercepted by an opposing player.
[0046] During the match, the cooperation value of the team with the lower overall value is decreased in proportion to the difference between the overall values of the two teams. In addition, the parameters of the team's players are uniformly decreased or increased depending on the difference between the overall values of the two teams. For example, the rate at which physical strength and motivation decrease or increase. Therefore, the higher the overall value of a team is than that of the opposing team, the more advantageous the match will be, and the higher the chance of winning the match. Note that the team with the higher overall value does not necessarily win the match, but the possibility and probability of winning (losing) only change depending on the difference between the teams' overall values. In addition, the possibility and probability of winning or losing are determined by a comprehensive set of factors, including the compatibility of the formation, the condition of the stadium's grass, and the playing style.
[0047] As described above, user B who registered "Player A" as a member of his team in season 2 in Fig. 8 can achieve "Mission 13" in the mission list in Fig. 6, and even if the ability value of Player A is the same for user A and user B, "Player A" of user B who has acquired mission points for "Mission 13" will have more glory points. As a result, if the glory points of the other players are the same, user B's team glory points will be higher, and when user A and user B play a match, the overall value of user B's team will increase, and user B will be able to play at an advantage.
[0048] Here, the team glory points themselves are not directly reflected in the outcome of the match. For example, if user A has not played the game for a long time and user B is actively playing the game, user B may have much more glory points than user A. In such a situation, if the total value of each team is directly increased in proportion to the team glory points, user B will become stronger, and user A will not be able to beat user B in a match, which will cause inconvenience such as a drop in motivation for user A. Therefore, the team glory points are used only to compare which team is larger, and regardless of the difference in team glory points between the two teams, the value added to the total value is set to a fixed value (constant value), so that user B does not become too strong. In this way, user A has a chance to beat user B, so that user A can enjoy playing the game again without losing motivation even if he or she plays a match again.
[0049] As mentioned above, in League B matches the team glory points of both teams are compared and the team with the higher points has a few points added to its overall value.
[0050] Incidentally, in games using real players, increasing the ability values of players without limit would destroy the game's playability, so an upper limit is set on the ability values. However, at the same time, users wish to acquire more attractive players.
[0051] Therefore, in this embodiment, a career record is set for each player in addition to the player's ability value. The mission list is updated from time to time, making it easier to obtain higher mission points. Therefore, even if the player is the same, a player who has developed later in time is more likely to have higher glory points. Even in League B, team glory points are compared in games and points are added to the team's overall value, so it is advantageous to replace a player who has developed later in time. In this way, in this embodiment, a career record is set for each player in addition to the player's ability value, so that the user can acquire attractive players without disrupting the gameplay.
[0052] As described above, when the starting members and bench sub-members are decided before a match, the team glory points are decided. The match is then played under the condition that the overall value is added to the player with the higher team glory points. At this time, if a player participating in the match accomplishes a mission during the match, mission points are added to the player after the match ends, and if the glory points increase, the newly accomplished mission is set as a career record in the career record slot. Then, if the glory points increase and the player is selected as a starting member or bench sub-member in the next match, the team glory points will also increase in the next match, and the team will be strengthened.
[0053] [Function configuration] FIG. 11 is a block diagram showing an example of a functional configuration of this embodiment. As shown in FIG. 11, the game device 10 includes a mission setting control unit 110 that mainly sets the mission list and career record, a match control unit 120 that mainly controls matches in League A and League B, and a player object control unit 130 that manages information on individual player objects.
[0054] First, a description will be given of the details of the mission setting control unit 110. The mission setting control unit 110 is a control unit for controlling the career records of players in League A, and includes a providing unit 1101, an associating unit 1102, and a setting unit 1103.
[0055] The providing unit 1101 provides a mission list as shown in Fig. 3, and changes the contents of the missions included in the mission list at a predetermined timing. At this time, as shown in Fig. 6, the contents of the missions are updated periodically so that the maximum value of the mission points given when the missions are achieved is updated. In other words, by updating the mission list, room is given to increase the glory points for all players.
[0056] When a player accomplishes a mission, the associating unit 1102 associates the player with the mission points related to the accomplished mission. For example, when a player participates in a match and accomplishes a mission, the player is associated with the mission points of the mission. As described above, even for a mission that has been deleted from the mission list provided by the providing unit 1101, if the mission has already been accomplished, the mission points remain associated with the player who accomplished the mission.
