GAME SYSTEM, GAME CONTROL METHOD AND PROGRAM
The game system allows players to adjust the ability values of the self-character in role-playing games without changing its appearance, addressing the issue of appearance and ability alignment in role-playing games.
Patent Information
- Application Number
- JP2023116080
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-14
- Publication Date
- 2025-04-02
- Estimated Expiration
- 2043-07-14
AI Technical Summary
In role-playing games, changing equipment items can alter the appearance of the self-character, potentially not aligning with the player's preferences or intentions, while also affecting the character's ability values.
A game system that includes a mode selection unit, a first setting unit for setting the first equipment item affecting appearance, a display control unit for displaying the self-character, and a second setting unit for setting the second equipment item that does not change the appearance but affects the ability values, allowing players to adjust ability values while maintaining the desired appearance.
Enables players to adjust the ability values of the self-character in the second game mode while maintaining the appearance corresponding to the first equipment item, enhancing player satisfaction by aligning appearance and ability adjustments with their intentions.
Smart Images

Figure 0007655577000001 
Figure 0007655577000002 
Figure 0007655577000003
Abstract
Description
[Technical field]
[0001] The present disclosure relates to games. [Background technology]
[0002] For example, games have been proposed in which the appearance of a player's character changes when the player equips various equipment items such as weapons or armor. For example, Patent Document 1 discloses a game in which the costume of a character (avatar object) can be changed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6971282 Summary of the Invention [Problem to be solved by the invention]
[0004] For example, in games such as role-playing games, it is possible to change the ability value of a player's character by changing the equipment of the player's character operated by the player. However, changing the equipment items may result in the appearance of the player's character not conforming to the player's preferences or intentions. In consideration of the above circumstances, one aspect of the present disclosure aims to make it possible to adjust the ability value of a player's character while maintaining the appearance corresponding to a specific equipment item. [Means for solving the problem]
[0005] In order to solve the above problems, a game system according to one embodiment of the present disclosure includes a mode selection unit that selects one of a plurality of game modes including a first game mode and a second game mode, a first setting unit that sets a first equipment item in response to instructions from a player, a display control unit that displays a player's character with an appearance corresponding to the first equipment item set by the first setting unit in the first game mode and the second game mode, and a second setting unit that sets a second equipment item that does not change the appearance of the player's character in the second game mode in response to instructions from the player, and sets the ability values of the player's character in accordance with the second equipment item.
[0006] A game control method according to one embodiment of the present disclosure includes selecting one of a plurality of game modes including a first game mode and a second game mode, setting a first equipment item in accordance with instructions from a player, displaying a player's character in the first game mode and the second game mode with an appearance corresponding to the first equipment item set by the first setting unit, and setting a second equipment item in the second game mode that does not change the appearance of the player's character in accordance with instructions from the player, and setting an ability value of the player's character in accordance with the second equipment item.
[0007] A program according to one embodiment of the present disclosure causes a computer system to function as a mode selection unit that selects one of a plurality of game modes including a first game mode and a second game mode, a first setting unit that sets a first equipment item in response to instructions from a player, a display control unit that displays a player's character with an appearance corresponding to the first equipment item set by the first setting unit in the first game mode and the second game mode, and a second setting unit that sets a second equipment item that does not change the appearance of the player's character in the second game mode in response to instructions from the player and sets the ability values of the player's character in accordance with the second equipment item. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a block diagram of a game system according to a first embodiment. [Diagram 2] FIG. 2 is a block diagram illustrating an example of the functional configuration of the game system. [Diagram 3] 1 is a flowchart of a basic process. [Figure 4] FIG. 13 is a schematic diagram of the first equipment screen. [Diagram 5] FIG. 2 is a schematic diagram of first equipment data. [Figure 6] 13 is a flowchart of a first equipment process. [Figure 7] FIG. 13 is a schematic diagram of a mode selection screen. [Figure 8] FIG. 2 is a schematic diagram of a game screen in a battle mode. [Figure 9] FIG. 2 is a schematic diagram of a game screen of the first stage in exploration mode. [Figure 10] FIG. 13 is a schematic diagram of a game screen of the second stage in the exploration mode. [Figure 11] FIG. 2 is a schematic diagram of self data. [Figure 12] 13 is a flowchart of a control process in a search mode. [Figure 13] FIG. 13 is a schematic diagram of a second equipment screen. [Figure 14] FIG. 4 is a schematic diagram of second equipment data. [Figure 15] 13 is a flowchart of a second equipment process. [Figure 16] FIG. 2 is a schematic diagram of quiz data. [Figure 17] FIG. 13 is a schematic diagram of enemy data. [Figure 18] 4 is a flowchart of a first control process. [Figure 19] 13 is a flowchart of a second control process. [Figure 20] FIG. 11 is a schematic diagram of enemy data in the second embodiment. [Figure 21] 13 is a flowchart of a part of a first / second control process in a third embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] The embodiments of the present disclosure will be described with reference to the drawings. The embodiments exemplified below include various limitations that are not essential to the present disclosure. Therefore, the scope of the present disclosure is not limited to the embodiments exemplified below.
[0010] [First embodiment] FIG. 1 is a block diagram of a game system 100 according to a first embodiment of the present disclosure. The game system 100 is installed in, for example, a gaming facility. The gaming facility is, for example, an entertainment facility such as a game center or a casino, or a commercial facility such as a shopping center. The game system 100 provides a game to a player in the gaming facility. The game of the first embodiment is a quiz game that progresses as the player answers quizzes.
[0011] 1, the game system 100 includes a control device 11, a storage device 12, a communication device 13, a display device 14, and an operation device 15. The game system 100 may be realized as a single device, or may be realized as a plurality of devices configured separately from each other.
[0012] The control device 11 is composed of one or more processors that control each element of the game system 100. For example, the control device 11 is composed of one or more types of processors such as a central processing unit (CPU), a graphics processing unit (GPU), a sound processing unit (SPU), a digital signal processor (DSP), a field programmable gate array (FPGA), or an application specific integrated circuit (ASIC).
[0013] 2 is a block diagram illustrating an example of a functional configuration of the game system 100. The control device 11 executes a program stored in the storage device 12 to realize a plurality of functions (a mode selection unit 20, a first setting unit 21, a second setting unit 22, a display control unit 23, and a game control unit 24) for controlling the game played by the player. Details of each function will be described later.
[0014] 1 communicates with an external device via a communication network 200 such as the Internet. Specifically, the communication device 13 can communicate with other game systems 100 via the communication network 200. A game played by one player alone can be realized by the independent operation of each game system 100, and a game in which multiple players participate can be realized by multiple game systems 100 communicating with each other. Note that the multiple game systems 100 may communicate with each other via a management device (e.g., a web server) that manages a game played by multiple players.
[0015] The storage device 12 is one or more memories that store the programs executed by the control device 11 and various data used by the control device 11. The storage device 12 is configured with a known recording medium such as a magnetic recording medium or a semiconductor recording medium. The storage device 12 may be configured with a combination of multiple types of recording media. In addition, a portable recording medium that is detachable from the game system 100, or a recording medium (e.g., cloud storage) that can be written to or read by the control device 11 via the communication network 200 may be used as the storage device 12.
[0016] The display device 14 displays an image under the control of the control device 11. The display device 14 is configured with a display panel such as a liquid crystal panel or an organic EL (Electroluminescence) panel. The operation device 15 is an input device that receives instructions from the player. The operation device 15 is, for example, a control operated by the player, or a touch panel that detects contact by the player.
[0017] 3 is a flowchart of basic processing (hereinafter referred to as "basic processing") executed by the control device 11. For example, the basic processing is started in response to an operation of the operation device 15 by the player.
[0018] When the basic processing is started, the control device 11 judges whether or not an instruction to set the appearance of the player's character Cx has been received from the player (Sa0). The player's character Cx is a character used by the player in playing the game, as illustrated in Figs. 8 to 10. If an instruction to set the appearance of the player's character Cx has been received (Sa0: YES), the control device 11 executes processing for setting the first equipment item M1 to the player's character Cx (hereinafter referred to as "first equipment processing Sa1"). If an instruction to set the appearance of the player's character Cx has not been received (Sa0: N), the first equipment processing Sa1 is not executed.
[0019] 4 is a schematic diagram of a screen (hereinafter referred to as "first equipment screen G1") displayed on the display device 14 in the first equipment process Sa1. The first equipment item M1 is an item that determines the appearance (appearance) of the player's character Cx. For example, various first equipment items M1 such as weapons, armor, or accessories are set for the player's character Cx.
[0020] The first equipment process Sa1 is a process for setting a first equipment item M1 for each of a plurality of body parts (head, torso, legs, right hand, left hand, accessories) constituting the body of the self character Cx. That is, the first equipment item M1 is set individually for each body part of the self character Cx. The first equipment screen G1 displays the self character Cx with an appearance equipped with the first equipment item M1 and the names E11 of the first equipment items M1 equipped to each body part of the self character Cx.
[0021] The first equipment item M1 is given to the player when various conditions are met. The conditions for giving the first equipment item M1 are arbitrary, but for example, the first equipment item M1 is given to the player as a reward when various conditions are met, such as opening a treasure chest in the virtual world, clearing a specific stage, or defeating an enemy character. The player can also obtain the first equipment item M1 in exchange for paying a predetermined amount of compensation. The compensation is, for example, a currency that can be paid by electronic payment, or a virtual currency that can be used in the game.
[0022] The storage device 12 stores first equipment data E1 for each of the multiple first equipment items M1. Fig. 5 is a schematic diagram of the first equipment data E1 corresponding to one first equipment item M1. As illustrated in Fig. 5, the first equipment data E1 includes setting data E10 and image data Ge.
[0023] The setting data E10 is composed of various information related to the first equipment item M1. Specifically, the setting data E10 includes the name E11, the equipment part E12, and the equipment state E13 of the first equipment item M1. The equipment part E12 is a part of the multiple parts of the self character Cx to which the first equipment item M1 can be equipped. The equipment state E13 indicates whether or not the first equipment item M1 is equipped to the self character Cx (equipped / not equipped). The image data Ge is data that indicates the appearance of the first equipment item M1. Specifically, the image data Ge indicates a three-dimensional display object corresponding to the first equipment item M1.
[0024] Fig. 6 is a flowchart of the first equipment process Sa1. As illustrated in Fig. 6, when the first equipment process Sa1 is started, the control device 11 displays the first equipment screen G1 of Fig. 4 on the display device 14 (Sa11).
[0025] The player operates the operation device 15 while referring to the first equipment screen G1 to select one of a plurality of body parts of the player's character Cx and a first equipment item M1 to be set (added or changed) to the body part. The control device 11 receives the selection (Sa12) of the body part of the player's character Cx and the selection (Sa13) of the first equipment item M1 from the player.
[0026] The control device 11 sets the first equipment item M1 to the player's character Cx (Sa14). Specifically, the equipment state E13 of the first equipment item M1 selected by the player is changed from "not equipped" to "equipped." The control device 11 also displays the first equipment item M1 on the display device 14 (Sa15). Specifically, an image represented by the image data Ge and a name E11 represented by the setting data E10 are displayed on the first equipment screen G1. As can be understood from the above description, the control device 11 functions as the first setting unit 21 of FIG. 2 that sets the first equipment item M1 in response to an instruction from the player.
[0027] The control device 11 judges whether a predetermined end condition is satisfied (Sa16). The end condition is, for example, that the player instructs the end of the setting of the first equipment item M1 by operating the operation device 15. If the end condition is not satisfied (Sa16: NO), the control device 11 shifts the process to step Sa12. That is, the reception of the selection of the body part of the own character Cx and the first equipment item M1 (Sa12, Sa13), and the setting (Sa14) and display (Sa15) of the first equipment item M1 are repeated until the end condition is satisfied. Therefore, a plurality of first equipment items M1 are set for the own character Cx. The first equipment process Sa1 is terminated when the end condition is satisfied (Sa16: YES).
[0028] When the first equipment process Sa1 illustrated above is executed in the basic process of Fig. 3, the control device 11 executes a mode selection process Sa2 for selecting one of a plurality of game modes. That is, the control device 11 functions as the mode selection unit 20 of Fig. 2 for selecting one of a plurality of game modes.
