Computer program for games, game system and control method thereof
By switching the attack and defensive roles of users and opponents in the game system and providing regular choice opportunities, it solves the problem that users find it difficult to master the regularity of choice opportunities, and improves the fun and strategic nature of the game.
Patent Information
- Application Number
- JP2022094049
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-06-10
- Publication Date
- 2025-05-08
- Estimated Expiration
- 2041-03-15
AI Technical Summary
In existing game systems, it is difficult for users to master the regularity and predictability of choice opportunities in competitions, resulting in insufficient strategic nature.
By introducing a computer program into the game system, the program switches the attack and defensive roles of the user and opponent during the game and provides selection opportunities at each round, ensuring that the user's choices can be reflected in the game for a specific time period.
It improves the fun and strategic nature of the game, ensuring that users can regularly get choice opportunities in the game, thereby improving the predictability and sense of participation of the game.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a computer program for providing a game in which a battle progresses by a computer repeatedly calculating the actions of objects. [Background technology]
[0002] As a game system that provides a type of game in which a battle progresses by a computer repeatedly calculating the actions of objects in a game space, a game system is known in which the user plays a role such as a manager and can give instructions at any time during the battle so that the user's selection is reflected in the calculation of the object's actions (see, for example, Patent Document 1). Alternatively, there is also a game system that allows the user to make an intervention in the selection when a specific situation occurs that is an important opportunity in terms of the progress of the battle. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2014-198106 A Summary of the Invention [Problem to be solved by the invention]
[0004] If the user is allowed to make a selection at any time during a match, the user may be unsure of when to give instructions. On the other hand, if the user leaves the opportunity to give a selection up to the computer's judgment of the situation, the selection opportunities are irregular, and it is difficult for the user to grasp when the opportunity to make a selection will arise. Therefore, even if an opportunity to make a selection arises at a certain time, the user cannot grasp when the next opportunity to make a selection will arise. Therefore, there is a risk that the strategy cannot be sufficiently ensured in that the user cannot make a selection taking into account the next and subsequent selection opportunities.
[0005] Therefore, an object of the present invention is to provide a computer program for a game that can increase the interest of the game by creating a suitable degree of regularity or predictability in the provision of selection opportunities to the user. [Means for solving the problem]
[0006] A computer program for a game according to one embodiment of the present invention is a computer program for a game that causes a computer of a game system to function as a battle calculation means for calculating the actions of each object of a user and his / her opponent within a specified field and progressing the battle between the user and the opponent, thereby providing a game by the computer in which a first turn in which the user is on the offensive side of the battle and a second turn in which the user is on the defensive side of the battle occur alternately between the user and the opponent based on the results of the calculation of the actions, and is configured to cause the computer to function as a selection opportunity providing means that temporarily suspends the actions of the objects in conjunction with the switch between the first turn and the second turn, and provides the user with an opportunity to make a choice regarding the battle, and a calculation control means that controls the calculation of the battle calculation means so that the user's selection is reflected in the calculation of the battle calculation means within a target period until the next switch between the first turn and the second turn.
[0007] A game system according to one embodiment of the present invention includes a computer that functions as a battle calculation means for progressing a battle between a user and an opponent by calculating the actions of each of the objects of the user and the opponent within a specified field, and the computer provides a game in which a first turn in which the user is on the offensive side of the battle and a second turn in which the user is on the defensive side of the battle occur alternately between the user and the opponent based on the results of the calculation of the actions. The computer further functions as a selection opportunity providing means that temporarily suspends the actions of the objects in conjunction with the switching between the first turn and the second turn, and provides the user with an opportunity to make a choice regarding the battle, and as a calculation control means that controls the calculation of the battle calculation means so that the user's selection is reflected in the calculation of the battle calculation means within a target period until the next time the first turn switches between the second turn.
[0008] A control method for a game system according to one embodiment of the present invention causes a computer of the game system to function as a battle calculation means for progressing a battle between a user and an opponent by calculating the actions of each of the objects of the user and the opponent within a specified field, and provides a game by the computer in which a first turn in which the user is on the offensive side of the battle and a second turn in which the user is on the defensive side of the battle occur alternately between the user and the opponent based on the results of the calculation of the actions, and further causes the computer to function as a selection opportunity providing means for temporarily suspending the actions of the object in conjunction with the switching between the first turn and the second turn, and providing the user with an opportunity to make a choice regarding the battle, and a calculation control means for controlling the calculation of the battle calculation means so that the user's selection is reflected in the calculation of the battle calculation means within a target period until the next time the first turn switches between the second turn. [Brief description of the drawings]
[0009] [Figure 1] 1 is a diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 13 is a diagram showing an example of a game screen displayed during a match in a game provided in one embodiment of the present invention. [Diagram 3] FIG. 1 is a diagram showing an example of a basic configuration of a game. [Figure 4] FIG. 13 is a diagram showing an example of a turn system in a battle. [Diagram 5] FIG. 13 is a diagram showing an example of a configuration within one turn. [Figure 6] FIG. 13 is a diagram showing an example of a screen displayed when selecting a player list. [Figure 7] FIG. 13 shows an example of a screen that is displayed when display related to players is selected. [Figure 8] FIG. 13 shows an example of a screen displayed when rearranging players. [Figure 9] A figure showing an example of placing a player card in a position other than a preferred position. [Figure 10] FIG. 13 is a diagram showing an example of a screen displayed when a game plan is selected. [Figure 11] FIG. 13 is a diagram showing an example of a screen displayed when a formation is selected. [Figure 12] FIG. 13 is a diagram showing another example of the screen displayed when selecting a formation. [Figure 13] FIG. 13 shows an example of a screen displayed when selecting an attack type tactic. [Figure 14] FIG. 13 shows an example of a screen displayed when selecting a tactic for an attacking area. [Figure 15] FIG. 13 shows an example of a screen displayed when selecting a defensive type tactic. [Figure 16] FIG. 13 shows an example of a screen displayed when selecting a tactic for a defensive area. [Figure 17] FIG. 13 shows an example of an instruction screen displayed during the instruction part of each turn. [Figure 18] A diagram showing an example of changes in the hand and deck during each turn. [Figure 19]FIG. 13 is a diagram showing an example in which a field is divided into segments. [Figure 20] FIG. 13 is a diagram showing an example of the distribution of influences set in a field. [Figure 21] A diagram showing an example of the effect that influence has on a player's parameters. [Figure 22] FIG. 13 is a diagram showing an example of the relationship between influence and the increment in parameter value. [Figure 23] 13 is a diagram showing an example of determining the distribution of influence by adding up the influences corresponding to each of a plurality of player cards. [Figure 24] FIG. 13 is a diagram showing an example of the distribution of influences generated corresponding to opponent player cards. [Diagram 25] 13 is a diagram showing an example of influence distribution when the influence of a user on a player is determined by overlapping the influence generated on an opponent. FIG. [Figure 26] 13 is a diagram showing an example of the relationship between the distribution of influence inherent to a player card and the distribution of influence obtained by cutting out a portion of the card to fit the field. [Figure 27] FIG. 13 is a diagram showing an example of the relationship between the distribution of influence remaining after the previous turn and the distribution of influence determined in the next turn. [Figure 28] 13 is a diagram showing an example of a correspondence relationship between team tactics, player behavioral tendencies, and correction rates that the team tactics have on their influence. [Figure 29] 13 is a diagram showing an example of the relationship between attack type tactics, the arrangement of corresponding tactical marks, and target areas. [Diagram 30] A figure showing an example of the relationship between tactics in an attacking area, the arrangement of corresponding tactical marks, and target areas. [Diagram 31] 13 is a diagram showing an example of the relationship between defensive type tactics, the arrangement of corresponding tactical marks, and target areas. [Diagram 32] 13 is a diagram showing an example of the relationship between the tactics of the defensive areas, the arrangement of the corresponding tactical marks, and the target areas. [Diagram 33] FIG. 13 is a diagram showing an example of influence correction accompanying the occurrence of a tactic. [Diagram 34] FIG. 13 is a diagram showing an example of the distribution of influence correction rates when multiple tactics occur. [Diagram 35] FIG. 13 is a diagram showing an example of changing a calculation tendency according to a tactic. [Diagram 36] FIG. 13 is a diagram showing an example of combining calculation trends corresponding to a plurality of tactics. [Figure 37] FIG. 13 is a diagram showing an example of behavioral tendencies when a change in computational tendency corresponding to the occurrence of an attacking tactic is expressed as a player's behavior. [Figure 38] FIG. 13 is a diagram showing an example of a behavioral tendency when a change in computational tendency corresponding to the occurrence of a defensive tactic is expressed as a player's behavior. [Figure 39] FIG. 2 is a diagram showing an example of the configuration of a control system in a user device. [Diagram 40] FIG. 2 is a diagram showing an example of the configuration of a battle calculation unit. [Diagram 41] 11 is a flowchart showing an example of a procedure of a home process executed by a game control unit. [Diagram 42] 11 is a flowchart showing an example of a procedure of a team management process executed by a game control unit. [Diagram 43] 11 is a flowchart showing an example of a procedure of a battle process executed by a game control unit. [Diagram 44] 11 is a flowchart showing an example of a procedure of a turn process executed by a game control unit. [Diagram 45] 11 is a flowchart showing an example of a procedure of a card selection process executed by a game control unit. [Diagram 46] FIG. 13 is a diagram showing an example of division of a field into areas in a modified example for a baseball game. [Figure 47] FIG. 47 is a diagram showing an example of the association of tactics with each area in FIG. 46. [Figure 48] FIG. 13 is a diagram showing an example of a correspondence relationship between team tactics and player behavioral tendencies in a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] Hereinafter, a game system according to an embodiment of the present invention will be described with reference to the accompanying drawings. [Overall configuration] 1 shows an example of the overall configuration of a game system 1 according to this embodiment. The game system 1 is configured as a client-server system including a plurality of user devices 3 as clients and a server 4 connected to the user devices 3 via a network NT (the Internet, for example).
[0011] The user device 3 is a device used daily by a user, and is an information communication terminal device equipped with an information communication function via a network NT. As an example, a smartphone 3a or a tablet terminal 3b equipped with a communication function is used as the user device 3. A PC (short for personal computer) may be used as the user device 3. The user device 3 functions as a game terminal device that provides a predetermined game to a user by executing a predetermined game program. The user device 3 may be a personal or home stationary game machine provided as a so-called consumer game machine, or may be a portable game machine. It is also possible to use an arcade game machine provided as an arcade game machine as the user device 3.
