CONTROL PROGRAM, TERMINAL DEVICE, AND CONTROL METHOD FOR TERMINAL DEVICE

The control program for a terminal device addresses the challenge of reproducing game progression by storing and retrieving action information, thereby enhancing user experience and engagement.

JP7656278B2Active Publication Date: 2025-04-03GLEE HOLDINGS CO LTD
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Patent Information

Application Number
JP2022157620
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-09-30
Publication Date
2025-04-03
Estimated Expiration
2041-04-30

AI Technical Summary

Technical Problem

Existing game devices struggle to reproduce the progression procedure of a game that a user has previously played, limiting user experience and engagement.

Method used

A control program for a terminal device that allows users to reproduce game progression by storing and retrieving action information, enabling the game medium to perform actions based on previously stored actions in a new game.

Benefits of technology

Enables users to accurately reproduce game progression, enhancing user experience and allowing for more engaging and replayable game scenarios.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The control program etc. provides a user interface that enables the user to reproduce the progression procedures of a game that has been played previously. [Solution] The control program is a control program for a terminal device having a memory unit, and causes the terminal device to progress a competitive game between the user's game medium and an opponent's game medium by having the user's game medium perform an action, store information regarding the action performed by the user's game medium in the competitive game in the memory unit, and in a new competitive game that progresses after the competitive game has ended, cause the user's game medium to perform an action based on the information regarding the action stored in the memory unit.
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Description

[Technical field]

[0001] The embodiments disclosed in this specification relate to a control program, a terminal device, and a control method for a terminal device. [Background technology]

[0002] Conventionally, there are known game devices that realize both a manual progression process in which the game progresses according to a user's operation and a fully automatic progression process in which the game progresses automatically without a user's operation. For example, Patent Document 1 discloses an information processing device in which a user specifies either the game progress according to the user's operation or the automatic game progress, and the information processing device executes the game progress process specified by the user. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-31748 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, with the information processing device described in Patent Document 1, it is difficult for a user to reproduce the progress of a game that he or she has previously played.

[0005] The disclosed control program, terminal device, and control method for a terminal device aim to provide a user interface that enables a user to reproduce the progression procedures of a game that he or she has previously played. [Means for solving the problem]

[0006] The disclosed control program is a control program for a terminal device having a memory unit, and causes the terminal device to progress a competitive game between the user's game medium and an opponent's game medium by having the user's game medium perform an action, store information regarding the action performed by the user's game medium in the competitive game in the memory unit, and, in a new competitive game that progresses after the competitive game ends, cause the user's game medium to perform an action based on the information regarding the action stored in the memory unit.

[0007] In addition, it is preferable that the disclosed control program causes the terminal device to store information regarding multiple actions performed by the user's game medium in a competitive game in a memory unit in the order of the actions, and in a new competitive game, cause the user's game medium to perform the multiple actions in the order of the actions based on the information regarding the multiple actions stored in the memory unit.

[0008] In addition, in the disclosed control program, it is preferable that the terminal device further includes a display unit, and the disclosed control program causes the terminal device to display on the display unit an action screen including information regarding the multiple actions stored in the memory unit.

[0009] In addition, in the disclosed control program, it is preferable that the action screen includes a selection object for selecting one action from multiple candidate actions for a specified action among the multiple actions, and the disclosed control program causes the terminal device to execute the following when one action is selected by a user's operation on the selection object: set the specified action as the selected one action, and store information indicating the multiple actions in a memory unit.

[0010] In addition, in the disclosed control program, when the action screen is displayed, it is preferable that each selection object is displayed in a display manner indicating that a selection object corresponding to a specific action among the multiple actions has been selected based on information regarding the multiple actions stored in the memory unit.

[0011] In addition, it is preferable that the disclosed control program causes the terminal device to delete information regarding the multiple actions stored in the memory unit when a new competitive game is ended, and store information regarding the multiple actions performed by the user's game medium in the new competitive game in the memory unit in the order of the actions.

[0012] In addition, it is preferable that the disclosed control program causes the terminal device to cause the user's game medium to perform multiple actions in an order of actions based on information regarding the multiple actions most recently stored in the memory unit in a new competitive game.

[0013] Furthermore, in the disclosed control program, it is preferable that the memory unit stores information regarding a group including multiple game media of the user in association with information about the user, and the disclosed control program causes the terminal device to progress a competitive game between each game medium included in the group and an enemy game medium by having each game medium included in the group perform an action, stores information regarding the multiple actions performed by each game medium included in the group in the competitive game in the memory unit in association with information regarding the group, and causes each game medium of the user to perform an action in a new competitive game based on the information regarding the multiple actions of each game medium of the user stored in the memory unit.

[0014] In addition, in the disclosed control program, it is preferable that information regarding two or more groups is stored in the memory unit in association with information regarding the user, the two or more groups include the same game medium or different game media, and for each group, information regarding multiple actions performed by each game medium included in each group is stored individually in the memory unit.

[0015] In addition, the disclosed control program causes the terminal device to transmit information regarding the user's group and information regarding multiple actions performed by each game medium included in the user's group to a server device, and receive information regarding other users' groups and information regarding multiple actions performed by each game medium included in the other users' groups from the server device, and in a competitive game between each game medium included in the group and an enemy game medium, it is preferable to use the received group of other users as the user's group, and based on the received information regarding the multiple actions performed by each game medium included in the other users' groups, have each game medium used as the user's group perform the multiple actions performed by each game medium in the order of actions.

[0016] In addition, in the disclosed control program, it is preferable that the memory unit stores information regarding the user's game medium, and the disclosed control program causes the terminal device to include, in the user's group, information regarding the game medium included in other users' groups that corresponds to the information regarding the user's game medium stored in the memory unit.

[0017] In addition, it is preferable that the disclosed control program causes the terminal device to, when it obtains an instruction not to use information regarding multiple actions before the start of a new competitive game, cause the game medium to perform an action in accordance with the user's action instruction in the new competitive game.

[0018] The disclosed terminal device is a terminal device equipped with a memory unit, and is equipped with a progression unit that progresses a competitive game between the user's game medium and an enemy game medium by having the user's game medium perform an action, and a memory processing unit that stores information regarding the actions performed by the user's game medium in the competitive game in the memory unit, and the progression unit causes the user's game medium to perform an action based on the information regarding the action stored in the memory unit in a new competitive game that progresses after the competitive game has ended.

[0019] The disclosed control method is a control method for a terminal device equipped with a memory unit, and includes the steps of: the terminal device causes a user's game medium to perform an action, thereby progressing a competitive game between the user's game medium and an opponent's game medium, storing information regarding the action performed by the user's game medium in the competitive game in the memory unit, and causing the user's game medium to perform an action based on the information regarding the action stored in the memory unit in a new competitive game that progresses after the competitive game ends. Effect of the Invention

[0020] The disclosed control program, terminal device, and control method for the terminal device make it possible to reproduce the progression of a game that a user has previously played. [Brief description of the drawings]

[0021] [Figure 1] FIG. 1 is a schematic diagram for explaining an example of an overview of a game. [Diagram 2] FIG. 1 is a diagram illustrating an example of a schematic configuration of a game system. [Diagram 3] FIG. 2 is a diagram illustrating an example of a schematic configuration of a terminal device. [Figure 4] FIG. 2 illustrates an example of a schematic configuration of a server device. [Diagram 5] FIG. 1A is a diagram showing an example of the data structure of a game media table, and FIG. 1B is a diagram showing an example of the data structure of a user game media table. [Figure 6] FIG. 13 illustrates an example of a data structure of a group table. [Figure 7] 5A to 5C are diagrams illustrating examples of various screens displayed on a display device of the terminal device. [Figure 8] 5A to 5C are diagrams illustrating examples of various screens displayed on a display device of the terminal device. [Figure 9] 5A to 5C are diagrams illustrating examples of various screens displayed on a display device of the terminal device. [Figure 10] 5A to 5C are diagrams illustrating examples of various screens displayed on a display device of the terminal device. [Figure 11]FIG. 13 is a diagram showing an example of a screen displayed on a display device of the terminal device. [Figure 12] FIG. 11 is a diagram showing an example of an operation sequence of the game system. [Figure 13] FIG. 11 illustrates an example of an operational flow of a setting process. [Figure 14] FIG. 11 is a diagram illustrating an example of an operational flow of a progress process. [Figure 15] FIG. 11 is a diagram illustrating an example of an operational flow of a manual progress process. [Figure 16] FIG. 11 is a diagram illustrating an example of an operational flow of semi-automatic progress processing. [Figure 17] FIG. 11 is a diagram showing an example of an operation flow of a fully automatic progress process. [Figure 18] FIG. 11 is a diagram illustrating an example of an operational flow of a post-progression setting process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0022] Various embodiments of the present invention will be described below with reference to the drawings. However, it should be noted that the technical scope of the present invention is not limited to these embodiments, but extends to the inventions described in the claims and their equivalents.

[0023] (Game System Overview) The game system according to this embodiment includes a terminal device, such as a multi-function mobile phone (a so-called "smartphone") used by a user, and a server device connectable to the user's terminal device via a communication network. The terminal device stores a game application program transmitted from an external device, such as the server device, and progresses at least one type of game by executing instructions contained in the stored game application program. The server device stores an application program (control program), and manages progress result data of games played by users using the terminal device by executing instructions contained in the stored application program.

[0024] The game played by the user using the terminal device may be any game that can be realized by the terminal device, such as a battle game, a card game, a racing game, a shooting game, a dance game, a music game, a sports simulation game, etc. Furthermore, the game played by the user using the terminal device may be a multiplayer game in which multiple users can each operate their own terminal device to play the same game, or a single-play game in which each user can operate a terminal device to play the game alone. In this way, the user can operate the terminal device to participate in and play various games.

[0025] The server device stores information on one or more game media in association with each user. The terminal device operated by the user stores information on one or more game media associated with the user. The terminal device operated by the user may store information on one or more game media associated with other users related to the user. The "game media" is electronic data used in various games, such as characters and items. The "game media" is not limited to characters and items, but may be, for example, avatars or cards, and the "game media" may be points or parameter values. The "game media" may be any electronic data that can be acquired, held, used, managed, exchanged, synthesized, strengthened, sold, discarded, and / or donated by a user in a game. In addition, the usage manner of the "game media" is not limited to those explicitly stated in this specification.

[0026] The information about the game medium is identification information (game medium ID (identification)) indicating the game medium and / or the name of the game medium. The information about the game medium may include parameters of the game medium. The parameters are the level of the game medium, the HP (Hit Point) of the game medium, the MP (Magic Point) of the game medium, the offensive power of the game medium, the defensive power of the game medium, the attributes of the game medium, and information indicating skills that can be used by the game medium.

[0027] The level is numerical information or text information indicating the strength of the game medium in the game. HP is numerical information indicating the physical strength of the game medium, and for example, when the HP of the game medium during the game reaches or falls below a predetermined value (the predetermined value is "0 (zero)" or the like), the game medium is determined to have lost the game. MP is a numerical value that is subtracted in response to the use of a skill and / or magic by the game medium, and when the MP of the game medium is less than the amount of reduction corresponding to one use of a skill and / or magic, the user cannot perform an operation to use the skill and / or magic of the game medium during the game.

[0028] The attack power is numerical information corresponding to the amount of damage (e.g., the amount of HP reduction) inflicted on another game medium when a game medium performs an "attack" action on another game medium such as an enemy game medium. The defense power is numerical information corresponding to the amount of reduction that reduces the amount of damage inflicted on the game medium when another game medium performs an "attack" action on the game medium. Hereinafter, "attack" may be referred to as "normal attack". The attack power and defense power of a game medium become higher as the level of the game medium increases. The attribute is information indicating the appearance, nature, character, and / or performance of the game medium, and is, for example, information indicating fire, ice, lightning, earth, light, darkness, etc. In addition, the attribute may be an index indicating the nature and compatibility of attack, defense, and / or skill, and the attribute may have compatibility with other attributes. In addition, wind, physical, flying type, walking type, buff debuff, abnormal status, penetration, reflection, absorption, nullification, etc. may be used as the attribute.

[0029] A skill is a special effect that is activated during a game in response to a user's instruction. The special effect is, for example, an effect that changes the state of the game medium and / or other game media. The game medium may be an enemy game medium that competes against the game medium, or a companion game medium that competes against the enemy game medium together with the game medium. The effect of changing the state of the game medium and / or other game media may be, for example, an effect of changing at least some parameters of the game medium and / or other game media, such as "an effect of increasing the "attack power" parameter of the game medium" and / or "an effect of increasing the "speed" parameter within a predetermined effective period". The effect of changing the state of the game medium may be an effect of changing at least some parameters of one or more game media included in the group to which the game medium belongs. The special effect of changing the state of the game medium and / or other game media may be an effect of setting the game medium and / or other game media to a specific state, such as "an effect of preventing the game medium from receiving damage related to a specific attack (such as a "fire attribute" attack) from the enemy game medium during the game" or "an effect of preventing the enemy game medium from taking any action for a certain period of time during the game". The special effect may be a special technique used by a game medium to attack one or more other game media (e.g., "enemy game media"). A "special technique attack" may be any attack that is different from a "normal attack" against other game media.

[0030] Furthermore, the parameters may be any information used within the game, such as experience points, number of times it can be used, consumption rate, number of possessions (e.g., number of remaining lives), rank or title, number of uses (e.g., number of sorties), number of times the limit has been broken, level, cost of use, etc.

[0031] Information about game media is stored in association with a user as information about game media owned by the user (hereinafter sometimes referred to as "owned game media"). For example, information about game media may be stored in association with a user as information about game media owned temporarily by a user (hereinafter sometimes referred to as "rented game media"). For example, game media owned by other users (e.g., "friend users") who have a predetermined relationship with the user may be stored in association with the user. Hereinafter, various game media associated with a user may be referred to as user game media.

[0032] (Game Overview) 1 is a diagram showing an example of an outline of a game realized by the game system, terminal device, and / or server device of this embodiment. In FIG. 1, a battle game between a user game medium and an enemy game medium is shown as an example of the game.

[0033] As shown in (1) of FIG. 1, the competitive game against the enemy game medium progresses as the user game medium performs one or more actions. The action of the user game medium is an action according to an instruction input by the user operating the terminal device, or an action according to action information previously stored in the user game medium to be performed. The action of the user game medium may be an action automatically selected randomly from among multiple types of actions by the server device or the terminal device. When the game being progressed is a competitive game, the action of the user game medium is, for example, an attack against the enemy game medium and the activation of a skill of the user game medium. The action of the user game medium may be the activation of a special move of the user game medium or defense against an attack from the enemy game medium, etc.