[0029] In the mode selection process Sa2, the control device 11 displays the mode selection screen G2 of Fig. 7 on the display device 14. The player can specify a desired game mode from among a plurality of game modes by operating the operation device 15 while referring to the mode selection screen G2. The control device 11 selects a game mode specified by the player from among the plurality of game modes. As illustrated in Fig. 7, the plurality of game modes include a battle mode and a search mode.
[0030] The battle mode is a game mode in which multiple players compete against each other by multiple game systems 100 communicating with each other via the communication network 200. Specifically, in the battle mode, each of the multiple players answers a common quiz, and the first player among the multiple players to answer the quiz correctly can earn points. As can be understood from the above explanation, the battle mode is a game mode in which multiple players can participate. The battle mode is an example of the "first game mode."
[0031] On the other hand, the search mode is a game mode in which one player progresses alone. Specifically, in the search mode, the game progresses as one player answers multiple quizzes in sequence. The search mode is an example of a "second game mode."
[0032] When the mode selection process Sa2 is executed in the basic process of Fig. 3, the control device 11 executes a control process Sa3 corresponding to the selected game mode. The control process Sa3 is a process for progressing the game of the selected game mode in response to an instruction from the player. Specifically, in the control process Sa3, the control device 11 displays a screen (G3 to G6) corresponding to the selected game mode on the display device 14.
[0033] Fig. 8 is a schematic diagram of a game screen G3 displayed on the display device 14 in the battle mode. Figs. 9 and 10 are schematic diagrams of game screens (G4, G5) displayed on the display device 14 in the search mode. As illustrated in Figs. 8 to 10, in the battle mode and the search mode, a plurality of quizzes are sequentially presented to the player. The quizzes in the first embodiment are multiple-choice questions in which the player selects one of four options. One of the four options is the correct answer, and the remaining three options are incorrect answers.
[0034] 8 to 10, in the battle mode and the search mode, the control device 11 displays the player's character Cx with an appearance corresponding to the first equipment item M1 set by the first equipment process Sa1. That is, the player's character Cx is displayed in a state in which the first equipment item M1 is equipped. As can be understood from the above description, the control device 11 of the first embodiment functions as the display control unit 23 of FIG. 2 that displays the player's character Cx with an appearance corresponding to the first equipment item M1 in the battle mode and the search mode.
[0035] As illustrated in FIG. 8, in the battle mode, multiple player characters Cx corresponding to different players are displayed. The player's character Cx is displayed with an appearance equipped with a first equipment item M1 according to an instruction from the player. The game screen G3 of FIG. 8 is displayed in each game system 100 of multiple players participating in the battle mode. Therefore, in the battle mode, each player's player character Cx can be seen by other players. On the other hand, in the search mode, each player can only see his / her own character Cx.
[0036] As illustrated in Fig. 3, when the control process Sa3 is executed, the control device 11 judges whether or not a predetermined end condition is satisfied (Sa4). The end condition is, for example, that the player instructs the game to end by operating the operation device 15. If the end condition is not satisfied (Sa4: NO), the control device 11 shifts the process to step Sa0. That is, the first equipment process Sa1, the mode selection process Sa2, and the control process Sa3 are repeated until the end condition is satisfied. If the end condition is satisfied (Sa4: YES), the basic process ends.
[0037] [Exploration mode] Next, a specific example of processing in the search mode will be described. As described above, the search mode is a game mode played by a single player. In the search mode, a quiz belonging to any of a plurality of (N types of) genres is given. A genre is a type related to the content of the quiz. The N types of genres include various types such as music, movies, animation, sports, people, performing arts, science, society, and geography.
[0038] The storage device 12 stores the self data Bx shown in Fig. 11. The self data Bx is data related to the self character Cx and is used in the search mode. As shown in Fig. 11, the self data Bx includes an ability parameter X and a level L.
[0039] The ability parameter X is a parameter that represents the ability of the self character Cx. Specifically, the ability parameter X includes a stamina value Xh, a basic attack power Xa, and a basic defense power Xd. The stamina value Xh is a parameter related to the endurance of the self character Cx. The basic attack power Xa is a basic attack power unique to the self character Cx. The basic defense power Xd is a basic defense power unique to the self character Cx. In the following description, the suffix a (attack) may be added to the symbol of an element related to an attack by the self character Cx, such as the basic attack power Xa and the basic defense power Xd, and the suffix d (defense) may be added to the symbol of an element related to a defense by the self character Cx.
[0040] The level L is a parameter that indicates the degree of growth of the self-character Cx. The level L increases according to the experience points that can be acquired during the game in the exploration mode. The ability parameter X increases stepwise with each increase in the level L. In other words, the basic attack power Xa and the basic defense power Xd are set according to the level L.
[0041] 12 is a flowchart of the control process Sa3 in the search mode. As illustrated in FIG. 12, in the control process Sa3 in the search mode, the control device 11 executes a second equipment process Sb, a first control process Sc, and a second control process Sd. The second equipment process Sb is a process for setting a plurality of second equipment items M2 to the player character Cx.
[0042] [Second Equipment Processing Sb] 13 is a schematic diagram of a screen (hereinafter referred to as "second equipment screen G6") displayed on the display device 14 in the second equipment process Sb. The second equipment item M2 is an item that affects the ability value of the self character Cx. The ability value is a numerical value related to the ability to proceed through the exploration mode. As with the first equipment item M1, various second equipment items M2 such as weapons, armor, or accessories are set for the self character Cx.
[0043] As described above, the first equipment item M1 affects the appearance of the self character Cx but does not affect the ability value of the self character Cx. In contrast to the first equipment item M1, the second equipment item M2 affects the ability value of the self character Cx but does not affect the appearance of the self character Cx. That is, the first equipment item M1 is dedicated to determining the appearance of the self character Cx, and the second equipment item M2 is dedicated to determining the ability value of the self character Cx in the exploration mode.
[0044] The second equipment process Sb is a process for setting the second equipment item M2 for each of the multiple body parts (head, torso, legs, right hand, left hand, accessories) that constitute the body of the self character Cx. The type and number of the body parts of the self character Cx are common between the first equipment item M1 and the second equipment item M2. As illustrated in FIG. 13, the name E21 of the second equipment item M2 equipped to each body part of the self character Cx is displayed on the second equipment screen G6. Note that the type and number of the body parts to which the first equipment item M1 is equipped may differ from the type and number of the body parts to which the second equipment item M2 is equipped.
[0045] The second equipment item M2 is given to the player when various conditions are met, similar to the first equipment item M1. The conditions for giving the second equipment item M2 are arbitrary, but the second equipment item M2 is given to the player as a reward when various conditions are met, such as opening a treasure chest in the virtual world, clearing a specific stage, or defeating an enemy character. The player can also obtain the second equipment item M2 in exchange for paying a predetermined amount of compensation (e.g., currency).
[0046] The storage device 12 stores second equipment data E2 for each of the multiple second equipment items M2. Fig. 14 is a schematic diagram of the second equipment data E2 corresponding to one second equipment item M2. As illustrated in Fig. 14, the second equipment data E2 includes setting data E20 and equipment parameters P. Since the second equipment item M2 does not affect the appearance of the player character Cx, image data Ge is not prepared for the second equipment item M2.
[0047] The setting data E20 is composed of various information related to the second equipment item M2. Specifically, the setting data E20 includes the name E21 of the second equipment item M2, an equipment part E22, and an equipment state E23. The equipment part E22 is a part of the multiple parts of the self character Cx at which the second equipment item M2 can be equipped. The equipment state E23 indicates whether or not the second equipment item M2 is equipped to the self character Cx (equipped / not equipped).
[0048] The equipment parameters P are parameters related to the capabilities of the second equipment item M2. As illustrated in Fig. 14, the equipment parameters P in the first embodiment include an initial attack power Ra, an initial defense power Rd, and N additional values V[1] to V[N] corresponding to different genres.
[0049] The initial attack power Ra is a basic and initial attack power unique to the second equipment item M2. The initial attack power Ra of the second equipment item M2 corresponding to the armor is set to 0, for example. On the other hand, the initial defense power Rd is a basic and initial defense power unique to the second equipment item M2. The initial defense power Rd of the second equipment item M2 corresponding to the weapon is set to 0, for example. The initial attack power Ra and the initial defense power Rd are set individually for each second equipment item M2.
[0050] Each of the N additional values V[1] to V[N] is a supplementary numerical value added to the initial attack power Ra or the initial defense power Rd. Each additional value V[n] is set individually (n=1 to N). That is, the additional value V[n] is set individually for each of the N types of genres. Therefore, the N additional values V[1] to V[N] include different numerical values. As explained above, in the first embodiment, an additional value V[n] for each genre is set for each of the multiple second equipment items M2. The N additional values V[1] to V[N] are set individually for each second equipment item M2.
[0051] Fig. 15 is a flow chart of the second equipment process Sb. When the second equipment process Sb is started, the control device 11 displays the second equipment screen G6 of Fig. 13 on the display device 14 (Sb1).
[0052] The player operates the operation device 15 while referring to the second equipment screen G6 to select one of a plurality of body parts of the player's character Cx and a second equipment item M2 to be set (added or removed) to the body part. The control device 11 receives the selection (Sb2) of the body part of the player's character Cx and the selection (Sb3) of the second equipment item M2 from the player.
[0053] The control device 11 sets the second equipment item M2 to the player's character Cx (Sb4). Specifically, the equipment state E23 of the second equipment item M2 selected by the player is changed from "not equipped" to "equipped." As described above, the second equipment item M2 to be set to the player's character Cx is selected in response to an instruction from the player. In addition, the control device 11 displays the name E21 of the second equipment item M2 on the second equipment screen G6.
[0054] The control device 11 sets a basic attack parameter Za and a basic defense parameter Zd (Sb5). The basic attack parameter Za is a parameter according to the initial attack power Ra of each second equipment item M2 set for the self character Cx and the basic attack power Xa of the self character Cx. Specifically, the sum (ΣRa) of the initial attack powers Ra for one or more second equipment items M2 being equipped and the sum of the basic attack power Xa of the self character Cx is calculated as the basic attack parameter Za (Za=Xa+ΣRa). Therefore, the basic attack parameter Za changes every time a second equipment item M2 is set (added or changed).
[0055] The method of calculating the basic attack parameter Za is not limited to the above examples. For example, the basic attack parameter Za may be calculated based on the weighted sum of multiple initial attack powers Ra and the basic attack power Xa, or the basic attack parameter Za may be calculated based on the weighted sum of the sum of the initial attack powers Ra (ΣRa) and the basic attack power Xa.
[0056] The basic defense parameter Zd is a parameter corresponding to the initial defense power Rd of each second equipment item M2 set for the self character Cx and the basic defense power Xd of the self character Cx. Specifically, the sum (ΣRd) of the initial defense powers Rd for one or more second equipment items M2 being equipped and the sum of the basic defense power Xd of the self character Cx is calculated as the basic defense parameter Zd (Zd=Xd+ΣRd). Therefore, the basic defense parameter Zd changes every time a second equipment item M2 is set (added or changed).
[0057] The method of calculating the basic defense parameter Zd is not limited to the above examples. For example, the basic defense parameter Zd may be calculated based on a weighted sum of multiple initial defense powers Rd and the basic defense power Xd, or the basic defense parameter Zd may be calculated based on a weighted sum of the sum of the initial defense powers Rd (ΣRd) and the basic defense power Xd.
[0058] The control device 11 displays the basic attack parameter Za and the basic defense parameter Zd on the second equipment screen G6 (Sb6). On the second equipment screen G6, the vitality value Xh and the level L of the own character Cx are also displayed together with the basic attack parameter Za and the basic defense parameter Zd.
[0059] The control device 11 sets type attack parameters Ha[n] (Ha[1] to Ha[N]) and type defense parameters Hd[n] (Hd[1] to Hd[N]) for each of the N genres (Sb7).