[0012] The server 4 may be configured by appropriately combining a plurality of server units, or may be configured by a single server unit. The server 4 may be configured as a cloud server using cloud computing technology. The server 4 provides the user device 3 with various services related to the game, such as a service for matching players to compete in a game, and a service for relaying game information to be shared between the user devices 3. In addition, an arcade game machine or the like may be appropriately added to the game system 1. For example, the arcade game machine may be used as a client that provides a game linked to the game provided by the user device 3. Of course, as described above, the arcade game machine or the like may be used as the user device 3 for playing the game according to this embodiment.
[0013] [Game Contents] (1) Overview of the Game The game provided via the user device 3 includes an element in which a user and an opponent each play against each other using game media. The opponent may be a real user using one of the user devices 3, or may be a virtual entity controlled by the computer of the user device 3. In either case, the opponent is also an entity that can be included in the concept of a user. In other words, an opponent means a user who is the opponent in a match from the perspective of a person playing the game, and may be a real user or not. A match does not necessarily have to be one-on-one. A single user may play against multiple opponents at the same time, or a so-called group match may be possible in which a group including the user plays against another group.
[0014] The game medium is a medium used by the user to convey his / her intention regarding various choices in the game. The game medium may be expressed in various forms such as a card, an item, a piece, etc., as long as the user can recognize it as an object used to convey his / her intention. The game medium may be prepared as a virtual medium displayed on the game screen, or may be provided to the user as a physical medium. For example, when a physical card is used as the game medium, information recorded on the card may be acquired by the user device 3, and a virtual game medium corresponding to the physical card may be made to appear during the game based on the acquired information. The physical medium is not limited to a flat card, but may be a three-dimensional figure, etc., and the user device 3 may be configured to be able to acquire information recorded on these or information on the virtual game medium based on them. In the following, unless otherwise specified, the game medium will be described as a virtual medium.
[0015] The game provided by the user device 3 may be configured as a game of an appropriate genre as long as it includes an element of a battle. The game further includes an element in which an object acts in a virtual space of the game based on a user's selection through the use of the game medium, and the battle progresses. The object may be conceived as an object that acts in the game. The game medium and the object do not necessarily need to be visually distinguished. For example, when a card as an example of the game medium is made to appear on the game screen, a three-dimensional character, item, etc. corresponding to the card may be made to act in the game as an object, and the state of the action may be displayed on the game screen. On the other hand, the user may directly operate the object displayed on the game screen to select the action, etc. In this case, the object itself functions as the game medium, and they are not visually distinguished. Therefore, on the game screen, the game medium and the object may be perceived as separate entities or as the same entity. The selection of the game medium is equivalent to the selection of the object through this, and the two are essentially synonymous.
[0016] As described above, the user device 3 may provide various types of competitive games using game media, but in this embodiment, the description will continue assuming that a soccer game is provided as an example of such a type of game. FIG. 2 shows an example of a game screen in a soccer game. As is well known, in a soccer game, the players PL (reference symbols are attached only to some of the players) of the user and the opponent act in the virtual field FD in the same way as in real soccer, and the match progresses. The players PL are an example of objects that operate in the virtual space of the game. The match here means a match in real soccer, and one match corresponds to one match in soccer. The game screen 100 in FIG. 2 shows the behavior of the players PL on the field FD observed from a specified viewpoint. The viewpoint is automatically switched to an optimal position depending on the situation of the match. A map 101 showing the position of the players PL in the entire field FD is displayed in the lower center of the game screen 100, and an information section 102 showing the team names of the user and the opponent, the score, the elapsed time (or the remaining time) and the like is added to the upper part. Furthermore, for at least some of the players PL, attributes such as their names may be displayed appropriately.
[0017] The actions of each player PL are sequentially and repeatedly calculated by the computer of the user device 3. Each player PL automatically acts according to the results of the series of calculations, and the match progresses. In order to reflect the user's intentions in the actions of the player PL, a player card is used as an example of a game medium. The user is given an opportunity to use the player card at an appropriate time before the match and at a specified time during the match.
[0018] (2) Basic structure of the game FIG. 3 shows a basic structure of the game. As with various games, the game of this embodiment also has a basic structure in which user-selectable items are hierarchically organized and presented to the user, and processing is performed according to the user's selection. When a game program is started on the user device 3, a login process and other necessary processes are performed, and the device enters a home state in which a predetermined home screen is displayed. In the home state, a plurality of selection items including "My Team" and "Match" are presented to the user. When "My Team" is selected, a plurality of selection items including "Team Management" and "Player List" are presented to the user. As a subordinate to "My Team", for example, a selection item for the user to obtain a player card for a fee or free of charge, or a selection item for setting various game environments, etc. may be appropriately added.
[0019] "Player List" is a selection item that allows the user to check the details of the player cards that the user owns. The player cards are set with multiple types of parameters that express the player's abilities or performance, such as running ability, stamina, kicking ability, dribbling ability, and defensive ability. When "Player" is selected, the user can check various information regarding the player cards that the user owns.
[0020] "Team management" is a selection item that allows the user to make various choices regarding the form of use of player cards. When "team management" is selected, "player" and "game plan" are presented to the user as subordinate selection items. When "player" is selected, multiple selection items including "player substitution" are further presented to the user. When "player substitution" is selected, the user can select the placement of player cards on the field. In soccer, there are positions such as forward and midfielder, and with "player substitution" the user can select which player card to place in which position.
[0021] "Game plan" is a selection item for selecting a tactic in a match. When "game plan" is selected, "formation", "attack type", "attack area", "defense type", and "defense area" are presented to the user as subordinate selection items. These items are based on tactics in real soccer. "Formation" is a selection item for setting the formation (placement) of a player card. For example, formations such as "3-2-3-2" and "4-3-3" can be selected. "Attack type", "attack area", "defense type", and "defense area" indicate types (categories) for selecting tactics in a match by the user. "Attack type" and "attack area" are selection items for the user to specify tactics that belong to the attacking category, and "defense type" and "defense area" are selection items for the user to specify tactics that belong to the defensive category. The selection in "game plan" affects the calculation of the actions of players in a match under certain conditions. Specific examples of the selection items in "game plan" and the effects of these selections on the calculation of actions will be described later.
[0022] (3) Match Procedures Next, an example of a procedure for progressing a match when "Match" is selected in the home screen of FIG. 3 will be described. When "Match" is selected, a soccer match starts based on the selection in "Team Management". As described above, the actions of the players in the match are calculated by a computer, and the calculation is repeated to cause each player to automatically act and progress in the match. In contrast, a turn system is introduced in this form of game in order to give the user an opportunity to make a selection during the match and to reflect the selection result in the calculation. FIG. 4 shows an example of a mechanism of the turn system. In the example of FIG. 4, the match is divided into a number of turns, with the switching of offense and defense between the user and the opponent as a dividing line. The switching of offense and defense occurs when the control of the ball is switched between the user side and the opponent side as a result of the calculation of the player's actions. When it is not possible to clearly distinguish whether the user or the opponent is controlling the ball, for example, in a state where a loose ball has occurred, it is sufficient to determine that the offense and defense have switched at the point when the control of the ball is clearly switched.
[0023] There are attack turns as an example of a first turn and defense turns as an example of a second turn. These turns occur reciprocally and simultaneously for the user and the opponent. That is, when the user has an attack turn, the opponent has a defense turn, and when the opponent has an attack turn, the user has a defense turn. Each of the attack turn and defense turn is divided into an instruction part and an action part. As shown in FIG. 5, the instruction part is a part in which the user and the opponent select a player card. The selection of a player card in the instruction part is associated with the application of "influence" to the calculation in the action part and the application of "team tactics". "Influence" and "team tactics" affect the calculation in the action part. The influence is set so that at least a state advantageous to the user is generated. Details will be described later.
[0024] Returning to FIG. 4, the instruction part starts in conjunction with the switch of turns, and ends when a predetermined time limit has elapsed, or when the user and opponent have each finished their selection even before the time limit has elapsed. In the action part, the player's actions are calculated while referring to the results of the selection in the instruction part, and the player automatically acts according to the calculation results. When a switch between offense and defense occurs based on the calculation results in the action part, one attack turn and defense turn ends, and the attack turn and defense turn are swapped between the user and opponent. This starts the instruction part of the next turn. The match is divided into a first half and a second half, and the turn also ends when the match time for each of the first and second halves has elapsed.
[0025] (4) Specific examples of game content Next, specific examples of game content will be described with reference to FIGS. (4-1) Player cards FIG. 6 shows an example of a player list screen 110 that is displayed when "Player List" in FIG. 3 is selected. The player list screen 110 displays a list of player cards CD owned by the user. The player card CD includes a player image cd1 that represents a player with a face or the like, a favorite position cd2, a parameter total value cd3, and a cost cd4. The favorite position cd2 indicates the position in the formation that the player corresponding to the player card CD is good at, using an alphabetic character string as an abbreviation. For example, "CF" is displayed as the favorite position cd2 on a player card CD corresponding to a player who is good at center forward. The parameter total value cd3 is a value obtained by integrating the values of various parameters set in association with the player card CD using a predetermined formula. The parameter total value cd3 indicates the overall ability of the player corresponding to the player card CD. The larger the value, the higher the ability of the player. The cost cd4 indicates the amount of cost required when using the player card CD in a match. The cost cd4 may be differentiated according to the player card CD so that the higher the overall ability, the higher the cost.
[0026] When any of the player cards CDs is selected on the player list screen 110, a details screen 111 showing the details of the player is displayed, for example, in the form of a pop-up window. The details screen 111 can be switched between a state in which basic information such as the name and type of the player corresponding to the player card CD is displayed (lower left in FIG. 6) and a state in which values of various parameters associated with the player card CD are displayed (lower right in FIG. 6). (4-2) Player card placement FIG. 7 shows an example of a team management screen 120 that is displayed when "Team Management" is selected. The team management screen 120 includes selection areas 121 corresponding to the lower selection items "Player" and "Game Plan". The display content of the team management screen 120 changes according to the selection of the selection area 121. FIG. 7 shows the display content when "Player" is selected. The team management screen 120 in FIG. 7 includes a menu 122 showing items that the user can select, and a map 123 showing a soccer field. The map 123 sets positions on the formation where the player cards CD can be arranged. In FIG. 7, the player cards CD are arranged at each position. The arrangement of the positions on the map 123 in FIG. 7 changes according to the selection of "Formation" in FIG. 3. The eleven player cards CD arranged at the eleven positions on the map 123 constitute a deck for a match. The players corresponding to the player cards CD included in the deck become the players who will participate in the match on the user's team.