[0057] The setting unit 1103 sets a mission in a career record slot as shown in Fig. 2. As described above, the setting unit 1103 sets a career record (mission) so that the glory points are maximized. For example, each time a player accomplishes a mission, it is determined whether the glory points have increased, and if they have increased, the setting unit 1103 reselects the career record to be set in the career record slot in a combination that maximizes the glory points.
[0058] Next, a detailed description will be given of the game control unit 120. The game control unit 120 is a control unit for controlling the games of League A and League B, and includes an addition unit 1201, a comparison unit 1202, and an assignment unit 1203.
[0059] The addition unit 1201 calculates the total value of the team by adding up the mission points associated with the players belonging to the team. Specifically, the addition unit 1201 calculates the total value (team glory points) by adding up the glory points of all players belonging to the soccer team, including starting members and sub-members on the bench who can be substituted during the match.
[0060] When a match is played, the comparison unit 1202 compares the team glory points of both teams to determine which team has the higher team glory points.
[0061] The granting unit 1203 grants a privilege to one of the teams to advance the match advantageously, depending on the comparison result by the comparing unit 1202. In this embodiment, as a privilege to advance the match advantageously, several points are added to the total value of the team with the higher team glory points. Here, the value to be added is a fixed value, and is a value that is not related to the difference in team glory points between the teams.
[0062] Next, there will be described details of the player object control unit 130. The player object control unit 130 is a control unit for mainly managing parameters of the player other than the career record, and comprises a parameter control unit 1301 and a duplication unit 1302.
[0063] The parameter control unit 1301 manages information such as ability values such as stamina and dribbling, age, suitable position, physical strength before a match, motivation, etc., for all players belonging to teams in League A and League B. For example, for a player belonging to a team in League A, the age may be increased by one after the end of the league, physical strength and motivation may be changed after a match, and ability values may be increased after training or a match is completed.
[0064] The duplication unit 1302 creates a player by directly duplicating the parameters (ability values, career records) of a player belonging to a team in League A, and performs processing to make the player belong to a team in League B.
[0065] Next, the flow of processing in this embodiment will be described. First, the processing procedure for setting a career record will be described. As described above, a player has a career record slot, and a career record is set in the career record slot with a combination that gives the highest glory points. The procedure for setting a mission in the career record slot is as described above. On the other hand, if there is a mission that has not yet been achieved among the missions included in the mission list, there is a possibility that the mission can be achieved by participating in a match. Even if all the missions included in the mission list have been achieved, there is also a possibility that the mission can be achieved by participating in a match if a new mission is added to the mission list by updating the mission list periodically.
[0066] 12 is a flow chart showing an example of a processing procedure when a player accomplishes a mission. The processing shown in FIG. 12 is performed every time a mission is accomplished. First, the player completes a mission provided by the providing unit 1101, and the associating unit 1102 associates the player with the mission points related to the completed mission, thereby starting the processing.
[0067] In S201, the setting unit 1103 judges whether the glory points will increase when the accomplished mission is set in the carrier record slot as a carrier record. As described above, when the mission list is updated periodically, the maximum value of the mission points given when the mission is accomplished is also updated. In other words, at least one of the missions added by updating the mission list is the mission with the highest mission points. Therefore, if the mission with the highest mission points is accomplished after the mission list is updated, the glory points will also increase. Also, if a mission that has not yet been accomplished is accomplished before the mission list is updated, the glory points may increase.
[0068] If the result of this determination is that the glory points do not increase, the carrier record set in the carrier record slot is maintained as is, and the process ends. On the other hand, if the glory points increase, the process proceeds to S202. Then, in S202, the setting unit 1103 resets the carrier record in the carrier record slot to a combination that will maximize the glory points.
[0069] For example, in the case of "Player A" of user A shown in FIG. 5, the glory points are 60 points, but after that, if the mission list shown in FIG. 6 is provided and "Mission 13" in the mission list is accomplished, the mission points of "Mission 13" are 60 points, so the career record of "Mission 13" is set in the career record slot instead of "Mission 4", and the glory points increase to 30+20+60=110 points. Also, even before the contents of the mission list are changed, if "Player B" of user A shown in FIG. 5 accomplishes "Mission 10" in the mission list shown in FIG. 3, the career record of "Mission 10" is set in the career record slot instead of "Mission 9", and the glory points of "Player B" increase from 44 to 62.