[0034] As shown in (2) of Fig. 1, each time an action of the user game medium is performed, information indicating the action performed by the user game medium is stored as action information in the storage device, either automatically or in response to a user's instruction. Note that after the user game medium has performed all actions in the competitive game, information indicating all or some of the actions performed by the user game medium may be stored as action information in the storage device, either automatically or in response to a user's instruction. The storage device is provided in at least one of the server device and the terminal device.

[0035] Furthermore, every time the user game medium performs a predetermined number of actions in the competitive game, information indicating the predetermined number of actions may be stored in the storage device as action information, either automatically or in response to a user's instruction. For example, if action information is stored every time the user game medium performs five actions, when the fifth action is performed, information indicating the first to fifth actions is stored as action information, and when the tenth action is performed, information indicating the sixth to tenth actions is further stored as action information. In this case, for example, when the competitive game ends after the user game medium performs a thirteenth action, information indicating the eleventh to thirteenth actions (i.e., from "the action performed after the action information was last stored" to "the action performed immediately before the end") is stored as action information. Alternatively, in this case, information indicating the eleventh to thirteenth actions, information indicating a predetermined action as the fourteenth action, and information indicating a predetermined action as the fifteenth action may be stored as action information.

[0036] Furthermore, the behavioral information may be stored at predetermined time intervals after the start of the competitive game. For example, when the behavioral information is stored at 15-second intervals after the start of the competitive game, information indicating the behavior of the user game medium performed from 15 seconds after the start of the competitive game is stored as the behavioral information. Subsequently, information indicating the behavior of the user game medium performed from 15 seconds after the start of the competitive game to 30 seconds after the start of the competitive game is further stored as the behavioral information. In this case, for example, when the competitive game ends 40 seconds after the start of the competitive game, information indicating the behavior of the user game medium performed from 30 seconds after the start of the competitive game to 40 seconds after the start of the competitive game (i.e., from "the behavior performed after the behavioral information was last stored" to "the behavior performed immediately before the end") is stored as the behavioral information.

[0037] In the example shown in FIG. 1(2), the user game medium performs "action A" the first time (1st time), performs "action C" the second time, performs "action D" the third time, performs "action A" the fourth time, and performs "action B" the fifth time. When the game being played is a so-called turn-based strategy game, in the example shown in FIG. 1(2), the user game medium performs "action A" in the first turn, "action C" in the second turn, "action D" in the third turn, "action A" in the fourth turn, and "action B" in the fifth turn. When the action information stored in the storage device is information indicating a plurality of actions, the information indicating each action is stored in the order in which each action was performed.

[0038] 1(3), when a new competitive game is started in which the user game medium competes against another enemy game medium or against the same enemy game medium as the previous opponent game medium after the competitive game ends, the behavioral information of the user game medium stored in the storage device is extracted. The timing of extracting the behavioral information may be any timing (such as when the new competitive game is determined, when it starts, or after it starts) as long as it is before the user game medium performs the first action (or first turn) in the new competitive game.

[0039] As shown in (4) of Fig. 1, in the new battle game, the user game media performs an action based on the extracted action information. In the example shown in (4) of Fig. 1, the user game media performs "action A" in the first time (or first turn), "action C" in the second time (or second turn), "action D" in the third time (or third turn), "action A" in the fourth time (or fourth turn), and "action B" in the fifth time (or fifth turn).

[0040] As described above, the game system, terminal device, and / or server device of this embodiment has a function of storing one or more actions performed by the user's game medium in a game and causing the user's game medium to perform the stored one or more actions in a subsequent game. In this way, the game system, terminal device, and / or server device of this embodiment makes it possible to reproduce the progress of a game previously played by a user.

[0041] Furthermore, the game system, terminal device, and / or server device of this embodiment allows the user to pre-register actions that the user wants the user game medium to perform, in a simple manner by simply playing the game, without providing a new user interface for pre-registering actions that the user wants the user game medium to perform. In this way, the game system, terminal device, and / or server device of this embodiment can increase the variety of user interfaces related to manual play and auto play without forcing the user to perform complex operations, making it possible to provide users with an attractive game service.

[0042] The above description is merely for the purpose of deepening understanding of the contents of the present invention. The present invention is specifically implemented in the following embodiments, and may be implemented in various modified forms without substantially departing from the principles of the present invention. All such modified forms are included in the scope of the present invention and the disclosure of this specification.

[0043] (Game System 1) FIG. 2 is a diagram showing an example of a schematic configuration of the game system 1. As shown in FIG.

[0044] The game system 1 includes a terminal device 2 operated by a user, and a server device 3. The terminal device 2 and the server device 3 are connected to each other via communication networks, such as a base station 4, a mobile communication network 5, a gateway 6, and the Internet 7. Communication is performed between the terminal device 2 and the server device 3 based on a predetermined communication protocol. The predetermined communication protocol is, for example, the Hypertext Transfer Protocol (HTTP), etc.

[0045] The terminal device 2 is an information processing device such as a smartphone. The terminal device 2 may be a mobile phone, a tablet terminal, a tablet PC (Personal Computer), an e-book reader, a wearable computer, or the like. The terminal device 2 may be a portable game device, a game console, a notebook PC, or the like. The terminal device 2 may be any information processing device capable of displaying a game screen, etc. based on various data transmitted from the server device 3.

[0046] 2, one server device 3 is illustrated as a component of the game system 1, but the server device 3 may be a collection of multiple physically separate server devices (computers). In this case, each of the multiple server devices may have the same function, or may have the function of a single server device 3 in a distributed manner.

[0047] (Terminal device 2) FIG. 3 is a diagram illustrating an example of a schematic configuration of the terminal device 2. As shown in FIG.

[0048] The terminal device 2 connects to the server device 3 via the base station 4, the mobile communication network 5, the gateway 6, and the Internet 7, and communicates with the server device 3. The terminal device 2 generates various requests and the like according to various instructions input by the user, and transmits them to the server device 3. The terminal device 2 also receives various game data (such as a game media table T1, user game media information and group information, and image data of the game media, which will be described later) transmitted from the server device 3, and displays various screens. The terminal device 2 also transmits game progress result data (such as user game media information, group information (including user game media behavior information), data related to the progress of the game, and / or the result of the game) to the server device 3 during and / or at the end of the executed game. To this end, the terminal device 2 includes a communication I / F 21, a storage device 22, a display device 23, an input device 24, and a processor 25.

[0049] The communication I / F 21 is implemented as hardware, firmware, or communication software such as a TCP / IP driver or a PPP driver, or a combination of these. The terminal device 2 can transmit data to other devices such as the server device 3 and receive data from other devices via the communication I / F 21.

[0050] The storage device 22 is, for example, a semiconductor memory device such as a ROM (Read Only Memory) or a RAM (Random Access Memory). The storage device 22 stores an operating system program, a driver program, an application program, data, and the like used in processing in the processor 25. The driver programs stored in the storage device 22 are an output device driver program for controlling the display device 23, an input device driver program for controlling the input device 24, and the like. The application programs stored in the storage device 22 are control programs and the like for causing the processor 25 to execute a game progress process and a display process of various screens, and the like, based on various data stored in the storage device 22. The data stored in the storage device 22 are user identification information (e.g., a user ID) for uniquely identifying a user, display data for displaying various screens, image data of game media used by the user in the game, and the like. The storage device 22 stores a game media table T1 described later, user game media information and group information of the user operating the terminal device 2, and the like. The storage device 22 may also temporarily store data related to a predetermined process.

[0051] The display device 23 is a liquid crystal display. The display device 23 may be an organic EL (Electro-Luminescence) display or the like. The display device 23 displays moving images corresponding to moving image data supplied from the processor 25, still images corresponding to still image data, and the like. The display device 23 does not need to be a component of the terminal device 2. In this case, the display device 23 may be a head mounted display (HMD), a projection device for projection mapping, a retinal projection type projection device, or the like that can communicate with the terminal device 2 via wire or wirelessly.

[0052] The input device 24 is a pointing device such as a touch panel or a mouse. The input device 24 may be an input key or the like. The input device 24 may be a game controller device. The input device 24 may be a motion sensor such as an acceleration sensor, an angular velocity sensor, a displacement sensor, or an orientation measurement sensor. In this case, various operations are detected according to the movement of the user holding the input device 24. The input device 24 may be a tracking device such as an image sensor, an infrared center, or an optical sensor that detects the movement of the user's hand and / or finger. When the input device 24 is a touch panel, the input device 24 can detect various touch operations such as a tap, double tap, drag, swipe, pinch in, pinch out, long press, flick, and touch off by the user. The touch panel may be configured to include a capacitance-type proximity sensor and to detect a non-contact operation by the user. The user can input letters, numbers, and symbols, or a position on the display screen of the display device 23, using the input device 24. When the input device 24 is operated by the user, it generates a signal corresponding to the operation. The input device 24 then supplies the generated signal to the processor 25 as a user instruction.

[0053] The processor 25 is a processing device that loads an operating system program, a driver program, and an application program stored in the storage device 22 into a memory and executes instructions included in the loaded programs. The processor 25 is, for example, an electronic circuit such as a central processing unit (CPU), a micro processing unit (MPU), a digital signal processor (DSP), or a graphics processing unit (GPU), or a combination of various electronic circuits. The processor 25 may be realized by an integrated circuit such as an application specific integrated circuit (ASIC), a programmable logic device (PLD), a field programmable gate array (FPGA), or a micro controller unit (MCU). Although the processor 25 is illustrated as a single component in FIG. 3, the processor 25 may be a collection of multiple physically separate processors.

[0054] The processor 25 executes various commands included in an application program (control program) stored in the storage device 22, thereby functioning as a display processing unit 251, a progress unit 252, a transmission unit 253, and a reception unit 254. Details of the display processing unit 251, the progress unit 252, the transmission unit 253, and the reception unit 254 will be described later.

[0055] (Server device 3) FIG. 4 is a diagram illustrating an example of a schematic configuration of the server device 3. As shown in FIG.

[0056] The server device 3 has a function of managing various information used in the game in response to instructions from the terminal device 2. The server device 3 also has a function of transmitting various game data and the like used in the game to the terminal device 2. To this end, the server device 3 includes a communication I / F 31, a storage device 32, and a processor 33.

[0057] The communication I / F 31 is implemented as hardware, firmware, or communication software such as a TCP / IP driver or a PPP driver, or a combination of these. The server device 3 can transmit data to other devices and receive data from other devices via the communication I / F 31.

[0058] The storage device 32 is, for example, a semiconductor memory device such as a ROM or a RAM. The storage device 32 may be, for example, a magnetic disk, an optical disk, or any other storage device capable of storing data. The storage device 32 stores an operating system program, a driver program, an application program, data, and the like used in the processing in the processor 33. The computer programs stored in the storage device 32 may be installed in the storage device 32 from a computer-readable portable recording medium such as a CD-ROM or a DVD-ROM using a known setup program or the like.

[0059] The data stored in the storage device 32 is progress result data of the game played by each user, etc. The storage device 32 also stores various game data related to the progress of the game (such as a game media table T1, a user game media table T2, and a group table T3 described below, as well as image data of the game media, etc.). The storage device 32 may temporarily store data related to a predetermined process. In other words, the storage device 32 may include a volatile memory (Random Access Memory, RAM) and store dynamic data that changes according to the progress of the game.

[0060] Hereinafter, an example of the data structure of the game media table T1, the user game media table T2, and the group table T3 stored in the storage device 32 will be described with reference to FIGS.

[0061] (Game Media Table T1) 5(a) is a diagram showing an example of the data structure of the game media table T1. The game media table T1 is used to manage multiple game media used in a game provided to multiple terminal devices 2 by the server device 3. The game media table T1 is transmitted from the server device 3 to the terminal device 2 before the start of the game, at the start of the game, and / or during the game, and the receiving unit 254 of the terminal device 2 stores the game media table T1 received from the server device 3 in the storage device 22.

[0062] In the game medium table T1, for each of a plurality of game media, a game medium ID, a name of the game medium, attributes of the game medium, an image of the game medium, and information indicating the skill of the game medium are stored in association with one another. The image is identification information for identifying image data representing the appearance of the game medium. The image may be identification information for identifying image data representing an icon image imitating the appearance of the game medium. The image may also be identification information for identifying image data representing a character string of the name of the game medium. In addition, various image data such as image data representing the appearance of the game medium, image data of an icon image imitating the appearance of the game medium, and image data representing a character string of the name of the game medium may be stored as the image. The various image data of the game medium are displayed on the display device 23 of the terminal device 2, allowing the user to visually recognize the game medium.

[0063] In the example shown in Figure 5(a), there are two types of information indicating the skills associated with the game media ID, but one type of information indicating a skill may be associated with the game media ID, or three or more types of information indicating a skill may be associated with the game media ID.

[0064] (User game media table T2) 5(b) is a diagram showing an example of the data structure of the user game media table T2. The user game media table T2 is used to manage information on user game media associated with each user.

[0065] In the user game medium table T2, a user ID and user game medium information are stored in association with each other for each user. The user game medium information is information related to the user game medium, and may include, for each user game medium of each user, the game medium ID of the user game medium, the level of the user game medium, the HP and MP of the user game medium, and information indicating skills currently available for the user game medium.

[0066] In the example shown in Figure 5 (b), a user with user ID "U-0000001" is associated with user game media with game media ID "C-001", user game media with game media ID "C-003", user game media with game media ID "C-008", user game media with game media ID "C-012", etc.

[0067] The user game medium with game medium ID "C-001" can currently use the "MMM" and "RRR" skills, but the user game medium with game medium ID "C-003" cannot currently use any skills. Additionally, the user game medium with game medium ID "C-008" can currently use the "VVV" skill.

[0068] Information indicating skills currently available to the user game medium is stored in the user game medium table T2 by, for example, the storage processing unit 333 of the server device 3 based on skill imparting rules. An example of the skill imparting rules will be described below. For example, when the level of the user game medium is below a first level, the information indicating skills is not associated with the game medium ID of the user game medium. Next, when the level of the user game medium reaches the first level, the storage processing unit 333 stores information indicating skill 1 in the user game medium table T2 in association with the game medium ID of the user game medium. Then, when the level of the user game medium reaches a second level higher than the first level, the storage processing unit 333 stores information indicating skill 2 in the user game medium table T2 in association with the game medium ID of the user game medium.

[0069] For example, the user game medium with game medium ID "C-003" associated with the user with user ID "U-0000001" shown in FIG. 5(b) has not reached the first level. Therefore, the user game medium with game medium ID "C-003" cannot currently use the "PPP" skill and the "TTT" skill associated with game medium ID "C-003" in game medium table T1. Note that the first and second levels may be different values ​​for each user game medium, or may be values ​​common to at least two or more user game media.