[0027] When "Substitute Player" is selected from the menu 122, the display content of the team management screen 120 changes to the state shown in FIG. 8. In the state shown in FIG. 8, a group of player cards CD that can be used in a match are displayed side by side in a candidate list 124 on the left side. The player cards CD in the candidate list 124 are at least a part of the group of player cards owned by the user. Player cards CDs not owned by the user may be appropriately added to the candidate list 124 by computer control. For example, if the user does not own 11 or more player cards CDs required for a match, appropriate player cards CDs may be added to the candidate list 124.
[0028] As shown in FIG. 8(a), when the user touches and selects one of the player cards CD (in the illustrated example, the card of player A) from the candidate list 124 and drags the selected player card CD to one of the positions on the map 123 as shown in FIG. 8(b), the player card CD (in the illustrated example, the card of player B) placed at the destination position is replaced with the player card CD that was dragged as shown in FIG. 8(c). By appropriately performing such an operation, the user can appropriately arrange the player cards CD at each of the eleven positions on the formation. When the player cards CD for each position on the map 123 are determined in this manner, the positions as the roles that each player should play on the field are also determined in accordance with the arrangement of the player cards CD.
[0029] The arrangement of the player cards CD may be selected as an automatic setting in which the computer automatically determines the arrangement. In the automatic setting, as an example, the computer may select the player cards CD from the candidate list 124 and arrange them in each position while giving priority to the match between the position on the formation and the favorite position of the player card CD. In addition, in the selection in "player replacement", the player cards CD may be arranged in a position other than the favorite position. However, the total value of the parameters is reduced for the player cards CD arranged in a position other than the favorite position. As an example, the player card with the reference symbol CDz in FIG. 9 is arranged in a position other than the favorite position and its total parameter value is reduced. In this case, the visual elements such as the display color of the favorite position and the total parameter value may be changed to clearly indicate to the user the inconsistency with the favorite position and the reduction in the total parameter value.
[0030] The decrease in the overall value of the parameters acts to reduce the abilities of the player and restrict the actions of the player, compared to when the player card CD is placed in a favorite position. Therefore, placing the player card CD in a favorite position is advantageous in a match. Therefore, it is preferable for the user to collect a player card CD for each position in the formation, which has the favorite position for that position. In this respect, the user can be motivated to collect various player cards CD. Even if it is possible to place a player card CD whose favorite position matches each position, the user is free to place the player card CD in a position other than the favorite position. For example, when a match is played using a favorite player card CD as a priority, the user can choose to place the player card CD in a position other than the favorite position.
[0031] (4-3) Choosing a game plan FIG. 10 shows the display contents of the game plan setting screen 130 that is displayed when "game plan" is selected in team management. The game plan setting screen 130 includes a menu 131 including "formation," "attack type," "attack area," "defense type," and "defense area" as selection items, and a map 132 showing the formation on the field. The selection items of the menu 131 correspond to the selection items under "game plan" in FIG. 3. The map 132 displays position indicators 133 according to the arrangement corresponding to the formation selected in "formation." The position indicators 133 display the positions on the formation using their abbreviations. For example, "CF" is added to the position indicator 133 of the center forward, and "LWG" is added to the position indicator 133 corresponding to the left winger.
[0032] Each position indicator 133 is provided with two circular blanks 134 and two rectangular blanks 135. A tactical mark 136 is displayed in a part of each of the blanks 134 and 135. There are four types of tactical marks 136 corresponding to the selection items of the menu 131, namely, "attack type", "attack area", "defense type", and "defense area". The tactical mark 136 associates the team tactics selected by the user with the player card CD for each of the "attack type", "attack area", "defense type", and "defense area". Since two blanks 134 and 135 are provided for each position indicator 133, two tactical marks 136 for the attacking side and two tactical marks 136 for the defending side can be set for each position, making it possible to set a maximum of four tactical marks 136 in total. On the other hand, there may be a position to which no tactical mark 136 is set. In the example of FIG. 10, four tactical marks 136 are set for the position indicator 133 of "CMF", and no tactical mark 136 is set for each of the position indicators 133 of "GK" and "CB".
[0033] The tactical marks 136 are visually differentiated according to the corresponding team tactics. The appearance of the tactical marks 136 may be any appropriate one as long as the correspondence with the selection items such as "attack type" can be identified. Furthermore, a common element may be given to the tactical marks 136 between "attack type" and "attack area", which are tactics related to attack, and an element different from the tactics of the offensive side may be given to the tactical marks 136 between "defense type" and "defense area", which are tactics related to defense, so that it is possible to identify whether the tactical marks 136 are related to attack or defense. For example, a common element may be given such that the colors of the tactical marks 136 of the offensive side are unified and the tactical marks 136 of the defensive side are unified with a different color. In order to indicate the correspondence of the tactical marks 136, the tactical marks 136 corresponding to each selection item are given to the "attack type", "attack area", "defense type", and "defense area" in the menu 131. The correspondence between the positions on the formation and the tactical marks 136 is changed appropriately according to the selections made in each of “formation,” “offensive type,” “offensive area,” “defensive type,” and “defensive area.” Specific examples of changes made according to selections will be described later.
[0034] When "Formation" is selected from the menu 131 in FIG. 10, a formation selection screen 140 in FIG. 11 is displayed. The formation selection screen 140 includes a menu 141 showing candidate formations selectable by the user, and a map 132. The map 132 is the same as the map 132 in FIG. 10, but the arrangement of the position indicators 133 and the correspondence between the position indicators 133 and the tactical marks 136 change depending on the formations selectively displayed in the menu 141. For example, FIG. 11 shows the map 132 when the "3-3-3-3" formation is selected, and FIG. 12 shows the map 132 when the "3-1-4-2" formation is selected.
[0035] When "offense type" is selected from menu 131 in Fig. 10, attack type selection screen 150 in Fig. 13 is displayed, when "offense area" is selected, attack area selection screen 160 in Fig. 14 is displayed, when "defense type" is selected, defense type selection screen 170 in Fig. 15 is displayed, and when "defense area" is selected, defense area selection screen 180 in Fig. 16 is displayed. Each of screens 150, 160, 170, 180 is common to formation selection screen 140 in that it includes menus 151, 161, 171, 181 showing selection items selectable by the user, and a map 132. As examples of selection items, the attack type selection screen 150 in FIG. 13 provides "possession" and "counter attack", the attack area selection screen 160 in FIG. 14 provides "left side attack", "center breakthrough" and "right side attack", the defense type selection screen 170 in FIG. 15 provides "forecheck" and "retreat", and the defense area selection screen 180 in FIG. 16 provides "center defense" and "side defense". The arrangement of the tactical marks 136 on the map 132 changes appropriately according to the selection. In addition, on the screens 150, 160, 170, and 180 in FIG. 13 to FIG. 16, a tactical area indicator 137 is further displayed on a part of the map 132. The tactical area indicator 137 indicates a target area to which the team tactics are applied. The tactical area indicator 137 may be displayed using, for example, gradation. The position of the tactical area indicator 137 changes appropriately depending on the selection of “offensive type”, “offensive area”, “defensive type”, and “defensive area.” Specific examples of the correspondence between these selection items and the target areas of team tactics will be described later.
[0036] (4-4) Selection in the instruction part 17 shows an example of an instruction screen 200 displayed in the instruction part of each turn during a match. The instruction screen 200 includes a match status display section 201, a hand display section 202, a tactics display section 203, a cost display section 204, and a remaining time display section 205. The match status display section 201 displays the scores of the user's and opponent's teams, the elapsed time of the match, the position of the ball on the field, and the positions of the friendly and opposing players in an identifiable manner as the match status at the start of the instruction part, in other words, at the end of the previous action part.
[0037] A predetermined number of player cards CD (for example, five cards) that the user can select in the current instruction part are displayed as the user's hand in the hand display section 202. The hand cards are selected from the user's deck, that is, from 11 player cards CD arranged at each position in the formation, in a predetermined manner. A specific example of selection will be described later. A selection mark 202a such as a check mark is added to the player card CD selected in the hand display section 202.
[0038] The hand display section 202 displays an influence map 206 in one-to-one correspondence with the player cards CD. The influence map 206 of a selected player card CD is displayed differentiated using light and dark contrast or the like so that it stands out more than the influence map 206 corresponding to a non-selected player card CD. An area image 207 indicating an influence area within the field set in correspondence with the player card CD is added to the influence map 206. The influence area is an area on the field where influence occurs in response to the selection of a player card CD. Influence is a concept that exerts a predetermined effect on the calculation of an action when a player acts within the influence area. The setting position of the influence area is differentiated according to the player card CD.
[0039] The hand display section 202 also displays a tactical mark 136 associated with the player card CD. As described above, the player card CD and the tactical mark 136 are associated with each other by placing the player card CD at each position on the formation illustrated in Figs. 10 to 16. For example, when a player card CD is placed at a position to which a tactical mark 136 corresponding to an attack type is attached, the player card CD and the tactical mark 136 are associated. In other words, the tactical mark 136 is not directly associated with the player card CD. The tactical mark 136 is associated with the player card CD via the position on the formation.
[0040] The tactics display section 203 displays whether the user is on the offensive or defensive turn by distinguishing between the words "attack" and "defense." In the case of an offensive turn, the tactics display section 203 further displays the tactics of "attack type" and "attack area" for the tactics selected by the user in the game plan, and in the case of a defensive turn, the tactics of "defense type" and "defense area" for the tactics selected by the user. The example of FIG. 17 shows that the user is on the offensive turn, "possession" has been selected as the attack type, and "center breakthrough" has been selected as the attack area.
[0041] In the tactical display section 203, tactical marks 136 corresponding to the tactics of the offensive or defensive side are displayed based on the selection of the player card CD in the instruction part according to the offensive turn or defensive turn. For example, in the case of an offensive turn, tactical marks 136 corresponding to each of the "attack type" and the "attack area" are displayed based on the selection of the player card CD. When the user selects one player card CD associated with the tactical mark 136 corresponding to the "attack type", one tactical mark 136 is displayed for the "attack type" in the tactical display section 203 in response to this. The number of tactical marks 136 displayed in the tactical display section 203 corresponds to the achievement status of the tactical generation condition. In other words, when a predetermined number of player cards CD associated with the corresponding tactical mark 136 are selected in the instruction part, the generation condition of each tactic is satisfied, and the effect corresponding to the tactic is reflected in the calculation in the action part. In the example of FIG. 17, when two player cards CD associated with the tactical mark 136 of the "attack type" are selected, the generation condition for the tactic of "possession" as the "attack type" in the tactical display section 203 is satisfied. However, in order to satisfy the conditions for generating a tactic, it is sufficient to select at least two player cards CD associated with the same tactic. There is no prohibition on selecting three or more player cards CD associated with the same tactic.