[0060] Specifically, the control device 11 sets the type attack parameter Ha[n] of the nth genre according to the additional value V[n] of the genre of each of the one or more second equipment items M2 set to the self character Cx. For example, the sum of the additional values V[n] of the one or more second equipment items M2 being equipped is calculated as the type attack parameter Ha[n]. Therefore, the type attack parameter Ha[n] changes with each setting (addition or change) of the second equipment item M2. As can be understood from the above explanation, the control device 11 functions as the second setting unit 22 (setting unit) of FIG. 2 that sets the type attack parameter Ha[n] of each of the N genres to the self character Cx according to an instruction from the player.
[0061] In addition, the control device 11 sets the type defense parameter Hd[n] of the nth genre according to the additional value V[n] of the genre of each of the one or more second equipment items M2 set to the self character Cx. For example, the sum of the additional values V[n] of the one or more second equipment items M2 being equipped is calculated as the type defense parameter Hd[n]. Therefore, the type defense parameter Hd[n] changes with each setting (addition or change) of the second equipment item M2. As can be understood from the above explanation, the control device 11 functions as the second setting unit 22 (setting unit) of FIG. 2 that sets the type defense parameter Hd[n] of each of the N genres to the self character Cx according to an instruction from the player.
[0062] The method of calculating the type attack parameter Ha[n] and type defense parameter Hd[n] is not limited to the above example. For example, the type attack parameter Ha[n] and type defense parameter Hd[n] can be calculated by any calculation that applies each additional value V[n], such as a weighted sum of the additional values V[n] related to the second equipment item M2 being equipped.
[0063] As explained above, in the first embodiment, the type attack parameter Ha[n] and type defense parameter Hd[n] are set according to the second equipment item M2 selected by the player's instruction. Therefore, for example, the burden on the player to set the type attack parameter Ha[n] and type defense parameter Hd[n] can be reduced compared to a case where the numerical values of the type attack parameter Ha[n] and type defense parameter Hd[n] are specified by the player.
[0064] In the first embodiment, the type attack parameter Ha[n] and type defense parameter Hd[n] for each genre are set according to the combination of multiple second equipment items M2. Therefore, compared to a form in which only one type of second equipment item M2 is selected for the self character Cx, the type attack parameter Ha[n] and type defense parameter Hd[n] can be set in a variety of ways.
[0065] The control device 11 displays the type attack parameter Ha[n] and type defense parameter Hd[n] for each of the N types of genres on the second equipment screen G6 (Sb8), as exemplified in Fig. 13. The order of setting (Sb5) and displaying (Sb6) the basic attack parameter Za and basic defense parameter Zd, and setting (Sb7) and displaying (Sb8) the type attack parameter Ha[n] and type defense parameter Hd[n] may be changed arbitrarily.
[0066] As shown in the above example, the basic attack parameter Za is set regardless of the genre, whereas the type attack parameter Ha[n] is set individually for each genre. Similarly, the basic defense parameter Zd is set regardless of the genre, whereas the type defense parameter Hd[n] is set individually for each genre. In the following description, the type attack parameter Ha[n] and the type defense parameter Hd[n] may be collectively referred to as the "type parameter H[n]." In other words, the type parameter H[n] includes the type attack parameter Ha[n] and the type defense parameter Hd[n].
[0067] After executing the above process, the control device 11 judges whether or not a predetermined end condition is satisfied (Sb9). The end condition is, for example, that the player issues an instruction to end the setting of the second equipment item M2 by operating the operation device 15.
[0068] If the end condition is not satisfied (Sb9: NO), the control device 11 shifts the process to step Sb2. That is, the reception of the selection of the part of the own character Cx and the second equipment item M2 (Sb2, Sb3), the setting of the second equipment item M2 (Sb4), the setting and display of the basic attack parameter Za and the basic defense parameter Zd (Sb5, Sb6), and the setting and display of the type parameter H[n] (Ha[n], Hd[n]) (Sb7, Sb8) are repeated until the end condition is satisfied. Therefore, the player can add or change the second equipment item M2 to be equipped to the own character Cx while checking the basic attack parameter Za and the basic defense parameter Zd, and the type attack parameter Ha[n] and the type defense parameter Hd[n] at any time on the second equipment screen G6. The second equipment process Sb is terminated when the end condition is satisfied (Sb9: YES).
[0069] As can be understood from the above description, the control device 11 functions as the second setting unit 22 in Fig. 2, which sets the second equipment item M2 that does not change the appearance of the self character Cx in the search mode in response to an instruction from the player. The second setting unit 22 further sets the ability values (basic attack parameter Za, basic defense parameter Zd, category attack parameter Ha[n], category defense parameter Hd[n]) of the self character Cx in response to the second equipment item M2. A specific example of the second equipment process Sb is as described above.
[0070] As described above, in the first embodiment, the ability value of the self character Cx in the search mode can be adjusted according to the second equipment item M2 while maintaining the appearance of the self character Cx corresponding to the first equipment item M1 in both the battle mode and the search mode. For example, the ability value of the self character Cx can be adjusted so that the game can be advantageously progressed while maintaining the appearance of the self character Cx according to the player's preferences or intentions. In a situation where the player has taken the trouble to collect the first equipment items M1 through a long period of play, the player is likely to become attached to the appearance of the self character Cx due to the first equipment items M1. Therefore, it is important for the player to be able to maintain the above appearance.
[0071] In particular, in the first embodiment, while maintaining the appearance of the player's own character Cx as viewed by other players in the battle mode, the ability value of the player's own character Cx can be adjusted according to the intention of the player in the search mode played by a single player. By maintaining the appearance of the player's own character Cx in the battle mode, a state in which each player's own character Cx can be visually distinguished by other players (i.e., each player's ability to distinguish) is maintained.
[0072] In the first embodiment, the first equipment item M1 does not affect the ability score of the player's character Cx. Therefore, the player can freely set the first equipment item M1 without considering the effect on the ability score of the player's character Cx in the exploration mode.
[0073] In the exploration mode, a first stage and a second stage are developed. In the first stage, the game screen G4 of FIG. 9 is displayed on the display device 14. The first stage is a game in which the player answers each of a plurality of quizzes in sequence. Specifically, in the first stage, the vitality value Xh of the self character Cx decreases every time the player answers a quiz incorrectly. If the player answers a quiz correctly, the vitality value Xh of the self character Cx is maintained. The first control process Sc of FIG. 12 is a process for controlling the progress of the first stage according to the ability value of the self character Cx.
[0074] On the other hand, in the second stage, the game screen G5 of FIG. 10 is displayed on the display device 14. In the second stage, the player answers each of a plurality of quizzes in sequence, and a battle between the player's character Cx and the enemy character Cy progresses depending on the answer result (correct answer / incorrect answer). Specifically, if the answer result is correct, the player's character Cx attacks the enemy character Cy. On the other hand, if the answer result is incorrect, the enemy character Cy attacks the player's character Cx. The second control process Sd of FIG. 12 is a process for controlling the progress of the second stage depending on the answer result by the player and the ability value of the player's character Cx.
[0075] In the first control process Sc and the second control process Sd, a plurality of quiz data Q and enemy data By are used. The plurality of quiz data Q and enemy data By are stored in the storage device 12.
[0076] FIG. 16 is a schematic diagram of quiz data Q corresponding to one quiz. The quiz data Q is data for setting quizzes and judging whether the quiz is correct or incorrect, and includes attribute data Q1 and question data Q2. The attribute data Q1 specifies the genre of the quiz. That is, any one of N genres is specified by the attribute data Q1. Note that the attribute data Q1 may specify multiple genres. The question data Q2 is data for setting quizzes and judging whether the quiz is correct or incorrect. Specifically, the question data Q2 includes a character string representing the question of the quiz (i.e., a question sentence), four options for selection candidates, and an option for the correct answer to the quiz.
[0077] FIG. 17 is a schematic diagram of enemy data By. The enemy data By is data related to an enemy character Cy appearing in the second stage. As illustrated in FIG. 17, the enemy data By includes an ability parameter Y of the enemy character Cy and image data Gy of the enemy character Cy. The ability parameter Y is a parameter representing the ability of the enemy character Cy, and includes a vitality value Yh, an attacking power Ya, and a defensive power Yd. The vitality value Yh is a parameter relating to the durability of the enemy character Cy. The attacking power Ya is an index relating to the attacking power of the enemy character Cy. The defensive power Yd is an index relating to the defensive power of the enemy character Cy. The image data Gy is data representing an image of the enemy character Cy.
[0078] [First control process Sc] FIG. 18 is a flowchart of the first control process Sc for controlling the first stage. When the first control process Sc is started, the control device 11 selects one of the multiple quiz data Q and asks a quiz (Sc1). That is, the control device 11 displays the quiz character string represented by the quiz data Q and four options on the display device 14. The multiple quiz data Q are selected, for example, randomly. That is, a quiz belonging to one of N genres (hereinafter referred to as a "specific genre") is asked. Note that the method of selecting the specific genre is arbitrary. For example, each of the N genres may be selected in a predetermined order.
[0079] The player answers the quiz by selecting one of four options by operating the operation device 15. The control device 11 receives the answer from the player (Sc2) and judges whether the answer is correct or incorrect (Sc3). Specifically, the control device 11 judges whether the option selected by the player matches the correct answer specified by the quiz data Q.
[0080] If the answer is incorrect (Sc3: NO), damage δ is given to the self character Cx. That is, the self character Cx starts to defend itself. The control device 11 executes processes (Sc4 to Sc6) for the defense of the self character Cx.
[0081] First, the control device 11 calculates the defensive power D of the self character Cx (Sc4). Specifically, the control device 11 calculates the defensive power D of the self character Cx according to the basic defensive parameter Zd of the self character Cx and the type defensive parameter Hd[n] corresponding to a specific genre among the N type defensive parameters Hd[1] to Hd[N]. That is, the type defensive parameter Hd[n] corresponding to a specific genre among the N types of genres is reflected in the defensive power D. For example, the sum of the basic defensive parameter Zd and the type defensive parameter Hd[n] of the specific genre is calculated as the defensive power D (D=Zd+Hd[n]). However, the method of calculating the defensive power D is arbitrary. For example, the defensive power D is calculated by any calculation such as a weighted sum of the basic defensive parameter Zd and the type defensive parameter Hd[n]. The defensive power D is an example of an "ability value".
[0082] The control device 11 calculates the damage δ according to the defensive power D of the self-character Cx (Sc5). Specifically, the control device 11 calculates the damage δ so that the damage δ decreases as the defensive power D increases. Note that the damage δ may be varied using, for example, a random number.
[0083] The control device 11 subtracts the damage δ from the vitality value Xh of the self character Cx (Sc6). As illustrated above, the control device 11 changes the vitality value Xh of the self character Cx in accordance with the basic defense parameter Zd and the specific genre type defense parameter Hd[n] in the defense of the self character Cx. On the other hand, if the answer is correct (Sc3: YES), the processes for defense by the self character Cx (Sc4 to Sc6) are not executed.
[0084] The control device 11 judges whether the changed vitality value Xh is 0 or less (Sc7). If the vitality value Xh is 0 or less (Sc7: YES), the control device 11 judges that the first stage has been failed to be cleared (Sc8). Specifically, the control device 11 displays an image representing failure to complete the first stage on the display device 14, and then ends the first control process Sc.
[0085] On the other hand, if the stamina value Xh is greater than 0 (Sc7: NO), the control device 11 determines whether the number K of quizzes currently given in the first stage has reached a predetermined threshold K1 (Sc9). The threshold K1 is the total number of quizzes given in the first stage.
[0086] If the number of questions K falls below the threshold value K1 (Sc9: NO), the control device 11 shifts the process to step Sc1. That is, in the first stage, an event Ev1 including the setting and answering of quizzes belonging to a specific genre (Sc1 to Sc3) and defense by the own character Cx (Sc4 to Sc7) is repeated until the number of questions K reaches the threshold value K1.
[0087] When the number of questions K reaches the threshold value K1 (Sc9: YES), the control device 11 judges that the first stage has been successfully cleared (Sc10). That is, if the player's own character Cx has remaining vitality value Xh at the time when the player has answered the number of quizzes corresponding to the threshold value K1, the first stage is cleared. When the first stage is successfully cleared, the control device 11 ends the first control process Sc and starts the second control process Sd.