[0070] The user game media information associated with each user stored in the user game media table T2 is transmitted from the server device 3 to the terminal device 2 of each user before, at, and / or during the start of the game. The receiving unit 254 of the terminal device 2 of each user stores the user game media information associated with each user received from the server device 3 in the storage device 22. For example, the server device 3 transmits the user game media information associated with the user ID "U-0000001" shown in FIG. 5(b) to the terminal device 2 of the user with the user ID "U-0000001", and the terminal device 2 of the user with the user ID "U-0000001" stores the user game media information received from the server device 3 in the storage device 22. Note that the process of associating the information indicating the skill based on the skill imparting rule is not limited to the process executed by the storage processing unit 333 of the server device 3, and may be executed by the progression unit 252 of the terminal device 2 for the user game media information stored in the storage device 22.

[0071] (Group table T3) 6 is a diagram showing an example of the data structure of the group table T3. The group table T3 is used to manage information about groups including multiple user game contents used in a game by each user.

[0072] In the group table T3, a user ID and group information are stored in association with each other for each user. The group information is information about a group including multiple user game media used by the user in the game. Hereinafter, a group used by the user in the game may be simply referred to as a "user's group." For example, if the user game media is a game character used in a competitive game, the group is a guild or a party, etc. Also, if the user game media is a player character used in a sports game, the group is a sports team. A user can use multiple user game media included in the selected group in the game by selecting one of the groups associated with the user ID indicating the user.

[0073] The group information includes, for example, the group ID of the group, the game media IDs of each of the multiple user game media included in the group, behavior information, and information indicating whether or not other users can use the group.

[0074] In the example shown in FIG. 6, a user with a user ID "U-0000001" is associated with a group with a group ID "G-0000001-1" and a group with a group ID "G-0000001-2". The number of groups associated with a user is one or more, and an upper limit may be set on the number of groups associated with a user. This upper limit may increase or decrease according to the progress of the game. Each group includes three user game media. The number of user game media included in each group may be any number equal to or greater than two, and an upper limit may be set on the number of user game media included in each group. This upper limit may increase or decrease according to the progress of the game.

[0075] In the example shown in FIG. 6, the group with group ID "G-0000001-1" includes a user game medium with game medium ID "C-001", a user game medium with game medium ID "C-008", and a user game medium with game medium ID "C-012". In addition, as the behavior information of the user game medium with game medium ID "C-001", information indicating an "attack" behavior is stored as the first information, information indicating an action to activate "skill 1" is stored as the second information, information indicating an action to activate "skill 1" is stored as the third information, information indicating an "attack" behavior is stored as the fourth information, information indicating an action to activate "skill 2" is stored as the fifth information, and so on. The information indicating whether or not other users can use the behavior information of each user game medium included in the group is information indicating whether or not the behavior information can be used by other users other than the user associated with the group. In the example shown in FIG. 6, the behavior information of the group with group ID "G-0000001-1" is set to be available to other users other than the user with user ID "U-0000001."

[0076] In addition, the same game medium may be included in at least two or more groups among the multiple groups associated with one user. For example, as shown in Fig. 6, both of the group with group ID "G-0000001-1" and the group with group ID "G-0000001-2" associated with the user with user ID "U-0000001" include user game medium with game medium ID "C-012". In addition, game medium that is the same as game medium included in one group among the multiple groups associated with one user may be controlled so as not to be included in other groups among the multiple groups associated with the one user.

[0077] In this manner, in the present embodiment, by configuring the behavioral information of one user game medium to be individually stored for each of the multiple groups to which the one user game medium belongs, it becomes possible to store appropriate behavior of the one user game medium in accordance with the behavior of other characters in each group. This eliminates the need for the user to erase the behavioral information related to the group that has been stored up until now every time the one user game medium is added to a new group, which means that the number of operations by the user can be reduced and operability and usability can be improved.

[0078] The group information associated with each user stored in the group table T3 is transmitted from the server device 3 to the terminal device 2 of each user before the start of the game, at the start of the game, and / or during the game. The receiving unit 254 of the terminal device 2 of each user stores the group information associated with the user ID indicating each user received from the server device 3 in the storage device 22. For example, the server device 3 transmits group information associated with the user ID "U-0000001" shown in FIG. 6 to the terminal device 2 of the user with the user ID "U-0000001", and the terminal device 2 of the user with the user ID "U-0000001" stores the group information received from the server device 3 in the storage device 22.

[0079] Returning to Fig. 4, the processor 33 is a processing device that loads the operating system program, driver programs, and application programs stored in the storage device 32 into memory and executes instructions included in the loaded programs. The processor 33 is, for example, an electronic circuit such as a CPU, an MPU, a DSP, or a GPU, or a combination of various electronic circuits. The processor 33 may be realized by an integrated circuit such as an ASIC, a PLD, an FPGA, or an MCU. Although the processor 33 is illustrated as a single component in Fig. 4, the processor 33 may be a collection of multiple physically separate processors.

[0080] The processor 33 executes various commands included in an application program (control program) stored in the storage device 32, thereby functioning as a server receiving unit 331, a server transmitting unit 332, and a storage processing unit 333. The details of the server receiving unit 331, the server transmitting unit 332, and the storage processing unit 333 will be described later.

[0081] (Explanation of each screen) Hereinafter, various screens displayed on the display device 23 of the terminal device 2 will be described with reference to FIGS.

[0082] (Selection screen 700) 7(a) is a diagram showing an example of a selection screen 700 displayed on the display device 23 of the terminal device 2. The selection screen 700 is displayed, for example, when a group selection button included in a home screen (not shown) is instructed by the user. The home screen may include, for example, a start icon (not shown) indicating a control program (e.g., a game application program), etc. is displayed when instructed by the user through operation of the input device 24.

[0083] The selection screen 700 includes group display areas 701 a , 701 b , and 701 c , and a screen display end button 702 .

[0084] The group display areas 701a, 701b, and 701c correspond to three groups that the user of the terminal device 2 can use in the game. Hereinafter, the group display areas 701a, 701b, and 701c may be collectively referred to as the group display area 701. The group display areas 701 included in the selection screen 700 are not limited to the three types shown in FIG. 7(a), and may be two or less types or four or more types. In this case, the group information associated with the user ID in the group table T3 may be one group information or two or more group information, and an upper limit may be set on the number of group information associated with the user ID in the group table T3 (i.e., the number of groups associated with the user).

[0085] In the group display area 701a, an image showing three user game media set in the group corresponding to the group display area 701a (hereinafter, sometimes referred to as "group 1"). In the group display area 701b, an image showing three user game media set in the group corresponding to the group display area 701b (hereinafter, sometimes referred to as "group 2"). In the group display area 701c, information showing that no user game media is set in the group corresponding to the group display area 701c (hereinafter, sometimes referred to as "group 3"). "User game media set in a group" is an example of "user game media included in a group". Note that instead of an image showing the user game media displayed in the group display area 701, or in addition to an image showing the user game media displayed in the group display area 701, a character string (such as a name) showing the user game media may be displayed. Note that the number of images showing the user game media displayed in the group display area 701 is not limited to three as shown in FIG. 7(a), and may be two or less types or four or more types. In this case, the game media ID associated with each group ID in the group table T3 may be one game media ID or two or more game media IDs, and an upper limit may be set on the number of game media IDs associated with each group ID (i.e., the number of user game media included in the group).

[0086] When a group display area 701 corresponding to a group for which user game content has been set (e.g., group 1 or group 2) is selected by a user's operation of the input device 24, a group screen 710 relating to the group corresponding to the selected group display area 701 is displayed. When a group display area 701 corresponding to a group for which user game content has not been set (e.g., group 3) is selected by a user's operation of the input device 24, a new setting screen 1010 relating to the group corresponding to the selected group display area 701 is displayed. When any of the group display areas 701 has been selected by the user, the display of the selection screen 700 may be terminated.

[0087] The screen display end button 702 is a button object for the user to instruct the end of the display of the selection screen 700 and the display of the home screen.

[0088] (Group Screen 710) Fig. 7(b) is a diagram showing an example of a group screen 710 displayed on the display device 23 of the terminal device 2. The group screen 710 is a screen that is displayed when the user selects the group display area 701 corresponding to the group in which the user game content is set on the selection screen 700. For example, the group screen 710 shown in Fig. 7(b) is displayed when the user selects the group display area 701a on the selection screen 700 shown in Fig. 7(a).

[0089] The group screen 710 includes game media display areas 711 a , 711 b , and 711 c , a usable object 712 , a game start command button 713 , an action screen display button 714 , and a screen display end button 715 .

[0090] The game media display areas 711a, 711b, and 711c correspond to the multiple user game media included in the group ("Group 1" in the example shown in FIG. 7(b)) related to the group screen 710. Hereinafter, the game media display areas 711a, 711b, and 711c may be collectively referred to as the game media display area 711. The game media display area 711 includes information on the user game media corresponding to the game media display area 711. In the example shown in FIG. 7(b), the game media display area 711a includes information indicating the level, HP, MP, attack power, and defense power of the user game media (hereinafter may be referred to as the "user game media U1") corresponding to the game media display area 711a. In addition, the game media display area 711b includes information indicating the level, HP, MP, attack power, and defense power of the user game media (hereinafter may be referred to as the "user game media U2") corresponding to the game media display area 711b. The game media display area 711c includes information indicating the level, HP, MP, attack power, and defense power of the user game media (hereinafter sometimes referred to as "user game media U3") corresponding to the game media display area 711c. Information regarding the user game media included in the game media display area 711 may include information indicating the attributes of the game media, skills that the game media can use, and the like. The number of game media display areas 711 is not limited to three as shown in FIG. 7(b). The number of game media display areas 711 may be the same as the number of user game media included in the groups related to the group screen 710, or may be less than the number of user game media included in the groups related to the group screen 710.

[0091] The usability object 712 is a check box object for a user to select whether or not the stored behavior information is to be used for a plurality of user game media included in a group related to the group screen 710 when the group is used in the game. For example, when a usability object 712 without a "check" mark is designated by a user's operation of the input device 24, a "check" mark is displayed on the usability object 712. When a "check" mark is displayed on the usability object 712, the stored behavior information is set to be used in the game for a plurality of user game media included in the group related to the group screen 710. When a usability object 712 with a "check" mark is designated by a user's operation of the input device 24, the display of the "check" mark on the usability object 712 is terminated. When a "check" mark is not displayed on the usability object 712, the stored behavior information is set not to be used in the game for a plurality of user game media included in the group related to the group screen 710.

[0092] The game start instruction button 713 is a button object for starting a game using a group related to the group screen 710. When the game start instruction button 713 is selected by the user operating the input device 24, a game using a group related to the group screen 710 is started, and game screens 900, 910 are displayed. When the game start instruction button 713 is selected by the user operating the input device 24, the display of the group screen 710 may be terminated.

[0093] The action screen display button 714 is a button object for a user to instruct the display of an action screen 800 including action information of each of a plurality of user game contents included in a group related to the group screen 710. In the example shown in FIG. 7(b), when the action screen display button 714 is selected by the user operating the input device 24, An action screen 800 including action information of each of the three user game media included in the related group is displayed. When the action screen display button 714 is selected by the user operating the input device 24, the display of the group screen 710 may be terminated.

[0094] The screen display end button 715 is a button object for the user to instruct the end of the display of the group screen 710 and the display of the selection screen 700.

[0095] In this embodiment, the function of the selection screen 700 may be provided in the group screen 710. For example, when the group screen 710 includes a group switching object, when the group switching object is selected by the user, the group screen 710 related to the corresponding other group may be displayed. For example, when a group selection object is selected by the user on the group screen 710 (group screen 710 related to group 1) shown in FIG. 7(b), the group screen 710 related to group 2 is displayed, when a group selection object is selected by the user on the group screen 710 related to group 2, the group screen 710 related to group 3 is displayed, and when a group selection object is selected by the user on the group screen 710 related to group 3, the group screen 710 related to group 1 (FIG. 7(b)) is displayed. Note that when a group selection button included in a home screen (not shown) is designated by the user, the group screen 710 shown in FIG. 7(b) is displayed first.

[0096] (Action screen 800) 8(a) is a diagram showing an example of an action screen 800 displayed on the display device 23 of the terminal device 2. The action screen 800 is a screen that is displayed when the action screen display button 714 is selected by the user on the group screen 710. The action screen 800 is a screen for displaying the action information of each of a plurality of user game media included in the same group as the group related to the group screen 710.

[0097] The behavior screen 800 includes behavior information display areas 801 a , 801 b , and 801 c , a fully automatic setting object 804 , a provision possibility object 805 , a reflection button 806 , and a screen display end button 807 .

[0098] The behavior information display areas 801a, 801b, and 801c correspond to the user game media of the multiple game media display areas 711a, 711b, and 711c included in the group screen 710. Hereinafter, the behavior information display areas 801a, 801b, and 801c may be collectively referred to as the behavior information display area 801. In the example shown in FIG. 8(a), the behavior information display area 801a includes behavior information 802a of the user game media U1 and a setting screen display button 803a. The behavior information display area 801b includes behavior information 802b of the user game media U2 and a setting screen display button 803b. The behavior information display area 801c includes behavior information 802c of the user game media U3 and a setting screen display button 803c. The number of behavior information display areas 801 is not limited to three as shown in FIG. 8(a). The number of behavior information display areas 801 is the same as the number of user game media included in the group on the group screen 710.

[0099] The behavior information 802a, 802b, and 802c indicate behavior information set for the user game media U1, U2, and U3, respectively. The setting screen display buttons 803a, 803b, and 803c are button objects for the user to instruct a change to the behavior information set for the user game media U1, U2, and U3, respectively. Hereinafter, the behavior information 802a, 802b, and 802c may be collectively referred to as behavior information 802, and the setting screen display buttons 803a, 803b, and 803c may be collectively referred to as setting screen display buttons 803.

[0100] In the case where the action screen 800 is displayed in response to the user's selection of the action screen display button 714 (FIG. 7(b)), the action information 802 shows the action information of the user game media included in the group related to the action screen 800, which is stored in the group information. In addition, in the case where the action screen 800 is displayed in response to the user's selection of the setting button 815 of the setting screen 810 (FIG. 8(b)) described later, the action information of the user game media set in the setting screen 810 is reflected in the action information 802. In this case, the action information stored in the group information is displayed in the action information 802 of the user game media not set in the setting screen 810. Note that, in the case where the group information does not store the action information of the user game media included in the group related to the action screen 800, a predetermined action (e.g., an "attack" action) may be automatically set and displayed as all the actions in the action information 802 of the user game media.

[0101] The behavior information 802a shown in Fig. 8(a) shows that the first (or first turn) action to the fifteenth (or fifteenth turn) action are set as the behavior information of the user game medium U1. In the example shown in Fig. 8(a), for example, the behavior information of the user game medium U1 has an "attack" action set as the first, an action that activates "skill 1" set as the second, an action that activates "skill 1" set as the third, an "attack" action set as the fourth, an action that activates "skill 2" set as the fifth, and an action that activates "skill 1" set as the sixth.