[0042] The selection of a player card CD is limited by cost. The cost that can be consumed in one instruction part (hereinafter, sometimes referred to as the upper limit cost) is displayed in the cost display unit 204. When a player card CD is selected, the cost set for the selected card CD (cost cd4 in FIG. 6) is subtracted from the upper limit cost in the cost display unit 204. Therefore, the user can select one or more player cards CD within a range that does not exceed the upper limit cost. The upper limit cost increases at an appropriate timing. For example, a predetermined value is added to the upper limit cost at the start of an instruction part. A maximum value may be set for the upper limit cost. In the example of FIG. 17, the maximum value of the upper limit cost is shown to be 10. In addition, the instruction part has a time limit. The remaining time display unit 205 displays the remaining time in one instruction part in, for example, a pie chart form.
[0043] As is clear from the above explanation, the selection of the player card CD in the instruction part can be reflected in the calculation in the action part from two perspectives: influence and team tactics. In both the offensive turn and defensive turn, the user needs to select the player card CD within the upper limit cost range and within a limited time, taking into consideration the area image 207 corresponding to the player card CD and the tactical mark 136. In other words, the user is required to strategically select the player card CD taking into consideration factors such as which position in the field should be the influence area shown in the area image 207, or whether the selected team tactics should be executed. This increases the strategic nature of the game, and thus increases the interest of the game.
[0044] The player card CD and the tactics are not directly associated with each other, but are associated with each other through the user's selection of the position on the formation. Therefore, even if the user does not collect the player cards CD corresponding to various tactics, the user can set the player card CD as the game medium to be used for generating the desired tactics through the selection of the position to place the player card CD. Therefore, even a user who does not collect enough game media can generate various tactics. Therefore, many users can enjoy the strategic and playful nature of the game that arises from the use of tactics, and the interest of the game is increased.
[0045] As described above, the positions on the formation may include positions on which multiple tactical marks 136 are displayed. For example, in FIG. 10, a total of four tactical marks 136 are set on the position indicator 133 of "CMF", two on each of the offensive and defensive sides. The player card CD placed on that position is associated with tactics of all categories. When that player card CD is included as a hand in the hand display unit 202, the user can select that player card CD as a player card CD required for tactical generation regardless of whether it is an offensive turn or a defensive turn. Such a player card CD functions as an example of a specific game medium that can be used to generate an effect in either an offensive turn or a defensive turn.
[0046] By making at least one player card CD function as an example of a specific game medium, the strategic value of the player card CD can be increased. In addition, compared to a case where only a player card CD that can be used for tactics generation only in either an attacking turn or a defensive turn is provided, it is possible to give the user more opportunities to select a player card CD for tactics generation. Therefore, it is possible to reduce the frequency of occurrence of a situation in which there is no choice to generate a tactic in an attacking turn or a defensive turn. Since the attacking turn and the defensive turn occur reciprocally and simultaneously for the user and the opponent, it is possible to increase the diversity or flexibility of the tactics in the match by giving the user an opportunity to select for tactics generation not only in one turn but in both turns. This can further increase the interest of the game.
[0047] In order to generate a player card CD that can be used for generating tactics in both an offensive turn and a defensive turn, it is sufficient to associate one or more offensive tactical marks 136 and one or more defensive tactical marks 136 with the same position. It is not necessarily necessary to associate two or more tactical marks 136 with the same position for at least either the offensive or defensive side. In the example of FIG. 17, not only the two leftmost player cards CD in the hand display section 202 but also the rightmost player card CD function as an example of a specific game medium.
[0048] On the other hand, as exemplified by the position indicator 133 of "CMF" in FIG. 10, when multiple tactical marks 136 are associated with the same position indicator 133 for the tactics of at least one of the offensive and defensive sides, one player card CD can be used as a player card CD required to satisfy the generation conditions of multiple tactics in the same turn. This also makes it possible to increase the strategic value of the player card CD. In the example of FIG. 17, the two player cards CD from the left end of the hand display section 202 are associated with two tactical marks 136 for each of the offensive and defensive sides. Therefore, it is possible to make those player cards CD function as player cards CD for generating the tactics of "offensive type" and "offensive area" in the offensive turn, and as player cards CD for generating the tactics of "defensive type" and "defensive area" in the defensive turn.
[0049] FIG. 18 shows an example of the relationship between the deck and the hand in the instruction part. In FIG. 18, 11 player cards in the deck are distinguished by player IDs 1 to 11. At the start of the match, five player cards are randomly selected as the hand from the 11 player cards in the deck. The remaining six player cards are left as the deck. The order of the six player cards in the deck is appropriately determined. In FIG. 18, the left end is the top of the order, and the right end is the bottom of the order. In the instruction part of the first turn after the start of the match (which is either an offensive turn or a defensive turn for the user), one to five player cards are selected from the hand within the upper limit cost. The selected player cards are removed from the hand. As a result, the number of cards in the hand is reduced by the selected number. In the next turn (which is the other of either an offensive turn or a defensive turn), a number of player cards equal to the number of cards missing in the hand are replenished from the deck to the hand. The cards are replenished in order from the top of the deck according to the order of the player cards. Any player cards removed from the hand in the previous turn are replenished to the back of the deck. By repeating the above process, five player cards are prepared as a hand and presented to the user in each turn.
[0050] (4-5) Influence Next, an example of the influence will be described with reference to FIG. 19 to FIG. 27. As described above, the influence is generated in association with the position on the formation of the player card CD selected in the instruction part. As shown in FIG. 19, the field FD is divided into a plurality of segments SG in a matrix shape vertically and horizontally. In FIG. 19, the front-back direction (the direction in which the goal faces) of the field FD is indicated by the X-axis direction, and the left-right direction is indicated by the Y-axis direction. In addition, in the following, the segment SG may be specified by a combination of coordinate values 0 to 7 in the X-axis direction and coordinate values 0 to 4 in the Y-axis direction, which are added outside the field in the figure. The number of divisions of the field FD in each direction is an example, and may be set appropriately. In the example of FIG. 19, the number of divisions is shown to be small, and in reality, the field FD may be divided into a large number of segments SG.
[0051] The position of the player card CD on the map 123 in FIG. 7 and the position of each position indicator 133 shown on the map 132 in FIG. 10 to FIG. 16 are associated with any one of the segments SG. Therefore, the segment SG corresponding to the player card selected in the instruction part is uniquely determined from the formation selected by the user and the player cards arranged at each position on the formation. Note that the abbreviations of the positions included in the position indicators 133 in FIG. 10 to FIG. 16 do not necessarily need to be subdivided according to the division number of the segment SG. For example, for each of the segments SG with the coordinate values [0, 1], [0, 2], and [0, 3] in FIG. 19, the position indicator 133 may be changed in the map 132 in response to the segment SG, while "CF" indicating center forward may be written on the position indicator 133. The favored positions associated with the player card CD do not necessarily need to be associated one-to-one with the segments SG. A plurality of adjacent segments SG may be associated as favored positions.
[0052] As shown in FIG. 20, assume that a player card CD whose preferred position is "RWG" (abbreviation for right wing) is also placed in the RWG position in the formation, and that this player card CD is selected from the hand on the instruction screen 200 of FIG. 17. In this case, as shown in FIG. 20, the segment SG at the coordinates [0, 4] corresponding to the position in which the player card CD is placed is used as a reference, and influence is set for each segment SG so that it decreases the further away from the reference segment SG. The influence is set in the range from a minimum value of 0 to a maximum value of 100. However, the maximum value is just an example. The influence does not necessarily have to be limited to integers.
[0053] The influence of the segment SG corresponding to the position of the player card CD is set to be greater as the total value of the parameters of the player card CD (corresponding to the total parameter value cd3 in FIG. 6) increases, within a range not exceeding the maximum value described above. The distribution of influence is also determined in association with the player card CD. The range of the segment SG in which an influence greater than 0 is set corresponds to the influence area EA surrounded by a thick line in FIG. 20. In the influence map 206 of the instruction screen 200 in FIG. 17, the influence area EA is displayed as an area image 207. The area image 207 is configured to express the distribution of influence magnitudes in a manner that is distinguishable by the user, using tone expressions such as gradations, color changes, etc.
[0054] The influence of the influence on the calculation of the action part is, for example, generated by changing the parameter value of the player acting within the influence area EA from a basic value (hereinafter, this may be referred to as a basic value) that is determined in correspondence with the player card. The parameter value of the player can be considered as a variable value with respect to the basic value of the parameter set in the player card, but it is also possible to consider the parameter value of the player card as changing according to the influence. Therefore, the parameter value of the player card and the parameter value of the player are essentially synonymous. Also, as shown in FIG. 9, when the parameter value of the player card is reduced as a result of the player card being placed in a position other than the favored position, the reduced value may be the basic value. In other words, the basic value of the parameter in the case of the influence is a value that is a premise before the change due to the influence is applied, and may be a value that has been changed due to other factors.
[0055] FIG. 21 shows an example of the change that influence exerts on the parameter value. The distribution of influence in FIG. 21 is based on the example in FIG. 20. When a player acts within the influence area EA, the value of at least one of the player's parameters increases based on influence. The example in FIG. 21 shows an example in which the value of a player's running ability parameter changes depending on influence. The value of running ability changes so that the magnitude of influence is reflected in the magnitude of the increment to the base value. For example, when influence is 15, running ability is 80, and when influence is 45, running ability increases to 82.
[0056] The correspondence between the magnitude of the influence and the increment of the parameter value may be proportional, or the influence may be divided into stages and the increment may be changed according to the stage. As an example, when the range of the influence is 0 to 100, as shown in Fig. 22, the influence may be divided into five stages of "0 to 19", "20 to 39", "40 to 59", "60 to 79", and "80 to 100", and the increment (increase) of the parameter value may be increased by 1 for each stage. Fig. 21 shows an example in which the increase according to the stages of Fig. 22 is applied.