[0088] As shown in the above example, the type-specific defense parameter Hd[n] of the specific genre is applied to each of the multiple events Ev1. The specific genre changes for each event Ev1. As can be understood from the above explanation, the control device 11 functions as the game control unit 24 of FIG. 2 that progresses the event Ev1 corresponding to the specific genre according to the type-specific defense parameter Hd[n] set for the self-character Cx for the specific genre.
[0089] [Second control process Sd] 19 is a flowchart of the second control process Sd for controlling the second stage. When the second control process Sd is started, the control device 11 executes the steps of setting a quiz (Sd1), receiving an answer (Sd2), and judging whether the answer is correct (Sd3), similar to the first control process Sc. In the second stage, a quiz belonging to one of N genres (a specific genre) is set, similar to the first stage.
[0090] If the answer is correct (Sd3: YES), an attack from the player's character Cx to the enemy character Cy occurs. The control device 11 executes the process for the player's character Cx's attack (Sd4 to Sd7).
[0091] First, the control device 11 calculates the attack power A of the self character Cx (Sd4). Specifically, the control device 11 calculates the attack power A of the self character Cx according to the basic attack parameter Za of the self character Cx and the type attack parameter Ha[n] corresponding to a specific genre among the N type attack parameters Ha[1] to Ha[N]. That is, the type attack parameter Ha[n] corresponding to a specific genre among the N types of genres is reflected in the defense power D. For example, the sum of the basic attack parameter Za and the type attack parameter Ha[n] of the specific genre is calculated as the attack power A (A=Za+Ha[n]). However, the method of calculating the attack power A is arbitrary. For example, the attack power A is calculated by any calculation such as a weighted sum of the basic attack parameter Za and the type attack parameter Ha[n]. Note that the attack power A is an example of an "ability value".
[0092] The control device 11 calculates the damage δ according to the attack power A of the player character Cx and the defense power Yd of the enemy character Cy (Sd5). Specifically, the control device 11 calculates the damage δ so that the greater the attack power A, the greater the damage δ, and the greater the defense power Yd, the greater the damage δ. Note that the damage δ may be varied using a random number, for example.
[0093] The control device 11 subtracts the damage δ from the vitality value Yh of the enemy character Cy (Sd6). As illustrated above, the control device 11 changes the vitality value Yh of the enemy character Cy in an attack by the self character Cx according to the basic attack parameter Za and the specific genre type attack parameter Ha[n].
[0094] The control device 11 may control the attack power A according to the time from when the quiz is asked to when the player answers it (hereinafter referred to as the "answer time"). For example, the control device 11 sets the attack power A to a larger value as the answer time is shorter. Similarly, the control device 11 may control the damage δ according to the answer time. For example, the control device 11 sets the damage δ to a larger value as the answer time is shorter. In other words, the shorter the answer time, the more the vitality value Yh of the enemy character Cy can be reduced. With the above configuration, an incentive can be given to the player to answer the quiz as quickly as possible.
[0095] The control device 11 determines whether the vitality value Yh of the changed enemy character Cy is 0 or less (Sd7). If the vitality value Yh is 0 or less (Sd7: YES), the control device 11 determines that the second stage has been successfully cleared (Sd8). Specifically, the control device 11 awards a reward to the player and then ends the second control process Sd. For example, a predetermined number of experience points, virtual currency that can be used to purchase various items, and various items are awarded to the player as rewards.
[0096] On the other hand, if the answer is incorrect (Sd3: NO), the control device 11 executes the process (Sd9 to Sd12) for the defense of the player's character Cx against the attack from the enemy character Cy.
[0097] First, the control device 11 calculates the defensive power D of the self character Cx (Sd9). Specifically, the control device 11 calculates the defensive power D of the self character Cx according to the basic defensive parameter Zd of the self character Cx and a type defensive parameter Hd[n] corresponding to a specific genre among the N type defensive parameters Hd[1] to Hd[N]. That is, the type defensive parameter Hd[n] corresponding to a specific genre among the N types of genres is reflected in the defensive power D. For example, the sum of the basic defensive parameter Zd and the type defensive parameter Hd[n] of the specific genre is calculated as the defensive power D (D=Zd+Hd[n]). However, the method of calculating the defensive power D is arbitrary.
[0098] The control device 11 calculates the damage δ according to the defensive power D of the player character Cx and the offensive power Ya of the enemy character Cy (Sd10). Specifically, the control device 11 calculates the damage δ so that the greater the defensive power D, the smaller the damage δ, and the greater the offensive power Ya, the larger the damage δ. Note that the damage δ may be varied, for example, by using a random number.
[0099] The control device 11 subtracts the damage δ from the vitality value Xh of the self character Cx (Sd11). As illustrated above, in the defense by the self character Cx, the control device 11 changes the vitality value Xh of the self character Cx according to the basic defense parameter Zd and the specific genre type defense parameter Hd[n].
[0100] The control device 11 determines whether the stamina value Xh of the changed self-character Cx is 0 or less (Sd12). If the stamina value Xh is 0 or less (Sd12: YES), the control device 11 determines that the clearing of the second stage has failed (Sd13). Specifically, the control device 11 displays an image representing failure in the second stage on the display device 14, and then ends the second control process Sd.
[0101] If the changed vitality value Yh of the enemy character Cy exceeds 0 (Sd7: NO), or if the changed vitality value Xh of the self character Cx exceeds 0 (Sd12: N0), the control device 11 judges whether the number of quizzes K currently set in the second stage has reached a predetermined threshold value K2 (Sd14). The threshold value K2 is the total number of quizzes set in the second stage. Note that the difference between the threshold value K1 and the threshold value K2 is not important. If the number of quizzes K reaches the threshold value K2 without the enemy character Cy's vitality value Yh reaching 0 (Sd7: NO) (Sd12: YES), the control device 11 judges that the second stage has been failed to be cleared (Sd13).
[0102] On the other hand, if the number of questions K falls below the threshold value K2 (Sd14: NO), the control device 11 shifts the process to step Sd1. That is, in the second stage, the event Ev2 including the question and answer (Sd1 to Sd3) of the quiz belonging to the specific genre and the attack (Sd4 to Sd7) or defense (Sd9 to Sd12) of the self character Cx is repeated until the number of questions K reaches the threshold value K2. As described above, the event Ev2 in the first embodiment includes a battle between the self character Cx and the enemy character Cy. The control device 11 progresses the battle with the enemy character Cy according to the result of the answer to the quiz and the type-specific attack parameter Ha[n] and type-specific defense parameter Hd[n] set for the self character Cx for the specific genre.
[0103] As shown in the above example, the specific genre type attack parameter Ha[n] and type defense parameter Hd[n] are applied to each of the multiple events Ev2. The specific genre changes for each event Ev2. As can be understood from the above explanation, the control device 11 functions as the game control unit 24 of FIG. 2 that progresses the event Ev2 corresponding to the specific genre according to the type attack parameter Ha[n] and type defense parameter Hd[n] set for the specific genre.
[0104] As described above, in the first embodiment, the type parameters H[n] (Ha[n], Hd[n]) corresponding to each of the N types of genres are set to the player's character Cx in response to an instruction from the player, and the event Ev (Ev1, Ev2) corresponding to a specific genre progresses according to the type parameters H[n] set to the player's character Cx for the specific genre. Therefore, it is possible to provide a highly entertaining game in which the player can select how to set the type parameters H[n] related to the specific genre to the player's character Cx in the event Ev of the specific genre.
[0105] In the first embodiment, in particular, the event Ev, which includes the setting and answering of quizzes, progresses according to the type parameter H[n] set for the player's character Cx for a specific genre. Therefore, the player can advantageously progress through the event Ev by setting the type parameter H[n] according to the player's strengths / weaknesses in each of the N genres. For example, the player can select the second equipment item M2 so that the type attack parameter Ha[n] for the genre in which the player is good is a large value and the type defense parameter Hd[n] for the genre in which the player is weak is a small value.
[0106] In the first embodiment, the battle with the enemy character Cy proceeds according to the answer to the quiz and the type parameter H[n] of the player's character Cx. Specifically, the attack / defense of the player's character Cx is determined according to whether the answer is correct or incorrect. Therefore, the battle with the enemy character Cy can be diversified compared to a form in which only the type parameter H[n] of the player's character Cx affects the battle.
[0107] A change in the vitality value Yh of the enemy character Cy due to an attack from the player's character Cx depends on the type attack parameter Ha[n] set for a specific genre. Therefore, the player can advantageously progress through the event Ev by setting the type attack parameter Ha[n] for each genre according to the player's strengths / weaknesses for each of the N genres. Similarly, for the defense of the player's character Cx, the player can advantageously progress through the event Ev by setting the type defense parameter Hd[n] for each genre according to the player's strengths / weaknesses for each of the N genres.
[0108] In the first embodiment, in particular, the change in the vitality value Yh of the enemy character Cy due to an attack from the self character Cx depends on the basic attack parameter Za, which is unrelated to the genre, and the type attack parameter Ha[n] for each genre. Therefore, it is possible to provide a highly entertaining game in which a strategy of advantageously progressing through the event Ev by increasing the type attack parameter Ha[n] when the basic attack parameter Za is insufficient, and suppressing the increase in the type attack parameter Ha[n] when the basic attack parameter Za is sufficient, is effective. Note that in the above explanation, attention has been focused on the attack by the self character Cx, but the same applies to the defense by the self character Cx.
[0109] [Second embodiment] A second embodiment will be described. Note that, for elements having the same functions as those in the first embodiment in each of the following exemplary aspects, the same reference numerals as those in the first embodiment will be used, and detailed descriptions of each will be omitted as appropriate.
[0110] Fig. 20 is a schematic diagram of enemy data By in the second embodiment. As illustrated in Fig. 20, the ability parameters Y in the enemy data By in the second embodiment include a strong point Y1 and a weak point Y2 in addition to the same information as in the first embodiment (stamina value Yh, attack power Ya, and defense power Yd).
[0111] Any one of the N kinds of genres is set as each of the strong point Y1 and the weak point Y2 of the enemy character Cy. The strong point Y1 corresponds to a genre in which the enemy character Cy is good at, and the weak point Y2 corresponds to a genre in which the enemy character Cy is weak at. The strong point Y1 and the weak point Y2 are set to different genres. Note that the total number of genres set as the strong point Y1 or the weak point Y2 of the enemy character Cy is arbitrary. For example, a plurality of genres may be set as the strong point Y1 or the weak point Y2.
[0112] As described above, the enemy character Cy in the second embodiment is set with the strong points Y1 and the weak points Y2 selected from N kinds of genres. The strong points Y1 and the weak points Y2 are an example of the "setting type".
[0113] In the second control process Sd of the first embodiment, the damage δ inflicted on the enemy character Cy by the attack from the self character Cx is calculated according to the attack power A of the self character Cx and the defense power Yd of the enemy character Cy (Sd5). In the second embodiment, the control device 11 sets the damage δ of the enemy character Cy according to the attack power A and the defense power Yd, the strong point Y1 and the weak point Y2.
[0114] Specifically, when the specific genre corresponds to the strong point Y1, the control device 11 reduces the damage δ of the enemy character Cy compared to when the specific genre does not correspond to the strong point Y1. For example, when the specific genre corresponds to the strong point Y1, the control device 11 calculates the damage δ by reducing an initial value calculated according to the attack power A and the defense power Yd. For example, the damage δ is calculated by subtracting a predetermined positive number from the initial value, or by multiplying the initial value by a numerical value less than 1.
[0115] Furthermore, when the specific genre corresponds to the weak point Y2, the control device 11 increases the damage δ of the enemy character Cy, compared to when the specific genre does not correspond to the weak point Y2. For example, when the specific genre corresponds to the weak point Y2, the control device 11 calculates the damage δ by decreasing an initial value calculated according to the attack power A and the defense power Yd. For example, the damage δ is calculated by adding a predetermined positive number to the initial value, or by multiplying the initial value by a numerical value greater than 1.