[0102] The behavior information 802b shown in Fig. 8(a) shows that the first (or first turn) action to the fifteenth (or fifteenth turn) action are set as the behavior information of the user game medium U2. In the example shown in Fig. 8(a), for example, the behavior information of the user game medium U2 has an "attack" action set as the first, an "attack" action set as the second, an "attack" action set as the third, an "attack" action set as the fourth, an action that activates "skill 1" set as the fifth, and an "attack" action set as the sixth.

[0103] The behavior information 802c shown in Fig. 8(a) shows that the first (or first turn) action to the fifteenth (or fifteenth turn) action are set as the behavior information of the user game medium U3. In the example shown in Fig. 8(a), for example, the behavior information of the user game medium U3 has an action that activates "skill 2" set as the first, an action that activates "skill 1" set as the second, an action that activates "skill 2" set as the third, an action that activates "skill 2" set as the fourth, an action that activates "attack" set as the fifth, and an action that activates "skill 2" set as the sixth.

[0104] Actions that can be set as the action information of the user game medium are not limited to actions up to the 15th (or 15th turn). For example, actions that can be set as the action information of the user game medium may be actions from the 1st (or 1st turn) action to the 10th (or 10th turn) action, or actions from the 1st (or 1st turn) action to the 25th (or 25th turn). Actions that can be set as the action information of the user game medium may be actions from the 6th (or 6th turn) action to the 15th (or 15th turn) action, or actions from the 20th (or 20th turn) action to the 30th (or 30th turn). Actions that can be set as the action information of the user game medium may be only the 1st (or 1st turn) action, or only the 5th (or 5th turn) action.

[0105] When the setting screen display button 803 is selected by the user operating the input device 24, a setting screen 810 for setting the behavior information of the user game medium corresponding to the selected setting screen display button 803 is displayed.

[0106] The full auto setting object 804 is a check box object that allows the user to select whether or not, when a group related to the action screen 800 is used in a game, the multiple user game media included in this group are controlled to automatically perform actions based on the corresponding action information.

[0107] For example, when a fully automatic setting object 804 that does not display a "check" mark is designated by a user operating the input device 24, a "check" mark is displayed on the fully automatic setting object 804. When a "check" mark is displayed on the fully automatic setting object 804, a setting (hereinafter sometimes referred to as a "fully automatic setting") that automatically performs actions based on stored action information within the game for multiple user game media included in a group related to the action screen 800 is enabled.

[0108] Furthermore, when the fully automatic setting object 804 displaying the "check" mark is designated by the user operating the input device 24, the display of the "check" mark of the fully automatic setting object 804 is terminated. When the "check" mark is not displayed on the fully automatic setting object 804, a setting in which an action instruction object in which an action based on stored action information is already selected in the game is displayed (hereinafter, may be referred to as "semi-automatic setting") is enabled for a plurality of user game media included in a group related to the action screen 800. Note that the fully automatic setting object 804 does not have to be included in the action screen 800, and in this case, for example, the fully automatic setting may be set to be enabled and the semi-automatic setting may be set to be disabled in advance.

[0109] The provision possibility object 805 is a check box object for a user to select whether or not to provide the action information of each user game medium included in the group related to the action screen 800 to another user. For example, when a provision possibility object 805 without a "check" mark is designated by a user's operation of the input device 24, a "check" mark is displayed on the provision possibility object 805. When a "check" mark is displayed on the provision possibility object 805, the action information of each of the multiple user game media included in the group related to the action screen 800 is set to be usable by other users. Also, when a provision possibility object 805 with a "check" mark is designated by a user's operation of the input device 24, the display of the "check" mark on the provision possibility object 805 is terminated. When a "check" mark is not displayed on the provision possibility object 805, the action information of each of the multiple user game media included in the group related to the action screen 800 is set to be unusable by other users.

[0110] The reflect button 806 is a button object for displaying information indicating a plurality of actions actually performed by each user game medium in the previously progressed game in the action information 802a, 802b, and 802c as action information. As described later, in the competitive game of this embodiment, when the game ends, information indicating a plurality of actions actually performed by each user game medium in the ended game is temporarily stored in the storage device 22 for each group. When the reflect button 806 is selected by the user operating the input device 24, information indicating a plurality of actions actually performed by each user game medium included in the group related to the action screen 800 stored in the storage device 22 in the previous game is displayed in the action information 802a, 802b, and 802c. Furthermore, the action information of each user game medium displayed in the action information 802a, 802b, and 802c is stored in the group information in association with the group related to the action screen 800.

[0111] The screen display end button 807 is a button object for the user to instruct the end of the behavior screen 800 display and the display of the group screen 710 .

[0112] (Settings screen 810) FIG. 8(b) is a diagram showing an example of a setting screen 810 displayed on the display device 23 of the terminal device 2. The setting screen 810 is a screen displayed when the setting screen display button 803 is selected by the user on the behavior screen 800 (FIG. 8(a)). For example, when the setting screen display button 803a shown in FIG. 8(a) is selected by the user, the setting screen 810 for setting behavior information of the user game medium U1 is displayed. When the setting screen display button 803b is selected by the user, the setting screen 810 for setting behavior information of the user game medium U2 is displayed. When the setting screen display button 803c is selected by the user, the setting screen 810 for setting behavior information of the user game medium U3 is displayed. The setting screen 810 shown in FIG. 8(b) is a screen for setting behavior information of the user game medium U1.

[0113] The setting screen 810 includes user game media information 811 , action information 812 , an action option object 813 , a reflect button 814 , a setting button 815 , and a screen display end button 816 .

[0114] The user game medium information 811 shows information about the user game medium that uses the behavior information set on the setting screen 810. In the example shown in FIG. 8(b), an image showing the user game medium U1, the level of the user game medium U1, HP, and MP are displayed as the user game medium information 811. The user game medium information 811 may be at least one type of information among an image showing the user game medium U1, the level of the user game medium U1, the HP of the user game medium U1, and the MP of the user game medium U1. Other information about the user game medium (e.g., the skill of the user game medium U1) may also be displayed.

[0115] Behavior information of the user game media is displayed in behavior information 812. When the setting screen 810 is displayed in response to the user's selection of the setting screen display button 803 (FIG. 8(a)), the behavior information 812 is the same as the behavior information 802 of the user game media corresponding to the setting screen display button 803. The behavior information 812 displays the first (or first turn) action through the fifteenth (or fifteenth turn) action.

[0116] The action option object 813 displays a plurality of selectable action candidates corresponding to each of the first to fifteenth actions in the action information 812. The action candidates shown in Fig. 8(b) are an "attack" action, an action that activates "skill 1", and an action that activates "skill 2". As the action option object 813, a button object indicating the "attack" action, a button object indicating the action that activates "skill 1", and a button object indicating the action that activates "skill 2" are displayed.

[0117] 8(b), the action "attack" is set as the first action in the action information 812. Therefore, in the action option object 813 corresponding to the first action in the action information 812, the button object indicating the action "attack" is displayed in a display manner indicating that it is selected, and the button object indicating the action that activates "skill 1" and the button object indicating the action that activates "skill 2" are displayed in a display manner indicating that they are selectable.

[0118] When the user selects either one of the button object indicating the action of activating "skill 1" and the button object indicating the action of activating "skill 2" among the action option object 813 corresponding to the first action of the action information 812, the action indicated by the selected button object is set as the first action of the action information 812. For example, when the button object indicating the action of activating "skill 1" among the action option object 813 corresponding to the first action of the action information 812 is selected by the user, the first action of the action information 812 is changed from the action of "attack" to the action of activating "skill 1". Then, the button object indicating the action of activating "skill 1" selected by the user is displayed in a display manner indicating that it is selected, and the button object indicating the action of "attack" is displayed in a display manner indicating that it is selectable.

[0119] The reflect button 814 is a button object for displaying information indicating a plurality of actions actually performed by the user game media in the previously progressed game as behavior information in the behavior information 812. As described later, in the competitive game of this embodiment, when the game ends, information indicating a plurality of actions actually performed by each user game media in the ended game is temporarily stored in the storage device 22 for each group. When the reflect button 814 is selected by the user operating the input device 24, information indicating a plurality of actions of the user game media related to the setting screen 810, among the information indicating a plurality of actions actually performed by each user game media included in the group related to the behavior screen 800 in the previous game stored in the storage device 22, is displayed in the behavior information 812.

[0120] The setting button 815 is a button object that becomes selectable by the user when the action information 812 has been changed since the setting screen 810 was displayed in response to a user's operation on the action option object 813. When the action information 812 has been changed since the setting screen 810 was displayed, when the setting button 815 is selected by the user, the action information of the user game medium indicated in the changed action information 812 is stored in the group information as the action information of the user game medium included in the group related to the action screen 800.

[0121] The screen display end button 816 is a button object for the user to instruct the end of the display of the setting screen 810 and the display of the behavior screen 800. Even if the behavior information 812 has been changed since the setting screen 810 was displayed, if the setting button 815 is not selected and the screen display end button 816 is selected by the user, the behavior information 812 after the change is not stored in the group information as the behavior information of the user game medium and is not set as the behavior information 802, and the behavior screen 800 is redisplayed. In this case, before the display of the setting screen 810 is ended, a notice screen may be displayed to display information indicating that the behavior information 812 after the change is not stored in the group information as the behavior information of the user game medium and / or is not set as the behavior information 802. A button for displaying the behavior screen 800 and a button for canceling the end of the display of the setting screen 810 are displayed on the notice screen. When a button for displaying the action screen 800 is selected by the user operating the input device 24, the action screen 800 is redisplayed without storing the changed action information 812 in the group information as the action information of the user game medium and without being set as the action information 802. When a button for canceling the end of the display of the setting screen 810 is selected by the user operating the input device 24, the action screen 800 is not redisplayed, and the display of the setting screen 810 is maintained.

[0122] (Game screen 900) FIG. 9(a) is a diagram showing an example of a game screen 900 displayed on the display device 23 of the terminal device 2. The game screen 900 is displayed when the game start instruction button 713 is selected by the user operating the input device 24 on the group screen 710 (FIG. 7(b)). In the example shown in FIG. 9(a), the game screen 900 is a screen displayed when the behavior information can be used and the full auto setting is enabled for each user game medium included in the group related to the group screen 710 (information indicating the full auto setting, which will be described later, is stored). Alternatively, the game screen 900 is displayed when the auto switch button 908 (FIG. 9(b)), which will be described later, is selected. The game proceeding on the game screen 900 shown in FIG. 9(a) is a competitive game between the group related to the group screen 710 and an enemy game medium.

[0123] The game screen 900 includes a user game medium 901, an enemy game medium 902, operation images 903a, 903b, and 903c, action display objects 904a, 904b, and 904c, an action button 905, and an auto switch button 906. Hereinafter, the action display objects 904a, 904b, and 904c may be collectively referred to as action display objects 904. Note that since the game screen 900 is a screen for a game in which the full auto setting is enabled, the action button 905 is not used (the details of the action button 905 will be described later). The action button 905 does not have to be included in the game screen 900 (it does not have to be displayed).

[0124] The user game medium 901 is placed on a predetermined game field, automatically performs actions based on the stored behavioral information, and competes against the enemy game medium 902. The enemy game medium 902 is an NPC (Non Player Character) placed on a predetermined game field. The enemy game medium 902 may be another user's user game medium (hereinafter sometimes referred to as "other user's game medium") operated by another user. When the enemy game medium 902 is another user's game medium and behavioral information of the other user's game medium is stored in the storage device 22, the behavior of the other user's game medium may also be performed in accordance with the stored behavioral information of the other user's game medium.

[0125] The operation images 903a, 903b, and 903c are icon images corresponding to the user game media 901, respectively. The action display objects 904a, 904b, and 904c are displayed adjacent to the operation images 903a, 903b, and 903c, respectively, and actions performed based on the action information of the corresponding user game media are displayed in order. In the example shown in FIG. 9(a), an action display object 904a indicating the activation of an action "skill 1 (MMM)" performed by the user game media 901 corresponding to the operation image 903a is displayed, an action display object 904b indicating the action "attack" performed by the user game media 901 corresponding to the operation image 903b is displayed, and an action display object 904c indicating the activation of an action "skill 2 (FFF)" performed by the user game media 901 corresponding to the operation image 903c is displayed. Note that the action display object 904 of one action is automatically displayed from the time when the action previous to the one action is ended until the one action is ended. In the game screen 900 of this embodiment, the action display objects 904a, 904b, and 904c do not necessarily have to be displayed.

[0126] The auto switch button 906 is a button object that allows the user to instruct the user to disable the full auto setting for the user's game media and enable the semi-auto setting for the user's game media. When the user selects the auto switch button 906, the full auto setting is disabled and the semi-auto setting is enabled, and the game screen 900 is changed to a game screen 910, which will be described later.

[0127] (Game screen 910) FIG. 9(b) is a diagram showing an example of a game screen 910 displayed on the display device 23 of the terminal device 2. The game screen 900 is displayed when the game start instruction button 713 is selected by the user's operation of the input device 24 on the group screen 710 (FIG. 7(b)). In the example shown in FIG. 9(b), the game screen 910 is a screen displayed when the behavior information can be used and the semi-automatic setting is enabled for each user game medium included in the group related to the group screen 710 (information indicating the semi-automatic setting, which will be described later, is stored). Alternatively, the game screen 910 is displayed when the auto-switch button 906 (FIG. 9(a)) is selected. The game proceeding on the game screen 910 shown in FIG. 9(b) is a competitive game between the group related to the group screen 710 and an enemy game medium, similar to the game screen 900.

[0128] The game screen 910 shown in FIG. 9(b) is identical to the game screen 900 shown in FIG. 9(a) except that action selection objects 907a, 907b, and 907c are displayed instead of the action display objects 904a, 904b, and 904c, and an auto-switching button 908 is displayed instead of the auto-switching button 906.

[0129] The action selection objects 907a, 907b, and 907c are displayed adjacent to the operation images 903a, 903b, and 903c, respectively. Each of the action selection objects 907a, 907b, and 907c is displayed as a selectable candidate object corresponding to an action that the corresponding user game medium can perform. The action selection object 907 for one action is automatically displayed when the action previous to the one action is completed. The action selection objects 907a, 907b, and 907c do not have to be displayed automatically. For example, in the game screen 910, the action display objects 904a, 904b, and 904c are automatically displayed as in the game screen 900, and when one of the action display objects 904a, 904b, and 904c is selected by the user's operation of the input device 24, the corresponding action selection object 907a, 907b, and 907c is displayed. This allows the user to select a candidate object corresponding to each action.