[0057] The increase in parameters according to the influence is not limited to the player corresponding to the player card that generates the influence, i.e., the player corresponding to the player card selected in the instruction part. If the player is in the user's own team, the increase in parameters according to the influence is applied as long as the player acts within the influence area. However, the players to which the parameter change is applied may be limited by appropriate conditions. For example, a restriction may be imposed such that the influence is applied only to players corresponding to player cards positioned within a certain range of the position in the formation of the player card selected in the instruction part. For example, if a center forward player card is selected in the instruction part, only the center forward and left and right wing players are applicable.
[0058] In the instruction part, a plurality of player cards may be selected. In this case, an influence may be generated for each player card, and the influence distribution may be determined so that the influences corresponding to the respective player cards are summed up for the entire field. An example is shown in FIG. 23. In FIG. 23, it is assumed that the influence corresponding to the player card of the left center midfielder (LCMF) is distributed as shown in FIG. 23(a), and the influence corresponding to the player card of the left wing is distributed as shown in FIG. 23(b). In this case, the influence distribution as a whole may be determined as shown in FIG. 23(c) by summing up the influences of both for each segment SG. For example, when focusing on the segment SG with coordinate value [0, 0] (the segment SG at the upper right end), the influence is 2 in FIG. 23(a) and 66 in FIG. 23(b), so that the influence distribution as a whole is 68 as shown in FIG. 23(c).
[0059] In the instruction part, not only the user but also the opponent is given the opportunity to select a player card in parallel. Influence may be generated for the opponent. In that case, influence based on the user's selection and influence based on the opponent's selection are generated on the same field. Therefore, the influence distribution on the entire field may be determined by overlapping the influence based on the user's and opponent's selections for each segment SG. An example is shown in FIG. 24 and FIG. 25. FIG. 24 shows an example of influence distribution when the opponent selects a player card for the left midfielder position. The opponent is on the opposite side of the user, so the front, back, left and right directions are reversed from those of the user. Therefore, the influence is also generated in a distribution that is reversed front, back, left and right. FIG. 24 is an example of the distribution in FIG. 23(a) inverted. When the influence corresponding to the user's selection of a player card is generated in the distribution of FIG. 23(c), in order to overlap with the opponent's influence distribution, the influence in FIG. 24 is reversed in positive and negative to express the influence as a negative value, and the value is added to the influence in FIG. 23(c) for each segment. The result is shown in FIG. 25. For example, if we focus on the segment SG with coordinate values [3, 1], the influence based on the user's selection is 26 (Figure 23(c)), and the influence based on the opponent's selection is 8 (Figure 24), so the influence after superimposition is 18 (=26-8).
[0060] As a result of the above-mentioned superimposition, a segment may be generated in which the influence is a negative value. For example, in FIG. 25, the influence of the segment SG at the coordinate value [3, 4] is a negative value. The influence of a negative value is not reflected in the parameter value for the player of the user's team. In other words, the influence is used only as a positive influence for increasing the parameter value for the player of the user, and the negative influence is not used to decrease the parameter value. In addition, with respect to the opponent, the parameters of the opponent's player are used only as a positive influence for increasing the parameter value for the player of the user, and the negative influence is not used to decrease the parameter value of the opponent's player. However, the influence of a negative value may be used to decrease the parameter value. In addition, when the distribution of influence based on the selection of the user and the opponent is superimposed, the distribution of influence on the opponent may be a distribution in which the positive and negative influences on the user are swapped.
[0061] As described above, the distribution of influence is determined in advance for each player card. For example, as shown in FIG. 26(a), a basic area BA (area surrounded by a thick line in the figure) is set in a wide range in the front, back, left and right directions so that the player card can be handled regardless of which segment SG on the field it is placed in, and the distribution of influence within the basic area BA is set. When a player card is selected in the instruction part, the reference segment SGc with the maximum influence within the basic area is matched with the segment SG corresponding to the position where the player card is placed, and each segment SG of the basic area BA is associated with each segment SG of the field. Then, the segment SG that is outside the field within the basic area BA is excluded. Thereby, the influence area EA is specified as shown in FIG. 26(b), and the influence of each segment SG within the influence area EA can be determined.
[0062] As described above, the distribution of influence is determined based on the selection of the player cards of the user and the opponent in the instruction part of each turn, and a set of segments SG with positive influence is determined as the influence area EA. The set influence acts to increase the parameters of a player when the player is located within the influence area EA in the action part following the instruction part, and as a result, affects the calculation of the player's action. For example, if the value of a player's running ability parameter is increased from the basic value, the speed at which the player runs will be faster within the influence area EA than outside the influence area EA. The change in parameters due to influence is applied to at least a part of the target period when the target period is the period from the start to the end of the action part in the same turn as the instruction part in which the influence occurred, in other words, until the next time the attack turn and the defense turn are switched. For example, the increase in parameters due to influence may occur throughout the entire target period. On the other hand, for example, an upper limit may be set for the number of times, time, number of players, etc. for which the parameters are increased, and the value of the parameters may be changed within the target period within a range that does not exceed the upper limit. Alternatively, the influence may be changed within the target period, such as gradually decreasing the influence over time within one turn.
[0063] On the other hand, the influence may remain at least partially in the next turn beyond the target period. In other words, the influence set based on the selection in one instruction part may be applied only within the same turn including the instruction part, or may be applied over multiple turns. When the influence in one turn is applied to the next turn and thereafter, the influence determined based on the selection of the player card in the new turn and the influence in the previous turn may be overlapped to determine a new distribution of influence. In that case, the influence of each segment SG in the previous turn may be overlapped as it is, or the influence of the previous turn may be reduced and overlapped. An example of the latter case is shown in FIG. 27. If the distribution of influence in the previous turn was set as shown in FIG. 27(a), in the next turn, the influence of each segment SG is uniformly reduced by 25 to obtain the distribution of FIG. 27(b). This distribution is, for example, the distribution of remaining influence. Then, in the next turn, the remaining influence of each segment SG is added to the new influence of each segment SG determined based on the selection of the instruction part, and the obtained value is determined as the influence of each segment SG. The remaining influence is not limited to a case where a uniform value is decreased, but may be determined by any appropriate method, such as by multiplying a constant ratio less than 1.
[0064] In the above example, the influence is used as a value for increasing the parameter value for the user's player, but it can also be used as a value for decreasing the parameter value for the opponent's player. For example, when the opponent's player is located in the influence area EA, the influence may be applied in such a manner that the parameter value of the player is decreased by an amount equivalent to the influence. The change in the parameter using the influence may be adjusted by further taking into account various information such as the position in the formation of the player card corresponding to the player located in the influence area, or the favored position. For example, the parameter of a player whose favored position is included in the influence area may be adjusted to be increased more than the parameters of other players.
[0065] (4-6) Team tactics Next, an example of team tactics will be described with reference to Figs. 28 to 38. As described above, in the example of Fig. 17, when the user selects two player cards CD associated with the tactical mark 136 of the same category in the instruction part, the occurrence condition of the tactical of that category is satisfied and the effect according to the tactic is reflected in the calculation of the action part. There are two types of effects when a tactic occurs: a correction to the influence and a change in the calculation tendency in the action part. The correction of the influence is to further increase the value of the influence described above only within the target area set in correspondence with the tactic. On the other hand, the change in the calculation tendency is to change the calculation tendency of the action part so that the possibility of the player acting within the target area increases. Details will be described step by step below.
[0066] A. Team Tactics FIG. 28 shows an example of the correspondence between tactical marks, tactical options in each category, tendencies of player behavior, and changes in influence. As shown in FIG. 13 to FIG. 16, the tactical options are "possession" and "counter" for "attack type", "center breakthrough", "left side attack" and "right side attack" for "attack area", "forecheck" and "retreat" for "defense type", and "center defense" and "side defense" for "defense area". These tactics are modeled after tactics that may be adopted in real soccer. In addition, the tendencies of player behavior characterize the calculation tendencies, and tendencies modeled after those of real soccer are set. For example, in the tactic of "possession" for "attack type", a tendency is set to prioritize ball keeping and to have teammates move to support the player who is keeping the ball. On the other hand, in the case of "counter", a tendency is set to prioritize forward attack and for teammates to proactively rush forward.
[0067] Tactics related to "attack area" are differentiated in terms of the area where the emphasis is placed on attack. "Central breakthrough" is set to a tendency to set up attacks in the center of the field, "right side attack" is set to a tendency to develop attacks on the right side of the field, and "left side attack" is set to a tendency to develop attacks on the left side of the field. The "forecheck" tactic related to "defense type" is set to a tendency to apply pressure from a high position (forward position) in the opponent's territory and try to regain the ball, and the "retreat" tactic is set to a tendency to retreat into one's own territory and strengthen the defense. Tactics related to "defensive area" are differentiated in terms of the area where the emphasis is placed on defense. "Central defense" is set to a tendency to drive opponent players to the center of the field and try to steal the ball, and "side defense" is set to a tendency to drive opponent players to the left and right sides and try to steal the ball.
[0068] The "correction rate" in FIG. 28 indicates the correction content of the influence. In the illustrated example, the correction content is set such that the number of player cards CD corresponding to the same category selected in the instruction part is differentiated between 2 and 5, and the correction rate increases by 20% as the number increases. The correction rate is an increase rate for the influence set according to the user's selection, as exemplified in FIG. 23. For example, if the influence before correction is 20 and the correction rate is 20%, the influence after correction is 24. The relationship between the correction rate and the number is set equally for all tactics.
[0069] B. Setting the target area and tactical marks Next, an example of setting the target area for each tactic will be described with reference to Figs. 29 to 32. These figures show the correspondence between the arrangement of tactical marks on the formation for each tactic and the range of the target area on the field. The left side of each figure shows the map 132 exemplified in Figs. 13 to 16 for each tactic, and the right side shows the tactical marks 136 and the target area TA associated with the tactics, with the field FD divided into segments SG following Fig. 19. Furthermore, the map 132 also displays a tactical area image 208 indicating the target area TA. The tactical area image 208 may be displayed to indicate the target area TA using various identification methods such as gradation expression and color change.
