Game system, server device and program
The game system addresses biased growth in game systems by allowing players to select and change the growth content of growth elements that have not yet reached the upper limit, thereby correcting growth imbalances and enabling players to recover from disadvantageous situations.
Patent Information
- Application Number
- JP2021057171
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-03-30
- Publication Date
- 2025-04-01
- Estimated Expiration
- 2041-03-30
AI Technical Summary
Game systems that grow multiple growth elements associated with player or character identification information often result in biased growth, leading to disadvantageous situations for players.
A game system that includes a growth control unit to allow players to grow multiple growth elements, a judgment unit to determine when growth elements reach a predetermined upper limit, and a selection unit to select and change the growth content of growth elements that have not yet reached the upper limit, thereby correcting growth bias.
The system allows players to recover from disadvantageous situations caused by growth element bias by correcting growth imbalances and providing opportunities for players to improve their game progress.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game system, a server device, and a program. [Background technology]
[0002] Conventionally, there have been game systems that allow players or characters to grow in terms of growth factors (skills, parameters, etc.) that are associated with the players or characters. Such game systems sometimes adjust the parameters in order to maintain game balance.
[0003] For example, the technology described in Patent Document 1 accepts parameters related to skills (types of pitches), determines conditions for enabling the use of the skill based on the parameters, and enables the skill to be used when the conditions are met. The technology described in Patent Document 1 allows parameters to be changed only within the editable range (see paragraph 0032 of Patent Document 1).
[0004] Furthermore, the technology described in Patent Document 2 includes a skill map for special skills and basic skills, and describes an example in which squares on the map are opened based on the player's operation, and abilities corresponding to those squares are assigned to the character.
[0005] Moreover, the technology described in Patent Document 3 describes an example in which an upper limit is set on the increase per unit time so as to prevent the gaming ability from increasing too much, and the limit is lifted when a predetermined condition is met. [Prior art documents] [Patent documents]
[0006] [Patent Document 1] JP 2017-136125 A [Patent Document 2] JP 2003-952 A [Patent Document 3] JP 2020-151035 A Summary of the Invention [Problem to be solved by the invention]
[0007] However, a game system that grows a plurality of growth elements that are set in association with the identification information of a player or the identification information of the character of the player may result in uneven growth of the plurality of growth elements.
[0008] In such a case, the player may be put at a disadvantage due to the uneven growth, and it is desirable to correct the uneven growth in order to give the player an opportunity to make up for this disadvantage.
[0009] The object of the present invention is to provide a game system etc. that makes it possible to correct growth imbalances in a game in which multiple growth elements are grown, and gives players an opportunity to make up for disadvantageous situations caused by imbalances in growth elements. [Means for solving the problem]
[0010] (1) The present invention provides A game system that processes a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that, when it is determined that any one of the growth elements has reached a predetermined upper limit, selects at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; The growth control unit is The present invention relates to a game system characterized in that the growth content of the growth element selected by the selection unit is changed.
[0011] The present invention also relates to a server device including each of the above units. The present invention also relates to a game device (terminal device) including each of the above units. The present invention also relates to a program that causes a computer to function as each of the above units. The present invention also relates to a computer-readable information storage medium that stores a program that causes a computer to function as each of the above units.
[0012] According to the present invention, when it is determined that any one of the multiple growth elements has reached a predetermined upper limit, at least one growth element that has not yet reached the upper limit is selected from the multiple growth elements, and the growth content of the selected growth element is changed, so that the bias in growth can be corrected. As a result, the present invention can provide the player with an opportunity to recover from a disadvantage caused by the bias in growth elements.
[0013] (2) In addition, in the game system, server device, game device, program, and information storage medium according to the present invention, The selection unit: When the judgment unit judges that any one of the plurality of growth elements has reached a predetermined upper limit, at least one growth element that has not yet reached the upper limit may be selected depending on the game status of the player.
[0014] According to the present invention, at least one growth element that has not yet reached the upper limit is selected according to the game situation of the player, so that the bias in growth can be corrected according to the game situation of the player.
[0015] (3) In addition, in the game system, server device, game device, program, and information storage medium according to the present invention, The selection unit: When the judgment unit judges that any one of the plurality of growth elements has reached a predetermined upper limit, at least one growth element having a lower degree of growth from among the plurality of growth elements that have not yet reached their upper limit may be selected.
[0016] According to the present invention, the growth imbalance is corrected for at least one growth element having a low growth rate, so that an opportunity can be given to make up for an unfavorable situation caused by an imbalance in a growth element.
[0017] (4) In addition, in the game system, server device, game device, program, and information storage medium according to the present invention, The selection unit: When the judgment unit determines that any one of the multiple growth elements has reached a predetermined upper limit, it may select, from the multiple growth elements that have not yet reached their upper limit, at least one growth element that is compatible with the growth element that has reached the upper limit, or at least one growth element that is incompatible with the growth element that has reached the upper limit.
[0018] According to the present invention, the growth bias is determined for at least one growth element that is compatible with the growth element that has reached the upper limit, or at least one growth element that is incompatible with the growth element that has reached the upper limit. This will correct the difference in growth factors, giving players an opportunity to make up for disadvantages caused by an imbalance in growth factors.
[0019] (5) In addition, in the game system, server device, game device, program, and information storage medium according to the present invention, The growth content includes a growth condition for growing a growth element, The growth control unit is The growth conditions for growing the growth element selected by the selection unit may be changed.
[0020] According to the present invention, the growth conditions for growing the growth elements selected by the selection unit are changed, so that, for example, the growth conditions can be made to make it easier for the selected growth elements to grow, providing an opportunity to make up for an unfavorable situation caused by an imbalance in growth elements.
[0021] (6) In addition, in the game system, server device, game device, program, and information storage medium according to the present invention, The growth control unit is When a process of growing a growth element is performed by consuming a required cost value corresponding to the growth element from consumption parameters set in correspondence with the player's identification information or the player's character identification information, the required cost value corresponding to the growth element selected by the selection unit may be changed.
[0022] According to the present invention, the required cost value corresponding to the growth element selected by the selection unit is changed (e.g., decreased), making it easier for the selected growth element to grow and providing an opportunity to make up for an unfavorable situation caused by an imbalance in growth elements.
[0023] (7) In addition, in the game system, server device, game device, program, and information storage medium according to the present invention, The growth content includes a growth parameter for growing a growth element, The growth control unit is A growth parameter for growing the growth element selected by the selection unit may be changed.
[0024] According to the present invention, the growth parameters for growing the growth element selected by the selection unit are changed (e.g., increased), making it easier for the selected growth element to grow and providing an opportunity to make up for an unfavorable situation caused by an imbalance in growth elements.
[0025] (8) In addition, in the game system, server device, game device, program, and information storage medium according to the present invention, The growth control unit is An increment value of a growth parameter for growing the growth element selected by the selection unit may be increased.
[0026] According to the present invention, the increment value of the growth parameter for growing the growth element selected by the selection unit is increased, making it easier to grow the selected growth element and providing an opportunity to recover from an unfavorable situation caused by an imbalance in growth elements.
[0027] (9) In addition, in the game system, server device, game device, program, and information storage medium according to the present invention, The growth control unit is The degree of change in the growth content may be controlled according to the growth difference between the growth element that has reached the upper limit and the selected growth element.
[0028] According to the present invention, the degree of change in the growth content is controlled according to the growth difference between the growth element that has reached the upper limit and the selected growth element, so that, for example, the greater the growth difference, the greater the degree of change, or the smaller the growth difference, the smaller the degree of change. As a result, it is possible to provide an opportunity to recover from a disadvantageous situation caused by an imbalance in the growth elements.
[0029] (10) In addition, in the game system, server device, game device, program, and information storage medium according to the present invention, The growth control unit is The degree of change in the growth content may be controlled based on the game situation.
[0030] According to the present invention, the degree of change in the growth content is controlled based on the game situation. For example, the degree of change in the growth content can be increased or decreased depending on the game situation, providing an opportunity to recover from an unfavorable situation caused by an imbalance in growth elements.
[0031] (11) In addition, in the game system, server device, game device, program, and information storage medium according to the present invention, A map made up of a plurality of squares further includes a square control unit that associates growth elements with each square, The mass control unit is By executing the game based on the player's input information, starting from the start square, it is determined whether or not an unlocking condition associated with an unopened square has been satisfied, and when the unlocking condition associated with the unopened square has been satisfied, the square is unlocked; The growth control unit is When an opening condition corresponding to an unopened square is satisfied, a process is performed in which the player or the player's character acquires a growth element corresponding to the unopened square; The predetermined upper limit is set as a goal square, and the opening of each square from the start square to the goal square is controlled as growth up to the predetermined upper limit; The determination unit is Determine whether each square from the start square to the goal square has been opened or not, The selection unit is When each square from the start square to the goal square is opened, a selection target square may be determined, and a growth element corresponding to the selection target square may be selected.
[0032] According to the present invention, in a map made up of a plurality of squares, known as a skill tree, when the number of squares is opened up to a predetermined upper limit, which is the goal square, the square to be selected is determined, a growth element corresponding to the determined square is selected, and the growth content of the selected growth element is changed, thereby making it possible to correct any bias in growth in the skill tree.
[0033] (12) In addition, in the game system, server device, game device, program, and information storage medium according to the present invention, The plurality of squares are arranged in a plurality of predetermined ranges, The selection unit is The square to be selected may be determined from among squares located within a specified range adjacent to the specified range in which the start square and the goal square are located, and from among squares on another path branching off from the opened path from the start square to the goal square.
[0034] According to the present invention, the selection target square is determined from the squares located in a predetermined range adjacent to the predetermined range in which the start square and the goal square are located, and from the squares on another path branching off from the opened path from the start square to the goal square, so that, for example, when the concept of growth elements is divided for each predetermined range, the bias in the growth of the growth elements can be corrected and the strategic nature of growth can be enhanced. Also, when the concept of growth elements is divided for each path, the bias in the growth of the growth elements can be corrected and the strategic nature of growth can be enhanced.
[0035] (13) In addition, in the game system, server device, game device, program, and information storage medium according to the present invention, The selection unit is The number of selectable squares may be determined when each square from the start square to the goal square is opened.
[0036] According to the present invention, the number of growth elements that are subject to change in growth content is determined, so that the strategic nature of growth can be enhanced.
[0037] (14) In addition, in the game system, server device, game device, program, and information storage medium according to the present invention, The growth control unit is The growth content of the growth element corresponding to the selection target square may be changed based on the positional relationship between the position of the goal square and the position of the selection target square.
[0038] According to the present invention, the growth content of the growth element of the selection target square is changed depending on the positional relationship between the position of the goal square and the position of the selection target square, thereby enhancing the strategic nature of growth.
[0039] (15) The present invention relates to A game system that processes a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a notification unit that notifies the player of at least one growth element that has not yet reached a predetermined upper limit from among the plurality of growth elements when it is determined that any one of the growth elements has reached a predetermined upper limit, The growth control unit is The present invention relates to a game system that changes the content of growth of growth elements determined based on information input by a player.
[0040] The present invention also relates to a server device including each of the above units. The present invention also relates to a game device (terminal device) including each of the above units. The present invention also relates to a program that causes a computer to function as each of the above units. The present invention also relates to a computer-readable information storage medium that stores a program that causes a computer to function as each of the above units.