[0130] In the example shown in FIG. 9(b), as the behavior selection object 907a, a candidate object for selecting the behavior "attack", a candidate object for selecting the activation of the behavior "skill 1 (MMM)", and a candidate object for selecting the activation of the behavior "skill 2 (RRR)" are displayed so that the user can select from them. Also, as the behavior selection object 907b, a candidate object for selecting the behavior "attack", and a candidate object for selecting the activation of the behavior "skill 1 (VVV)" are displayed so that the user can select from them. Also, as the behavior selection object 907c, a candidate object for selecting the behavior "attack", a candidate object for selecting the activation of the behavior "skill 1 (WWW)", and a candidate object for selecting the activation of the behavior "skill 2 (FFF)" are displayed so that the user can select from them.

[0131] In the game screen 910, since the semi-automatic setting is enabled for each user game medium, among the action selection objects 907 of each user game medium, the candidate objects for the action set for the next turn are displayed in a state of being automatically selected based on the stored action information. In the example shown in FIG. 9(b), among the action selection objects 907a, the candidate objects for selecting the activation of the action "Skill 1 (MMM)" are displayed in a selected state. Furthermore, among the action selection objects 907b, the candidate objects for selecting the action "Attack" are displayed in a selected state. Furthermore, among the action selection objects 907c, the candidate objects for selecting the activation of the action "Skill 2 (FFF)" are displayed in a selected state. When the user wants the user game medium to perform an action corresponding to the candidate object in the selected state, the user does not need to perform any operation on the action selection object 907. When the user wants the user game medium to perform an action other than the action corresponding to the candidate object in the selected state, the user performs an operation of selecting a candidate object other than the candidate object in the selected state among the action selection objects 907. After automatic selection of a candidate object or manual selection of a candidate object by the user, when the action button 905 is selected by the user, each user game medium performs an action corresponding to the candidate object selected automatically or manually by the user.

[0132] In this way, when the semi-automatic setting is enabled for the user game medium, the actions set for the next turn can be automatically presented to the user, thereby improving the performance of the user interface of the game system 1 and / or the terminal device 2.

[0133] The auto switch button 908 is a button object for the user to instruct to disable the semi-auto setting for the user's game medium and enable the full auto setting for the user's game medium. When the user selects the auto switch button 908, the semi-auto setting is disabled and the full auto setting is enabled, and the game screen 910 is changed to the game screen 900.

[0134] In the case where the action information is not available for each user game medium included in the group related to the group screen 710 (FIG. 7(b)), when the game start instruction button 713 is selected by the user's operation of the input device 24 on the group screen 710, a normal game screen (not shown) is displayed. The normal game screen is the same as the game screen 910 except that the action selection object 907 is not displayed in a state in which a candidate object is automatically selected. Note that the action selection object 907 may be displayed in a state in which no candidate object is selected, or in a state in which a candidate object corresponding to a predetermined action (e.g., an "attack" action) is selected. On the normal game screen, the user selects any candidate object from the action selection objects 907 displayed adjacent to the operation image 903, and when the action button 905 is selected by the user, each user game medium performs an action corresponding to the candidate object selected by the user. Note that the action selection object 907 does not have to be displayed automatically on the normal game screen. For example, even in a normal game screen, the action display object 904 is automatically displayed as in the game screen 900, and when one of the action display objects 904 is selected by the user operating the input device 24, the corresponding action selection object 907 is displayed. This allows the user to select candidate objects corresponding to various actions. Note that the display mode of the automatically displayed action display object 904 may be a display indicating that no action has been selected or a blank display, or a display in which a candidate object corresponding to a predetermined action (e.g., the action of "attack") has been selected.

[0135] (After progress action screen 1000) 10(a) is a diagram showing an example of a post-progression action screen 1000 displayed on the display device 23 of the terminal device 2. The post-progression action screen 1000 is automatically displayed when the game of the game screens 900 and 910 is ended. Note that after the game of the game screens 900 and 910 is ended, a game result screen (not shown) showing the result of the game is automatically displayed, and the post-progression action screen 1000 may be displayed when an action screen display button included in the game result screen is selected by the user's operation of the input device 24. When the game of the game screens 900 and 910 is ended, information showing one or more actions performed in the game by each user game medium included in the group that participated in the ended game is temporarily stored in the storage device 22.

[0136] The post-progression action screen 1000 is the same as the action screen 800. When the reflect button 806 is selected by the user operating the input device 24, information indicating a plurality of actions actually performed by each user game medium in the finished game, which is temporarily stored in the storage device 22, is displayed in the action information 802a, 802b, and 802c. When the post-progression action screen 1000 is displayed, information indicating a plurality of actions performed by each user game medium in the finished game (information indicating a plurality of actions temporarily stored in the storage device 22) may be automatically displayed in the action information 802a, 802b, and 802c. In this case, when the reflect button 806 is selected by the user operating the input device 24, information indicating a plurality of actions shown in the automatically displayed action information 802a, 802b, and 802c may be stored in the group information as each of the action information of the user game media included in the group, in association with the group related to the post-progression action screen 1000.

[0137] When the reflect button 806 is selected by the user operating the input device 24, information indicating multiple actions actually performed by each user game medium in the completed game is displayed in the action information 802a, 802b, 802c, and the information indicating the multiple actions shown in the displayed action information 802a, 802b, 802c is associated with a group related to the post-progress action screen 1000 and stored in the group information as each action information of the user game medium included in the group.

[0138] In this way, if the user selects the reflect button 806 after the game has progressed, the behavior information of each user game medium of the group that has participated in the game, which is already stored in the group information, is deleted and overwritten with the behavior information of each user game medium in the previous game. On the other hand, if the user does not select the reflect button 806, the behavior information of each user game medium of the group that has participated in the game, which is already stored in the group information, is not overwritten.

[0139] (New setting screen 1010) Fig. 10(b) is a diagram showing an example of a new setting screen 1010 displayed on the display device 23 of the terminal device 2. The new setting screen 1010 is a screen that is displayed when the user selects a group display area 701 (for example, the group display area 701c in Fig. 7(a)) corresponding to a group for which no user game content has been set on the selection screen 700.

[0140] The new setting screen 1010 includes a plurality of user game media objects 1011 associated with the user, a game media setting area 1012, an other user group instruction button 1013, a group setting button 1014, and an end screen display button 1015.

[0141] Each of the user game medium objects 1011 is an image object that indicates the user game medium of the user. The "level" of the corresponding user game medium is displayed on each user game medium object 1011. The game medium setting area 1012 is a display area frame object for setting the user game medium included in a group related to the new setting screen 1010.

[0142] Each user game media object 1011 is displayed so as to be selectable by the user. For example, when a user touches one user game media object 1011 and drags it to any one of the game media setting areas 1012, an image of the user game media corresponding to the touched user game media object 1011 is displayed in the game media setting area 1012. Also, when a user double-taps one user game media object 1011, an image of the user game media corresponding to the double-tapped user game media object 1011 may be displayed in any one of the game media setting areas 1012. Any method may be used to set the user game media object 1011 in the game media setting area 1012. For example, when a user taps the user game media object 1011 and then taps the game media setting area 1012, an image of the user game media corresponding to the tapped user game media object 1011 may be displayed in the tapped game media setting area 1012. Furthermore, if a user taps a user game media object 1011 and then taps the game media setting area 1012 in which an image of the user game media is already displayed, the image of the user game media displayed in the tapped game media setting area 1012 is deleted and the image of the user game media corresponding to the tapped user game media object 1011 is displayed instead.

[0143] The other user group instruction button 1013 is a button object for the user to indicate each user game content included in a group associated with another user and set by the other user to be available to users other than the user. When the other user group instruction button 1013 is selected by the user operating the input device 24, a group selection screen 1100 is displayed for selecting a group associated with the other user and set by the other user to be available to users other than the user (hereinafter sometimes referred to as "other groups").

[0144] (Group selection screen 1100) 11 is a diagram showing an example of a group selection screen 1100 displayed on the display device 23 of the terminal device 2. The group selection screen 1100 includes other group display areas 1101a, 1101b, and 1101c.

[0145] The other group display areas 1101a, 1101b, and 1101c correspond to three other groups that the user of the terminal device 2 can use in the game. Hereinafter, the other group display areas 1101a, 1101b, and 1101c may be collectively referred to as the other group display area 1101. The other group display area 1101 corresponds to a group ID in which "Yes" is stored as "Available to other users" in the group table T3 transmitted from the server device 3. The other group display areas 1101 included in the group selection screen 1100 are not limited to the three types shown in FIG. 11, and may be two or less types, or four or more types. The other group display area 1101 includes images and behavior information showing each of a plurality of user game media (hereinafter, may be referred to as "other user game media") included in the other group.

[0146] The other group display area 1101 can be selected by the user, and the user can select a group that the user desires to use by selecting the other group display area 1101. When the user operates the input device 24 to select one of the other group display areas 1101, the transmission unit 253 transmits a transmission request for group information corresponding to the selected other group display area 1101 to the server device 3 via the communication I / F 21. Then, when the server receiving unit 331 receives the transmission request for group information from the terminal device 2 via the communication I / F 31, the server transmitting unit 332 extracts group information associated with other users stored in the group table T3, and transmits the extracted information to the terminal device 2 via the communication I / F 31. Then, the new setting screen 1010 is redisplayed in which images of multiple other user game media included in the group determined by the user selecting the other group display area 1101 in the group selection screen 1100 are included in the game media setting area 1012. This allows the user to use the action information of other user game media of other groups that other users have permitted to be provided.

[0147] In this way, in a group in which other user game media are set as user game media, the behavior information of each user game media of the group is the same as the behavior information of the corresponding other user game media. When this group is used in a game, the information stored in the user game media information is used for HP, MP, skills, etc. (HP, MP, skills, etc. associated with the other user game media are not carried over to the group information). In this case, even if the behavior information including the action of activating skill 2 is set for the user game media, skill 2 may still not be usable in the user game media information. In this case, the "action of activating skill 2" may be replaced with, for example, a predetermined action (for example, the action of "attack"). The other user group instruction button 1013 may be displayed on the group screen 710 and / or the behavior screen 800 together with and / or instead of displaying the new setting screen 1010.

[0148] The group setting button 1014 is a button object that allows the user to instruct the setting of a group that includes the user game content displayed in the game content setting area 1012. The group setting button 1014 may be display-controlled so as to be selectable when all of the user game content are displayed in the game content setting area 1012.

[0149] The screen display end button 1015 is a button object that allows the user to instruct the end of the display of the new setting screen 1010 and the display of the selection screen 700. When the screen display end button 1015 is selected by the user, no new group is set even if the user game content is displayed in the game content setting area 1012.

[0150] A change setting screen having the same screen configuration as the new setting screen 1010 may be displayed in response to a game media change instruction from the user. For example, when a game media change button is included in the group screen 710 and / or the action screen 800 and the game media change button is selected by the user, a game media change instruction is input and the change setting screen is displayed. In this case, the game media setting area 1012 included in the change setting screen displays the user game media set for the group related to the group screen 710 and / or the action screen 800. When the user wants to exchange the user game media displayed in the game media setting area 1012 with other user game media, the user selects the game media setting area 1012 displaying the user game media to be removed from the group, and selects the user game media object 1011 indicating the user game media to be included in the group. As a result, an image of the user game media corresponding to the selected user game media object 1011 is displayed in the selected game media setting area 1012. When the user selects the group setting button 1014, a group including the user game media displayed in the game media setting area 1012 is set.

[0151] (Explanation of the Functions of Processor 25 and Processor 33) The functions of the display processing unit 251, progress unit 252, transmission unit 253, and reception unit 254 of the terminal device 2, and the functions of the server reception unit 331, server transmission unit 332, and storage processing unit 333 of the server device 3 will be described below.

[0152] (Display processing unit 251) When a start-up icon (not shown) is selected by the user operating the input device 24, the display processing unit 251 of the terminal device 2 acquires a start-up instruction from the input device 24. Upon acquiring the start-up instruction from the input device 24, the display processing unit 251 reads out a game application program stored in the storage device 22. Next, the display processing unit 251 executes instructions included in the read-out game application program, and reads out various objects, drawing data, and the like for displaying a home screen, which are stored in the storage device 22. Then, the display processing unit 251 displays the home screen on the display device 23 based on the various objects, drawing data, and the like that have been read out.

[0153] When a group selection button included in the home screen is selected by the user operating the input device 24, the display processing unit 251 acquires a selection screen display instruction from the input device 24. When the display processing unit 251 acquires the selection screen display instruction from the input device 24, it reads out the group information and the game media table T1 stored in the storage device 22, and acquires an image of the user game media associated with each group ID in the group information. The display processing unit 251 reads out various objects and drawing data, etc. for displaying the selection screen 700 from the storage device 22. Then, the display processing unit 251 displays the selection screen 700 on the display device 23 based on the image of the user game media included in each group and the various objects and drawing data, etc. that have been read out. The display processing unit 251 associates the group ID in the group information with each group display area 701 in the selection screen 700.

[0154] When a user operates the input device 24 to select one of the group display areas 701 included in the selection screen 700, the display processing unit 251 acquires a group screen display instruction from the input device 24 if the user game media is set in the selected group display area 701. For example, when the game media ID of the user game media is stored in association with the group ID of the group corresponding to the selected group display area 701 in the group information, the display processing unit 251 determines that the user game media is set in the selected group display area 701. The group screen display instruction includes the group ID associated with the selected group display area 701. When the display processing unit 251 acquires the group screen display instruction from the input device 24, it reads out the group information, the user game media information, and the game media table T1 stored in the storage device 22. The display processing unit 251 extracts the game media ID associated with the group ID included in the group screen display instruction from the group information. The display processing unit 251 acquires information about the user game media associated with the extracted game media ID from the user game media information, and acquires an image of the user game media associated with the extracted game media ID from the game media table T1. The display processing unit 251 then displays a group screen 710 on the display device 23 based on the acquired information about the user game media and the acquired image of the user game media, as well as the various objects and drawing data that have been read out.

[0155] When the action screen display button 714 included in the group screen 710 is selected by the user operating the input device 24, the display processing unit 251 acquires an action screen display instruction from the input device 24. The action screen display instruction includes the group ID included in the group screen display instruction. When the display processing unit 251 acquires the action screen display instruction from the input device 24, it reads out the group information stored in the storage device 22. The display processing unit 251 extracts each game media ID associated with the group ID included in the action screen display instruction. The display processing unit 251 acquires the action information associated with each extracted game media ID from the read out group information. The display processing unit 251 displays the action screen 800 on the display device 23 based on the image of the user game media acquired when displaying the group screen 710, the action information associated with each acquired game media ID, various objects, drawing data, and the like.

[0156] When any of the setting screen display buttons 803 included in the action screen 800 is selected by the user operating the input device 24, the display processing unit 251 acquires a setting screen display instruction from the input device 24. The setting screen display instruction includes at least one of information indicating a plurality of actions of the action information 802 corresponding to the selected setting screen display button 803, a group ID of a group related to the action screen 800, and a game media ID of a user game media corresponding to the selected setting screen display button 803. When the display processing unit 251 acquires the setting screen display instruction from the input device 24, the display processing unit 251 displays a setting screen 810 on the display device 23 based on the information indicating the plurality of actions and various objects stored in the storage device 22.