[0070] As described above, even in a situation where all missions have been accomplished, the content of the missions is periodically changed to provide the missions so that the maximum value of the mission points given when the missions are accomplished is updated, so that the total value of the mission points (glory points) of the missions set can always increase, and the user can prevent boredom. Also, even if a strong player is duplicated and placed on a League B team, by developing the new player, as long as the player has the same ability value as the duplicated player, the player is likely to have higher glory points than the duplicated player, and can be developed into a stronger player than the duplicated player. As a result, if the player is further duplicated, replacement of players belonging to League B teams is likely to occur, and it is possible to prevent players from being fixed on League B teams.
[0071] Next, the procedure for comparing team glory points when playing a match and giving a privilege to one of the teams will be explained. First, before playing a match, the user sets each player belonging to the team as a starting member, a sub member on the bench, or a member off the bench. Team glory points are determined by the total glory points of the starting members and sub members on the bench, so the team glory points change depending on which player is set as which member. Once the members who can participate in the match (starting members and sub members on the bench) have been decided, the match is played according to the following processing procedure.
[0072] FIG. 13 is a flow chart showing an example of a procedure for adding a number of points to one team's overall value based on a comparison of team glory points. First, before the start of a match, the adding unit 1201 calculates team glory points by adding up the glory points of each player of the starting members and the sub-members on the bench. Then, the display unit 106 displays the team glory points. At this time, the team glory points of the opponent are also displayed. This allows the user to visually check the team glory points of his / her own team and the team glory points of the opponent, and based on the results, he / she can consider various strategies such as replacing players or changing the formation. Then, when the user decides on the starting members and the sub-members on the bench and receives an instruction to start the match, the processing starts.
[0073] First, in S301, the comparison unit 1202 compares the team glory points of the user's team with the team glory points of the opponent. At this time, the comparison unit 1202 determines which team has the higher team glory points.
[0074] Then, in S302, the adding unit 1203 adds a few points to the overall value of the team with the higher team glory points as a privilege to advance the match advantageously. As described above, depending on the difference in the overall values, the cooperation value of the team with the lower team glory points may decrease, and the rate at which their physical strength and motivation decrease may increase.
[0075] As described above, according to this embodiment, players can acquire mission points by completing missions, and career records can be set, so that the mission points can be reflected in the progress of the game. In addition, the total values of glory points are compared, and a benefit for one team to advance in the game advantageously can be given, thereby improving the game's appeal. Furthermore, since a fixed number of points is added to the total value regardless of the difference in team glory points, the benefit for advancing in the game advantageously is not too large, and it is possible to prevent a user who has not played for a while from losing motivation even when playing a game with a team with low team glory points.
[0076] [Variations] Although the embodiment of the present invention has been described in detail with reference to the drawings, the specific configuration is not limited to the above embodiment and can be appropriately modified without departing from the gist of the present invention.
[0077] In the above embodiment, a fixed point is added to the overall value of the team with the higher team glory points as a privilege to advance the match, but other privileges may be given. For example, as an element other than the team's overall value, a fixed privilege may be given such as improving the opinion of the match's referees by a certain value or giving a player a specific skill only for that match. In other words, any privilege may be given as long as it has a fixed effect that is not affected by the difference in team glory points between the two teams.
[0078] In the above embodiment, the contents of the mission list are updated when a certain time in the game is reached, such as a season break, but the timing of the update is not particularly limited. It may be at the break of a season, or may be updated multiple times in one season. In the example shown in FIG. 6, missions are deleted for each group, and new missions are added in groups, but missions may be added or deleted within an already existing group. In addition, the method of replacing missions and the number of replaced missions may be changed depending on the time of updating the mission list. For example, when updating the mission list multiple times in one season, missions may be largely replaced in one of the updates, missions may be replaced in groups once in one season, and missions may be added or deleted within an already existing group otherwise. This allows the game to have a strong and weak character.
[0079] In the above embodiment, the setting unit 1103 sets three missions as career records in the career record slot so that the glory points are the highest. On the other hand, since the career record has a strong element of being a kind of medal, some users may wish to set valuable missions (career records) such as memorial goals to the players. In addition, since the mission points tend to be higher the later the time of provision, the difficulty of the mission is often not proportional to the mission points. For example, when comparing a mission of three goals per game in the first year of the season with a mission of two goals per game in the fifth year of the season, the latter may have a higher mission point. Some users may wish to set a mission (career record) with a high level of difficulty to the players. Therefore, the game may be provided with a function to manually replace the career records set in the career record slot by the setting unit 1103 through a user's operation. This allows the user to keep a more preferred player on the team.