[0041] According to the present invention, when it is determined that any one of a plurality of growth elements has reached a predetermined upper limit, at least one growth element that has not yet reached the upper limit among the plurality of growth elements is notified to the player, and the notified growth element is selected based on the input information of the player. Since the growth content of the growth elements that have been selected is changed, the player can correct the bias in growth at his / her will. As a result, the present invention can provide the player with an opportunity to recover from a disadvantage caused by the bias in the growth elements.
[0042] (16) In addition, the game system, server device, game device, program, and information storage medium according to the present invention include: The notification unit, When the judgment unit determines that any one of the multiple growth elements has reached a predetermined upper limit, the judgment unit may be configured to notify the player of at least one growth element that has not yet reached the upper limit, depending on the player's game status.
[0043] According to the present invention, the player is notified of at least one growth element that has not yet reached the upper limit depending on the player's game situation, thereby providing the player with an opportunity to correct any growth imbalance depending on the game situation.
[0044] (17) In addition, the game system, server device, game device, program, and information storage medium according to the present invention include: The notification unit, When the judgment unit judges that any one of the plurality of growth elements has reached a predetermined upper limit, the judgment unit may be configured to notify at least one growth element having a lower degree of growth among the plurality of growth elements that have not yet reached their upper limit.
[0045] According to the present invention, since at least one growth element with a low growth rate is notified, it is possible to provide the player with an opportunity to make up for a disadvantageous situation caused by a bias.
[0046] (18) In addition, the game system, server device, game device, program, and information storage medium according to the present invention include: The notification unit, When the judgment unit determines that any one of the multiple growth elements has reached a predetermined upper limit, it may be configured to notify at least one growth element among the multiple growth elements that have not yet reached their upper limit that is compatible with the growth element that has reached the upper limit, or at least one growth element that is incompatible with the growth element that has reached the upper limit.
[0047] According to the present invention, at least one growth element that is compatible with the growth element that has reached its upper limit, or at least one growth element that is incompatible with the growth element that has reached its upper limit, is notified to the player, thereby providing the player with an opportunity to make up for a disadvantageous situation caused by an imbalance in growth elements. [Brief description of the drawings]
[0048] [Figure 1] FIG. 1 is a diagram showing an example of a system configuration showing the configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram showing functional blocks of a server device according to the embodiment. [Diagram 3] FIG. 2 is a diagram showing functional blocks of a terminal device according to the embodiment. [Figure 4] FIG. 2 is a diagram showing an example of multiple growth elements according to the present embodiment. [Diagram 5] FIG. 2 is a diagram showing an example of multiple growth elements according to the present embodiment. [Figure 6] FIG. 2 is a diagram showing an example of a skill tree of the present embodiment. [Figure 7] A figure showing an example of information about each square that makes up the skill tree of this embodiment. [Figure 8A] 4 is a flowchart showing the flow of processing of the game system of the present embodiment. [Figure 8B] 4 is a flowchart showing the flow of processing of the game system of the present embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0049] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the contents of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention.
[0050] [1] Game system First, an overview and a general configuration of the game system of this embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of a system configuration showing the configuration of the game system of this embodiment.
[0051] In this embodiment, the information processing device is capable of providing a given service using a terminal device (game device) 20 connected for communication via the Internet (an example of a network).
[0052] The terminal device 20 is an information processing device such as a game device, smartphone, mobile phone, PHS, computer, game device, PDA, portable game machine, image generating device, etc., and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or LAN.
[0053] [1.1] Game system configured in a client-server model As shown in FIG. 1, the game system of this embodiment may be configured such that a server device 10 and terminal devices 20 (for example, terminal devices 20A, 20B, and 20C) are connectable to the Internet (an example of a network).
[0054] By accessing the server device 10 from the terminal device 20, the player can play the game based on information transmitted from the server device 10 via the Internet.
[0055] In this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10 to provide each game to the terminal device 20.
[0056] It should be noted that the various processes related to the present invention may be performed only by the server device 10, or may be performed only by the terminal device 20.
[0057] [1.2] Terminal equipment In this embodiment, the server device 10 may be realized by a single game device having the functions of the server device 10, that is, a device (standalone) that operates independently without relying on other devices such as a server device.
[0058] In addition, in this embodiment, the present invention may be realized by the terminal device 20 alone, without being connected to the server device 10. For example, the present invention may be realized by a game system realized by a plurality of terminal devices 20 through P2P (peer-to-peer) communication.
[0059] A plurality of such terminal devices may be connected by wire or wirelessly, and one of the terminal devices may function as a host (server device 10), and the system may be realized by the plurality of terminal devices.
[0060] The terminal device is not limited to a game device, but may be a tablet information terminal device, a personal computer, or a game device (casing) installed in an amusement park.
[0061] [1.3] Cloud-based gaming system The game system of this embodiment may be a cloud-type game system. For example, in a cloud-type game system, basic processing (including game processing, drawing processing, etc.) is performed only by the server device 10 (cloud device), and the terminal device 20 only controls the display of the processing results of the server device 10 (cloud device). The terminal device 20 only transmits information such as input information of the controller to the server device 10. In this case, the terminal device 20 may transmit information other than the input information.
[0062] Furthermore, in this embodiment, except for input, each function of the processing unit 200 of the terminal device 20 and the execution of the game program may be executed by the server device 10, and the terminal device 20 may realize the above game by executing input and image display by streaming.
[0063] Furthermore, the game system may store the information stored in the server device 10 and the information stored in the terminal device 20 in a given storage area on the Internet.
[0064] [1.4] Terminal device with multiple controllers In this embodiment, one terminal device 20 may be equipped with multiple controllers (input units 260). When multiple players play a game using their own controllers on one terminal device 20, it is assumed that the multiple players are actually close to each other.
[0065] [1.5] Examples of social games In addition, in the present embodiment, the SNS server may function as an SNS server that provides a communication-type service. Here, the SNS server may be an information processing device that provides a service that allows communication between multiple players.
[0066] In addition, in this embodiment, for example, when functioning as an SNS server, it is possible to provide games called social games that are executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS provided.
[0067] Unlike existing online games, social games include games that do not require dedicated client software and can be used with only a web browser and an SNS account. In addition, this embodiment has a configuration that can provide an online game in which the terminal device 20 of another player can be connected via a network and the same game progress can be shared online at the same time.
[0068] [1.6] Examples of browser games In particular, in this embodiment, games may be provided on the web browser of terminal device 20, such as browser games (games that can be launched simply by opening the installation site in the web browser) created in various languages, such as HTML, FLASH (registered trademark), CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).
[0069] The terminal device 20 also includes a web browser capable of browsing web pages (data in HTML format). In other words, the terminal device 20 includes a communication control function for communicating with the server device 10, and a web browser function for performing display control using data received from the server device 10 (web data, data created in HTML format, etc.), as well as transmitting player operation data to the server device 10, and executes various processes for providing a game screen to the player and allowing the player to play the game. However, the terminal device 20 does not acquire game control information provided by the server device 10 and executes a predetermined game. A process may be executed, and a game based on the game process may be executed.
[0070] Specifically, when the terminal device 20 makes a request to the server device 10 to play a predetermined game, the terminal device 20 is connected to a game site of the server device 10 and the game starts. In particular, the terminal device 20 may have a configuration to cause the server device 10 functioning as an SNS server to perform a predetermined process by using an API as necessary, or to obtain information on players managed by the server device 10 functioning as an SNS server, and execute the game.
[0071] [1.7] Other In this embodiment, the server device 10 may be configured with one (device, processor) or multiple (devices, processors). Information (e.g., player information, game information, etc.) stored in the storage area (storage unit 170 described later) of the server device 10 may be stored in a database (broadly speaking, storage device, memory) connected via a network (intranet or internet). The communication line between the terminal device 20 and the server device 10 may be wired or wireless.
[0072] [2] Server equipment Next, the server device 10 of the present embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing functional blocks of the server device 10 of the present embodiment. In addition, in this embodiment of the present invention, a configuration in which some of the components (each unit) in Fig. 2 are omitted may be used.
[0073] In this embodiment, it includes an input unit 160 for use in input by the administrator and others, an information storage medium 180 in which predetermined information is stored, a communication unit 196 for communicating with the terminal device 20 and others, a processing unit 100 for mainly executing processes related to the game to be provided, and a memory unit 170 for mainly storing various data used in the game.
[0074] The input unit 160 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 160 in this embodiment is configured with a mouse, a keyboard, and the like.
[0075] Information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0076] The communication unit 196 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are configured by hardware such as various processors or communication ASICs, programs, etc.
[0077] The storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by a RAM (VRAM), etc. The information stored in the storage unit 170 may be managed by a database.
[0078] In addition to the main memory unit 171, the memory unit 170 of this embodiment also has an image buffer 172, a game data memory unit 174 in which game information indicating information related to the game is stored, and a player information memory unit (user information memory unit) 176.
[0079] In particular, the game data storage unit 174 stores information about the game space (game field) in which the game is played, information about the virtual camera, setting values used in the game, and the like.
[0080] Furthermore, the player information storage unit 176 stores player information (user information) for each player (user) in association with a player ID. The player ID is player identification information for identifying a player. For example, in this embodiment, a plurality of growth elements may be stored in the player information storage unit 176 in association with the player ID.
[0081] The player information may be a concept including not only the player information associated with the player, but also the player's character information, etc. For example, in this embodiment, a plurality of growth elements may be stored in the player information storage unit 176 in association with the player's character ID.
[0082] The processing unit 100 performs various processes using a main memory unit 171 in the memory unit 170 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.
[0083] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for making a computer function as each unit of this embodiment (programs for making a computer execute the processes of each unit).
[0084] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in the information storage medium 180, and performs various processes such as controlling the transfer of data between the various units. Furthermore, the processing unit 100 performs processes for providing various services in response to requests from the terminal device 20.
[0085] In this embodiment, the server device 10 may perform part or all of the processing of the processing unit 100, or the terminal device 20 may perform part of the processing of the processing unit 100.
[0086] The processing unit 100 includes a growth control unit 110, a judgment unit 111, a selection unit 112, a square control unit 113, a game processing unit 114, a display control unit 116, a reception unit 119, a communication control unit 120, a Web processing unit 121, a management unit 122, a notification unit 123, an image generation unit 130, and a sound processing unit 140.
[0087] The growth control unit 110 executes a game based on the player's input information (for example, executes game processing by the game processing unit 114), thereby growing a plurality of growth elements set in association with the identification information of the player or the identification information of the character of the player. Then, the growth control unit 110 of this embodiment changes the growth content of the growth element selected by the selection unit 112.
[0088] For example, the growth content may include growth conditions for growing a growth element, and the growth control unit 110 may change the growth conditions for growing the growth element selected by the selection unit 112.
[0089] When performing a process of growing a growth element by consuming a required cost value corresponding to the growth element from consumption parameters set in correspondence with the player's identification information or the player's character identification information, the growth control unit 110 may change (e.g., decrease) the required cost value corresponding to the growth element selected by the selection unit 112.
[0090] Also, for example, the growth content includes a growth parameter for growing the growth element, and the growth control unit 110 selects the growth parameter for growing the growth element selected by the selection unit 112. The meter may be changed (eg, increased).
[0091] Furthermore, the growth control unit 110 may increase the increment value of the growth parameter for growing the growth element selected by the selection unit 112.
[0092] Furthermore, the growth control unit 110 may control the degree of change in the growth content depending on the growth difference between the growth element that has reached the upper limit and the selected growth element.
[0093] Furthermore, the growth control unit 110 may control the degree of change in the growth content based on the game situation.