[0070] FIG. 29 corresponds to the category of "attack type", where (a) shows the corresponding relationship in the case of "possession" and (b) shows the corresponding relationship in the case of "counter". FIG. 30 corresponds to the category of "attack area", where (a) shows the corresponding relationship in the case of "center breakthrough", (b) shows the corresponding relationship in the case of "left side attack", and (c) shows the corresponding relationship in the case of "right site attack". FIG. 31 corresponds to the category of "defense type", where (a) shows the corresponding relationship in the case of "forecheck", and (b) shows the corresponding relationship in the case of "retreat". FIG. 32 corresponds to the category of "defense area", where (a) shows the corresponding relationship in the case of "center defense", and (b) shows the corresponding relationship in the case of "side defense".
[0071] As is clear from FIG. 29 to FIG. 32, the relationship between the position on the formation of the tactical mark 136 corresponding to each tactic and the target area TA is set so that at least one tactical mark 136 corresponding to each tactic is included in the target area TA corresponding to each tactic. For example, in the case of "possession" in FIG. 29, the target area TA is set in the range of coordinate values 3 to 5 in the X-axis direction and coordinate values 0 to 4 in the Y-axis direction, and the tactical mark 136 corresponding to the "attack type" which is the category of "possession" is arranged in three segments SG with coordinate values [4, 1], [5, 2], and [4, 3] included in the target area TA. In other words, a relationship is set in which at least one player card arranged in the position of the target area TA functions as a player card to be selected in the instruction part to generate a tactic associated with that player card. The same is true for the examples of FIG. 30 to FIG. 32.
[0072] However, it is not necessary that all of the tactical marks 136 corresponding to each tactic are arranged within the target area TA. For example, in the example of "forecheck" shown in FIG. 31(a), "defensive type" tactical marks 136 are arranged in three places within the target area TA, and in addition, "defensive type" tactical marks 136 are also arranged in three places on the right edge of the field, which are positioned as forward positions. Therefore, if two or more forward player cards are selected in the instruction part, the "forecheck" tactic will occur.
[0073] The above relationship is set according to the intention of setting the range on the field that should be emphasized in view of the content of each tactic as the target area TA, and setting the position of the player expected to be active in view of the content of each tactic as the position of the player card to be selected for the generation of the tactic. For example, possession tactics in real soccer are understood as a tactic of connecting passes from the midfield of the field to build up an attack. Therefore, in the tactic of "possession", the target area TA is set in the midfield of the field, and the position of the midfielder is set as the position of the tactical mark 136. The intention is the same for "forecheck". Forecheck tactics in real soccer are understood as a tactic with the goal of applying pressure from the opponent's side and recapturing the ball as high as possible. Therefore, the target area TA is set in the range from the midfield of the field to the opponent's side, and in addition to the position of the midfielder, the position of the forward is set as the position of the tactical mark 136. Thereby, the arrangement of the tactical mark 136 expresses that in addition to the midfielder, the forward is also a person who actively participates in defense and applies pressure to the opponent player.
[0074] The examples of Figures 29 to 32 above show the correspondence between the arrangement of the tactical mark 136 and the target area TA for each tactic when the formation "4-3-3" is selected on the formation selection screen 140 illustrated in Figures 11 and 12. When a different formation is selected, the arrangement of the tactical mark 136 also changes depending on the formation. However, if the target area TA is set as the range on the field that should be emphasized depending on the tactical content in the same manner as above, and the tactical mark 136 is placed in a position that should be emphasized depending on the tactical content, the target area TA and the tactical mark 136 can be set to match the tactic in any formation in the same manner as the examples of Figures 29 to 32.
[0075] C. Influence adjustment according to team tactics Next, referring to FIG. 33 and FIG. 34, an example of influence correction when a tactic occurs will be described. Influence correction is to further increase the influence generated in response to the selection of a player card CD in the instruction part in the target area TA. Influence in the influence area EA and correction in the target area TA are common in that they have the effect of changing the value of a player's parameters to increase them. On the other hand, if a player card is selected in the instruction part, influence is necessarily generated in the influence area EA based on the position of that player card. On the other hand, correction due to team tactics occurs when the conditions for the generation of team tactics are met based on the selection of a player card in the instruction part. In this respect, correction in the target area TA is distinguished from the generation of influence in the influence area EA.
[0076] FIG. 33(a) shows an example of the distribution of influence generated according to the selection of a player card. This example is the same as the example of the distribution of influence corresponding to two player cards shown in FIG. 23(c). In this state, for example, if the tactic of "possession" is generated by the selection of two player cards, a target area TA is set near the middle of the field as shown in FIG. 33(b) (see FIG. 29(a)), and a correction rate of 20% is applied to each segment SG included in the target area TA (see FIG. 28). As a result, the increase rate of influence in each segment SG is as shown in FIG. 33(b). The increase rate is the magnification of the influence after correction to the influence before correction (= influence after correction / influence before correction). In the example of FIG. 33(b), the influence of the segment SG within the target area TA is corrected to 1.2 times, and the influence of the segment SG outside the target area TA is 1 time, that is, no correction is made. Therefore, the distribution of influence after correction is as shown in FIG. 33(c). Note that in the example of FIG. 33(c), the fraction after the decimal point is rounded off.
[0077] As described above, the distribution of influence may be superimposed on the distribution of influence that occurs according to the opponent's selection. When such superimposition occurs, the distribution of influence is corrected according to the occurrence of the user's team tactics, and the corrected distribution of influence is superimposed on the opponent's influence distribution. For example, if the corrected influence is distributed as shown in FIG. 33(c) and the opponent's influence is distributed as shown in FIG. 24, the distribution of FIG. 33(d) obtained by superimposing these is finally determined as the distribution of the user's influence on the players.
[0078] In one turn, tactics of multiple categories may satisfy the occurrence condition. In that case, the correction rate may be applied to the target area corresponding to each tactic. In addition, if there is an overlapping part of the target area, the correction rate may be added up in the overlapping part. As an example, if the increase rate of each segment SG when the tactic "possession" occurs by selecting two player cards is distributed as shown in FIG. 34(a), and the increase rate of each segment SG when the tactic "left side attack" occurs by selecting two player cards is distributed as shown in FIG. 34(b), the distribution of the increase rate of each segment SG after the correction rate is added up will be as shown in FIG. 34(c). Since the target area TA of the segment SG with the X coordinate in the range of 3 to 5 and the Y coordinate in the range of 0 to 1 overlaps, the respective correction rates of 20% are added up and a correction rate of 40% is applied, resulting in an increase rate of 1.4 times.
[0079] D. Changes in arithmetic trends Next, an example of a change in the calculation tendency as another effect when a tactic is generated will be described. The change in the calculation tendency is to change the calculation so that the tendency of the player to act in the target area TA is increased compared to when a tactic is not generated. The actions of the players are controlled by repeating the process of setting the values of various parameters set for the players, the match situation such as the position of the ball and each player as the calculation conditions, calculating the next action that each player should take according to a predetermined algorithm, and reflecting the obtained calculation result in the next calculation condition. Since the calculation includes a probabilistic element, the calculation result includes an uncertain element. If the calculation conditions are the same, the same calculation result is not always obtained. However, depending on the calculation algorithm, a certain tendency may occur in the calculation result. For example, a certain tendency may appear in the actions of the players regarding the ball, such as a tendency for the players to prioritize dribbling or passing, and the actions regarding the movement of the players, such as a tendency for the players to prioritize dribbling or passing, a tendency for the players to develop on the side of the field, a tendency for the players to prioritize playing in the center, a tendency for the players to move up to the opponent's side, or a tendency for the players to retreat to their own side. It is possible to adjust the calculation tendency of the computer so that such tendencies in actions occur.
[0080] On the other hand, the effect of the team tactics includes correction of the parameter value in the target area TA. Therefore, even if a team tactic occurs, the effect will not appear unless the player acts in the target area of the tactic. In that case, the user cannot enjoy the merit of generating the team tactic. Therefore, when a team tactic occurs, the calculation tendency is changed according to the tactic so that at least one player tends to play in the target area corresponding to the tactic. That is, as shown in FIG. 35, when a team tactic does not occur, the behavior of each player is calculated by normal calculation control and the movement is controlled. On the other hand, when the occurrence condition of any tactic is satisfied, the calculation control is changed so that a calculation tendency corresponding to the tactic occurs. Note that FIG. 35 illustrates calculation tendencies corresponding to "possession", "center breakthrough", "retreat" and "side defense", but the calculation tendency is differentiated for other tactics as well.
[0081] There are cases where multiple tactics meet the generation conditions in one turn. For example, the "attack type" tactics and the "attack area" tactics are not exclusive and may occur simultaneously. In such a case, as illustrated in FIG. 36, the calculation control may be combined so that the calculation tendencies corresponding to each tactic occur simultaneously. The influence correction and the change in the calculation tendency described above are applied only to the turn in which the condition for the tactic occurrence is satisfied. However, the effect of the tactic that occurred in one turn may remain moderately in the next turn and thereafter. For example, it is possible to set it so that a part of the influence correction remains in the next turn. The calculation tendency corresponding to the attacking tactics may be carried over to the next attacking turn and the calculation tendency corresponding to the defensive tactics may be carried over to the next defensive turn and thereafter.
[0082] FIG. 37 and FIG. 38 show examples of the change in the calculation tendency corresponding to the occurrence of team tactics manifesting as the actions of players. FIG. 37 shows an example of a tactic in an attacking turn, and FIG. 38 shows an example of a tactic in a defensive turn. In each figure, the user's players are shown with white circles, the opponent's players with black circles, the ball is shown with reference symbol BL, and the actions of the players are shown with appropriate arrows. FIG. 37(a) shows an example of the occurrence of a "possession" tactic, in which teammates tend to take actions to support the player who holds the ball BL in their own half in a relatively close range. FIG. 37(b) shows an example of the occurrence of a "counter" tactic, in which each player, including the player who holds the ball BL, tends to take actions to quickly attack the opponent's goal. FIG. 37(c) to (e) show examples of the cases of "center breakthrough", "right side attack", and "left side attack", respectively. In these examples, players tend to take actions to attack by preferentially utilizing the target areas of the center, right side, or left side of the field set in response to each tactic.
[0083] FIG. 38(a) is an example of a case where the tactic "forecheck" occurs, and the user's player tends to take action such as aggressively pressuring the opponent's player in the opponent's territory to try to take back the ball BL. FIG. 38(b) is an example of a case where the tactic "retreat" occurs, and the user's player tends to take action such as retreating early into the player's territory to strengthen the defense. FIG. 38(c) is an example of a case where the tactic "center defense" occurs. In this example, the teammate player acts to make it difficult for the opponent player to pass the ball in the forward and backward directions of the field, and the teammate player tends to take action such as making the opponent player pass the ball horizontally toward the center of the field, and the player in the center of the field tends to take the pass. FIG. 38(d) is an example of a case where the tactic "side defense" occurs. In this example, the user's player tends to take action such as driving the opponent player to the side of the field, and when the opponent player passes the ball forward, the teammate player sandwiches the ball and takes the ball BL.