[0080] In the above embodiment, a soccer team match has been mainly described as an example, but the present invention may be applied to games based on other sports, such as basketball, volleyball, and baseball. Furthermore, the present invention is not limited to sports-themed games, but can also be applied to games premised on a match between groups made up of multiple objects. It should be noted that a mission can be any name as long as it is a task that players can accomplish within the game.
[0081] [Note] The present invention can be understood, for example, as follows.
[0082] (1A) A program according to a first aspect of the present invention is a game program for playing a match between teams composed of a plurality of player objects, and causes a computer to execute the following steps: an associating step (1102) for associating mission points corresponding to a mission with a player object belonging to the team that has completed the mission when the player object belongs to the team has completed the mission; an adding step (1201) for adding up multiple mission points associated with the multiple player objects belonging to the team to determine a total value for the team; a comparing step (1202) for comparing the total values of both teams when playing a match between the teams; and an awarding step (1203) for awarding a privilege to one of the teams to advance the match with an advantage depending on the comparison result of the comparing step.
[0083] (5A) A game device according to a first aspect of the present invention is a game device for playing a match between teams composed of a plurality of player objects, and is characterized in having an associating means (1102) for associating mission points corresponding to a mission with a player object that has completed a mission when the player object belonging to the team has completed the mission, an adding means (1201) for adding up a plurality of mission points associated with a plurality of player objects belonging to the team to determine a total value for the team, a comparing means (1202) for comparing the total values of both teams when playing a match between the teams, and an awarding means (1203) for awarding a privilege to one of the teams to advance the match with an advantage depending on the comparison result of the comparing means.
[0084] (6A) A game control method according to a first aspect of the present invention is a game control method for playing a match between teams composed of a plurality of player objects, comprising: an associating step (1102) for associating mission points corresponding to a mission with a player object belonging to the team that has completed the mission when the player object belongs to the team has completed the mission; an adding step (1201) for adding up a plurality of mission points associated with a plurality of player objects belonging to the team to determine a total value for the team; a comparing step (1202) for comparing the total values of both teams when playing a match between the teams; and an awarding step (1203) for awarding a privilege to one of the teams to advance the match with an advantage depending on the comparison result of the comparing step.
[0085] According to the invention relating to (1A), (5A) or (6A) above, the mission points obtained by the player object by completing the mission can be reflected in the progress of the game, thereby improving the playability of the game.
[0086] (2A) In a first aspect of the present invention, in the aspect (1A) above, the benefit of advantageously progressing the match may be fixed regardless of the difference in the total values of both teams. According to the invention related to (2A) above, even if a large difference occurs when comparing the total values, the privilege of advancing the match to an advantage regardless of the difference is fixed in advance, so that it is possible to prevent the difference in strength from becoming too large and to prevent the motivation of the weaker side from decreasing.
[0087] (3A) In a first aspect of the present invention, in the above aspect (1A) or (2A), the computer may be configured to execute an update step (1101) of updating the contents of the mission every time a predetermined period of time has elapsed. According to the invention related to (3A) above, it is possible to prevent players from becoming satisfied with creating the strongest team and becoming bored.
[0088] (4A) In a first aspect of the present invention, in the aspect (3A) above, the updating step may be configured to update the content of the mission so as to increase the maximum value of mission points associated with the mission when it is completed in response to an update to the content of the mission. According to the invention related to (4A) above, no matter how strong a team is created, there is always room for stronger players, so it is possible to prevent players from becoming satisfied with creating the strongest team and becoming bored.
[0089] (1B) A program according to a second aspect of the present invention is a program for executing a game so that a team to which a player object that has completed a mission belongs has an advantage in the progress of a match depending on the mission points related to the completed mission, and the program causes a computer to execute the following steps: a providing step (1101) for providing missions by periodically changing the content of the missions so that the maximum value of mission points to be awarded in the event of completion is updated; an associating step (1102) for associating the player object with the mission points related to the completed mission when the player object completes the provided mission; and a setting step (1103) for selecting, up to a predetermined number, missions with high associated mission points and setting them for the player object.
[0090] (5B) A game device according to a second aspect of the present invention is a game device which executes a game so that a team to which a player object which has completed a mission belongs will be given an advantage in the progress of a match depending on the mission points related to the completed mission, and which is characterized by having: a providing means (1101) which periodically changes the content of the mission and provides the mission so that the maximum value of mission points to be awarded in the event of completion is updated; an associating means (1102) which associates the player object with the mission points related to the completed mission when the player object completes the provided mission; and a setting means (1103) which selects, up to a predetermined limit, missions with high associated mission points and sets them to the player object.