[0094] Furthermore, the growth control unit 110 may perform a process of making the player or the player's character acquire a growth element corresponding to an unopened square in a map (skill tree) composed of multiple squares when the player fulfills an unlocking condition associated with the unopened square. The growth control unit 110 may set a predetermined upper limit as the goal square and control the unlocking of each square from the start square to the goal square as growth up to the predetermined upper limit.
[0095] Furthermore, the growth control unit 110 may change the growth content of the growth element corresponding to the selection target square, based on the positional relationship between the position of the goal square and the position of the selection target square.
[0096] The determination unit 111 determines whether or not any of the multiple growth elements has reached a predetermined upper limit.
[0097] Furthermore, the determination unit 111 may determine whether or not a map (skill tree) made up of a plurality of squares has been opened from a start square to a goal square.
[0098] When the judgment unit 111 judges that any one of the multiple growth elements has reached a predetermined upper limit, the selection unit 112 selects at least one growth element from the multiple growth elements that has not yet reached the upper limit.
[0099] For example, when the judgment unit 111 judges that any one of a plurality of growth elements has reached a predetermined upper limit, the selection unit 112 may select at least one growth element that has not yet reached the upper limit, depending on the player's game situation.
[0100] In addition, when the judgment unit 111 judges that any one of the multiple growth elements has reached a predetermined upper limit, the selection unit 112 may select at least one growth element with a lower degree of growth from among the multiple growth elements that have not yet reached the upper limit.
[0101] In addition, when the judgment unit 111 judges that any one of the multiple growth elements has reached a predetermined upper limit, the selection unit 112 may select, from the multiple growth elements that have not yet reached the upper limit, at least one growth element that is compatible with the growth element that has reached the upper limit, or at least one growth element that is incompatible with the growth element that has reached the upper limit.
[0102] In addition, when each square from the start square to the goal square is opened in a map (skill tree) composed of multiple squares, the selection unit 112 may determine a square to be selected and select a growth element corresponding to the square to be selected.
[0103] For example, the selection unit 112 may determine the square to be selected from among the squares located in a specified range adjacent to the specified range in which the start square and the goal square are located, and the squares on another path branching off from the opened path from the start square to the goal square.
[0104] Furthermore, the selection unit 112 may determine the number of selection target squares when each square from the start square to the goal square is opened.
[0105] The block control unit 113 associates a growth element with each block in a map made up of a plurality of blocks. The plurality of blocks may be arranged in a manner divided into a plurality of predetermined ranges.
[0106] Then, the square control unit 113 executes the game based on the player's input information, starting from the starting square, to determine whether or not the opening conditions associated with the unopened squares have been satisfied, and opens the squares if the opening conditions associated with the unopened squares have been satisfied.
[0107] The game processing unit 114 executes game processing based on input information (operation information) of a player. For example, the game processing unit 114 may receive input information (operation information) of a player from the terminal device 20 of the player and execute game processing.
[0108] The display control unit 116 performs control so that given information is displayed on the terminal device 20. The display control unit 116 may perform transmission control so that a game screen is displayed on the terminal device 20. In other words, the display control unit 116 generates display control information for a game screen or the like, and performs control so that the generated display control information is displayed on the terminal device 20 of the player.
[0109] The display control unit 116 performs control to display a video of the player's gameplay and game images (game screen) on the display unit 290 of the player's terminal device 20. For example, the display control unit 116 may display a map (skill tree) made up of a plurality of squares. In such a case, opened squares and unopened squares may be distinguished and displayed.
[0110] The receiving unit 119 receives input information from the player. The receiving unit 119 may also receive touch input on a touch panel as the player's input. The receiving unit 119 receives and accepts the contents of the input (touch position, timing, etc.) from the terminal device 20.
[0111] The receiving unit 119 may also receive inputs, instructions, and the like from the player through data transmission and reception by the communication control unit 120 .
[0112] The communication control unit 120 establishes a connection (session or connection) with the terminal device 20 and performs processing for communicating (transmitting and receiving) data via the network.
[0113] The Web processing unit 121 functions as a Web server. For example, the Web processing unit 121 performs a process of transmitting data in response to a request from a Web browser installed in the terminal device 20, and a process of receiving data transmitted by the Web browser of the terminal device 20, through a communication protocol such as HTTP (Hypertext Transfer Protocol).
[0114] The management unit 122 manages game information and player information associated with player identification information for each player.
[0115] Furthermore, the notification unit 123 notifies the player of given information. Note that "notifying" information means notifying (providing, presenting, displaying) the information to the player (player's terminal device 20).
[0116] The "notification" means at least one of the following: the server device 10 sends information to the player's terminal device 20 by email (may be a mail magazine or the like) sent and received by SMTP (Simple Mail Transfer Protocol), sending information by a given protocol other than SMTP, making a push notification, presenting (displaying) a given screen (banner display screen, notice screen, pop-up screen, or the like) of a given application, and the Web processing unit 121 of the server device 10 notifying the player by a Web page, and indicates that the server device 10 actively sends information to the player's terminal device 20. In this embodiment, the "notification" may also be an aspect of sending information to the requested terminal device 20 in response to a request from the player's terminal device 20. The push notification means displaying a message window in a part of the screen of the terminal (smartphone) (such as the top edge). The "notification" includes a voice notification in which a displayed message or the like is converted into a voice. The "notification" also includes a notification by vibration.
[0117] The image generation unit 130 is realized by, for example, a processor such as a GPU or a digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, etc. The image generation unit 130 generates an image of one game screen per frame time (for example, 1 / 60 seconds) in accordance with the progress of the game. The generated image is transmitted to the terminal device 20.
[0118] The image generation unit 130 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating a game image, which is output to the image buffer 172 or transmitted to the terminal device 20. The image generation unit 130 may generate an image (a so-called three-dimensional image) that can be seen from a virtual camera (a given viewpoint) in the object space (game space).
[0119] For example, when generating a three-dimensional game image, the image generating unit 130 first performs geometry processing such as coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, or perspective transformation, and creates drawing data (position coordinates of vertices of primitive surfaces, texture coordinates, color data, normal vectors, alpha values, etc.) based on the processing results. Then, based on this drawing data (primitive surface data), the object (one or more primitive surfaces) after perspective transformation (after geometry processing) is drawn in the image buffer 172 (a buffer that can store image information in pixel units, such as a frame buffer or work buffer; VRAM). As a result, an image seen from a virtual camera (a given viewpoint) in the object space is generated.
[0120] The sound processing unit 140 performs sound processing based on the results of various processes performed by the processing unit 100 , generates game sounds such as background music, sound effects, or voices, and transmits them to the terminal device 20 .
[0121] The processing unit 100 works in conjunction with the terminal device 20 and executes game processing for the game provided in this embodiment for each player based on the player's input input via the terminal device 20.
[0122] The processing unit 100 may also have a timer function, which may be used to synchronize with each terminal device 20 in order to manage the progress of the game. The time may be output to each unit.
[0123] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to Fig. 3. Fig. 3 is an example of a functional block diagram showing the configuration of the terminal device 20 of this embodiment. Also, the terminal device 20 of this embodiment may have a configuration in which some of the components (units) of Fig. 3 are omitted.
[0124] The input unit 260 is for the player to input operation data, and the function can be realized by a touch panel or a touch panel display, etc. That is, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional pointed position coordinates (x, y) on a screen on which an image is displayed. For example, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional contact position coordinates (x, y) in a contact detection area (touch panel).
[0125] The touch operation on the display screen (hereinafter, unless otherwise specified, referred to as a "touch panel") may be performed using a fingertip or an input device such as a touch pen.
[0126] Furthermore, the input unit 260 may include a button, a lever, a keyboard, a steering wheel, a microphone, an acceleration sensor, and the like that can input input information (operation signals) other than the indicated position.
[0127] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions can be realized by a RAM (VRAM) or the like. The storage unit 270 of this embodiment includes a main memory unit 271 used as a work area, an image buffer 272 in which the final display image and the like are stored, a game data storage unit 274, and a player information storage unit 276. Note that some of these may be omitted, or the storage unit 170 of the server device 10 may form part of them.
[0128] In the image buffer 272, image data generated by the image generating unit 230 or image data received from the server device 10 may be stored.
[0129] The game data storage unit 274 stores information on the game space (game field) in which the game is played, information on each character, information on the virtual camera, other setting values used in the game, etc. Note that the terminal device 20 may store information received from the server device 10 in the game data storage unit 274.
[0130] The player information storage unit 276 stores player information. The terminal device 20 may receive player information corresponding to a player ID from the server device 10 and store the information in the player information storage unit 276.
[0131] Information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0132] Moreover, the information storage medium 280 can store a program for making a computer function as each unit of the present embodiment (a program for making a computer execute the processing of each unit). The processing unit 200 performs various processes of the present embodiment based on the program (data) stored in the information storage medium 280, as described later.
[0133] The display unit 290 outputs the image generated by this embodiment. This can be realized using a CRT, LCD, touch panel display, or HMD (head mounted display), etc.
[0134] In particular, in this embodiment, the display unit 290 also functions as an input unit 260 where the player operates the game by using a touch panel display. Here, as the touch panel, for example, a resistive film type (four-wire type, five-wire type), a capacitance type, an electromagnetic induction type, an ultrasonic surface acoustic wave type, an infrared scanning type, or the like can be used.
[0135] The sound output unit 292 outputs the sound generated by this embodiment, and the function thereof can be realized by a speaker, a headphone, or the like.
[0136] The communication unit 296 performs various controls for communicating with the outside (e.g., the server device 10 or other terminal devices 20), and its functions can be realized by hardware such as various processors or communication ASICs, programs, etc.
[0137] The terminal device 20 may receive, via a network, programs and data for causing a computer to function as each unit of the present embodiment, which are stored in the information storage medium 180 or the storage unit 170 of the server device 10, and store the received programs and data in the information storage medium 280 or the storage unit 270. The case where the terminal device 20 functions by receiving the programs and data in this manner is also included within the scope of the present invention.
[0138] The processing unit 200 (processor) performs processing such as game processing, image generation processing, or sound generation processing in conjunction with the server device 10 based on input data from the input unit 260, programs, and the like.
[0139] In particular, in this embodiment, game processing includes processing for starting a game when a game start condition is satisfied, processing for progressing the game, processing for placing objects such as characters and enemy characters, processing for displaying objects, processing for calculating game results, and processing for ending the game when a game end condition is satisfied.
[0140] Moreover, the processing unit 200 performs game processing (e.g., processing of a competitive game, etc.) based on the input information of the player inputted by the input unit 260. Moreover, the processing unit 200 may be executed in conjunction with the server device 10, or a part or the whole of the processing unit 200 may be formed in the server device 10.
[0141] The processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.
[0142] The processing unit 200 includes a display control unit 211, a receiving unit 212, a notification unit 213, a communication control unit 220, a Web browser 221, an image generating unit 230, and a sound generating unit 240. Note that some of these may be omitted.
[0143] The display control unit 211 performs a process of displaying a game screen on the display unit 290. For example, the display control unit 211 may display the game screen using a Web browser 221. Furthermore, the display control unit 211 causes the display unit 290 to display information required during the game based on information transmitted from the server device 10. For example, the terminal device 20 displays display information of the game screen received from the server device 10.
[0144] The display control unit 211 also controls all or part of the processing in cooperation with the display control unit 116 of the server device 10. A similar process may be performed.