[0116] The process (Sd6) of subtracting the damage δ from the vitality value Yh of the enemy character Cy is the same as that of the first embodiment. Therefore, the change in the vitality value Yh of the enemy character Cy depends on the strong point Y1 or the weak point Y2 in addition to the attacking power A and the defensive power Yd. Specifically, when the specific genre corresponds to the strong point Y1, the decrease in the vitality value Yh is suppressed, and when the specific genre corresponds to the weak point Y2, the decrease in the vitality value Yh is promoted. As can be understood from the above description, the control device 11 of the second embodiment changes the vitality value Yh of the enemy character in the attack from the self character Cx to the enemy character Cy according to the strong point Y1 and the weak point Y2. Therefore, it is possible to provide a highly interesting game in which a variety of strategies can be selected that also take into account the strong point Y1 and the weak point Y2 of the enemy character Cy.
[0117] Similarly, the defense of the self character Cx against an attack by the enemy character Cy also takes into account the strong points Y1 and weak points Y2 of the enemy character Cy. That is, in step Sd10 of the second control process Sd, the control device 11 sets the damage δ of the self character Cx according to the defensive power D of the self character Cx, the attack power Ya of the enemy character Cy, and the strong points Y1 and weak points Y2 of the enemy character Cy.
[0118] Specifically, when the specific genre corresponds to the strong point Y1, the control device 11 increases the damage δ of the self character Cx, compared to when the specific genre does not correspond to the strong point Y1. For example, when the specific genre corresponds to the strong point Y1, the control device 11 calculates the damage δ by increasing an initial value calculated according to the defensive power D and the offensive power Ya. For example, the damage δ is calculated by adding a predetermined positive number to the initial value, or by multiplying the initial value by a numerical value greater than 1.
[0119] Furthermore, when the specific genre corresponds to the weak point Y2, the control device 11 reduces the damage δ of the self character Cx, compared to when the specific genre does not correspond to the weak point Y2. For example, the control device 11 calculates the damage δ by reducing an initial value calculated according to the defensive power D and the offensive power Ya. For example, the damage δ is calculated by subtracting a predetermined positive number from the initial value, or by multiplying the initial value by a numerical value less than 1.
[0120] The process (Sd11) of subtracting the damage δ from the vitality value Xh of the self character Cx is the same as that of the first embodiment. Therefore, the change in the vitality value Xh of the self character Cx depends on the strong point Y1 or the weak point Y2 in addition to the defensive power D and the offensive power Ya. Specifically, when the specific genre corresponds to the strong point Y1, the decrease in the vitality value Xh is promoted, and when the specific genre corresponds to the weak point Y2, the decrease in the vitality value Xh is suppressed. As can be understood from the above description, the control device 11 of the second embodiment changes the vitality value Xh of the self character Cx according to the strong point Y1 and the weak point Y2 in the defense of the self character Cx against the attack from the enemy character Cy. Therefore, it is possible to provide a highly interesting game in which a variety of strategies can be selected that also take into account the strong point Y1 and the weak point Y2 of the enemy character Cy.
[0121] Elements other than the processing related to the damage δ of the self character Cx or enemy character Cy are the same as those in the first embodiment. Therefore, the second embodiment also achieves the same effects as the first embodiment.
[0122] [Third embodiment] 21 is a flowchart of a part of the first control process Sc in the third embodiment. At any point during the first stage, the player can operate the operation device 15 to instruct the use of a special item possessed by the player.
[0123] The special item is an effect item (for example, a tool item or a magic item) that generates a special effect in the game. The special item in the third embodiment corresponds to any one of N kinds of genres. The special item may correspond to a plurality of genres.
[0124] An effect item is given to a player when various conditions are met. The conditions for giving an effect item are arbitrary, but for example, an effect item is given to a player as a reward when various conditions are met, such as opening a treasure chest in a virtual world, clearing a specific stage, or defeating an enemy character. A player can also obtain an effect item in exchange for paying a predetermined amount of compensation. Note that the first equipment item M1 or the second equipment item M2 may be used as the effect item.
[0125] As illustrated in Fig. 21, in the first control process Sc, the control device 11 judges whether or not an instruction to use an effect item has been received from the player (Se1). If an instruction to use an effect item has been received (Se1: YES), the control device 11 selects a genre corresponding to the effect item instructed to be used as the genre (specific genre) of the quiz to be given in the current event Ev (Se2). That is, the specific genre is limited according to the instruction from the player (instruction to use the effect item).
[0126] On the other hand, if the use of the effect item is not instructed (Se1: NO), the control device 11 does not limit the specific genre. That is, for example, any one of N kinds of genres is randomly selected as the specific genre.
[0127] When the above process is executed, the control device 11 asks a quiz belonging to a specific genre (Sc1) in the same manner as in the first embodiment. That is, in the third embodiment, the genre of the quiz to be asked is limited by the use of an effect item.
[0128] The configuration and operation other than the selection of the specific item are the same as those of the first embodiment. Therefore, the third embodiment also achieves the same effects as those of the first embodiment. Furthermore, in the third embodiment, a genre according to an instruction from the player is selected as the specific genre. Therefore, the player can advantageously progress through the event Ev1 by selecting as the specific genre a genre for which the type parameter H[n] (Ha[n], Hd[n]) set for the player's character Cx is valid.
[0129] In the above description, the first stage (first control process Sc) has been focused on, but the third embodiment is also applied to the selection of a specific genre in the second stage (second control process Sd). That is, before the quiz is asked (Sd1) in the second control process Sd, the control device 11 selects a specific genre (Se2) in response to an instruction (Se1) to use an effect item. Also, the configuration of the second embodiment in which the strong points Y1 and weak points Y2 of the enemy character Cy are set is similarly applied to the third embodiment.
[0130] [Variations] The above-mentioned exemplary embodiments can be modified in various ways. Specific modified embodiments that can be applied to the above-mentioned embodiments are exemplified below. Two or more embodiments selected from the following examples may be combined to the extent that they are not mutually contradictory.
[0131] (1) In each of the above-mentioned forms, the attack power A is calculated according to the basic attack parameter Za and the type attack parameter Ha[n] (Sd4), but the method of calculating the attack power A of the self-character Cx is not limited to the above examples. For example, the basic attack parameter Za does not need to be reflected in the attack power A. In other words, the attack power A may be calculated according to the type attack parameter Ha[n].
[0132] Similarly, in each of the above-mentioned embodiments, the defensive power D is calculated according to the basic defensive parameter Zd and the type defensive parameter Hd[n] (Sc4, Sd9), but the method of calculating the defensive power D of the self-character Cx is not limited to the above examples. For example, the basic defensive parameter Zd does not need to be reflected in the defensive power D. In other words, the defensive power D may be calculated according to the type defensive parameter Hd[n].
[0133] (2) In each of the above-mentioned forms, the basic attack parameter Za is calculated according to the basic attack power Xa of the self-character Cx and the initial attack power Ra of the second equipment item M2 (Sb5), but the method of calculating the basic attack parameter Za is not limited to the above examples. For example, the basic attack parameter Za may be calculated according to one of the basic attack power Xa and the initial attack power Ra. In other words, the other of the basic attack power Xa and the initial attack power Ra may be omitted.
[0134] Similarly, in each of the above-mentioned embodiments, the basic defense parameter Zd is calculated according to the basic defense power Xd of the self-character Cx and the initial defense power Rd of the second equipment item M2 (Sb5), but the method of calculating the basic defense parameter Zd is not limited to the above examples. For example, the basic defense parameter Zd may be calculated according to one of the basic defense power Xd and the initial defense power Rd. In other words, the other of the basic defense power Xd and the initial defense power Rd may be omitted.
[0135] (3) In the above-mentioned embodiments, the attack of the player character Cx reduces the vitality value Yh of the enemy character Cy, and the attack of the enemy character Cy reduces the vitality value Xh of the player character Cx, but the conditions for the battle between the player character Cx and the enemy character Cy and the conditions for clearing the second stage are not limited to the above examples. For example, the following embodiment 1 or embodiment 2 may be adopted.
[0136] [Aspect 1] For example, if the player answers the quiz correctly, the control device 11 gives points to the player character Cx according to the offensive power A of the player character Cx and the defensive power Yd of the enemy character Cy. The greater the offensive power A or the smaller the defensive power Yd, the more points are given to the player character Cx. On the other hand, if the player answers the quiz incorrectly, the control device 11 gives points to the enemy character Cy according to the defensive power D of the player character Cx and the offensive power Ya of the enemy character Cy. The smaller the defensive power D or the greater the offensive power Ya, the more points are given to the enemy character Cy.
[0137] The control device 11 determines that the second stage has been cleared successfully if the total value of points given to the player's character Cx is equal to or greater than a predetermined value. On the other hand, the control device 11 determines that the second stage has not been cleared successfully if the total value of points given to the enemy character Cy is equal to or greater than a predetermined value, or if the number of questions K reaches the threshold value K2 without the total value of points given to the player's character Cx reaching the predetermined value.
[0138] [Aspect 2] For example, if the player answers the quiz correctly, the control device 11 gives points to the enemy character Cy according to the offensive power A of the player's character Cx and the defensive power Yd of the enemy character Cy. The greater the offensive power A or the smaller the defensive power Yd, the more points are given to the enemy character Cy. On the other hand, if the player answers the quiz incorrectly, the control device 11 gives points to the player's character Cx according to the defensive power D of the player's character Cx and the offensive power Ya of the enemy character Cy. The smaller the defensive power D or the greater the offensive power Ya, the more points are given to the player's character Cx.
[0139] The control device 11 determines that the second stage has been successfully cleared if the total value of points given to the enemy character Cy is equal to or greater than a predetermined value. On the other hand, the control device 11 determines that the second stage has not been successfully cleared if the total value of points given to the self character Cx is equal to or greater than a predetermined value, or if the number of questions K reaches the threshold value K2 without the total value of points given to the enemy character Cy reaching the predetermined value. In the first and second aspects, the same effects as those of the above-mentioned aspects are achieved.
[0140] (4) In the third embodiment, the use of the effect item is accepted (Se1, Se2) before the quiz is asked (Sc1, Sd1), but the effect item may be used after the quiz is asked. Specifically, when an effect item corresponding to a specific genre is used after the quiz is asked, the control device 11 may change the quiz being asked to a quiz of the genre corresponding to the effect item.
[0141] (5) In each of the above-mentioned embodiments, N additional values V[1] to V[N] are set for each second equipment item M2. In the above embodiments, the N additional values V[1] to V[N] are used for both attack and defense of the player character Cx. However, the N additional values Va[1] to Va[N] applied to the calculation of the category attack parameter Ha[n] and the N additional values Vd[1] to Vd[N] applied to the calculation of the category defense parameter Hd[n] may be set separately. According to the above configuration, the category attack parameter Ha[n] and the category defense parameter Hd[n] are set to different values.
[0142] (6) In each of the above-mentioned embodiments, the first equipment item M1 and the second equipment item M2 are prepared separately, but a single equipment item may be used in common as the first equipment item M1 and the second equipment item M2. The multiple equipment items given to the player may include an equipment item that is used exclusively as the first equipment item M1, an item that is used exclusively as the second equipment item M2, and an equipment item that is used in common as the first equipment item M1 and the second equipment item M2.
[0143] (7) A special effect may be activated when the vitality value Yh of the enemy character Cy falls below a predetermined value. The special effect may be, for example, an effect of recovering the vitality value Yh of the enemy character Cy, an effect of increasing the difficulty of the quiz, an effect of limiting the genre of the quiz to be asked, etc. The effect of limiting the genre of the quiz may be, for example, an effect of limiting the genre to one corresponding to the strong point Y1 or weak point Y2 of the enemy character Cy. Also, a special effect may be activated when the vitality value Xh of the self character Cx falls below a predetermined value.
[0144] (8) In each of the above-mentioned forms, a quiz of a specific genre selected from N genres is posed in the event Ev, but the type associated with the event Ev is not limited to the genre of the quiz. For example, a quiz of a specific question format selected from N question formats may be posed in the event Ev. That is, a question format may be associated with the event Ev. The question format may be, for example, a true / false format, a multiple choice format, a buzzer format, a description format, or a multiple answer format. The control device 11 sets a type parameter H[n] for each of the N question formats, and proceeds with the event Ev of the specific question format according to the type parameter H[n] of the question format.