[0091] (6B) A game control method according to a second aspect of the present invention is a game control method for executing a game so that a team to which a player object that has completed a mission belongs has an advantage in the progress of a match depending on the mission points related to the completed mission, and is characterized by having a providing step (1101) of providing missions by periodically changing the content of the missions so that the maximum value of mission points to be awarded in the event of completion is updated, an associating step (1102) of associating the player object with the mission points related to the completed mission when the player object completes the provided mission, and a setting step (1103) of selecting, up to a predetermined number, from missions with high associated mission points and setting them to the player object.
[0092] According to the invention related to (1B), (5B) or (6B) above, the type of mission is changed periodically to update the maximum number of mission points awarded when the mission is completed, so that the total number of mission points for the set missions is always on the rise, preventing the user from becoming bored.
[0093] (2B) In a second aspect of the present invention, in the aspect (1B) above, the providing step may divide the missions to be provided into a plurality of categories and provide them, and the setting step may select up to a predetermined number of missions of different categories from the missions with high associated mission points. According to the invention related to (2B) above, missions of the same category are not set, so that a career record that is more appropriate as an indication of a career can be provided.
[0094] (3B) In a second aspect of the present invention, in the aspect (1B) or (2B) above, the providing step may periodically replace a part of the missions and provide them. According to the invention related to (3B) above, the processing load can be reduced compared to when all the missions are replaced.
[0095] (4B) In a second aspect of the present invention, in any of the above aspects (1B) to (3B), the associating step may keep the completed mission associated regardless of the content of the periodic mission being changed by the providing step. According to the invention related to (4B) above, it is possible to prevent the user from becoming discouraged by the fact that the completed mission is no longer linked to the player. [Explanation of symbols]
[0096] 1 Game system, 10 Game device, 20 Network, 30 Server device, 101, 301 CPU, 102, 302 ROM, 103, 303 RAM, 104, 304 Communication unit, 105 Operation unit, 106 Display unit, 107, 305 Storage device, 110 Mission setting control unit, 1101 Provision unit, 1102 Association unit, 1103 Setting unit, 120 Match control unit, 1201 Addition unit, 1202 Comparison unit, 1203 Grant unit, 130 Player object control unit, 1301 Parameter control unit, 1302 Duplication unit, SL201 to SL203 Career record slot, G501 Total value
Claims
1. A game program for executing a match between teams each made up of a plurality of player objects, comprising: an associating step of associating a mission point related to a mission, which is set as a career record representing a special experience that a player object belonging to the team has experienced by accomplishing a mission, with the player object that has accomplished the mission; an addition step of adding up a plurality of mission points associated with a plurality of player objects belonging to the team to obtain a total value for the team; a comparison step for comparing the total values of both teams when a match between the teams is executed; a granting step of granting a privilege to one of the teams to advance the game advantageously according to a comparison result of the comparing step; A program for causing a computer to execute the following.
2. 2. The program according to claim 1, wherein the privilege for advantageously progressing in the match is fixed regardless of the difference in the total values of the two teams.
3. 3. The program according to claim 1, further comprising: an updating step for updating the content of the mission every time a predetermined period of time elapses.
4. 4. The program according to claim 3, wherein the updating step updates the content of the mission so as to increase a maximum value of mission points associated with the mission when the mission is accomplished in response to an update of the content of the mission.
5. A game device for executing a match between teams each made up of a plurality of player objects, an associating means for associating a mission point related to a mission, which is set as a career record representing a special experience that a player object belonging to the team has experienced by accomplishing a mission, with the player object that has accomplished the mission; an adding means for adding up a plurality of mission points associated with a plurality of player objects belonging to the team to determine a total value for the team; a comparison means for comparing the totals of both teams when a match between the teams is being played; a granting means for granting a privilege to one of the teams to advance the game in an advantageous manner according to a comparison result of the comparing means; A game device comprising:
6. A game control method for executing a match between teams made up of a plurality of player objects, comprising the steps of: an associating step of associating a mission point related to a mission, which is set as a career record representing a special experience that a player object belonging to the team has experienced by accomplishing a mission, with the player object that has accomplished the mission; an addition step of adding up a plurality of mission points associated with a plurality of player objects belonging to the team to obtain a total value for the team; a comparison step for comparing the total values of both teams when a match between the teams is executed; a granting step of granting a privilege to one of the teams to advance the game advantageously according to a comparison result of the comparing step; A game control method comprising:
Citation Information
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