[0145] The receiving unit 212 performs a process of receiving input information from a player. For example, the receiving unit 212 may transmit the input information received by the terminal device 20 to the server device 10, and the server device 10 may receive the input information. In addition, the receiving unit 212 may perform all or a part of the same process as the receiving unit 119 of the server device 10.
[0146] The notification unit 213 notifies the player of given information. For example, the notification unit 213 displays the information on a game screen. The notification unit 213 may perform all or a part of the same processing as the notification unit 123 of the server device 10.
[0147] The communication control unit 220 performs processing for transmitting and receiving data to and from each server device 10. In addition, the communication control unit 220 performs processing for storing data received from the server device 10 in the storage unit 270, processing for analyzing the received data, and other control processing related to the transmission and reception of data.
[0148] The communication control unit 220 may store and manage destination information (network information such as IP addresses and port numbers) of other terminal devices 20 and the server device 10 in the storage unit 270 or the information storage medium 280. The communication control unit 220 may communicate with the server device 10 when receiving input information for starting communication from the player.
[0149] In particular, the communication control unit 220 performs processing for transmitting player identification information and input information to the server device 10 and receiving data (player's web page, game screen, etc.) from the server device 10.
[0150] The communication control unit 220 may transmit and receive data to and from the server device 10 at a predetermined cycle, or may transmit and receive data to and from the server device 10 when input information is received from the input unit 260. In particular, the communication control unit 220 of this embodiment performs a process of receiving given screen information (for example, information on a game screen, etc.) from the server device 10.
[0151] The Web browser 221 is an application program for viewing Web pages (game screens), downloading HTML files, image files, and the like from the Web server (server device 10), analyzing the layout, and controlling the display. The Web browser 221 also transmits data to the Web server (server device 10) using input forms (links, buttons, text boxes, and the like).
[0152] The Web browser 221 of this embodiment can realize a browser game. For example, the Web browser 221 may execute a program written in JavaScript (registered trademark), FLASH (registered trademark), Java (registered trademark), or the like, received from a Web server (server device 10).
[0153] The terminal device 20 can display information from a Web server specified by a URL (short for Uniform Resource Locator) via the Internet using the Web browser 221. For example, the terminal device 20 can display a game screen (data such as HTML) received from the server device 10 using the Web browser 221.
[0154] The image generation unit 230 performs drawing processing based on various processes (for example, game processing) performed by the processing unit 200, thereby generating an image, and the image is displayed on the display unit 29 by the display control unit 211. The image generating unit 230 outputs the image to the input port 101. The image generated by the image generating unit 230 may be a so-called two-dimensional image or a so-called three-dimensional image. The image generating unit 230 may perform the same processing as the image generating unit 130 of the server device 10 in whole or in part.
[0155] The sound generation unit 240 performs sound processing based on the results of various processes performed by the processing unit 200, generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292. Note that the sound generation unit 240 may perform all or a part of the same processes as the sound processing unit 140 of the server device 10.
[0156] In the case where the terminal device 20 of the present embodiment plays a game with a plurality of terminal devices 20 by P2P or the like, one terminal device 20 may act as a host and execute processing. In such a case, the terminal device 20 as the host may execute processing of each processing unit of the server device 10 (a part or all of each processing unit).
[0157] [4] Overview This embodiment relates to a game system that performs game processing in which a plurality of growth elements (e.g., skills) that are set in association with a player (or a player character) are grown up to a predetermined upper limit by the player playing the game.
[0158] In this embodiment, a process for changing the growth content of any one of the growth elements is performed. Fig. 4 shows an example of information on each of the skills, attack power up, defense power up, HP up, and critical up, as specific examples of a plurality of growth elements.
[0159] Attack Power Up is a skill that increases the attack power of character PAC controlled by player PA. Defense Power Up is a skill that increases the defense power of character PAC controlled by player PA. HP Up is a skill that increases the HP value (stamina value) of character PAC controlled by player PA. Critical Up is a skill that increases the damage rate, hit rate, and fatality rate of an enemy when character PAC controlled by player PA attacks the enemy.
[0160] For example, in this embodiment, when the skill level of attack power up reaches (grows) a predetermined upper limit (e.g., level 10), a skill that has not yet reached the upper limit (e.g., a defense power up skill with the lowest skill level) is selected from among skills other than attack power up, and the growth content of the selected skill (e.g., a defense power up skill) is changed.
[0161] For example, change the skill parameter (the value added to defense) for the "Defense Up" skill from "5" to "10." This will help increase the skill level of Defense Up.
[0162] As described above, according to this embodiment, it is possible to correct the bias in growth, and to provide the player with an opportunity to recover from a disadvantage caused by the bias in growth elements. In the following description, for the sake of convenience, the process performed by the server device 10 and the growth elements set in association with the player PA will be mainly described.
[0163] [5] Growth Element Description In this embodiment, the "growth elements" refer to skills, parameters, and the like. For example, a "skill" can be a character's ability such as increased attack power, increased defense power, increased HP, or increased critical hit. A "skill" may also be interpreted as a technique, magic, a special move, or a special skill. A "skill" may also be interpreted as an item that strengthens a character.
[0164] Fig. 4 shows an example of skill information. For example, as shown in Fig. 4, in this embodiment, information on four skills, Attack Power Up, Defense Power Up, HP Up, and Critical Up, is associated with the player ID (player identification information) of the player PA and set (stored) in the player information storage unit 176. The information on each skill is associated with a skill level and skill parameters that indicate the degree of growth.
[0165] In this embodiment, skill information may be set (stored) in the player information storage unit 176 in association with each character ID (identification information of the player's character) of each player's character (each character owned by the player).
[0166] [6] Explanation of growth factors In this embodiment, a plurality of growth elements set in association with the identification information of the player or the identification information of the character of the player are grown up to a predetermined upper limit by the player playing the game.
[0167] For example, "growth of growth elements" refers to raising (increasing) a growth parameter. Here, the "growth parameter" is a parameter corresponding to a skill, and can be a "skill level" or a "skill parameter."
[0168] For example, "growth of growth elements" means raising (increasing) the skill level of a skill, raising (increasing) the skill parameters of a skill, and changing the skill effect into a more powerful one.
[0169] Furthermore, "growth of growth elements" may refer to an increase in the number of growth elements. For example, it may refer to an increase in the number of skills (items) that strengthen a character.
[0170] "Skill level" ranges from 1 to 100, with the higher the value meaning the higher the level.
[0171] A "skill parameter" is a value that indicates the performance of a skill. For example, the higher the value of the skill parameter, the stronger the skill. In addition, the skill parameter may be a value that indicates the ease of using (activating) the skill.
[0172] In this embodiment, the player PA executes a game to control the increase of skill parameters and skill level. For example, when a quest (mission) is cleared based on input information from the player PA, the skill parameters and skill level are controlled to increase. Note that when a quest (mission) is cleared based on input information from the player PA, the player PA may be allowed to acquire experience points, and the skill parameters and skill level may be increased according to the accumulated experience points.
[0173] [7] Explanation of the use (activation) of growth elements In this embodiment, a character PAC of the player PA is caused to use (exercise) a skill in the game based on input information from the player PA or computer control (CPU control).
[0174] For example, when a skill is used, the skill is exhibited by the player character PAC in the game. For example, if the skill is "attack power up", when the player character PAC attacks an enemy character, the attack power of the player character PAC is controlled to be increased according to the skill level and skill parameters. is equivalent to.
[0175] For example, in the case of an "Attack Power Up" skill, when the "Attack Power Up" skill is used on the player PA's character PAC, the "skill parameter" of "Attack Power Up" (e.g., 20) is added to the basic attack power value (e.g., 100) corresponding to the "Attack Power Up" skill level (e.g., 10), and the battle process with the enemy is performed.
[0176] In addition, in this embodiment, a skill may be used based on input information from the player PA. For example, before starting a quest, a selection of a skill to be activated may be received from the player PA in advance, and the selected skill may be used.
[0177] [8] Decision-making process In this embodiment, it is determined whether any of a plurality of skills has reached a predetermined upper limit. For example, it is determined whether any of the four skills, Attack Power Up, Defense Power Up, HP Up, and Critical Up, has reached a predetermined upper limit (for example, 10).
[0178] For example, if the Attack Power Up skill level is "10", the Defense Power Up skill level is "1", the HP Up skill level is "5", and the Critical Up skill level is "3", it is determined that the Attack Power Up skill level has reached the specified upper limit of "10". On the other hand, it is determined that the Defense Power Up, HP Up, and Critical Up skill levels have not reached the specified upper limit ("10").
[0179] In this embodiment, the predetermined upper limit of the skill level may be set in multiple stages, such as a first upper limit (e.g., "10"), a second upper limit (e.g., "20"), and a third upper limit (e.g., "30"). For example, when all skill levels have reached a predetermined upper limit (e.g., the first upper limit "10"), it may be determined whether the upper limit of the next stage (e.g., the second upper limit "20") has been reached.
[0180] Furthermore, among the four skills of attack power up, defense power up, HP up, and critical power up, there may be a plurality of skills that have reached a predetermined upper limit (for example, 10).
[0181] [9] Explanation of growth element selection In this embodiment, when it is determined that any one of a plurality of skills has reached a predetermined upper limit, at least one skill that has not yet reached the upper limit is selected. In other words, in this embodiment, a skill to be the target of a change in growth content is selected based on computer control (CPU control).
[0182] [9.1] Skill selection process according to the player's game situation In this embodiment, when it is determined that any one of the multiple skills has reached a predetermined upper limit, at least one skill that has not yet reached the upper limit may be selected as a skill whose growth content is to be changed according to the game situation of the player PA. In this way, the bias in growth can be automatically corrected according to the game situation of the player without the player being aware of it.
[0183] "Game status" refers to the level associated with the player or player character, the skill level of each skill, parameters such as attack power, defense power, HP value (stamina value), critical up rate, whether an enemy has been encountered, whether the player's attack type is (the type that charges headlong into attacking the enemy), etc.
[0184] For example, in this embodiment, when a player character encounters an enemy character, if it is determined that the player's character would have an advantage in the game if he or she had stronger attacking power, an "attack power up" skill is automatically selected based on computer control (CPU control).
[0185] Also, for example, in this embodiment, when the player character encounters a strong enemy character, if it is determined that the player will be able to advance in the game more advantageously by increasing the damage rate rather than the attack power, the "critical up" skill is automatically selected based on computer control (CPU control).
[0186] The "game situation" may also include the player's play style. For example, if the player's play style is to proceed through the game cautiously, a growth factor such as defense power may be selected. If the player's play style is to proceed through the game while reducing stamina, a growth factor such as attack power may be selected.
[0187] The "game status" may also include the degree of progress of the player in the game. For example, if the player's game progress is slow, a growth element that will be more advantageous in the current game progress may be selected. The degree of progress of the game (speed of game progress) may be determined based on, for example, the number of enemies cleared, the number of missions (number of stages), the level of the player (player character), etc.
[0188] The "game situation" may also include the player's character usage history. For example, in a game in which multiple characters are available, the player may select a growth element that matches the favorite character that has been used most frequently.
[0189] [9.2] Selecting skills with low growth rate In this embodiment, when it is determined that any one of a plurality of skills has reached a predetermined upper limit, at least one skill with a low degree of growth among the plurality of skills that has not yet reached the upper limit may be selected as the skill whose growth content is to be changed.
[0190] Here, "low growth" means that the skill level is lower than the upper limit. For example, in this embodiment, if the skill level of attack power up is "10", the skill level of defense power up is "1", the skill level of HP up is "5", and the skill level of critical power up is "3", the lowest skill level "defense power up" is selected. In this way, the bias in growth can be corrected.