[0157] When a user operates the input device 24 to select a reflect button 806 included in the action screen 800, the display processing unit 251 displays information indicating a plurality of actions actually performed by each user game medium in the previously progressed game, which is temporarily stored in the storage device 22, in the action information 802a, 802b, and 802c as action information. Then, the display processing unit 251 associates the action information of each user game medium shown in the action information 802a, 802b, and 802c with a group related to the action screen 800 and stores it in the group information. Similarly, when a user operates the input device 24 to select a reflect button 814 included in the setting screen 810, the display processing unit 251 displays information indicating a plurality of actions actually performed by the user game medium in the previously progressed game, which is temporarily stored in the storage device 22, in the action information 812 as action information.

[0158] When the user operates the input device 24 to select an action option object 813 included in the setting screen 810, the display processing unit 251 acquires an action change instruction from the input device 24. The action change instruction includes information indicating the type of action corresponding to the action option object 813 selected by the user and information indicating the "order" corresponding to the action option object 813 selected by the user (for example, information indicating "first"). When the display processing unit 251 acquires an action change instruction from the input device 24, the display processing unit 251 changes the action of the "order" indicated by the information indicating the order in the action information 812 to the type of action corresponding to the action option object 813 based on the information included in the action change instruction (for example, the "first action of the action information 812" is changed to the "type of action corresponding to the first action option object 813"). Then, the display processing unit 251 changes the display mode of the button object of the action option object 813 selected by the user to the "display mode indicating that it is selected". In addition, the display processing unit 251 changes the display mode of the button object that has been displayed in the "display mode indicating that it is selected" to the "display mode indicating that it is selectable".

[0159] When the setting button 815 included in the setting screen 810 is selected by the user operating the input device 24, the display processing unit 251 acquires an action information setting instruction from the input device 24. Upon acquiring the action information setting instruction, the display processing unit 251 stores information indicating the multiple actions of the action information 812 when the setting button 815 was selected as action information of the user game medium related to the setting screen 810 (associated with the game medium ID of the user game medium), in association with the group ID of the group related to the action screen 800 including the setting screen display button 803 selected for displaying the setting screen 810, in the group information.

[0160] When a "check" mark is displayed in the usability object 712 included in the group screen 710 by a user's operation of the input device 24, the display processing unit 251 stores, in the storage device 22, information indicating that the behavior information is available for use with respect to each user game medium of the group related to the group screen 710. When the display of the "check" mark is terminated in the usability object 712 included in the group screen 710 by a user's operation of the input device 24, the display processing unit 251 stores, in the storage device 22, information indicating that the behavior information is unavailable for use with respect to each user game medium of the group related to the group screen 710. The user can instruct either use or non-use of the behavior information by operating the usability object 712, and the display processing unit 251 can acquire an instruction from the user to either use or non-use of the behavior information.

[0161] When a "check" mark is displayed in the fully automatic setting object 804 included in the action screen 800 by the user's operation of the input device 24, the display processing unit 251 stores information indicating the fully automatic setting for each user game medium of the group related to the action screen 800 (the group related to the group screen 710) in the storage device 22. In this way, the fully automatic setting is enabled by storing the information indicating the fully automatic setting in the storage device 22. When the display of the "check" mark is terminated in the fully automatic setting object 804 included in the action screen 800 by the user's operation of the input device 24, the display processing unit 251 stores information indicating the semi-automatic setting for each user game medium of the group related to the action screen 800 (the group related to the group screen 710) in the storage device 22. In this way, the semi-automatic setting is enabled by storing the information indicating the semi-automatic setting in the storage device 22. When the information indicating the fully automatic setting is stored in the storage device 22, if the information indicating the semi-automatic setting is stored in the storage device 22 when the information indicating the fully automatic setting is stored in the storage device 22, the information indicating the semi-automatic setting is deleted. When information indicating the semi-automatic setting is stored in the storage device 22, if information indicating the full-automatic setting is stored in the storage device 22, the information indicating the full-automatic setting is deleted. Note that, if the full-automatic setting object 804 is not included in the action screen 800, information indicating the full-automatic setting is stored in advance in the storage device 22.

[0162] When a "check" mark is displayed in the provision possibility object 805 included in the action screen 800 by the user's operation of the input device 24, the display processing unit 251 stores in the storage device 22 group information including information indicating "yes" as the possibility of use by other users associated with the group ID of the group related to the action screen 800 (the group related to the group screen 710). When a "check" mark is no longer displayed in the provision possibility object 805 included in the action screen 800 by the user's operation of the input device 24, the display processing unit 251 stores in the storage device 22 group information including information indicating "no" as the possibility of use by other users associated with the group ID of the group related to the action screen 800 (the group related to the group screen 710).

[0163] When a game start instruction button 713 included in the group screen 710 is selected by a user operating the input device 24, the display processing unit 251 acquires a game start instruction from the input device 24. The game start instruction includes the group ID of the group related to the group screen 710. Hereinafter, the group related to the group screen 710 may be referred to as a group participating in the game.

[0164] When the display processing unit 251 receives a game start instruction from the input device 24, if information indicating that the use of behavioral information for each user game medium of the group participating in the game is not possible is stored in the storage device 22, the display processing unit 251 displays a normal game screen (not shown).

[0165] When the display processing unit 251 receives a game start instruction from the input device 24, if information indicating that behavioral information can be used for each user game medium of the group participating in the game and information indicating full auto setting are stored in the storage device 22, the display processing unit 251 displays the game screen 900.

[0166] When the display processing unit 251 receives a game start instruction from the input device 24, if information indicating that behavioral information can be used for each user game medium of the group participating in the game and information indicating semi-automatic settings are stored in the storage device 22, the display processing unit 251 displays the game screen 910.

[0167] After display processing of the game screen, the display processing unit 251 instructs the progression unit 252 to progress the game. The display processing unit 251 displays game screens 900, 910 according to the progress of the game by the progression unit 252 and a normal game screen. For example, the display processing unit 251 displays an image of a user game medium that is automatically performing an action by the progression unit 252 and an image of an enemy game medium that is automatically performing an action by the progression unit 252 on the game screen 900. Also, for example, the display processing unit 251 displays an action selection object 907 on the game screen 910 in response to an instruction from the progression unit 252 to display the action selection object 907.

[0168] When the display processing unit 251 acquires information indicating that the game has ended from the progression unit 252, it displays the post-progression action screen 1000 automatically or in response to an operation by the user. The post-progression action screen 1000 is the same as the action screen 800 except for the display content of the action information 802. The display processing unit 251 reads information related to a plurality of actions actually performed by each user game medium in the ended game, which is stored in the storage device 22, and includes the read information related to the plurality of actions in the post-progression action screen 1000 as the action information 802.

[0169] In this way, in the game system 1, terminal device 2, and / or server device 3 of this embodiment, each time a game ends, a user can check information regarding multiple actions actually performed by each user game medium in the completed game, and it is also possible to store information regarding multiple actions actually performed by each user game medium in the completed game as behavioral information.

[0170] When a user operates the input device 24 to select one of the group display areas 701 included in the selection screen 700, the display processing unit 251 acquires a new setting screen display instruction from the input device 24 if the user game media is not set in the selected group display area 701. For example, when the game media ID of the user game media is not stored in association with the group ID of the group corresponding to the selected group display area 701 in the group information, the display processing unit 251 determines that the user game media is not set in the selected group display area 701. The new setting screen display instruction includes the group ID associated with the selected group display area 701. When the display processing unit 251 acquires the new setting screen display instruction from the input device 24, it reads out the user game media information stored in the storage device 22. The display processing unit 251 extracts a part or all of the game media IDs from the read out user game media information. The display processing unit 251 acquires information on the user game media associated with the extracted game media ID from the user game media information, and acquires an image of the user game media associated with the extracted game media ID from the game media table T1. The display processing unit 251 then displays on the display device 23 a new setting screen 1010 including a user game media object 1011 including the image of the acquired user game media and a game media setting area 1012 corresponding to the group ID included in the new setting screen display instruction.

[0171] (Progress section 252) When the progression unit 252 is instructed to progress in the game by the display processing unit 251, which has received an instruction to start the game, the progression unit 252 progresses the game in accordance with the commands contained in the game application program stored in the storage device 22 and the user's instructions, etc.

[0172] The game that the progression unit 252 progresses in response to commands included in the game application program and user instructions, etc., may be any game in which the game media perform actions, such as a fighting game, a card game, a racing game, a shooting game, a dance game, a music game, a sports simulation game, etc. An example of a fighting game that the progression unit 252 progresses will be described below.

[0173] The battle game progressed by the progression unit 252 is a turn-based strategy battle game in which one or more user game media and one or more enemy game media alternately perform various actions (such as "attack" and "skill"). The progression unit 252 executes a manual progression process in which the user can instruct the action of the user game media against the enemy game media at any timing of the user's choosing, a progression process in which the actions of the user game media based on stored action information are already displayed as selectable and the user game media performs the action selected by the user, and a progression process in which the user game media automatically performs the action based on the stored action information. The user game media and the enemy game media are associated with HP, and the progression unit 252 determines that the game medium whose HP first reaches a predetermined value or the game medium whose HP falls below a predetermined value (such as "0 (zero)") due to the opponent's action (such as an "attack" action) has been defeated. The progression unit 252 may compare the HP when a predetermined time limit has elapsed and determine that the game medium with the lower HP has been defeated.

[0174] The above-mentioned fighting game is one example of a game progressed by the progression unit 252, and may be a fighting game that progresses according to other game rules. For example, the fighting game progressed by the progression unit 252 may be a real-time strategy fighting game in which the user acts while making a plan within the time that progresses in real time.

[0175] When information indicating that the behavioral information is available for the user game media of the group participating in the game and information indicating the full auto setting are stored in the storage device 22, the progression unit 252 extracts behavioral information stored in the group information and associated with the game media ID of the user game media of the group participating in the game. The progression unit 252 automatically causes the user game media of the game media ID to perform an action based on the behavioral information associated with the extracted game media ID. For example, the progression unit 252 causes the user game media of the game media ID to perform each action indicated by the behavioral information associated with the game media ID in order. Note that the progression process of a game in which the full auto setting is enabled may be referred to as a full auto progression process.

[0176] If the game does not end even after all the actions of the action information stored in association with the game media ID have been executed, the progression unit 252 thereafter automatically causes the game medium of the game media ID to automatically execute a predetermined action (e.g., an "attack" action). In this case, the progression unit 252 may execute the actions of the action information stored in association with the game media ID again in order starting from the first action.

[0177] When information indicating that the behavior information is available for the user game media of the group participating in the game and information indicating semi-automatic setting are stored in the storage device 22, the progression unit 252 extracts behavior information associated with the game media ID of the user game media of the group participating in the game stored in the group information. The progression unit 252 instructs the display processing unit 251 to display the behavior selection object 907 based on the behavior information associated with the extracted game media ID. For example, when the user selects the Nth behavior, the progression unit 252 causes the user game media to perform the selected Nth behavior and instructs the display processing unit 251 to display a candidate object corresponding to the (N+1)th behavior of the behavior information in a selected state. Note that, when causing the user game media to perform the selected Nth behavior, the user may select any candidate object from the behavior selection objects 907 and further select the behavior button 905, so that the progression unit 252 causes the user game media to perform the behavior corresponding to the selected candidate object. Then, when the (N+1)th action is selected by the user, the progression unit 252 causes the user game medium to perform the selected (N+1)th action, and instructs the display processing unit 251 to display a candidate object corresponding to the (N+2)th action of the action information in a selected state. Note that the progression process of a game in which the semi-automatic setting is enabled may be referred to as a semi-automatic progression process.

[0178] When the candidate objects corresponding to all the actions of the action information stored in association with the game media ID are displayed in a selected state and the game does not end even if the actions of each user's game media are performed, the progression unit 252 thereafter instructs the display processing unit 251 to display the candidate objects corresponding to a predetermined action (e.g., an "attack" action) in a selected state. In this case, the progression unit 252 may execute the actions of the action information stored in association with the game media ID again in order from the first action of the action information.

[0179] When information indicating that the behavioral information cannot be used for the user game media of a group participating in the game is stored in the storage device 22, the progression unit 252 progresses a normal game that does not use the behavioral information. Note that the progress process of the normal game may be referred to as a manual progress process.

[0180] Regardless of whether the game is being progressed by fully automatic progress processing, semi-automatic progress processing, or manual progress processing, the progression unit 252 associates information indicating the action taken by each user game medium of a group participating in the game with information indicating the order in which the actions were taken, and temporarily stores the information in the storage device 22. When the game ends, the progression unit 252 may temporarily store, in the storage device 22, information indicating a plurality of actions actually taken by each user game medium in the ended game, in association with the group ID of the group including each user game medium.

[0181] (Transmitter 253) The transmitting unit 253 transmits the updated group information to the server device 3 via the communication I / F 21 every time the group information stored in the storage device 22 is changed and updated. For example, when the reflect button 806 included in the action screen 800 is selected by the user's operation of the input device 24, and information indicating a plurality of actions actually performed by each user game medium in the game that was previously in progress is stored in the group information in association with the group related to the action screen 800, the transmitting unit 253 transmits the stored group information to the server device 3 via the communication I / F 21. Also, for example, when the setting button 815 included in the setting screen 810 is selected by the user's operation of the input device 24, and information indicating a plurality of actions of the action information 812 at the time the setting button 815 was selected is stored in the group information, the transmitting unit 253 transmits the stored group information to the server device 3 via the communication I / F 21. Note that the transmitting unit 253 may transmit the group information stored in the storage device 22 to the server device 3 via the communication I / F 21 before the start of the game, at the start of the game, and / or during the game. Furthermore, when the user game media information is changed in accordance with the progress of the game (for example, the level of the user game media is increased, etc.), the transmission unit 253 transmits the changed user game media information to the server device 3 via the communication I / F 21. Note that the transmission unit 253 may transmit the user game media information stored in the storage device 22 to the server device 3 via the communication I / F 21 before the start of the game, at the start of the game, and / or during the game.

[0182] (Receiving unit 254) The receiving unit 254 receives the game media table T1, group information of the user operating the terminal device 2, and user game media information from the server device 3 via the communication I / F 21 before, at the start of, and / or during the game.

[0183] (Server receiving unit 331) When the server receiving unit 331 receives various information from the terminal device 2 via the communication I / F 31 , it instructs the storage processing unit 333 to store the received information in the storage device 32 .