[0145] Note that a game of a specific game genre selected from N types of game genres may be executed in each event Ev. The game genre is classified into, for example, shooting games, action games, role-playing games, adventure games, racing games, puzzle games, simulation games, music games, table games, etc. The control device 11 sets a type parameter H[n] for each of the N types of game genres, and progresses the event Ev of the specific game genre according to the type parameter H[n] of the game genre.
[0146] As can be understood from the above examples, one of a plurality of types is associated with the event Ev as a specific type. "Type" refers to the type of game element associated with the event Ev. The quiz genre in each form, the question format and the game genre exemplified above are examples of "type."
[0147] (9) In each of the above-mentioned embodiments, the battle mode and the search mode are exemplified, but the types of game modes are not limited to these examples. For example, the game modes that can be selected by the mode selection process Sa2 may include a cooperation mode in which multiple players cooperate with each other, a test mode in which the ability of one player is evaluated according to an answer given by the player, and a tournament mode in which multiple players compete against each other in a tournament system. The types and total number of game modes that a player can select are also arbitrary.
[0148] Among the multiple game modes, attention will be focused on a first game mode and a second game mode, which are different from each other. In the first game mode and the second game mode, the player's character Cx is displayed with an appearance corresponding to a first equipment item M1. On the other hand, in the second game mode, the ability value of the player's character Cx is set according to a second equipment item M2. As can be understood from the above explanation, the first game mode can be expressed as a game mode in which the appearance of the player's character Cx is prioritized, and the second game mode can be expressed as a game mode in which the ability value of the player's character Cx is prioritized.
[0149] The appearance of the self character Cx is particularly important in an environment where each of multiple players can see the self character Cx of the other players. On the other hand, the ability value of the self character Cx is particularly important in an environment where the self character Cx competes against an enemy character Cy. Considering the above tendency, a game mode in which multiple players can participate is suitable as the "first game mode", and a game mode in which one player progresses alone is suitable as the "second game mode". If the above-mentioned game modes are classified from the above viewpoints, the battle mode, cooperation mode, and tournament mode are suitable as the first game mode, and the search mode and test mode are suitable as the second game mode.
[0150] (10) Although a quiz game has been exemplified in each of the above embodiments, the types of games to which the present disclosure is applicable are not limited to the above examples. For example, the present disclosure is applicable to any type of game, such as a music game in which a player acts in accordance with the playback of music, or a sports game in which players compete against each other in a sport such as baseball or soccer.
[0151] In the music game, one of N kinds of music genres is selected as a specific genre, and a piece of music corresponding to the specific genre is played. The control device 11 sets a type parameter H[n] for each of the N kinds of music genres, and proceeds with an event Ev in which a piece of music of the specific genre is played, according to the type parameter H[n] of the specific genre.
[0152] In the sports game, one of the N types of sports is selected as a specific sport, and the player plays the specific sport against an opponent character Cy or another player. The control device 11 sets a type parameter H[n] for each of the N types of sports, and the event Ev in which the specific sport is played progresses according to the type parameter H[n] of the specific sport.
[0153] (11) In each of the above-described embodiments, a form in which the second equipment item M2 is not displayed has been exemplified, but a part of the second equipment item M2 may be displayed on the display device 14. In addition, the second equipment item M2 may be displayed near the player's character Cx in the game screens G3 to G5.
[0154] (12) In each of the above-described embodiments, the following features 1 and 2 are exemplified. [Feature 1] An event Ev corresponding to a specific genre progresses according to the type parameters H[n] (Ha[n], Hd[n]) set for the self character Cx for the specific genre. [Feature 2] In the battle mode and the search mode, the player's own character Cx is displayed with an appearance corresponding to a first equipment item M1, and in the search mode, the ability value of the player's own character Cx is set according to the setting of a second equipment item M2 that does not change the appearance of the player's own character Cx.
[0155] Feature 1 and feature 2 can exist independently of each other. That is, feature 2 may be omitted for feature 1, and feature 1 may be omitted for feature 2.
[0156] (13) In each of the above-described embodiments, the game system 100 is installed in an amusement facility, but the form of the game system 100 is not limited to the above-described examples. For example, the game system 100 in each of the above-described embodiments may be realized by an information device owned by a player, such as a smartphone, a tablet terminal, or a personal computer.
[0157] Furthermore, the game system 100 in each of the above-mentioned embodiments may be realized by a server device capable of communicating with various information devices. The game system 100 receives operation data representing an operation from a player to the information device from the information device, and executes each of the above-mentioned processes (Sa to Sd) in response to the operation. The game system 100 also transmits image data to the information device, thereby causing the information device to sequentially display the screens (G1 to G6) exemplified in each of the above-mentioned embodiments.
[0158] (14) The functions of the game system 100 according to the above-mentioned embodiment are realized by the cooperation of one or more processors constituting the control device 11 and the program stored in the storage device 12. The program according to the above-mentioned embodiment can be provided in a form stored in a computer-readable recording medium and installed in the computer. The recording medium is, for example, a non-transitory recording medium, and a good example is an optical recording medium (optical disk) such as a CD-ROM, but also includes any known type of recording medium such as a semiconductor recording medium or a magnetic recording medium. Note that the non-transitory recording medium includes any recording medium except for a transient, propagating signal, and does not exclude volatile recording media. In addition, in a configuration in which a distribution device distributes a program via a communication network, the recording medium that stores the program in the distribution device corresponds to the above-mentioned non-transitory recording medium.
[0159] [Note] From the above description, for example, preferred aspects of the present disclosure can be understood as follows. In addition, in order to facilitate understanding of each aspect, reference numerals in the drawings are conveniently written in parentheses below, but this is not intended to limit the present disclosure to the illustrated aspects.
[0160] [Appendix A] As the game progresses, various events such as battles with enemy characters are executed. For example, "Soul of Seventh" (https: / / games.app-liv.jp / archives / 46936) discloses a game in which victory or defeat is determined by repeated attacks and defenses against enemy characters. Attributes are set for enemy characters. The player applies a combination of equipment that is advantageous against the attributes of the enemy character to his / her own character.
[0161] Conventional games in which attributes are set for enemy characters have room for further improvement, for example, from the viewpoint of ensuring strategy or increasing entertainment value. In consideration of the above circumstances, one aspect of the present disclosure (Appendix A) aims to provide a new, highly entertaining game.
[0162] [Appendix A1] In order to solve the above problems, a game system (100) according to one aspect of the present disclosure (Appendix A1) includes a setting unit (22) that sets type parameters (H[n], Ha[n], Hd[n]) relating to each of a plurality of types for a player's own character (Cx) in response to instructions from a player, and a game control unit (24) that progresses an event (Ev, Ev1, Ev2) corresponding to a specific type among the plurality of types in response to the type parameters (H[n], Ha[n], Hd[n]) set for the player's own character (Cx) for the specific type.
[0163] In the above embodiment, type parameters (H[n], Ha[n], Hd[n]) for each of the multiple types are set for the player's character (Cx) in response to instructions from the player, and events (Ev, Ev1, Ev2) corresponding to specific types proceed according to the type parameters (H[n], Ha[n], Hd[n]) set for the player's character (Cx) for the specific type. Therefore, a highly entertaining game can be provided in which the player can select how to set the type parameters (H[n], Ha[n], Hd[n]) for the specific type for the player's character (Cx) in the specific type of event (Ev, Ev1, Ev2).
[0164] "Type" means the type of game element associated with the event (Ev, Ev1, Ev2). For example, assuming an event (Ev, Ev1, Ev2) including the question and answer of a quiz, the genre of the quiz is an example of "type". The genre is classified into, for example, music, movie, anime, sports, people, entertainment, science, society, geography, etc. In addition, the format of the quiz is also exemplified as "type". The format of the question is, for example, a true / false format, a multiple choice format, a buzzer format, a description format, a one-question-multiple-answer format, etc. In addition, assuming an event (Ev, Ev1, Ev2) in which a player plays one of a plurality of games belonging to different genres, the genre of the game is also included in "type". The genre of the game is classified into, for example, a shooting game, an action game, a role-playing game, an adventure game, a racing game, a puzzle game, a simulation game, a music game, a table game, etc. Considering events (Ev, Ev1, Ev2) in which players challenge different competitions (for example, sports), the type of competition is also an example of a "type."
[0165] "Type parameters (H[n], Ha[n], Hd[n])" are various parameters related to the player's character (Cx). For example, parameters related to the player's character's (Cx) ability values (e.g., attack power, defense power) are typical examples of "type parameters (H[n], Ha[n], Hd[n])". For example, the process of equipping the player's character (Cx) with equipment items to which multiple type parameters (H[n], Ha[n], Hd[n]) are each set is an example of the process of "setting type parameters (H[n], Ha[n], Hd[n]) to the player's character (Cx)".
[0166] "Events (Ev, Ev1, Ev2)" are events that are started sequentially during the progress of the game and played by the player. For example, in a quiz game, the asking of one quiz question and the player's answer to that quiz are exemplified as one event (Ev, Ev1, Ev2). Battle events (Ev, Ev1, Ev2) in which a player competes against an enemy character (Cy) or an opponent, and exploration events (Ev, Ev1, Ev2) in which a player explores a specific location are also exemplified as "events (Ev, Ev1, Ev2)".
[0167] Events (Ev, Ev1, Ev2) "progress according to type parameters (H[n], Ha[n], Hd[n])" means that the outcome of the events (Ev, Ev1, Ev2) is influenced by the type parameters (H[n], Ha[n], Hd[n]). Specifically, the advantage / disadvantage of the player in the events (Ev, Ev1, Ev2) depends on the type parameters (H[n], Ha[n], Hd[n]). For example, the larger the type parameters (H[n], Ha[n], Hd[n]) of a specific type set for the player's character (Cx), the more advantageously the player can progress in the specific type of event (Ev, Ev1, Ev2).
[0168] [Appendix A2] In a specific example (Appendix A2) of Appendix A1, the type is a quiz genre, and the events (Ev, Ev1, Ev2) corresponding to the specific type include a quiz question belonging to the specific genre and the player's answer to the quiz. In the above embodiment, the events (Ev, Ev1, Ev2) including the question and answer to the quiz progress according to the type parameters (H[n], Ha[n], Hd[n]) set for the player's character (Cx) for the specific genre. Therefore, the player can advantageously progress through the events (Ev, Ev1, Ev2) by setting the type parameters (H[n], Ha[n], Hd[n]) for each type according to the player's strengths / weaknesses for each of the multiple types.
[0169] The format of the quiz is arbitrary. For example, various formats such as true / false, multiple choice, buzzer, description, or one question multiple answer are conceivable.
[0170] [Appendix A3] In a specific example (Appendix A3) of Appendix A2, the events (Ev, Ev1, Ev2) include a battle between the player's character (Cx) and an enemy character (Cy), and the game control unit (24) advances the battle in accordance with the result of the answer to the quiz and the type parameters (H[n], Ha[n], Hd[n]) set for the player's character (Cx) for the specific type. In the above embodiment, the battle with the enemy character (Cy) advances in accordance with the result of the answer to the quiz and the type parameters (H[n], Ha[n], Hd[n]) of the player's character (Cx). Therefore, the battle with the enemy character (Cy) can be diversified, compared to a form in which only the type parameters (H[n], Ha[n], Hd[n]) of the player's character (Cx) affect the battle.
[0171] The relationship between the answer result and the type parameters (H[n], Ha[n], Hd[n]) of the player's character (Cx) and the progress of the battle with the enemy character (Cy) is arbitrary. For example, a battle in which the player's character (Cx) attacks the enemy character (Cy) when the player answers the quiz correctly, and the enemy character (Cy) attacks the player's character (Cx) when the player answers the quiz incorrectly, is exemplified.