[0191] In this embodiment, multiple skills with low growth rates may be selected. For example, the lowest skill level "Defense Up" and the second lowest skill level "Critical Up" may be selected.
[0192] [9.3] Skill selection process based on compatibility In this embodiment, when it is determined that any one of the multiple skills has reached a predetermined upper limit, at least one skill that is compatible with the skill that has reached the upper limit, or at least one skill that is incompatible with the level that has reached the upper limit, may be selected as a skill whose growth content is to be changed among the multiple skills that have not yet reached the upper limit. A skill that is compatible with the skill that has reached the upper limit may be, for example, a skill that has a predetermined relationship with the skill that has reached the upper limit. On the other hand, a skill that is incompatible with the skill that has reached the upper limit may be, for example, a skill that does not have a predetermined relationship with the skill that has reached the upper limit.
[0193] Also, compatibility is related to the difficulty and the player's advantage. In the case of good compatibility, the difficulty level tends to be low, and in the case of bad compatibility, the difficulty level tends to be high. In the case of good compatibility, the difficulty level tends to be high, and in the case of bad compatibility, the difficulty level tends to be low.
[0194] In this embodiment, the compatibility of each skill is defined in advance. For example, for the skill "Attack Power Up", a skill that is compatible (has a certain relationship) with the skill "Defense Power Up" is assumed to be compatible, and skills that are not compatible (do not have the certain relationship) with the skill "HP Up" and "Critical Power Up" are assumed to be compatible.
[0195] Then, when it is determined that the Attack Power Up skill level has reached the specified upper limit of "10", the skill level of the Defense Power Up, HP Up, and Critical Power Up that is the best match will be selected. In this way, it is possible to raise the base level of defense and to achieve the combined effect of the Attack Power Up and Defense Power Up skills.
[0196] Also, when it is determined that the attack power up skill level has reached the predetermined upper limit of "10", the incompatible skill levels "HP up" and "critical up" are selected from the skill levels of defense power up, HP up, and critical up. In this way, the incompatible skills can be raised to a higher level, and the game balance can be maintained.
[0197]
[10] Changes to growth content In the present embodiment, the growth content (growth conditions, growth parameters, etc.) of a skill selected as a skill to be subject to growth content change is changed.
[0198] [10.1] Changes to growth conditions Here, the "growth content" may include a growth condition for growing the skill. For example, in this embodiment, the growth condition for growing the selected skill may be changed.
[0199] The "growth condition" is a condition for growing a skill. For example, if the growth condition is that a necessary cost value corresponding to a skill is consumed from a consumption parameter set in correspondence with the player PA or the player character PAC, the growth condition may be changed by changing (reducing) the necessary cost value.
[0200] For example, when the skill level corresponding to "Attack Power Up" reaches the upper limit and "Defense Power Up" is selected as the target for changing the growth content, the required cost value "100" corresponding to "Defense Power Up" is changed to "50". Then, the required cost value "50" is consumed from the consumption parameter set in correspondence with the player PA or the player character PAC to increase the skill level of "Defense Power Up". In this way, the player PA can easily increase the skill level of the skill "Defense Power Up".
[0201] [10.2] Changes to growth parameters Here, the "growth content" may include a growth parameter (e.g., a skill, a skill parameter) for growing a skill. For example, in this embodiment, the growth parameter for growing a selected skill may be changed. For example, in this embodiment, the increase value of the growth parameter for growing a skill selected as a target for changing the growth content may be increased.
[0202] For example, if the skill level corresponding to "Attack Power Up" reaches the upper limit and "Defense Power Up" is selected as the target for growth changes, the skill parameter corresponding to "Defense Power Up" will Instead of increasing the meter by the usual 10, increase it by 15. In this way, the player PA can easily increase the growth parameter of the "Defense Up" skill.
[0203] [10.3] Degree of change in growth content [10.3.1] Controlling the degree of change based on growth difference In addition, in this embodiment, the degree of change in the growth content may be controlled based on the growth difference between the skill that has reached the upper limit and the skill selected as the target for changing the growth content. For example, in this embodiment, the degree of change in the growth content may be controlled based on the difference between the skill level that has reached the upper limit and the skill level selected as the target for changing the growth content.
[0204] To be more specific, taking the example of required cost values, in this embodiment, if the skill level difference between the skill that has reached the upper limit and the selected skill is 5 or more, the reduction rate of the required cost value corresponding to the selected skill is 50%, if the level difference is 3 or more and less than 5, the reduction rate of the required cost value corresponding to the selected skill is 30%, and if the level difference is less than 3, the reduction rate of the required cost value corresponding to the selected skill is 10%.
[0205] For example, in this embodiment, if the skill level of "Attack Power Up", which is the skill that has reached the upper limit, is "10", the skill level of "Defense Power Up" selected as the target for changing the growth content is "1", and the skill level difference between them is "9", the reduction rate of the required cost value corresponding to "Defense Power Up" is 50%, and the required cost value corresponding to "Defense Power Up" is changed from "100" to "50". If the level difference is "3", the reduction rate of the required cost value is 30%, and the required cost value corresponding to "Defense Power Up" is changed from "100" to "70". If the level difference is "1", the reduction rate of the required cost value is 10%, and the required cost value corresponding to "Defense Power Up" is changed from "100" to "90".
[0206] Specifically, to take an example of the increase value of a growth parameter, in this embodiment, if the skill level difference between the skill that has reached the upper limit and the selected skill is 5 or more, the increase rate of the growth parameter corresponding to the selected skill is 50%, if the level difference is 3 or more but less than 5, the increase rate of the growth parameter corresponding to the selected skill is 30%, and if the level difference is less than 3, the increase rate of the growth parameter corresponding to the selected skill is 10%.
[0207] For example, in this embodiment, if the skill level of "Attack Power Up", which is the skill that has reached the upper limit, is "10", the skill level of "Defense Power Up" selected as the target for changing the growth content is "1", and the skill level difference between them is "9", the increase rate of the growth parameter corresponding to "Defense Power Up" is 50%, and the growth parameter corresponding to "Defense Power Up" is changed from "10" to "15". If the level difference is "3", the increase rate of the growth parameter is 30%, and the growth parameter corresponding to "Defense Power Up" is changed from "10" to "13". If the level difference is "1", the increase rate of the growth parameter is 10%, and the growth parameter corresponding to "Defense Power Up" is changed from "10" to "11".
[0208] [10.3.2] Controlling the degree of change according to the number of growth factors that have reached the upper limit In addition, in this embodiment, the degree of change in growth content may be controlled according to the number of skills that have reached the upper limit.
[0209] Specifically, in this embodiment, when the only skill that has reached the upper limit is "Attack Up" and the selected skill is "Defense Up", the reduction rate of the required cost value corresponding to the selected skill is set to 10%. When the skills that have reached the upper limit are "Attack Up" and "Critical Up" and the selected skill is "Defense Up", the reduction rate of the required cost value corresponding to the selected skill is set to 30%. If the skills that have reached the upper limit are "Attack Up", "Critical Up" and "HP Up" and the selected skill is "Defense Up", the reduction rate of the required cost value corresponding to the selected skill will be 50%.
[0210] Specifically, taking an example of the increase value of the growth parameter, in this embodiment, if the only skill that has reached the upper limit is "Attack Power Up" and the selected skill is "Defense Power Up", the increase rate of the growth parameter corresponding to the selected skill is set to 10%. If the skills that have reached the upper limit are "Attack Power Up" and "Critical Power Up" and the selected skill is "Defense Power Up", the increase rate of the growth parameter corresponding to the selected skill is set to 30%. If the skills that have reached the upper limit are "Attack Power Up", "Critical Power Up", and "HP Up" and the selected skill is "Defense Power Up", the increase rate of the growth parameter corresponding to the selected skill is set to 50%.
[0211] [10.4] Other examples of growth changes In this embodiment, the content of the skill selected as the target of the change of the growth content may be changed to another enhanced content. For example, as shown in FIG. 5, a case where four skills, "Archery", "Swordsmanship", "Magic" and "Defense", are set in association with the player PA will be described as an example.
[0212] For example, when the skill content of "archery" reaches the most enhanced skill content of "long-distance shooting" from "bow shooting", "swordsmanship" that is compatible with "archery" is selected as the target for changing the growth content. Then, the skill content of "swordsmanship" is enhanced. For example, "beginner spinning slash" may be enhanced to "advanced spinning slash".
[0213]
[11] Skill Tree Description In this embodiment, the present invention can be applied to a skill tree. A skill tree is a tree structure of multiple skills. The skill tree is associated with the player PA (or the character PAC of the player PA).
[0214] The skill tree is made up of multiple squares, and the squares are connected in a tree structure based on the starting square. Note that the skill tree can also be called a map.
[0215] The skill tree is set up by associating a skill with each square, and each square is set to be unlocked in advance. That is, in the initial state, each square is set to be unlocked. Note that the skill tree may include squares to which no skill is associated.
[0216] Then, starting from the start square, the game is executed based on the player's input information to determine whether or not the unlocking conditions (broadly speaking, growth conditions) associated with the squares have been satisfied.
[0217] When an unlocking condition corresponding to an unopened square is satisfied, the square is unlocked and the player or the player's character acquires the skill corresponding to the square. "Acquiring a skill" means acquiring the skill itself, increasing the skill growth parameters (skill level, skill parameters), etc.
[0218] In this way, the skill tree can provide the player with the joy of unlocking spaces and acquiring skills. Note that "unlocking" can also be called "liberating" or "unlocking."
[0219] In addition, if you set a skill acquisition condition in addition to the unlocking condition, In addition, if a skill acquisition condition corresponding to the square is satisfied, the skill may be acquired.
[0220] In this embodiment, a game screen including an image of a skill tree set in association with the player PA or the player character PAC may be displayed on the terminal device 20 of the player PA.
[0221]
[12] Example of a skill tree For example, an example of a skill tree is shown in Fig. 6. In the skill tree shown in Fig. 6, among the multiple squares, squares M1 to M5 are unlocked, and squares M6 to M9, squares M11 to M16, squares M21 to M29, squares M31 to M38, and squares M41 to M47 are not unlocked.
[0222] 6, multiple squares are arranged in multiple predetermined ranges. For example, there is a predetermined range AR1 in which the squares M1 to M9 are arranged, a predetermined range AR2 in which the squares M11 to M16 are arranged, a predetermined range AR3 in which the squares M21 to M29 are arranged, a predetermined range AR4 in which the squares M31 to M38 are arranged, and a predetermined range AR5 in which the squares M41 to M47 are arranged.
[0223] Also, each of the predetermined ranges AR1 to AR5 may be a broad concept of a skill. For example, each square belonging to the predetermined range AR1 may correspond to an attack-type skill, each square belonging to the predetermined range AR2 may correspond to a defense-type skill, each square belonging to the predetermined range AR3 may correspond to an HP-type skill, each square belonging to the predetermined range AR4 may correspond to a critical hit-type skill, and each square belonging to the predetermined range AR5 may correspond to a magic-type skill.
[0224] Fig. 7 shows an example of information about each square that constitutes a skill tree. In this embodiment, as shown in Fig. 7, each square is associated with a square ID, skill information associated with the square, the square unlocking condition, and an unlock flag F indicating whether the square is unlocked or not (the unlock flag F = 1 means that the square is unlocked, and the unlock flag F = 0 means that the square is not unlocked).