[0184] (Server transmission unit 332) The server transmission unit 332 transmits, for each user's terminal device 2, before, at, and / or during the start of the game, the game media table T1 stored in the storage device 32, user game media information stored in the user game media table T2 and associated with the user ID indicating the user operating the terminal device 2, and group information stored in the group table T3 and associated with the user ID indicating the user operating the terminal device 2, to the user's terminal device 2 via the communication I / F 31.

[0185] (Memory Processing Unit 333) The storage processor 333 stores various information received from the terminal device 2 in the storage device 32 in response to an instruction from the server receiver 331. For example, when the storage processor 333 receives user group information from the terminal device 2, it executes a storage process to reflect the group information in the group table T3 in association with a user ID indicating the user of the transmitted terminal device 2. Furthermore, when the storage processor 333 receives user game media information from the terminal device 2, it executes a storage process to reflect the user game media information in the user game media table T2 in association with a user ID indicating the user of the transmitted terminal device 2.

[0186] (Operation sequence of game system 1) 12 is a diagram showing an example of an operation sequence of the game system 1. This operation sequence is executed mainly by the processors 25 and 33 in cooperation with each element of the terminal device 2 and the server device 3 based on control programs previously stored in the storage devices 22 and 32, respectively.

[0187] The display processing unit 251 of the terminal device 2 starts a control program in accordance with an execution instruction input by a user operating the input device 24, and then executes a setting process (step S101). The setting process will be described in detail later.

[0188] The transmitting unit 253 of the terminal device 2 transmits the group information set (updated) by the setting process to the server device 3 via the communication I / F 21 together with the user ID indicating the user of the terminal device 2 (step S102).

[0189] The server receiving unit 331 of the server device 3 receives the group information from the terminal device 2, and the storage processing unit 333 of the server device 3 executes a storage process to reflect the received group information in the group table T3, in association with a user ID indicating the user of the transmitted terminal device 2 (step S103).

[0190] The progression unit 252 of the terminal device 2 executes a progression process for progressing the game (Step S104). The progression process will be described in detail later.

[0191] The display processing unit 251 of the terminal device 2 executes a post-progression setting process (step S105). The post-progression setting process will be described in detail later.

[0192] The transmission unit 253 of the terminal device 2 transmits the group information set (updated) by the post-progress setting process and the user game media information changed (updated) according to the progress of the game, together with a user ID indicating the user of the terminal device 2, to the server device 3 via the communication I / F 21 (step S106).

[0193] The server receiving unit 331 of the server device 3 receives the group information and user game media information from the terminal device 2, and the storage processing unit 333 of the server device 3 executes a storage process to reflect the received group information in the group table T3 by associating it with a user ID indicating the user of the transmitted terminal device 2, and to reflect the received user game media information in the user game media table T2 by associating it with the user ID indicating the user of the transmitted terminal device 2 (step S107).

[0194] (Settings process) 13 is a diagram showing an example of an operational flow of the setting process. The setting process shown in FIG. 13 is executed in step S101 of FIG.

[0195] When the action screen display button 714 included in the group screen 710 is selected by the user operating the input device 24, the display processing unit 251 acquires an action screen display instruction from the input device 24 (step S201).

[0196] The display processing unit 251 displays the action screen 800, and determines whether or not action information is stored for user game media included in the group related to the action screen 800 in the group information (step S202).

[0197] If behavior information is stored for the user game media included in the group related to the behavior screen 800 (step S202-Yes), the display processing unit 251 displays the stored behavior information as the behavior information 802 of the behavior screen 800 (step S203).

[0198] If no action information is stored for the user game medium included in the group related to the action screen 800 (step S202-No), the display processing unit 251 displays a predetermined action (e.g., an "attack" action) as action information 802 on the action screen 800 (step S204).

[0199] When the user operates the input device 24 to select any of the setting screen display buttons 803 included in the behavior screen 800, the display processing unit 251 displays the setting screen 810 including the same behavior information as the behavior information 802 displayed on the behavior screen 800 on the display device 23. The display processing unit 251 determines whether or not the user operates the input device 24 to select an behavior option object 813 included in the setting screen 810 and manually set the behavior information (step S205).

[0200] When the user operates the input device 24 to select an action option object 813 included in the setting screen 810 (step S205-Yes), the display processing unit 251, in response to the user selecting the setting button 815, stores action information including actions that have not been manually set among the action information displayed on the setting screen 810 and actions that have been manually set (step S206), and terminates the setting process.

[0201] When the action option object 813 included in the setting screen 810 is not selected by the user's operation of the input device 24 (step S205-No), the display processing unit 251 ends the setting process.

[0202] (Progression process) 14 is a diagram showing an example of an operational flow of the progression process, which is executed in step S104 of FIG.

[0203] The progression unit 252 determines whether or not information indicating that the behavior information of the user game media of a group participating in the game is available for use is stored in the storage device (step S301).

[0204] If information indicating that the behavioral information of the user game media of the group participating in the game is not available is stored in the storage device 22 (step S301-No), the progression unit 252 executes manual progression processing (step S302) and ends the progression processing. The manual progression processing will be described in detail later.

[0205] If information indicating that behavioral information can be used for the user game medium of a group participating in the game is stored in the storage device 22 (step S301-Yes), the progression unit 252 determines whether information indicating full auto setting is stored in the storage device (step S303).

[0206] If information indicating the semi-automatic setting is stored in the storage device (step S303-No), the progression unit 252 executes the semi-automatic progression process (step S304) and ends the progression process. The details of the semi-automatic progression process will be described later.

[0207] If information indicating the fully automatic setting is stored in the storage device (step S303-Yes), the progression unit 252 executes the fully automatic progression process (step S305) and ends the progression process. The fully automatic progression process will be described in detail later.

[0208] (Manual Progression Processing) 15 is a diagram showing an example of an operational flow of the manual progress processing. The manual progress processing shown in FIG. 15 is executed in step S302 in FIG.

[0209] The progression unit 252 starts a process of causing each user game medium to perform a first action (first turn) (step S401).

[0210] The progression unit 252 determines whether or not the actions of all game media included in the group participating in the game have been instructed by the user (step S402).

[0211] The progression unit 252 waits until the actions of all game media included in the group participating in the game are instructed by the user (step S402-No).

[0212] If the user has instructed actions for all game media included in the group participating in the game (step S402-Yes), the progression unit 252 causes the user game media to perform the instructed action (step S403).

[0213] The progression unit 252 temporarily stores, for each user game medium, information indicating the action currently performed (the action performed in step S403) in the storage device 22 (step S404).

[0214] The progression unit 252 determines whether or not the ongoing game has ended (Step S405).

[0215] If the ongoing game has not ended (step S405-No), a process of causing each user's game medium to perform an action for the next round (next turn) is started (step S406), and the process returns to step S402.

[0216] If the ongoing game has ended (step S405--Yes), the manual progress process ends.

[0217] In addition, instead of step S404, when the ongoing game ends (step S405-Yes), the progression unit 252 may temporarily store in the storage device 22 information indicating each action associated with a sequence, such as a first action, a second action, a third action, etc., for each user game medium.

[0218] (Semi-automatic processing) 16 is a diagram showing an example of an operational flow of the semi-automatic progress processing. The semi-automatic progress processing shown in FIG. 16 is executed in step S304 in FIG.

[0219] The progression unit 252 starts a process of causing each user game medium to perform a first action (first turn) (step S501).

[0220] The progression unit 252 determines whether or not the auto switch button 908 has been selected by the user and the full auto setting has been enabled (Step S502).

[0221] If the full-automatic setting is enabled (step S502-Yes), progression unit 252 proceeds to step S603 of the full-automatic progression process, which will be described later.

[0222] If the full auto setting is not enabled (step S502-No), the display processing unit 251 displays candidate objects for the action set for the current turn from among the action selection objects 907 of each user game medium in a state in which they are automatically selected based on the stored action information (step S503).

[0223] The progression unit 252 determines whether or not the actions of all game media included in the group participating in the game have been instructed by the user (step S504).

[0224] If the actions of all game contents included in the group participating in the game have not been instructed by the user (step S504-No), the progression unit 252 returns the process to step S502.

[0225] If the user has instructed actions for all game media included in the group participating in the game (step S504-Yes), the progression unit 252 causes the user game media to perform the instructed action (step S505).

[0226] The progression unit 252 temporarily stores, for each user game medium, information indicating the action currently performed in the storage device 22 (step S506).

[0227] The progression unit 252 determines whether or not the ongoing game has ended (Step S507).

[0228] If the ongoing game has not ended (step S507-No), a process of causing each user's game medium to perform an action for the next round (next turn) is started (step S508), and the process returns to step S502.

[0229] If the ongoing game has ended (step S507--Yes), the semi-automatic progress process ends.

[0230] In addition, instead of step S506, when the ongoing game ends (step S507-Yes), the progression unit 252 may temporarily store in the storage device 22 information indicating each action associated with a sequence, such as a first action, a second action, a third action, etc., for each user game medium.

[0231] (Fully automatic processing) 17 is a diagram showing an example of an operation flow of the fully automatic progress processing. The fully automatic progress processing shown in FIG. 17 is executed in step S305 of FIG.

[0232] The progression unit 252 starts a process of causing each user game medium to perform a first action (first turn) (step S601).

[0233] The progression unit 252 determines whether or not the automatic switching button 908 has been selected by the user and the semi-automatic setting has been enabled (Step S602).

[0234] If the semi-automatic setting is enabled (step S602-Yes), progression unit 252 proceeds to step S503 of the semi-automatic progression process described above.

[0235] If the semi-automatic setting is not enabled (step S602-No), the progression unit 252 causes the user game medium to automatically perform the action set for the current turn based on the action information stored for each user game medium (step S603).

[0236] The progression unit 252 temporarily stores, for each user game medium, information indicating the action currently performed in the storage device 22 (step S604).

[0237] The progression unit 252 determines whether or not the ongoing game has ended (Step S605).

[0238] If the ongoing game has not ended (step S605-No), a process is started to cause each user's game medium to perform the next action (next turn) (step S606), and the progression unit 252 returns the progress to step S602.

[0239] When the ongoing game ends (step S605-Yes), the fully automatic progression process ends. Note that, instead of step S604, when the ongoing game ends (step S605-Yes), the progression unit 252 may temporarily store information indicating each action associated with the sequence, such as a first action, a second action, a third action, ..., for each user game medium in the storage device 22.

[0240] (Post-processing setup) 18 is a diagram showing an example of an operational flow of the post-progression setting process The post-progression setting process shown in FIG.

[0241] When the reflect button 806 is selected by the user operating the input device 24, the display processing unit 251 displays temporarily stored behavior information (information indicating multiple actions performed in the finished game) for each user game medium of the group used in the finished game as behavior information 802 on the post-progress behavior screen 1000 (step S701), and stores the behavior information of each user game medium shown in each behavior information 802 in group information in association with the group related to the post-progress behavior screen 1000.

[0242] When the user operates the input device 24 to select any of the setting screen display buttons 803 included in the post-progress action screen 1000, the display processing unit 251 displays, on the display device 23, a setting screen 810 including the same action information as the action information 802 displayed on the post-progress action screen 1000. The display processing unit 251 determines whether or not the user operates the input device 24 to select an action option object 813 included in the setting screen 810 and manually set the action information (step S702).

[0243] When the user operates the input device 24 to select an action option object 813 included in the setting screen 810 (step S702-Yes), the display processing unit 251, in response to the user selecting the setting button 815, stores action information including actions that have not been manually set among the action information displayed on the setting screen 810 and actions that have been manually set (step S703), and terminates the setting process.

[0244] When the action option object 813 included in the setting screen 810 is not selected by the user's operation of the input device 24 (step S702-No), the display processing unit 251 ends the post-progression setting process.

[0245] In addition, in the processing procedures shown in Figures 12 to 18, it is possible to omit some of the processes (steps) that make up the processing procedures, to add processes that are not explicitly stated as processes that make up the processing procedures, and / or to change the order of the steps, and processing procedures in which such omissions, additions, or changes in order have been made are also included in the scope of the present invention as long as they do not deviate from the spirit of the present invention.

[0246] As described above in detail, in the game system 1, the terminal device 2, and / or the server device 3 of the present embodiment, the progress procedure of the game played by the user is automatically stored, and the automatically stored progress procedure can be reproduced in a later game according to the user's selection. In this way, without providing a new user interface for registering in advance the action that the user wants the user game medium to perform, the user can pre-register the action in a simple manner by simply playing the game. In this way, the game system 1, the terminal device 2, and / or the server device 3 of the present embodiment can increase the variation of the user interface for manual play and auto play without forcing the user to perform complicated operations, and can provide the user with an attractive game service. In addition, the information indicating the action of the user game medium that was actually effective for the game can be easily used in the next game, and further, the action of the user game medium that was actually ineffective for the game can be improved and used in the next game, so that the amount of operation of the user's input device 24 can be reduced, that is, the input processing load of the terminal device 2 can be reduced, and the number of game progress patterns can be increased. Furthermore, in the game system 1, terminal device 2, and / or server device 3 of this embodiment, information indicating the user's game content behavior is automatically stored after playing the game, making it possible to easily detect any user tampering with operations.

[0247] In addition, in the game system 1, the terminal device 2, and / or the server device 3 of the present embodiment, each user game medium may be configured to be able to use a skill different from that of other user game media in the game. In addition, in the game system 1, the terminal device 2, and / or the server device 3 of the present embodiment, each user game medium may be configured to be able to use a plurality of skills in the game. In this way, in the game system 1, the terminal device 2, and / or the server device 3 of the present embodiment, if a plurality of types of user game media, each of which can use a plurality of different types of skills in the game, are configured to be able to be used, the user is forced to select a skill each time the game is played, which causes an impediment to the user's gameplay. Furthermore, as the types of user game media and / or the types of skills increase, a problem occurs in that the user is induced to make an erroneous operation during game play. In addition, when the terminal device 2 of the present embodiment is a terminal device 2 with a small screen (such as a so-called "smartphone"), these problems become more pronounced. Therefore, according to the game system 1, the terminal device 2, and / or the server device 3 of the present embodiment, the skills actually used by the user in the game can be easily reproduced, so that it is possible to reduce the chance of making an erroneous operation. In addition, the game system 1, terminal device 2, and / or server device 3 of this embodiment enable changes to behavioral information as needed or changes to each behavior within the behavioral information during the progress of the game, thereby making it possible to progress the game efficiently while keeping user operations to a minimum.

[0248] (Variation 1) Note that the present invention is not limited to this embodiment. For example, when the other user group instruction button 1013 is selected by the user on the new setting screen 1010 to display the group selection screen 1100, and the user selects a group associated with another user on the group selection screen 1100, if a predetermined use condition is not satisfied, some or all of the other user game media of the selected group may be set to be unavailable to the user. The use condition may be, for example, that the game media ID of the other user game media included in the selected group is associated with the user ID in the user game media information. The use condition may also be that the game media ID of the other user game media included in the selected group is associated with the user ID in the user game media information, and information indicating two or more types of skills is associated with the game media ID.