[0084] As is clear from the examples of FIG. 37 and FIG. 38, the team tactics are intended to reproduce various tactics that can be adopted in real soccer in the game, and the target area corresponding to each tactic is set in imitation of the range on the field that is emphasized according to the tactic in real soccer. When the condition for generating the tactic is satisfied, the calculation tendency changes so that the tendency of the player to act in the target area increases, and the possibility of the player's action conforming to the tactic set by the user increases. Therefore, the user can experience the feeling that the player is moving according to the tactic set by the user, which increases the user's satisfaction and satisfaction. Whether or not to generate each tactic is left to the user's selection of the player card in the instruction part. Therefore, the user can determine a good opportunity to generate the tactic while taking into account the situation of the match and generate the tactic. Furthermore, when the tactic is generated, the influence is increased in the target area, so that the parameters of the player are reinforced when the player's action of preferentially utilizing the target area is generated. As a result, the possibility of the tactic bringing about advantageous results is also increased. This makes it possible to give the user the feeling that his or her command was successful. This increases the strategic and entertaining aspects of the game, and ultimately makes the game more interesting.
[0085] As is clear from the above description, the formation of the user's team and the team tactics for each category are set in a "game plan" separate from the match. In addition, the selection of which position each player card is to be placed in on the formation is also performed by "player replacement" separate from the match. The opportunity to select given to the user after the match has started is the opportunity to select a player card in the instruction part of each turn, and the formation or tactics cannot be changed, or the position of the player card on the formation cannot be changed. Therefore, the association between the player card and the tactics cannot be changed after the match has started. Therefore, the user needs to set a strategy and set the formation and team tactics before starting the match, and select the position of the player card. While such a mechanism creates a restriction that the strategy planning and the selection to realize it cannot be freely changed according to the situation of the match, it can give the game the fun of selecting a player card in each turn to carry out the initial strategy.
[0086] On the other hand, in real soccer games, players can be substituted, formations can be changed, and positions can be changed. Such tactics can be incorporated into the game content. For example, at least some of the selection items in the "Team Management" in FIG. 2 can be made selectable and changeable in the instruction part of a turn during a match.
[0087] [Configuration and processing of the control system of the user device] (1) Example of control system configuration Next, an example of a control system of a user device for realizing the above-mentioned game will be described with reference to Fig. 39 and Fig. 40. As shown in Fig. 39, the user device 3 is provided with a control unit 30 and a storage unit 31. The control unit 30 is configured as a computer including a CPU and internal storage devices necessary for its operation, such as a cache memory, a RAM, and a frame memory. The storage unit 31 is a storage device using a non-volatile storage medium such as a magnetic storage medium or a flash memory that functions as an external storage device for the control unit 30. An input device 32 that detects a user's operation and outputs an operation signal according to the detection result, and a display device 33 that displays a game screen, etc. are connected to the control unit 30. In addition, a speaker unit for outputting sound, a communication control unit for controlling communication with the server 4, etc. are also connected to the control unit 30, but these are not shown in the figure.
[0088] The storage unit 31 records a game program Pg, game data Dg, and play data Dp. The game program Pg is an application program for causing the control unit 30 to execute arithmetic processing and operation control required for the game in cooperation with an operating system that controls the basic operation of the control unit 30. The game data Dg is data to be appropriately referred to in the control of the game. As an example, the game data Dg includes player data Dg1 and setting data Dg2. The player data Dg1 is data describing the characteristics of various players appearing in the game or the player cards corresponding to those players. For example, the player data Dg1 may include various parameter values associated with the players or player cards, attribute information such as the names of the players, image data for expressing the appearances of the players, and the like. The selection data Dg1 may also include data for identifying the distribution of influences unique to the players described above (FIG. 26(a)). The setting data Dg2 may include various information regarding items that should be set in advance in the game, such as the placement of the position indicators 133 in each formation, the placement of the tactical marks 136 for each formation and tactic, or the range of the target area corresponding to each tactic.
[0089] The play data Dp is data for each user associated with the play of the game by the user of the user device 3. For example, information such as the user's play history and status is described in the play data Dp. The play data Dp may include information indicating the eleven player cards selected by the user and their positions on the field, as well as the selection status of the formation and tactics in the game plan. The play data Dp includes player data Dp1. The player data Dp1 records information for identifying the player cards owned by the user. When the values of various parameters associated with the player cards are changed according to the game play history, the player data Dp1 may further record information indicating the current values of the parameters. In this case, the parameter values in the player data Dg1 of the game data Dg may be initial values before the user's play history is reflected.
[0090] The above-mentioned program Pg and game data Dg are appropriately distributed from the server 4 to the user device 3 and stored in the storage unit 31. The play data Dp is appropriately updated in response to the play of the game on the user device 3, and is stored in the server 4 at appropriate times in association with the user's identification information. In addition, when a user is authenticated by the server 4 when playing a game, the play data Dp corresponding to that user is provided from the server 4 to the user device 3 and stored in the storage unit 31.
[0091] The control unit 30 executes the game program Pg, and thus the control unit 30 is provided with a game control unit 35, a match calculation unit 36, and an image drawing unit 37. Each unit 35 to 37 is a logical device realized by the computer hardware of the control unit 30 and the game program Pg as software working together. The game control unit 35 is responsible for various processes required to progress the game according to a predetermined procedure. The game control unit 35 generates status data Ds for determining the match situation in the game, stores the data in the internal storage device of the control unit 30, and appropriately updates the status data Ds as the game progresses. The status data Ds may include various information indicating the progress of the match, such as the current positions of the user's and opponent's players on the field, the position of the ball, the elapsed time of the match, and the score situation.
[0092] The match calculation unit 36 is a logical calculation unit that operates under the control of the game control unit 35 and calculates the actions of each player in the match. The game control unit 35 provides the match calculation unit 36 with the placement of player cards before the start of the match and various selection results in each instruction part during the match as calculation conditions, thereby controlling the calculation operation. Thereby, the game control unit 35 functions as an example of a calculation control means. The match calculation unit 36 repeatedly calculates the match situation, including the actions of each player, at a period corresponding to the frame rate of the display device 33, based on the calculation conditions provided by the game control unit 36 and the information on the match situation described in the status data Ds. Thereby, the match calculation unit 36 functions as an example of a match calculation means.
[0093] The battle calculation unit 36 is further provided with a normal calculation unit 40 and a specific calculation unit 41 in order to change the calculation tendency according to the occurrence or non-occurrence of a team tactic. The normal calculation unit 40 is a calculation unit used for the calculation of a battle when a team tactic has not occurred. On the other hand, the specific calculation unit 41 is a calculation unit used when the occurrence condition of a team tactic is satisfied. As shown in FIG. 40, the specific calculation unit 41 further includes a plurality of calculation units 41a to 41i. These calculation units 41a to 41i are in one-to-one correspondence with a plurality of tactics prepared for the battle. The calculation units 41a to 41i are differentiated in their operations so that a calculation tendency suited to the corresponding tactics is generated. For example, the calculation unit 41a corresponding to "possession" is set to perform a calculation operation so that the tendency of the intended action occurring in "possession" is increased, and the calculation unit 41b corresponding to "counter" is set to perform a calculation operation so that the tendency of the intended action occurring in "counter" is increased. Such calculation units 41a to 41i may be configured as logical calculation units using, for example, AI (artificial intelligence). In this case, the calculation unit 41a corresponding to "possession" can learn many cases in which the intended action occurs in possession, and can acquire a calculation tendency suited to "possession". The other calculation units 41b to 41i can be similarly made to acquire a calculation tendency suited to the intention of the tactic.
[0094] (2) Example of control system processing Next, with reference to Figs. 41 to 45, an example of various processes executed by the control unit 30 to provide the game described above will be described. These processes are for providing the game according to the procedures described in Figs. 3 to 5. Below, the processes in Figs. 41 to 45 will be described as processes executed by the control unit 30 of one user device 3. When the opponent is a virtual user, the control unit 30 of a single user device 3 can complete all the processes by executing the processes for the opponent in parallel. On the other hand, when the opponent is a real user, the control units 30 of each user device 3 may execute the following processes while sharing information via the server 4. However, the calculation of the battle should be unified between the user devices 3. Therefore, the battle calculation unit 36 of the control unit 30 of any one user device 3 may execute the battle calculation on behalf of the other user devices 3, and the other user devices 3 may share the calculation results. Alternatively, the battle calculation may be distributed and processed by the control units 30 of multiple user devices 3. Furthermore, the server 4 may bear at least a part of the following processes.
[0095] FIG. 41 shows an example of a procedure of a home process that is executed when some operation by the user is detected while the home screen is displayed. When the illustrated home process is started, the game control unit 35 first determines whether or not "My Team" is selected on the home screen (step S101), and if not selected, determines whether or not "Player List" is selected (step S103). If "Player List" is selected, the game control unit 35 displays the player list screen 110 shown in FIG. 6, and appropriately controls the display content according to the user's operation (step S103). On the other hand, if a negative judgment is made in step S102, the game control unit 35 determines whether or not "Team Management" is selected (step S105). If "Team Management" is selected, the game control unit 35 executes team management processing (step S105). If "Team Management" is not selected, the game control unit 35 determines whether or not another selection item in the home screen is selected as necessary, and executes processing according to the judgment result. For example, a process for purchasing a player card may be executed, but details thereof will be omitted.
[0096] If step S101 is judged to be negative, the game control unit 35 determines whether or not "battle" has been selected (step S106). If a battle has been selected, the game control unit 35 executes a predetermined battle process (step S107). At this stage, the user may be allowed to select whether to battle against an actual user or against a computer-controlled virtual user. If the opponent is an actual user, a matching request may be made to the server 4 to obtain an opponent. After completing the above processes, the game control unit 35 ends the home process and waits for a new user to be selected.