[0225] "Skill information" indicates the content of the skill to be acquired (set) for the player ID of the player PA (or the character ID of the player PA) when the opening condition of the square ID is met. The value and specific content of the skill to be acquired may also be defined in advance.
[0226] The "release condition" is, for example, consuming (subtracting) a required cost value from a consumption parameter associated with the player PA (or the player character PAC). Note that the "release condition" may also be achieving (clearing) a given quest.
[0227] In this embodiment, as shown in FIG. 7, M1 in the predetermined range AR1, M11 in the predetermined range AR2, M21 in the predetermined range AR3, M31 in the predetermined range AR4, and M41 in the predetermined range AR5 are set as start squares.
[0228] In this embodiment, a given start square M1 is selected first based on input information from the player PA, and when the opening condition for the square M1 is satisfied, the start square M1 is opened and a skill corresponding to the start square M1 is set for the player PA (the character PAC of the player PA). For example, the attack power is increased by 10. Note that in this embodiment, the skill may be used (activated) at the same time as the skill is set. Also, the skill may be used (activated) based on a use instruction from the player.
[0229] Next, make the square M2 adjacent to the opened start square M1 selectable. Then, when it is determined that the opening conditions for the selected square are met, open the square M2 (square ID=M 2 to 1), and a process is performed to cause the player ID of the player PA (or the character ID of the player PA) to acquire (set) the skill corresponding to the square M2.
[0230] For example, when the conditions for opening square M2 are met, a process is performed in which a skill that increases "attack power up" by "12" is set in association with the player ID of the player PA (or the character ID of the player PA).
[0231] Thereafter, a square adjacent to the opened square and connected by a line is controlled so as to be selectable, and when an opening condition for the selected square is satisfied, the square is opened, making it possible to acquire a skill corresponding to the square.
[0232] 6, the starting square is square M1, but the starting square may be square MS. Square MS may be an empty square that is simply a passing point (a square to which no skill, unlock condition, or unlock flag F is associated), or may be a square to which a skill, unlock condition, or unlock flag F is associated.
[0233]
[13] Skill Tree Growth In this embodiment, the skill growth is controlled based on the opening of each square in the skill tree. For example, in this embodiment, as shown in FIG. 6, the end squares M5, M8, and M9 traced from the start square M1 are set as goal squares, and the goal squares are set as a predetermined upper limit. In other words, the goal square is the end square of the path beyond which movement is not possible. In this embodiment, multiple goal squares are arranged in one skill tree.
[0234] The opening of each square from the start square to any one of the goal squares is controlled as growth up to a predetermined upper limit.
[0235] In the example of the predetermined range AR1, the predetermined upper limit squares are squares M5, M8, and M9, in the example of the predetermined range AR2, the predetermined upper limit squares are squares M14 and M16, in the example of the predetermined range AR3, the predetermined upper limit squares are squares M26 and M29, in the example of the predetermined range AR4, the predetermined upper limit squares are squares M33, M36, M37, and M38, and in the example of the predetermined range AR5, the predetermined upper limit squares are squares M43 and M47. By executing the game, the player plays the game by opening each square in order from the start square toward the predetermined upper limit square (the goal square).
[0236]
[14] Selecting growth elements (skills) in the skill tree In this embodiment, a determination is made as to whether or not each square from the start square to the goal square has been opened, and if each square from the start square to the goal square has been opened, a square to be selected is determined, and a growth element corresponding to the square to be selected is selected.
[0237] For example, it is determined whether or not the area within the specified range AR1 is open from the start square to the goal square (in the case of the specified range AR1, this is M5, M8, or M9), and if the area is open from the start square to the goal square, the square to be selected is determined from among the squares other than the goal square.
[0238] The selection target squares are squares on a path that includes a given unopened goal square. In this way, the opening of the goal squares can be encouraged, and the bias in growth can be corrected. Note that the selection target squares are basically unopened squares, but may be opened squares for various reasons, such as when the purpose is to strengthen the skills of opened squares.
[0239] In this embodiment, when each square from the start square to the goal square is opened, the selection The number of selectable squares may be determined. For example, the number of selectable squares may be a predetermined number (for example, 1). The number of selectable squares may also be determined according to a given game situation.
[0240] For example, assume that the starting square 1, square M2, square M3, square M4, and square M5 are opened in the order of path L1 as shown in Figure 6. In such a case, the squares to be selected can be determined according to the following (Example 1) to (Example 3).
[0241] (Example 1) For example, in this embodiment, the selection target squares may be determined from the squares M11 to M16 in the predetermined range AR2 adjacent to the predetermined range AR1 in which the squares from the start square M1 to the goal square M5 are arranged, and the squares M41 to M47 in the predetermined range AR5. In this way, when skills are divided into broad concepts for each predetermined range, the bias in growth can be corrected for the broad concepts.
[0242] (Example 2) In this embodiment, the selection target square may be determined from squares on another path branched off from the path L1. For example, if the concept of growth elements is divided for each path, the bias in growth of growth elements can be corrected.
[0243] Here, in this embodiment, "branching" means that another route branching off from route L1 may at least have the same starting square as the original route L1.
[0244] For example, within a predetermined range AR1, if there are two routes branching off from route L1, namely route L2 which goes from start square 1 to square M2, square M6, square M7, and square M8 in that order, and route L3 which goes from start square 1 to square M2, square M6, square M7, and square M9 in that order, then the squares to be selected are selected from among the start square 1, square M2, square M6, square M7, square M8, and square M9. Note that the squares to be selected may also be selected from the unopened squares M6, square M7, square M8, and square M9.
[0245] (Example 3) For example, in this embodiment, the square to be selected may be determined based on the position of the goal square. For example, in this embodiment, a square that is a predetermined distance away from the position of the goal square may be determined as the square to be selected. For example, if the goal square is M5, square M7 that is five squares away from M5 may be determined as the square to be selected. Also, in this embodiment, a square within a predetermined distance (for example, a square within five squares) may be determined as the square to be selected based on the position of the goal square.
[0246]
[15] Processing to change the growth content of skills (growth elements) in the skill tree In this embodiment, when a square to be selected is determined, the growth content of the growth element corresponding to the square to be selected is changed. Changing the growth content means changing the unlocking conditions and growth parameters.
[0247] [15.1] Changes to opening conditions For example, if the square to be selected is an unopened square, the condition for opening the square is changed to promote the opening of the square. In this way, it becomes easier to acquire the skill of the unopened square. That is, the condition for opening is an example of the growth condition described above, and for example, if the condition for opening is that a necessary cost value corresponding to the skill is consumed from the consumption parameters set in correspondence with the player PA or the player character PAC, the condition for opening is changed by changing (reducing) the necessary cost value. A specific example of the change is the same as the change in the growth condition described above, and therefore a description thereof will be omitted.
[0248] [15.2] Changes to growth parameters In addition, in this embodiment, the growth parameters (e.g., skills, skill parameters) for growing the skill corresponding to the selected square may be changed to strengthen it. Specific examples of the change are similar to the change of the growth parameters described above, so the explanation will be omitted.
[0249] [15.3] Degree of change in growth content In addition, in this embodiment, the degree of change in the growth content may be controlled by the growth difference between the skill of the square that has reached the upper limit (the skill that has reached the upper limit) and the skill of the selected square (the selected skill). For example, in this embodiment, the degree of change in the growth content may be controlled by the difference between the skill level of the square that has reached the upper limit and the skill level of the selected square. Specific examples of change are similar to the degree of change in the growth content described above, so the explanation will be omitted.
[0250] In addition, in this embodiment, the degree of change in growth content may be controlled based on the positional relationship (e.g., distance) between the square that has reached the upper limit on the map (skill tree) (the goal square) and the selected square.
[0251] Specifically, to explain this using an example of the required cost value for the unlocking condition, in this embodiment, if the distance between the goal square M5 that has reached the upper limit and the selected square is within 5 squares (for example, in the case of square M6), the reduction rate of the required cost value for the unlocking condition corresponding to the selected square is 50%, if the distance is 6 or more and less than 8 (for example, in the case of square M8), the reduction rate of the required cost value for the unlocking condition corresponding to the selected square is 30%, and if the distance is 8 or more (for example, in the case of square M29), the reduction rate of the required cost value for the unlocking condition corresponding to the selected square is 10%.
[0252] Also, taking an example of the increase in the growth parameter, in this embodiment, if the distance between the goal square M5 that has reached the upper limit and the selected square is within 5 squares, the increase rate of the growth parameter corresponding to the skill of the selected square is 50%, if the distance is 6 or more and less than 8, the increase rate of the growth parameter corresponding to the skill of the selected square is 30%, and if the distance is 8 or more, the increase rate of the growth parameter corresponding to the skill of the selected square is 10%.
[0253] In addition, in this embodiment, the degree of change may be controlled based on the relationship between the predetermined range in which the goal square M5 that has reached the upper limit is located and the predetermined range in which the selected square is located.
[0254] Specifically, to explain using the example of the required cost value of the unlocking condition, in this embodiment, if the specified range in which the goal square M5 that has reached its upper limit is placed is the same as the specified range in which the selected square is placed, the reduction rate of the required cost value of the unlocking condition corresponding to the selected square is set to 50%; if the specified range in which the goal square M5 that has reached its upper limit is placed is adjacent to the specified range in which the selected square is placed, the reduction rate of the required cost value of the unlocking condition corresponding to the selected square is set to 30%; and if the specified range in which the goal square M5 that has reached its upper limit is placed is neither the same nor adjacent to the specified range in which the selected square is placed, the reduction rate of the required cost value of the unlocking condition corresponding to the selected square is set to 10%.
[0255] In addition, taking an example of the increase in the growth parameter, in this embodiment, if the predetermined range in which the goal square M5 that has reached the upper limit is placed is the same as the predetermined range in which the selected square is placed, the increase rate of the growth parameter corresponding to the skill of the selected square is set to 50%, and if the predetermined range in which the goal square M5 that has reached the upper limit is placed is adjacent to the predetermined range in which the selected square is placed, the increase rate of the growth parameter corresponding to the skill of the selected square is set to 50%. is set to 30%, and if the specified range in which the goal square M5 that has reached the upper limit is placed is neither the same nor adjacent to the specified range in which the selected square is placed, the increase rate of the growth parameter corresponding to the skill of the selected square is set to 10%.
[0256]
[16] Flowchart Next, an example of the flow of processing related to changing the growth content in this embodiment will be described with reference to Figs. 8A and 8B.
[0257] First, as shown in Fig. 8A, a plurality of growth elements are grown (step S1). For example, a game is executed based on input information of a player, and a plurality of growth elements (e.g., skills) set in association with the identification information of the player (or the identification information of the character of the player) are grown.
[0258] Next, it is determined whether or not any of the plurality of growth elements has reached a predetermined upper limit (step S2).
[0259] If any of the growth elements has reached a predetermined upper limit (Y in step S2), at least one growth element that has not yet reached the upper limit is selected from the multiple growth elements (step S3). Then, the growth content of the selected growth element is changed (step S4), and the process proceeds to step S11. For example, if the skill that has reached the upper limit is "Attack Power Up" and the selected skill is "Defense Power Up", the growth content of "Defense Power Up" is changed.
[0260] On the other hand, if any of the growth factors has not reached the predetermined upper limit (N in step S2), the process returns to step S1.
[0261] After step S4, the growth elements are grown (step S11) as shown in Fig. 8B. For example, if the skill that has already reached the upper limit is "Attack Power Up", the remaining skills "Defense Power Up", "HP Up" and "Critical Power Up" are grown.