[0249] For example, a case will be described in which the other user group instruction button 1013 is selected by a user with a user ID "U-0000001" to display the group selection screen 1100, and a group associated with another user is further selected by the user with a user ID "U-0000001" on the group selection screen 1100. For example, if the group associated with the selected other user includes the other user game medium with the game medium ID "C-001", the other user game medium with the game medium ID "C-002", and the other user game medium with the game medium ID "C-003", the game medium ID "C-002" is not associated with the user ID "U-0000001" in the user game medium information. Therefore, among the groups associated with the selected other user, only the image of the other user game medium with the game medium ID "C-001" and the image of the other user game medium with the game medium ID "C-003" are displayed in the game medium setting area 1012 as the image of the user game medium. In this case, a new group cannot be set unless one more user game media is selected and its image is displayed in the game media setting area 1012. In this case, the behavior information of the other user game media with game media ID "C-001" and the behavior information of the other user game media with game media ID "C-003" are temporarily stored as behavior information of the user game media. In addition, when a user game media newly selected by a user (e.g., the user game media with game media ID "C-0008") is included in the group of the other user game media with game media ID "C-001" and the other user game media with game media ID "C-003", the group ID of the new group including these three user game media is stored in association with the game media IDs of the three user game media in the group information.

[0250] Note that, among the groups associated with the selected other users, when only the image of the other user's game media with game media ID "C-001" and the image of the other user's game media with game media ID "C-003" are displayed as images of the user's game media in the game media setting area 1012, a group may be formed that includes only the displayed other game media. In this case, the two user game media, the user game media with game media ID "C-001" and the user game media with game media ID "C-003", are associated with a new group ID and stored in the group information.

[0251] (Variation 2) The progression unit 252 may cause the user game medium to perform an "action to activate a skill" when a predetermined skill activation condition is satisfied. The predetermined skill activation condition is, for example, that a parameter value (such as a so-called "skill cost") that decreases by a predetermined amount each time an "action to activate a skill" is performed is equal to or greater than the predetermined amount. The predetermined skill activation condition may also be that the number of times the "action to activate a skill" is performed does not exceed a predetermined number. The predetermined skill activation condition may also be that a predetermined user game medium is included in a group when the "action to activate a skill" is performed.

[0252] During full-auto progression processing, if the next action to be executed is an "action that activates a skill" and a predetermined skill activation condition of the "action that activates a skill" is not satisfied, the progression unit 252 changes the next action to be executed to a predetermined action (e.g., an "attack" action) and executes the changed action. Also, during semi-auto progression processing, if the next action to be executed is an "action that activates a skill" and a predetermined skill activation condition of the "action that activates a skill" is not satisfied, the progression unit 252 changes the next action to be executed to a predetermined action (e.g., an "attack" action) and displays an action display object 904 indicating the changed action.

[0253] In this way, even if a specific skill activation condition is set for an "action that activates a skill," the user is not forced to perform complex operations, and the variety of user interfaces for manual play and auto play can be increased, making it possible to provide users with an attractive game service.

[0254] (Variation 3) In the group information, multiple patterns of behavioral information may be stored for each group. For example, in the group table T3 shown in FIG. 6, only one type of behavioral information is stored for the user game media with game media ID "C-001", the user game media with game media ID "C-008", and the user game media with game media ID "C-012" included in the group with group ID "G-0000001-1", but other types of behavioral information may be stored for the user game media with game media ID "C-001", the user game media with game media ID "C-008", and the user game media with game media ID "C-012". This allows multiple pieces of behavioral information to be set for the same group, and the user is not forced to perform the operation of setting the behavioral information multiple times, and the variety of user interfaces related to manual play and auto play can be increased, making it possible to provide an attractive game service to the user.

[0255] (Variation 4) In the game realized by the game system 1, terminal device 2, and / or server device 3 of this embodiment, a group including at least one user game medium is used, but user game medium not included in a group may also be used in the game.

[0256] In this case, the storage device 32 may store a user game media action table instead of or together with the group table T3. In the user game media action table, the game media ID of the user game media associated with the user ID, the action information, and information indicating whether other users can use the game media, etc. are stored in association with each other. The storage device 22 of the user's terminal device 2 stores the game media ID of the user game media associated with the user ID indicating the user, the action information, and information indicating whether other users can use the game media, etc.

[0257] A selection screen 700 that is displayed when a game media selection button included in the home screen is designated by the user includes a user game media icon image indicating the user game media used by the user in the game, etc. When a user game media icon image is selected by the user, a user game media screen is displayed.

[0258] The user game media screen, like the group screen 710, includes a game media display area 711, a usability object 712, a game start instruction button 713, an action screen display button 714, and a screen display end button 715. The game media display area 711 corresponds to the user game media indicated by the user game media icon image selected by the user.

[0259] The usability object 712 is a check box object for the user to select whether or not the stored action information is to be used for the user game medium related to the user game medium screen when the user game medium related to the user game medium screen is used in a game. The game start instruction button 713 is a button object for starting a game using the user game medium related to the user game medium screen. The action screen display button 714 is a button object for the user to instruct the display of an action screen 800' including action information of the user game medium related to the user game medium screen.

[0260] The behavior screen 800', like the behavior screen 800, includes at least a behavior information display area 801, a provision / non-provision object 805, a reflect button 806, and a screen display end button 807. The behavior information display area 801 corresponds to the user game medium indicated by the user game medium icon image selected by the user. When the behavior screen 800' is displayed, the behavior information 802 in the behavior information display area 801 indicates the behavior information of the user game medium related to the behavior screen 800' stored in the storage device 22.

[0261] The provision possibility object 805 is a check box object for the user to select whether or not to provide the action information of the user game medium related to the action screen 800' to other users. The reflection button 806 is a button object for displaying, as action information, information indicating a plurality of actions actually performed by the user game medium related to the action screen 800' in the previously progressed game in the action information 802. When the reflection button 806 is selected by the user operating the input device 24, the action information of the user game medium related to the action screen 800' is stored in the user game medium action table.

[0262] The game screens 900', 910', which are displayed when the game start instruction button 713 is selected by the user on the user game media screen, display the progress of a battle game between the user game media related to the user game media screen and the enemy game media. The game screen 900' is the same screen as when one user game media is displayed on the game screen 900, and the game screen 910' is the same screen as when one user game media is displayed on the game screen 910. In addition, the post-progress action screen 1000', which is automatically displayed when the game on the game screens 900', 910' ends, is the same as the action screen 800'.

[0263] In this way, in the above-described game system 1, terminal device 2, and / or server device 3, a user can progress through a game using one user game medium.

[0264] A group including a plurality of user game media, each of which is individually associated with behavioral information, may be allowed to participate in a game provided by the game system 1, the terminal device 2, and / or the server device 3 according to the fourth modification example. In this case, each user game medium object 1011 on the new setting screen 1010 is an image object indicating a user game medium with which behavioral information is individually associated. This makes it possible for each of the multiple groups to include user game media associated with already stored behavioral information, thereby making it possible to efficiently progress through the game while minimizing user operations.

[0265] (Variation 5) In the post-progression action screen 1000, the action information 812 displays the first (or first turn) action to the fifteenth (or fifteenth turn) action. In the game that was in progress immediately before the post-progression action screen 1000 was displayed, if the number of actions actually performed by each user game medium was ten, when the reflect button 814 is selected by the user's operation of the input device 24, the first to tenth actions performed in the previously progressed game (the immediately preceding game) are displayed as the first to tenth actions in the action information 812. In this case, a predetermined action (for example, an "attack" action) may be set as the eleventh to fifteenth actions in the action information 812. Alternatively, the eleventh to fifteenth actions in the action information 812 may not be displayed.

[0266] Furthermore, in the game that was in progress immediately before the post-progression action screen 1000 was displayed, if the number of actions actually performed by each user game medium was 20, when the reflect button 814 is selected by the user operating the input device 24, the first to fifteenth actions performed in the previously progressed game (the immediately preceding game) are displayed as the first to fifteenth actions in the action information 812. In this case, the sixteenth to twentieth actions performed in the previously progressed game (the immediately preceding game) are not displayed as action information. Alternatively, the first to twentieth actions performed in the immediately preceding game may be displayed as the first to twentieth actions in the action information 812.

[0267] (Variation 6) At least a part of the functions of the display processing unit 251 and the progression unit 252 of the terminal device 2 may be realized by the processor 33 of the server device 3. The processor 33 may function as the display processing unit 251 and / or the progression unit 252 by executing various commands included in a control program stored in the storage device 32 of the server device 3. In this case, information input by the user is transmitted to the server device 3 by the transmission unit 253. Then, display data output by the same function as the display processing unit 251 and / or the progression unit 252 in the server device 3 is transmitted to the terminal device 2 by the server transmission unit 332. Then, the terminal device 2 displays various screens on the display device 23 based on the transmitted display data. This makes it possible to reduce the processing load of the processor 25 of the terminal device 2.

[0268] In this way, the processor 25 of the server device 3 executes various processes of this embodiment, so that the processing load of the terminal device 2 can be reduced. [Explanation of symbols]

[0269] 1. Game System 2 Terminal Equipment 21 Communication I / F 22 Storage device 23 Display device 24 Input Devices 25 processors 251 Display Processing Unit 252 Progress section 253 Transmitter 254 Receiving section 3. Server equipment 31 Communication I / F 32 Storage device 33 Processors 331 Server Reception Unit 332 Server transmission unit 333 Memory Processing Unit 4 base station 5 Mobile communication networks 6. Gateway 7. Internet

Claims

1. A control program for a terminal device including a storage unit and a display unit, The terminal device, causing the user's game medium to perform at least one action, thereby progressing a first battle game between the user's game medium and an enemy game medium; storing in the storage unit first information relating to the action performed by the game medium in the first fighting game; displaying, on the display unit, an action screen on which a plurality of action candidates including the action corresponding to the first information are displayed in a selectable manner; When an action other than the action corresponding to the first information is selected by the user on the action screen, second information related to the selected at least one action is stored in the storage unit; in a second battle game that progresses after the first battle game is ended, when the first information is stored in the storage unit, causing the game medium to take the action related to the first information, and when the second information is stored in the storage unit, causing the game medium to take the action related to the second information; A control program for executing the above.

2. When the game medium performs a plurality of the actions in the first fighting game, the first information is information about the plurality of the actions performed by the game medium, the information being stored in an order of the actions; The terminal device, when the first information is selected by the user in the second fighting game, causing the game medium to perform a plurality of actions related to the first information in the order of the actions; The control program according to claim 1 ,

3. Displaying the action screen comprises: displaying an action screen including a selection object for selecting one action from among a plurality of types of action candidates as an N-th action among the plurality of actions to be performed by the game medium in the second fighting game; when the one action is selected by an operation on the selection object by the user, setting the selected one action as the N-th action, and storing the second information on the plurality of actions including the N-th action after the setting in the storage unit; The control program according to claim 1 or 2, which causes the program to execute the following:

4. In displaying the action screen, the terminal device when the first information related to the actions performed by the game medium in the first fighting game is stored, displaying the action screen in a state in which the selection objects corresponding to the actions of the same type as each of the actions stored in the first information among the plurality of types of actions are included in the action order and the selection objects are selected; The control program according to claim 3 .

5. The terminal device, when the second fighting game that has progressed in a case where the first information is selected by the user is terminated, deleting the first information stored in the storage unit, and storing new first information relating to the plurality of actions performed by the game medium in the second fighting game in the storage unit; The control program according to any one of claims 1 to 4,

6. The terminal device, when the first information is selected on the action screen, in the second fighting game, causing the game medium to perform a plurality of the actions related to the first information based on the first information most recently stored in the storage unit; The control program according to claim 5 .

7. The terminal device, When the new fighting game is not ended even after the game medium has performed all of the actions related to the first information, causing the game medium of the user to perform a specific action; The control program according to claim 5 or 6, which causes the program to execute the following:

8. The storage unit stores information about a group including a plurality of the game contents of the user in association with information about the user, The terminal device, causing the game media included in the group to perform at least one of the actions, thereby progressing the first competitive game between the group and the enemy game media; storing information about the action performed by the game medium included in the group in the first competitive game in the storage unit as the first information associated with information about the group; displaying, on the display unit, an action screen in which a plurality of types of action candidates including the action corresponding to the first information are displayed in a selectable manner in association with the game medium that is included in the group and has performed the action corresponding to the first information; in the second fighting game, when the first information is stored in the storage unit, causing each of the game media included in the group to perform the plurality of actions performed by each of the game media related to the first information; The control program according to any one of claims 1 to 7,

9. The storage unit stores information about two or more of the groups in association with information about the user, The control program according to claim 8, wherein the two or more groups include the same or different game media, and for each group, information regarding the actions performed by the game media included in each group is stored in the memory unit as the first information.

10. The terminal device, storing third information in the storage unit regarding the action performed by the other game medium in a third battle game between the other game medium of a user different from the user and an enemy game medium; when the third information is selected by the user in the second fighting game, causing the game medium to perform the action related to the third information; The control program according to any one of claims 1 to 9,

11. The terminal device, When a predetermined condition for causing the game medium to perform the action is not satisfied in the second fighting game, causing the game medium to perform an action different from the action; The control program according to any one of claims 1 to 10,

12. A terminal device including a storage unit and a display unit, a progression unit that progresses a first battle game between a user's game medium and an enemy game medium by causing the user's game medium to perform at least one action; a storage processing unit that stores in the storage unit first information regarding the action performed by the game medium in the first fighting game, the progression unit displays, on the display unit, an action screen in which a plurality of types of action candidates including the action corresponding to the first information are displayed in a selectable manner; when the user selects an action other than the action corresponding to the first information on the action screen, the storage processing unit stores second information related to the selected at least one action in the storage unit; the progression unit, in a second fighting game which progresses after the first fighting game ends, when the first information is stored in the storage unit, causes the game medium to take the action related to the first information, and when the second information is stored in the storage unit, causes the game medium to take the action related to the second information; A terminal device comprising:

13. A method for controlling a terminal device including a storage unit and a display unit, The terminal device, causing the user's game medium to perform at least one action, thereby progressing a first battle game between the user's game medium and an enemy game medium; storing in the storage unit first information relating to the action performed by the game medium in the first fighting game; displaying, on the display unit, an action screen on which a plurality of action candidates including the action corresponding to the first information are displayed in a selectable manner; When an action other than the action corresponding to the first information is selected by the user on the action screen, second information related to the selected at least one action is stored in the storage unit; in a second battle game that progresses after the first battle game is ended, when the first information is stored in the storage unit, causing the game medium to take the action related to the first information, and when the second information is stored in the storage unit, causing the game medium to take the action related to the second information; A control method comprising:

Citation Information

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