[0172] [Appendix A4] In any specific example (Appendix A4) of Appendix A1 to Appendix A3, the events (Ev, Ev1, Ev2) include an attack from the player character (Cx) to an enemy character (Cy), the type parameters (H[n], Ha[n], Hd[n]) include a type attack parameter (Ha[n]) of the player character (Cx), and the game control unit (24) changes the vitality value of the enemy character (Cy) in the attack in the event (Ev, Ev1, Ev2) according to the type attack parameter (Ha[n]) set for the specific type. In the above aspect, the change in the vitality value of the enemy character (Cy) due to an attack from the player character (Cx) depends on the type attack parameter (Ha[n]) set for the specific type. Therefore, the player can progress through the events (Ev, Ev1, Ev2) advantageously by setting the type-specific attack parameters (Ha[n]) for each type according to the player's strengths / weaknesses for each of the multiple types.
[0173] An "attack on an enemy character (Cy)" occurs, for example, when a specific condition is met. For example, in a quiz game, an attack from the player's character (Cx) on the enemy character (Cy) occurs on the condition that the player answers the quiz correctly. Therefore, there are cases where an attack on the enemy character (Cy) does not occur in an event (Ev, Ev1, Ev2). However, an attack on the enemy character (Cy) may always occur in one event (Ev, Ev1, Ev2).
[0174] [Appendix A5] In a specific example (Appendix A5) of Appendix A4, the setting unit (22) sets a basic attack parameter (Za) unrelated to the type to the player character (Cx), and the game control unit (24) changes the vitality value of the enemy character (Cy) in the attack in the event (Ev, Ev1, Ev2) according to the basic attack parameter (Za) and the type attack parameter (Ha[n]) set for the specific type. In the above aspect, the change in the vitality value of the enemy character (Cy) due to an attack from the player character (Cx) depends on the basic attack parameter (Za) unrelated to the type and the type attack parameter (Ha[n]) for each type. Therefore, when the basic attack parameter (Za) is insufficient, the specific attack parameter (Ha[n]) is increased to progress advantageously through the events (Ev, Ev1, Ev2), and when the basic attack parameter (Za) is sufficient, the increase in the specific attack parameter (Ha[n]) is suppressed, thereby providing a highly entertaining game.
[0175] [Appendix A6] In a specific example (Appendix A6) of Appendix A4 or Appendix A5, the enemy character (Cy) is set to a setting type (Y1, Y2) selected from the multiple types, and the game control unit (24) further changes the vitality value of the enemy character (Cy) in the attack in the event (Ev, Ev1, Ev2) according to the setting type (Y1, Y2). In the above embodiment, the change in the vitality value of the enemy character (Cy) due to the attack from the player's character (Cx) further depends on the setting type (Y1, Y2) of the enemy character (Cy). Therefore, it is possible to provide a highly interesting game in which a variety of strategies can be selected that also take into account the setting type (Y1, Y2) of the enemy character (Cy).
[0176] [Appendix A7] In a specific example (Appendix A7) of any of Appendices A1 to A6, the events (Ev, Ev1, Ev2) include a defense of the player's character (Cx), the type parameters (H[n], Ha[n], Hd[n]) include a type defense parameter (Hd[n]) of the player's character (Cx), and the game control unit (24) changes the vitality value of the player's character (Cx) in the defense in the events (Ev, Ev1, Ev2) in accordance with the type defense parameter (Hd[n]) set for the specific type. In the above aspect, a change in the vitality value of the player's character (Cx) due to an attack from an enemy character (Cy) depends on the type defense parameter (Hd[n]) set for the specific type. Therefore, the player can advantageously progress through the events (Ev, Ev1, Ev2) by setting a type-specific defense parameter (Hd[n]) for each type according to the player's strengths / weaknesses for each of the multiple types.
[0177] "Defense of the self character (Cx)" occurs, for example, when a specific condition is met. For example, in a quiz game, an attack from an enemy character (Cy) against the self character (Cx) occurs on the condition that the player answers a quiz incorrectly. Therefore, there are cases where defense of the self character (Cx) does not occur in an event (Ev, Ev1, Ev2). However, defense of the self character (Cx) may always occur in one event (Ev, Ev1, Ev2).
[0178] [Appendix A8] In a specific example (Appendix A8) of Appendix A7, the setting unit (22) sets a basic defense parameter (Zd) unrelated to the type for the self character (Cx), and the game control unit (24) changes the vitality value of the self character (Cx) in the defense in the events (Ev, Ev1, Ev2) according to the basic defense parameter (Zd) and the type defense parameter (Hd[n]) set for the specific type. In the above aspect, the change in the vitality value of the self character (Cx) due to an attack from an enemy character (Cy) depends on the basic defense parameter (Zd) unrelated to the type and the type defense parameter (Hd[n]) for each type. Therefore, it is possible to provide a highly entertaining game in which strategies such as increasing the specific defense parameter (Hd[n]) when the basic defense parameter (Zd) is insufficient to progress advantageously through the events (Ev, Ev1, Ev2) and suppressing the increase in the specific defense parameter (Hd[n]) when the basic defense parameter (Zd) is sufficient can be used.
[0179] [Appendix A9] In a specific example (Appendix A9) of Appendix A7 or Appendix A8, the defense is the defense of the player's character (Cx) against an attack from an enemy character (Cy), the enemy character (Cy) is set to a set type (Y1, Y2) selected from the multiple types, and the game control unit (24) further changes the vitality value of the player's character (Cx) in the defense in the event (Ev, Ev1, Ev2) according to the set type (Y1, Y2). In the above embodiment, the change in the vitality value of the player's character (Cx) due to an attack from the enemy character (Cy) further depends on the set type (Y1, Y2) of the enemy character (Cy). Therefore, it is possible to provide a highly interesting game in which a variety of strategies can be selected that also take into account the set type (Y1, Y2) of the enemy character (Cy).
[0180] [Appendix A10] In any specific example (Appendix A10) of Appendix A1 to Appendix A9, the instruction from the player is an instruction to select one or more items to be set to the self-character (Cx), and the setting unit (22) sets type parameters (H[n], Ha[n], Hd[n]) for each of the multiple types according to the one or more items. In the above aspect, the type parameters (H[n], Ha[n], Hd[n]) for each of the multiple types are set to the self-character (Cx) by the selection of an item by the player. Therefore, the burden on the player for setting the type parameters (H[n], Ha[n], Hd[n]) can be reduced, for example, compared to a form in which the player specifies the numerical values of the various parameters (H[n], Ha[n], Hd[n]).
[0181] [Appendix A11] In a specific example (additional note A11) of appendix A10, the one or more items are a plurality of items, and an additional value (V[n]) for each type is set for each of the plurality of items, and the setting unit (22) sets type parameters (H[n], Ha[n], Hd[n]) for each of the plurality of types according to the additional value (V[n]) for the type for each of the plurality of items set for the self character (Cx). In the above aspect, type parameters (H[n], Ha[n], Hd[n]) for each type are set according to a combination of a plurality of items. Therefore, compared to a form in which only one type of item is selected for the self character (Cx), the type parameters (H[n], Ha[n], Hd[n]) for each type can be set in a variety of ways.
[0182] [Appendix A12] In any specific example (Appendix A12) of Appendix A1 to Appendix A11, the game control unit (24) selects, from among the multiple types, a type according to an instruction from the player as the specific type. In the above aspect, a type according to an instruction from the player is selected as the specific type. Therefore, by selecting, as the specific type, a type for which type parameters (H[n], Ha[n], Hd[n]) set for the player's character (Cx) are valid, the player can advantageously progress through the specific type of events (Ev, Ev1, Ev2).
[0183] "When a predetermined condition is met" means that the specific type may be selected according to instructions from the player, or may be selected independently of instructions from the player (selected forcibly). The predetermined condition is, for example, the player using a specific item or a specific ability of the player's own character (Cx). The specific item is, for example, a game element that the player can acquire in the course of the game. The specific ability is, for example, the magic or special skill of the player's own character (Cx).
[0184] [Appendix A13] A game control method according to one aspect of the present disclosure (Appendix A13) sets type parameters (H[n], Ha[n], Hd[n]) relating to each of a plurality of types for a player's character (Cx) in accordance with instructions from the player, and progresses an event (Ev, Ev1, Ev2) corresponding to a specific type among the plurality of types in accordance with the type parameters (H[n], Ha[n], Hd[n]) set for the player's character (Cx) for the specific type.
[0185] [Appendix A14] A program according to one aspect (Appendix A14) of the present disclosure includes a setting unit (22) that sets type parameters (H[n], Ha[n], Hd[n]) relating to each of a plurality of types to a player's own character (Cx) in response to an instruction from the player; The computer system functions as a game control unit (24) that progresses an event (Ev, Ev1, Ev2) corresponding to a specific type among the multiple types in accordance with type parameters (H[n], Ha[n], Hd[n]) set for the self-character (Cx) for the specific type.
[0186] [Appendix B] For example, games have been proposed in which the appearance of a player's character changes when the player equips various equipment items such as weapons or armor. For example, Japanese Patent No. 6971282 discloses a game in which the costume of a character (avatar object) can be changed.
[0187] For example, in games such as role-playing games, it is possible to change the ability value of a player's character by changing the equipment of the player's character operated by the player. However, changing the equipment items may result in the appearance of the player's character not conforming to the player's preferences or intentions. In consideration of the above circumstances, one aspect of the present disclosure (Appendix B) aims to make it possible to adjust the ability value of a player's character while maintaining the appearance corresponding to a specific equipment item.
[0188] [Appendix B1] In order to solve the above problems, a game system (100) according to one embodiment (Appendix B1) of the present disclosure includes a mode selection unit (20) that selects one of a plurality of game modes including a first game mode and a second game mode, a first setting unit (21) that sets a first equipment item (M1) in response to instructions from a player, a display control unit (23) that displays a player's character (Cx) with an appearance corresponding to the first equipment item (M1) set by the first setting unit (21) in the first game mode and the second game mode, and a second setting unit (22) that sets a second equipment item (M2) that does not change the appearance of the player's character (Cx) in the second game mode in response to instructions from the player, and sets the ability value of the player's character (Cx) in accordance with the second equipment item (M2).
[0189] In the above embodiment, the ability value of the self-character (Cx) in the second game mode can be adjusted in accordance with the second equipment item (M2) while maintaining the appearance corresponding to the first equipment item (M1) in both the first game mode and the second game mode.
[0190] "Multiple game modes" are operation modes in which games of different types are executed. For example, multiple game modes with different conditions (e.g., opponent candidates or number of players) or formats (game content) are assumed, such as a competition mode in which many players compete against each other (e.g., tournament competition), a competition mode in which a predetermined number of players compete against each other, a cooperation mode in which multiple players cooperate, or a solo mode in which a single player plays.
[0191] The mode selection unit (20) typically selects a game mode in response to an instruction from the player, but an instruction from the player is not essential for selecting a game mode. For example, a form in which the game mode is changed automatically (i.e., without the need for an instruction from the player) when a predetermined condition is met is also envisioned.
[0192] The "(first / second) equipment item" is a game item equipped to the player's character (Cx). For example, equipment items such as weapons or armor, or equipment items related to the player's character's (Cx) characteristics or special skills (e.g., accessories) are exemplified.
[0193] The "first equipment item (M1)" is an item that affects the appearance of the player's character (Cx). The first equipment item (M1) basically only affects the player's character's (Cx) appearance, and does not affect the player's character's (Cx) ability scores. However, the first equipment item (M1) may affect the player's character's (Cx) ability scores. On the other hand, the "second equipment item (M2)" is an item that affects the player's character's (Cx) ability scores, and does not affect the player's character's (Cx) appearance.
[0194] In addition, an equipment item may be shared as both the "first equipment item (M1)" and the "second equipment item (M2)", or may be dedicated to one of the "first equipment item (M1)" and the "second equipment item (M2)".
[0195] "Setting" a (first / second) equipment item means controlling the equipment item to a state that is valid for the player's character (Cx). For example, an equipment item designated by the player among a plurality of equipment items possessed by the player is set for the player's character (Cx). However, instructions from the player are not essential for setting an equipment item. For example, when the player acquires an equipment item as the game progresses, the equipment item may be automatically set for the player's character (Cx) (i.e., without requiring instructions from the player).
[0196] The number of equipment items set for the self character (Cx) is arbitrary. Specifically, a form in which only one equipment item is set for the self character (Cx), or a form in which multiple equipment items are set in parallel for the self character (Cx) is also assumed. For example, an equipment item may be set individually for each of multiple body parts of the self character (Cx).