[0262] Then, it is determined whether or not any of the growth elements has reached its upper limit (step S12). For example, it is determined whether or not any of the growth elements "Defense Up", "HP Up", and "Critical Up" has reached its upper limit.
[0263] If any of the growth elements has not reached its upper limit (N in step S12), the process returns to step S11. On the other hand, if any of the growth elements has reached its upper limit (Y in step S12), it is determined whether all of the growth elements have reached their upper limits (step S13).
[0264] If all growth elements have not reached their upper limit (N in step S13), at least one growth element that has not yet reached its upper limit is selected from the multiple growth elements (step S14). Then, the growth content of the selected growth element is changed (step S15), and the process returns to step S11. On the other hand, if all growth elements have reached their upper limit (Y in step S13), the process ends. This ends the process.
[0265]
[17] Regarding growth factors that have reached their upper limit In this embodiment, if there are any growth elements among the multiple growth elements that have not yet reached their upper limit, the growth of skills that have already reached their upper limit may be stopped so that they do not grow any further.
[0266] In this embodiment, when all of the multiple growth elements reach a predetermined upper limit, a new upper limit is set.
[0267] Then, it is determined whether any of the multiple growth elements has reached a predetermined upper limit, and if it is determined that any of the growth elements has reached the predetermined upper limit, at least one growth element that has not yet reached the upper limit is selected from the multiple growth elements, and the growth content of the selected growth element is changed.
[0268] In the case of a skill tree, in this embodiment, when all squares are unlocked, the skill tree (map) is reset, and the player plays the game to unlock each square in the newly constructed skill tree of multiple squares.
[0269]
[18] Notification processing In the above example, the server device 10 mainly selects a growth element based on computer control and changes the growth content of the selected growth element. However, the growth element may be notified to the player, and the growth element (skill) to be changed may be determined (selected) based on the input information of the player. In other words, in this embodiment, when it is determined that any one of the multiple growth elements has reached a predetermined upper limit, at least one growth element that has not yet reached the upper limit may be notified to the player from the multiple growth elements, and the growth element to be changed may be determined (selected) based on the input information of the player, and the growth content of the determined growth element may be changed. In this way, the bias in growth can be corrected at the player's will.
[0270] In the skill tree, the squares to be selected may be determined based on the information input by the player. In other words, the growth element corresponding to the square to be selected may be determined (selected) based on the information input by the player.
[0271] A supplementary explanation will be given of the functional configuration of the server device 10 shown in Fig. 2. First, when the determination unit 111 determines that any one of the multiple growth elements has reached a predetermined upper limit, the notification unit 123 may notify the player of at least one growth element that has not yet reached the upper limit from among the multiple growth elements.
[0272] In addition, when the judgment unit 111 judges that any one of the multiple growth elements has reached a predetermined upper limit, the notification unit 123 may be configured to notify the player of at least one growth element that has not yet reached the upper limit, depending on the player's game situation.
[0273] In addition, when the judgment unit 111 judges that any one of the multiple growth elements has reached a predetermined upper limit, the notification unit 123 may be configured to notify at least one growth element that has a lower degree of growth among the multiple growth elements that have not yet reached their upper limit.
[0274] In addition, when the judgment unit 111 judges that any one of the multiple growth elements has reached a predetermined upper limit, the notification unit 123 may be configured to notify at least one growth element that is compatible with the growth element that has reached the upper limit, or at least one growth element that is incompatible with the growth element that has reached the upper limit, among the multiple growth elements that have not yet reached the upper limit.
[0275] In addition, when each square from the start square to the goal square is opened in a map (skill tree) composed of multiple squares, the notification unit 123 may determine the square to be notified and notify at least one of the "square to be notified" and the "growth element corresponding to the square to be notified."
[0276] For example, the notification unit 123 may determine the square to be notified from among the squares located in a specified range adjacent to the specified range in which the start square and the goal square are located, and the squares on another path branching off from the opened path from the start square to the goal square.
[0277] Furthermore, the notification unit 123 may determine the number of squares to be notified when each square from the start square to the goal square is opened.
[0278] Furthermore, the growth control unit 110 may change the growth content for the growth element determined based on the input information of the player.
[0279] For example, the growth content may include growth conditions for growing a growth element, and the growth control unit 110 may change the growth conditions for growing a growth element that are determined based on input information from the player.
[0280] When performing a process of growing a growth element by consuming a required cost value corresponding to the growth element from consumption parameters set in correspondence with the player's identification information or the player's character identification information, the growth control unit 110 may change (e.g., decrease) the required cost value corresponding to the growth element determined based on the player's input information.
[0281] Also, for example, the growth content may include growth parameters for growing the growth elements, and the growth control unit 110 may change (e.g., increase) the growth parameters for growing the growth elements determined based on the player's input information.
[0282] Furthermore, the growth control unit 110 may increase the increment value of a growth parameter for growing a growth element determined based on information input by the player.
[0283] Furthermore, the growth control unit 110 may control the degree of change in the growth content depending on the growth difference between the growth element that has reached the upper limit and the growth element determined based on the input information of the player.
[0284] In addition, the growth control unit 110 may change the growth content for the growth element corresponding to the selection target square, based on the positional relationship in the skill tree between the position of the goal square and the position of the selection target square selected based on the player's input information.
[0285] In this embodiment, the method for determining the growth element to be notified may be the same as the method for determining the growth element to be selected. In other words, the term "selection" may be replaced with the term "notification."
[0286]
[19] Controlling the degree of change in growth content based on game situation In this embodiment, the degree of change in the growth content may be controlled based on the game situation. In this way, for example, the degree of change in the growth content can be increased or decreased depending on the game situation, and it is possible to give the player an opportunity to recover from a disadvantage caused by an imbalance in the growth elements.
[0287] The "game status" includes the player's billing information. That is, in this embodiment, the degree of change in the growth content may be controlled based on the player's billing information. For example, if the player has paid a bill, the degree of change in the growth content may be controlled so that the growth promotion is increased.
[0288] Specifically, the rate of decrease in the required cost value corresponding to the selected skill may be controlled to increase in accordance with an increase in the player's charge, and the rate of increase in the growth parameter corresponding to the selected skill may be controlled to increase in accordance with an increase in the player's charge.
[0289] Furthermore, the "game status" includes the degree of progress of the player in the game. That is, in this embodiment, the degree of change in the growth content may be controlled based on the degree of progress of the player in the game. For example, if the player's game progress is slow, the degree of change in the growth content may be controlled so that growth promotion is increased.
[0290] Specifically, when the game progresses slowly, the reduction rate of the required cost value corresponding to the selected skill may be controlled to be greater than when the game progresses quickly. Also, when the game progresses slowly, the increase rate of the growth parameter corresponding to the selected skill may be controlled to be greater than when the game progresses quickly.
[0291] Furthermore, the "game situation" includes the player's play time. That is, in this embodiment, the degree of change in the growth content may be controlled based on the player's play time. For example, for a beginner who has a short play time (e.g., when the player's play time is less than 5 hours), the degree of change in the growth content may be controlled so that growth promotion is increased.
[0292] Specifically, when the player's play time is less than a predetermined period (e.g., less than one hour), the reduction rate of the required cost value corresponding to the selected skill may be controlled to be greater than when the play time is equal to or greater than the predetermined period (e.g., one hour or more). Also, when the player's play time is less than a predetermined period (e.g., less than one hour), the increase rate of the growth parameter corresponding to the selected skill may be controlled to be greater than when the play time is equal to or greater than the predetermined period (e.g., one hour or more).
[0293]
[20] Application Examples This embodiment can be implemented in games such as battle games, fighting games, sports games, racing games, action games, music games, training games, simulation games, puzzle games, and communication-type games.
[0294]
[21] Other The present invention is not limited to the above-described embodiment, and various modifications are possible. For example, a term cited as a broadly defined or synonymous term in the description in the specification or drawings can be replaced with a broadly defined or synonymous term in other descriptions in the specification or drawings.
[0295] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods and results, or configurations with the same purpose and effect). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.
[0296] Although the embodiments of the present invention have been described in detail as above, it will be easily understood by those skilled in the art that many modifications are possible without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]
[0297] 10 Server device, 20, 20A, 20B, 20C Terminal device, 100 processing unit, 110 growth control unit, 111 judgment unit, 112 selection unit, 113 mass control unit, 114 game processing unit, 116 display control unit, 119 reception unit, 120 communication control unit, 121 Web processing unit, 122 Management unit, 123 Notification unit, 130 image generation unit, 140 sound processing unit, 160 input unit, 170 memory unit, 171 main memory unit, 172 image buffer 174 game data storage unit, 176 player information storage unit, 180 Information storage media, 196 Communications Department, 200 processing unit, 211 display control unit, 212 reception unit, 213 notification unit, 220 communication control unit, 221 Web browser, 230 image generation unit, 240 sound generation unit, 260 input unit, 262 detection unit, 270 storage unit, 271 main memory unit, 272 image buffer, 274 game data memory unit, 276 player information storage unit, 280 Information storage medium, 290 Display section, 292 Sound output section, 296 Communication section
Claims
1. A game system that processes a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that, when it is determined that any one of the growth elements has reached a predetermined upper limit, selects at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; The growth control unit is A game system comprising: a selection unit that selects a growth element from among the growth elements selected by the selection unit; a selection unit that selects a growth element from among the growth elements selected by the selection unit;
2. In claim 1, The growth control unit is A game system characterized in that, when a process of growing a growth element is performed by consuming a required cost value corresponding to the growth element from consumption parameters set in correspondence with the player's identification information or the player's character identification information, the required cost value corresponding to the growth element selected by the selection unit is reduced.
3. In claim 1 or 2, A map made up of a plurality of squares further includes a square control unit that associates growth elements with each square, The mass control unit is By executing the game based on the player's input information, starting from the start square, it is determined whether or not an unlocking condition associated with an unopened square has been satisfied, and when the unlocking condition associated with the unopened square has been satisfied, the square is unlocked; The growth control unit is When an opening condition corresponding to an unopened square is satisfied, a process is performed in which the player or the player's character acquires a growth element corresponding to the unopened square; The predetermined upper limit is set as a goal square, and the opening of each square from the start square to the goal square is controlled as growth up to the predetermined upper limit; The determination unit is Determine whether each square from the start square to the goal square has been opened or not, The selection unit is When each square from the start square to the goal square is opened, the player determines which square to select and selects the growth element that corresponds to the selected square. The growth control unit is A game system characterized in that an unlocking condition associated with the growth element square selected by the selection unit is changed to be advantageous to the player.
4. A game system that processes a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that, when it is determined that any one of the growth elements has reached a predetermined upper limit, selects at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; The growth control unit is A game system comprising: a step of increasing an increment value of a growth parameter for growing a growth element selected by the selection unit.
5. In claim 4, A map made up of a plurality of squares further includes a square control unit that associates growth elements with each square, The mass control unit is By executing the game based on the player's input information, starting from the start square, it is determined whether or not an unlocking condition associated with an unopened square has been satisfied, and when the unlocking condition associated with the unopened square has been satisfied, the square is unlocked; The growth control unit is When an opening condition corresponding to an unopened square is satisfied, a process is performed in which the player or the player's character acquires a growth element corresponding to the unopened square; The predetermined upper limit is set as a goal square, and the opening of each square from the start square to the goal square is controlled as growth up to the predetermined upper limit; The determination unit is Determine whether each square from the start square to the goal square has been opened or not, The selection unit is When each square from the start square to the goal square is opened, the player determines which square to select and selects the growth element that corresponds to the selected square. The growth control unit is A game system comprising: a step of increasing an increment value of a growth parameter for growing a growth element selected by the selection unit.
6. A game system that processes a game, By executing a game based on the input information of a player, the identification information of the player or a growth control unit that grows a plurality of growth elements set in association with the identification information of the character of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that, when it is determined that any one of the growth elements has reached a predetermined upper limit, selects at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; The growth control unit is Changing the growth content of the growth element selected by the selection unit; A game system comprising: a game player that increases a degree of change in the growth content based on a growth difference between the growth element that has reached the upper limit and the selected growth element.
7. In claim 6, A map made up of a plurality of squares further includes a square control unit that associates growth elements with each square, The mass control unit is By executing the game based on the player's input information, starting from the start square, it is determined whether or not an unlocking condition associated with an unopened square has been satisfied, and when the unlocking condition associated with the unopened square has been satisfied, the square is unlocked; The growth control unit is When an opening condition corresponding to an unopened square is satisfied, a process is performed in which the player or the player's character acquires a growth element corresponding to the unopened square; The predetermined upper limit is set as a goal square, and the opening of each square from the start square to the goal square is controlled as growth up to the predetermined upper limit; The determination unit is Determine whether each square from the start square to the goal square has been opened or not, The selection unit is When each square from the start square to the goal square is opened, the player determines which square to select and selects the growth element that corresponds to the selected square. The growth control unit is A game system characterized in that a degree of change in the growth content is increased based on a growth difference between the growth element of a square that has reached an upper limit and the growth element selected by the selection unit.
8. In claim 6 or 7, The growth control unit is A game system characterized in that the greater the growth difference, the greater the degree of change in the growth content.
9. A game system that processes a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that, when it is determined that any one of the growth elements has reached a predetermined upper limit, selects at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; The growth control unit is Changing the growth content of the growth element selected by the selection unit; The more the number of growth elements that reach the upper limit, the higher the degree of change in the growth content. A distinctive game system.
10. A game system that processes a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that selects, when it is determined that any one of the growth elements has reached a predetermined upper limit, at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; A mass control unit that associates growth elements with each mass in a map made up of a plurality of masses, The mass control unit is By executing the game based on the player's input information, starting from the start square, it is determined whether or not an unlocking condition associated with an unopened square has been satisfied, and when the unlocking condition associated with the unopened square has been satisfied, the square is unlocked; The growth control unit is When an opening condition corresponding to an unopened square is satisfied, a process is performed in which the player or the player's character acquires a growth element corresponding to the unopened square; The predetermined upper limit is set as a goal square, and the opening of each square from the start square to the goal square is controlled as growth up to the predetermined upper limit; The determination unit is Determine whether each square from the start square to the goal square has been opened or not, The selection unit is When each square from the start square to the goal square is opened, the player determines which square to select and selects the growth element that corresponds to the selected square. The growth control unit is Changing the growth content of the growth element selected by the selection unit; A game system characterized in that the degree of change in the growth content is increased based on the distance between a square that has reached an upper limit and the square of the growth element selected by the selection unit.
11. In claim 10, The growth control unit is A game system characterized in that the smaller the distance, the greater the degree of change in the growth content.
12. A game system that processes a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that selects, when it is determined that any one of the growth elements has reached a predetermined upper limit, at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; A mass control unit that associates growth elements with each mass in a map made up of a plurality of masses, The mass control unit is Starting from the starting square, the game is executed based on the player's input. determining whether an opening condition associated with the unopened square has been satisfied, and opening the square if the opening condition associated with the unopened square has been satisfied; The growth control unit is When an opening condition corresponding to an unopened square is satisfied, a process is performed in which the player or the player's character acquires a growth element corresponding to the unopened square; The predetermined upper limit is set as a goal square, and the opening of each square from the start square to the goal square is controlled as growth up to the predetermined upper limit; The determination unit is Determine whether each square from the start square to the goal square has been opened or not, The selection unit is When each square from the start square to the goal square is opened, the player determines which square to select and selects the growth element that corresponds to the selected square. The growth control unit is Changing the growth content of the growth element selected by the selection unit; A game system characterized in that the degree of change in growth content is varied in cases where a first predetermined range in which a mass that has reached an upper limit is placed is the same as a second predetermined range in which a mass of a growth element selected by the selection unit is placed, where the first predetermined range and the second predetermined range are adjacent, and where the first predetermined range and the second predetermined range are neither the same nor adjacent.
13. A server device that processes a game. a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that, when it is determined that any one of the growth elements has reached a predetermined upper limit, selects at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; The growth control unit is A server device characterized in that, for the growth element selected by the selection unit, a growth condition for growing the growth element is changed to be advantageous to the player.
14. A server device that processes a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that, when it is determined that any one of the growth elements has reached a predetermined upper limit, selects at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; The growth control unit is A server device characterized in that, for a growth element selected by the selection section, an increment value of a growth parameter for growing the growth element is increased.
15. A server device that processes a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that, when it is determined that any one of the growth elements has reached a predetermined upper limit, selects at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; The growth control unit is Changing the growth content of the growth element selected by the selection unit; A server device which increases a degree of change in the growth content based on a growth difference between the growth element which has reached the upper limit and the selected growth element.
16. A server device that processes a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that, when it is determined that any one of the growth elements has reached a predetermined upper limit, selects at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; The growth control unit is Changing the growth content of the growth element selected by the selection unit; A server device characterized in that the greater the number of growth elements that have reached their upper limit, the greater the degree of change in the growth content.
17. A server device that processes a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that selects, when it is determined that any one of the growth elements has reached a predetermined upper limit, at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; A mass control unit that associates growth elements with each mass in a map made up of a plurality of masses, The mass control unit is By executing the game based on the player's input information, starting from the start square, it is determined whether or not an unlocking condition associated with an unopened square has been satisfied, and when the unlocking condition associated with the unopened square has been satisfied, the square is unlocked; The growth control unit is When an opening condition corresponding to an unopened square is satisfied, a process is performed in which the player or the player's character acquires a growth element corresponding to the unopened square; The predetermined upper limit is set as a goal square, and the opening of each square from the start square to the goal square is controlled as growth up to the predetermined upper limit; The determination unit is Determine whether each square from the start square to the goal square has been opened or not, The selection unit is When each square from the start square to the goal square is opened, the player determines which square to select and selects the growth element that corresponds to the selected square. The growth control unit is Changing the growth content of the growth element selected by the selection unit; A server device characterized in that a degree of change in the growth content is increased based on the distance between a square that has reached an upper limit and a square of a growth element selected by the selection unit.
18. A server device that processes a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that selects, when it is determined that any one of the growth elements has reached a predetermined upper limit, at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; A mass control unit that associates growth elements with each mass in a map made up of a plurality of masses, The mass control unit is By executing the game based on the player's input information, starting from the start square, it is determined whether or not an unlocking condition associated with an unopened square has been satisfied, and when the unlocking condition associated with the unopened square has been satisfied, the square is unlocked; The growth control unit is When an opening condition corresponding to an unopened square is satisfied, a process is performed in which the player or the player's character acquires a growth element corresponding to the unopened square; The predetermined upper limit is set as a goal square, and the opening of each square from the start square to the goal square is controlled as growth up to the predetermined upper limit; The determination unit is Determine whether each square from the start square to the goal square has been opened or not, The selection unit is When each square from the start square to the goal square is opened, the player determines which square to select and selects the growth element that corresponds to the selected square. The growth control unit is Changing the growth content of the growth element selected by the selection unit; A server device characterized in that the degree of change in growth content is varied in cases where a first specified range in which a mass that has reached an upper limit is placed is the same as a second specified range in which a mass of a growth element selected by the selection unit is placed, where the first specified range and the second specified range are adjacent, and where the first specified range and the second specified range are neither the same nor adjacent.
19. A program for processing a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that selects, when it is determined that any one of the growth elements has reached a predetermined upper limit, at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; The growth control unit is A program for changing a growth condition for growing a growth element selected by the selection unit to be advantageous to the player.
20. A program for processing a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that selects, when it is determined that any one of the growth elements has reached a predetermined upper limit, at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; The growth control unit is A program characterized by increasing an increment value of a growth parameter for growing a growth element selected by the selection unit.
21. A program for processing a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that selects, when it is determined that any one of the growth elements has reached a predetermined upper limit, at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; The growth control unit is Changing the growth content of the growth element selected by the selection unit; The program increases a degree of change in the growth content based on a growth difference between the growth element that has reached the upper limit and the selected growth element.
22. A program for processing a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that selects, when it is determined that any one of the growth elements has reached a predetermined upper limit, at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; The growth control unit is Changing the growth content of the growth element selected by the selection unit; The program further comprises increasing the degree of change in the growth content as the number of growth elements that have reached their upper limit increases.
23. A program for processing a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that selects, when it is determined that any one of the growth elements has reached a predetermined upper limit, at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; a computer is caused to function as a mass control unit that associates growth elements with each mass in a map made up of a plurality of masses; The mass control unit is By executing the game based on the player's input information, starting from the start square, it is determined whether or not an unlocking condition associated with an unopened square has been satisfied, and when the unlocking condition associated with the unopened square has been satisfied, the square is unlocked; The growth control unit is When an opening condition corresponding to an unopened square is satisfied, a process is performed in which the player or the player's character acquires a growth element corresponding to the unopened square; The predetermined upper limit is set as a goal square, and the opening of each square from the start square to the goal square is controlled as growth up to the predetermined upper limit; The determination unit is Determine whether each square from the start square to the goal square has been opened or not, The selection unit is When each square from the start square to the goal square is opened, the player determines which square to select and selects the growth element that corresponds to the selected square. The growth control unit is Changing the growth content of the growth element selected by the selection unit; A program that increases the degree of change in the growth content based on the distance between a square that has reached an upper limit and a square of a growth element selected by the selection unit.
24. A program for processing a game, a growth control unit that grows a plurality of growth elements that are set in association with identification information of the player or identification information of the character of the player by executing a game based on input information of the player; a determination unit that determines whether any one of the plurality of growth elements has reached a predetermined upper limit; a selection unit that selects, when it is determined that any one of the growth elements has reached a predetermined upper limit, at least one growth element that has not yet reached the upper limit from among the plurality of growth elements; a computer is caused to function as a mass control unit that associates growth elements with each mass in a map made up of a plurality of masses; The mass control unit is By executing the game based on the player's input information, starting from the start square, it is determined whether or not an unlocking condition associated with an unopened square has been satisfied, and when the unlocking condition associated with the unopened square has been satisfied, the square is unlocked; The growth control unit is When an opening condition corresponding to an unopened square is satisfied, a process is performed in which the player or the player's character acquires a growth element corresponding to the unopened square; The predetermined upper limit is set as a goal square, and the opening of each square from the start square to the goal square is controlled as growth up to the predetermined upper limit; The determination unit is Determine whether each square from the start square to the goal square has been opened or not, The selection unit is When each square from the start square to the goal square is opened, the player determines which square to select and selects the growth element that corresponds to the selected square. The growth control unit is Changing the growth content of the growth element selected by the selection unit; A first predetermined range in which the masses that have reached the upper limit are arranged is the same as a second predetermined range in which the masses of the growth elements selected by the selection unit are arranged, and A program characterized by varying the degree of change in growth content when the first specified range and the second specified range are adjacent to each other and when the first specified range and the second specified range are neither identical nor adjacent to each other.
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