[0197] "Self-character (Cx)" is a character used by the player. In addition to a person in the virtual world assumed in the game, the "self-character (Cx)" also includes an avatar representing the player himself. Note that the "self-character (Cx)" is basically a living being such as a human or an animal, but there are also cases where a non-living being such as a robot is used as the "self-character (Cx)".
[0198] The "appearance" of the self-character (Cx) is the appearance (look) displayed as an image on the display device. For example, the initial appearance when no equipment item is set is changed to an appearance when the equipment item is equipped by setting the equipment item. When the equipment item is changed, the appearance of the self-character (Cx) also changes.
[0199] The "ability value" of the self-character (Cx) is a parameter (status) that represents the ability of the self-character (Cx) in the game. For example, various parameters such as physical strength, attack power, defense power, magic power, intelligence, agility, or level are exemplified as the "ability value".
[0200] [Appendix B2] In a specific example (Supplementary Note B2) of Appendix B1, the first game mode is a game mode in which a plurality of players participate and the player's own character (Cx) is visible to the other players, and the second game mode is a game mode in which the player progresses alone. In the above aspect, while maintaining the appearance of the player's own character (Cx) as viewed by the other players in the first game mode, in the second mode played by a single player, the ability value of the player's own character (Cx) can be adjusted according to the intention of the player.
[0201] The "first game mode" is a game mode in which multiple players participate. For example, a tournament mode in which many players compete against each other, a battle mode in which a predetermined number of players compete against each other, and a cooperation mode in which multiple players cooperate are exemplified as the "first game mode". On the other hand, the "second game mode" is a game mode played by a single player. However, a player may be able to interact with other players in the "second game mode".
[0202] [Appendix B3] In a specific example (Appendix B3) of Appendix B1 or Appendix B2, the ability value of the self-character (Cx) includes type parameters (H[n], Ha[n], Hd[n]) for each of a plurality of types, the second setting unit (22) sets the type parameters (H[n], Ha[n], Hd[n]) for each of the plurality of types in accordance with the second equipment item (M2), and the game control unit (24) progresses, in the second game mode, events (Ev, Ev1, Ev2) corresponding to a specific type among the plurality of types in accordance with the type parameters (H[n], Ha[n], Hd[n]) set for the self-character (Cx) for the specific type. In the above embodiment, type parameters (H[n], Ha[n], Hd[n]) for each of the multiple types are set for the player's character (Cx) according to the second equipment item (M2), and the events (Ev, Ev1, Ev2) corresponding to a specific type proceed according to the type parameters (H[n], Ha[n], Hd[n]) set for the player's character (Cx) for the specific type. Therefore, a highly entertaining game can be provided in which the player can select how to set the type parameters (H[n], Ha[n], Hd[n]) for the specific type for the player's character (Cx) in the specific type of event (Ev, Ev1, Ev2).
[0203] "Type" is the type of event (Ev, Ev1, Ev2) that progresses in the game. For example, assuming an event (Ev, Ev1, Ev2) that includes the asking and answering of a quiz, the genre of the quiz that is asked is an example of a "type". The genre is classified into, for example, anime, games, sports, entertainment, society, humanities or science. The format of the quiz question is also exemplified as a "type". The format of the question is, for example, a true / false format, a multiple choice format, a buzzer format, a descriptive format, or a multiple answer format. If assuming an event (Ev, Ev1, Ev2) in which a player challenges different competitions (for example, sports), the type of competition is an example of a "type".
[0204] "Type parameters (H[n], Ha[n], Hd[n])" are various parameters related to the player's character (Cx). For example, parameters related to the player's character's (Cx) ability values (e.g., attack power, defense power) are typical examples of "type parameters (H[n], Ha[n], Hd[n])". For example, the process of equipping the player's character (Cx) with equipment items to which multiple type parameters (H[n], Ha[n], Hd[n]) are each set is an example of the process of "setting type parameters (H[n], Ha[n], Hd[n]) to the player's character (Cx)".
[0205] "Events (Ev, Ev1, Ev2)" are events that are started sequentially during the progress of the game and played by the player. For example, in a quiz game, the asking of one quiz question and the player's answer to that quiz are exemplified as one event (Ev, Ev1, Ev2). Battle events (Ev, Ev1, Ev2) in which a player competes against an enemy character (Cy) or an opponent, and exploration events (Ev, Ev1, Ev2) in which a player explores a specific location are also exemplified as "events (Ev, Ev1, Ev2)".
[0206] Events (Ev, Ev1, Ev2) "progress according to type parameters (H[n], Ha[n], Hd[n])" means that the outcome of the events (Ev, Ev1, Ev2) is influenced by the type parameters (H[n], Ha[n], Hd[n]). Specifically, the advantage / disadvantage of the player in the events (Ev, Ev1, Ev2) depends on the type parameters (H[n], Ha[n], Hd[n]). For example, the larger the type parameters (H[n], Ha[n], Hd[n]) of a specific type set for the player's character (Cx), the more advantageously the player can progress in the specific type of event (Ev, Ev1, Ev2).
[0207] [Appendix B4] In a specific example (Supplementary Note B4) of Appendix B3, the type is a quiz genre, and the events (Ev, Ev1, Ev2) corresponding to the specific type include a quiz question belonging to the specific genre and the player's answer to the quiz. In the above embodiment, the events (Ev, Ev1, Ev2) including the question and answer to the quiz progress according to the type parameters (H[n], Ha[n], Hd[n]) set for the player's character (Cx) for the specific genre. Therefore, the player can advantageously progress through the events (Ev, Ev1, Ev2) by setting the type parameters (H[n], Ha[n], Hd[n]) for each type according to the player's strengths / weaknesses for each of the multiple types.
[0208] The format of the quiz is arbitrary. For example, various formats such as true / false, multiple choice, buzzer, description, or one question multiple answer are conceivable.
[0209] [Appendix B5] In a specific example (Appendix B5) of Appendix A4, the events (Ev, Ev1, Ev2) include a battle between the player's character (Cx) and an enemy character (Cy), and the game control unit (24) advances the battle in accordance with the result of the answer to the quiz and the type parameters (H[n], Ha[n], Hd[n]) set for the player's character (Cx) for the specific type. In the above embodiment, the battle with the enemy character (Cy) advances in accordance with the result of the answer to the quiz and the type parameters (H[n], Ha[n], Hd[n]) of the player's character (Cx). Therefore, the battle with the enemy character (Cy) can be diversified, compared to a form in which only the type parameters (H[n], Ha[n], Hd[n]) of the player's character (Cx) affect the battle.
[0210] The relationship between the answer result and the type parameters (H[n], Ha[n], Hd[n]) of the player's character (Cx) and the progress of the battle with the enemy character (Cy) is arbitrary. For example, a battle in which the player's character (Cx) attacks the enemy character (Cy) when the player answers the quiz correctly, and the enemy character (Cy) attacks the player's character (Cx) when the player answers the quiz incorrectly, is exemplified.
[0211] [Appendix B6] In any of the specific examples (Appendix B6) of Appendix B1 to Appendix B5, the first equipment item (M1) does not affect the ability value of the player's character (Cx). According to the above aspect, the player can freely set the first equipment item (M1) without considering the effect on the ability value of the player's character (Cx) in the second game mode.
[0212] [Appendix B7] A game control method according to one embodiment (Appendix B7) of the present disclosure includes selecting one of a plurality of game modes including a first game mode and a second game mode, setting a first equipment item (M1) in response to instructions from a player, displaying a player's own character (Cx) with an appearance corresponding to the set first equipment item (M1) in the first game mode and the second game mode, setting a second equipment item (M2) that does not change the appearance of the player's own character (Cx) in response to instructions from the player, and setting ability values of the player's own character (Cx) in response to the second equipment item (M2).
[0213] [Appendix B8] A program according to one embodiment (Appendix B8) of the present disclosure causes a computer system to function as a mode selection unit (20) that selects one of a plurality of game modes including a first game mode and a second game mode, a first setting unit (21) that sets a first equipment item (M1) in response to instructions from a player, a display control unit (23) that displays a player's own character (Cx) with an appearance corresponding to the first equipment item (M1) set by the first setting unit (21) in the first game mode and the second game mode, and a second setting unit (22) that sets a second equipment item (M2) that does not change the appearance of the player's character (Cx) in the second game mode in response to instructions from the player, and sets the ability value of the player's character (Cx) in accordance with the second equipment item (M2). [Explanation of symbols]
[0214] 100...game system, 11...control device, 12...storage device, 13...communication device, 14...display device, 15...operation device, 20...mode selection unit, 21...first setting unit, 22...second setting unit, 23...display control unit, 24...game control unit.
Claims
1. a mode selection unit that selects one of a plurality of game modes including a first game mode and a second game mode; a first setting unit that sets a first equipment item in response to an instruction from a player; a display control unit that displays a player's character with an appearance corresponding to the first equipment item set by the first setting unit in the first game mode and the second game mode; a second setting unit that sets a second equipment item that does not change the appearance of the player's character in the second game mode in response to an instruction from the player, and sets an ability value of the player's character in response to the second equipment item; Equipped with the first game mode is a game mode in which a plurality of players including the player participate, and the player's own character of each of the plurality of players is displayed to other players with an appearance corresponding to the first equipment item; the second game mode is a game mode in which the player progresses alone; The setting of the second equipment item for the player's character and the setting of the ability value of the player's character in accordance with the second equipment item are not executed in the first game mode. Game system.
2. The first equipment item and the second equipment item are set for each of a plurality of parts constituting the body of the self-character, The types and numbers of the plurality of parts are common between the first equipment item and the second equipment item. The game system of claim 1.
3. The first game mode is a game mode in which the multiple players compete against each other through a quiz, The second game mode is a game mode in which the player progresses by answering a plurality of quizzes in sequence. The game system of claim 1.
4. the ability value of the self-character includes a type parameter related to each of a plurality of types; The second setting unit sets a type parameter for each of the plurality of types in accordance with the second equipment item; In the second game mode, and a game control unit that progresses an event corresponding to a specific type among the plurality of types in accordance with a type parameter set for the player's own character for the specific type. The game system of claim 1.
5. The type is a quiz genre, The event corresponding to the specific type includes the presentation of a quiz belonging to the specific type, and the player's answer to the quiz. The game system of claim 4.
6. the event includes a battle between the player's own character and an enemy character; The game control unit progresses the battle according to the result of the answer to the quiz and a type parameter set for the player's character for the specific type. The game system of claim 5.
7. The first equipment item does not affect the ability value of the player's character. The game system of claim 1.
8. selecting one of a plurality of game modes including a first game mode and a second game mode; Setting the first equipment item in response to an instruction from the player; In the first game mode and the second game mode, a player's character is displayed with an appearance corresponding to the set first equipment item; In the second game mode, a second equipment item that does not change the appearance of the player's character is set in response to an instruction from the player, and the ability value of the player's character is set in response to the second equipment item. A game control method implemented by a computer system, comprising: the first game mode is a game mode in which a plurality of players including the player participate, and the player's own character of each of the plurality of players is displayed to other players with an appearance corresponding to the first equipment item; the second game mode is a game mode in which the player progresses alone; The setting of the second equipment item for the player's character and the setting of the ability value of the player's character in accordance with the second equipment item are not executed in the first game mode. Game control methods.
9. a mode selection unit that selects one of a plurality of game modes including a first game mode and a second game mode; a first setting unit that sets the first equipment item in response to an instruction from a player; a display control unit that displays a player's character with an appearance corresponding to the first equipment item set by the first setting unit in the first game mode and the second game mode; and a second setting unit that sets a second equipment item that does not change the appearance of the player's character in the second game mode in response to an instruction from the player, and sets an ability value of the player's character in response to the second equipment item; A program for causing a computer system to function as the first game mode is a game mode in which a plurality of players including the player participate, and the player's own character of each of the plurality of players is displayed to other players with an appearance corresponding to the first equipment item; the second game mode is a game mode in which the player progresses alone; The setting of the second equipment item for the player's character and the setting of the ability value of the player's character in accordance with the second equipment item are not executed in the first game mode. program.
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