[0097] FIG. 42 shows an example of the procedure of the team management process executed in step S105 of FIG. 41. When the game control unit 35 starts the team management process of FIG. 42, it first displays the team management screen 120 of FIG. 7, and determines whether or not the user has selected the display of "player" and then selected "player replacement" (step S151). If the result of step S151 is affirmative, the game control unit 35 executes a process of setting player cards to be placed at each position on the formation in accordance with the user's operation in the manner exemplified in FIG. 8 (step S152). Note that, if a selection item other than "player replacement" is selected from the display of "player" on the team management screen 120 of FIG. 7, the game control unit 35 executes a process according to the selected item, but the details thereof will not be described.
[0098] If step S151 is determined to be negative, the game control unit 35 determines whether the user has selected the display of the "game plan" on the team management screen 120 (step S153). If the determination is positive, the game control unit 35 sequentially determines whether the user has selected "formation," "attack type," "attack area," "defense type," and "defense area" as selection items of the "game plan" (steps S154 to S157). If any item is selected, the game control unit 35 acquires the user's selection for the item selected by the user, and holds the selection result as the current game plan setting (steps S161 to S164). In these processes, the screens 140, 150, 160, 170, and 180 illustrated in Figs. 11 to 16 are selectively displayed according to the user's selection, and the item desired by the user is selected. The game plan setting may be held in the status data Ds illustrated in Fig. 39, or may be recorded in the play data Dp as necessary. When the user's selection regarding team management is completed through the process of Fig. 42, the game control unit 35 ends the team management process. This may return the display to the home screen.
[0099] FIG. 43 shows an example of the procedure of the match processing executed in step S107 of FIG. 41. When the game control unit 35 starts the match processing of FIG. 43, it first executes a predetermined pre-start process (step S201). For example, processes required for starting a match, such as identifying the opponent, selecting the attacking side, and kickoff, are executed. When the pre-start process is completed, the game control unit 35 starts the first half and starts timing the match time (step S202). Thereafter, the game control unit 35 executes a predetermined turn process (step S203). When the turn process is completed, the game control unit 35 determines whether or not it is time to end the first half (step S204). If the first half ends with the end of the current turn, step S204 is judged as positive, and if the first half has not ended yet or the second half has already begun, step S204 is judged as negative.
[0100] If step S204 is judged as positive, the game control unit 35 switches sides between the user and the opponent to start the second half (step S205), and then returns to the process of step S203. On the other hand, if step S204 is judged as negative, the game control unit 35 determines whether the second half has ended (step S206). If the second half has not ended yet, the game control unit 35 returns to the process of step S203. On the other hand, if it is judged in step S206 that the second half has ended, the game control unit 35 executes a predetermined end process (step S207), and then ends the match process of FIG. 43. In the process of step S207, for example, a process of displaying the win / loss, score difference, and other match results, and saving the results in the play data Dp, may be performed.
[0101] FIG. 44 shows an example of the procedure of the turn process executed in step S203 of FIG. 43. When the turn process starts, the game control unit 35 first determines whether or not the user has made an attacking turn (step S221). If it is an attacking turn, the game control unit 35 acquires the tactics of the offensive side category selected in the game plan, i.e., the tactics selected for the "attack type" and the "attack area", as the tactics to be determined in the current turn (step S222). On the other hand, if it is a defensive turn, the game control unit 35 acquires the tactics of the defensive side category selected in the game plan, i.e., the tactics selected for the "defense type" and the "defense area", as the tactics to be determined in the current turn (step S223).
[0102] After acquiring the tactics in step S222 or S223, the game control unit 35 executes a predetermined card selection process (step S224). This process is a process of displaying the instruction screen 200 shown in FIG. 17 and acquiring the user's selection. The instruction part in one turn is realized by executing the card selection process. After completing the card selection process, the game control unit 35 acquires the influence distribution of the opponent determined based on the opponent's selection (step S225). If the opponent is a virtual user, the game control unit 35 may acquire the result of the process executed in parallel for the opponent. If the opponent is an actual user, the user's selection may be acquired from the executing entity of the process for the opponent. If the opponent generates a tactic, the influence distribution acquired in step S225 is the distribution after the influence correction corresponding to the tactics is applied.
[0103] Next, the game control unit 35 determines whether or not the occurrence condition for the tactic to be determined in step S222 or S223 is satisfied based on the user's selection result acquired by the card selection process in step S224 (step S226). In either the offensive turn or defensive turn, if two or more player cards associated with the same tactic to be determined are selected, it is determined that the occurrence condition for that tactic is satisfied. Since two types of tactics are to be determined in each of the offensive turn and defensive turn, step S226 determines the occurrence condition for each tactic.
[0104] If it is determined in step S226 that the occurrence condition is not satisfied for either of the two types of tactics, the game control unit 35 determines the distribution of influence corresponding to the player card selected in the processing of step S224 (step S227). In this case, the correction of influence accompanying the occurrence of the user's tactics is not applied, and the distribution obtained by superimposing the distribution of influence acquired in step S225 is determined as the distribution of the user's influence on the player. After that, the game control unit 35 selects the normal calculation unit 40 of FIG. 39 as the calculation unit that should calculate the behavior of the user's player (step S228).
[0105] On the other hand, if it is determined in step S226 that at least one of the conditions for generating the tactics is satisfied, the game control unit 35 acquires a correction rate of influence corresponding to the tactics that satisfy the condition for generating (step S231). In this case, the correction rate changes according to the number of selected player cards associated with the tactics that satisfy the condition for generating. Next, the game control unit 35 corrects the distribution of influence determined corresponding to the player card selected in the card selection process in step S224 by the obtained correction rate, and further superimposes the distribution of influence of the opponent to determine the distribution of influence on the user's player (step S232). After that, the game control unit 35 selects a calculation unit corresponding to the tactics that satisfy the condition for generating the tactics from the calculation units 41a to 41i of the specific calculation unit 41 as a calculation unit that should calculate the behavior of the user's player (step S233). In this case, if the conditions for generating the two tactics are satisfied, the calculation units corresponding to the respective tactics are selected.
[0106] When a calculation unit is selected in step S228 or S233, the game control unit 35 operates the battle calculation unit 36 so that the battle is calculated by the selected calculation unit (step S234). This transitions the turn from the instruction part to the action part. The selection in step S228 or S233 is applied only to the actions of the user's player, and the actions of the opponent's player are calculated by the calculation unit selected by the processing in step S228 or S233 for the opponent. Then, based on the calculation results of the actions of the user's player and the opponent's player, the battle situation is uniquely determined and the battle progresses.
[0107] When the calculation operation by the match calculation unit 36 is started, the game control unit 35 sequentially monitors the calculation results and judges whether or not a switch between offense and defense has occurred (step S235). When the control of the ball is switched between the user and the opponent, or when the ball goes out of the field and the offense and defense are switched, or when a foul occurs and the offense and defense are switched, the result of the calculation by the match calculation unit 36 indicates that a switch between offense and defense has occurred, as in real soccer, and a positive judgment is made in step S235.
[0108] If it is determined in step S235 that a change in offense / defense has not occurred, the game control unit 35 returns to step S234 and causes the competition calculation unit 36 to continue the calculation operation. In this case, the action part within one turn continues, and the players act automatically to progress the competition. On the other hand, if it is determined in step S235 that a change in offense / defense has occurred, the game control unit 35 stops the calculation operation of the competition calculation unit 36 (step S236), and then ends the turn processing in FIG. 44 and proceeds to the processing of step S204 in FIG. 43. This ends the action part of the current turn. Then, unless it is determined in step S206 in FIG. 43 that the second half has ended, the competition moves to the next turn, and the attacking turn and the defensive turn are switched between the user and the opponent, and the next turn processing is executed.
[0109] FIG. 45 shows an example of the procedure of the card selection process executed in step S224 of FIG. 44. When the game control unit 35 starts the card selection process, first, it adds a predetermined value (for example, 6) to the value of the upper limit cost that the user can consume in the current turn (step S301). However, if the upper limit cost reaches the maximum value, the added value is adjusted so as not to exceed the maximum value. Next, the game control unit 35 determines whether the current turn is the first turn after the start of the match, that is, the first turn of the first half (step S302). If it is the first turn, the game control unit 35 randomly selects five player cards as a hand from eleven player cards as a deck, and determines the order of the remaining six player cards and determines these player cards as a deck (step S303). If a negative judgment is made in step S302, the game control unit 35 identifies the number of hand cards remaining in the previous turn, and replenishes the hand with the missing number of player cards from the deck so that the hand becomes five cards (step S304). The determination and replenishment of player cards in steps S304 and S305 may be performed in the manner shown in FIG.
[0110] When the hand of five cards is prepared in the process of step S303 or S304, the game control unit 35 presents the hand to the user (step S305). The presentation to the user is used as a trigger to start the measurement of the elapsed time of the instruction part. Next, the game control unit 35 determines whether the value of the upper limit cost is insufficient, that is, whether it is smaller than the value required to select one or more player cards (step S306). If the upper limit cost is not insufficient, the game control unit 35 determines whether the elapsed time of the instruction part has exceeded the time limit (step S307). If the time limit has not been exceeded, the game control unit 35 acquires the content of the selection of the player card by the user (step S308) and consumes the upper limit cost according to the cost of the selected player car (step S309). However, in the process of step S308, it is not possible to select a player card with a cost set exceeding the current value of the upper limit cost. If no player card is selected in step S308, the amount of consumption of the upper limit cost is set to 0 in step S309, and the current value of the upper limit cost is maintained.
[0111] Next, the game control unit 35 determines whether the selection of the player cards in the current instruction part is completed (step S310). For example, it is determined whether the user explicitly instructs the end of the selection. When all five cards in the hand are selected, it may be determined that the selection is completed without requiring the user to instruct the end of the selection. When it is determined that the selection is not completed in step S310, the game control unit 35 returns to the process of step S306. When it is determined that the selection is completed in step S310, the game control unit 35 removes the player cards selected in the current turn from the hand and replenishes the player cards from the rear of the deck in the arrangement order, thereby updating the hand and the deck (step S311). This update may also be as shown in FIG. 18. When the user has not selected a player card in the current turn, the hand and the deck may be maintained as they are in step S311.
[0112] If step S306 or S307 is judged to be negative, the game control unit 35 skips the processes of steps S308 to S310 and proceeds to step S311. In this case, if the user has not selected a player card, the hand and deck may be maintained as they are. After completing the process of step S311, the game control unit 35 ends the card selection process for the current turn and proceeds to the process of step S225 in FIG.
[0113] In the above embodiment, the various parameters set in correspondence with the player card CD correspond to an example of at least one type of parameter set for the object, and the battle calculation unit 36 functions as an example of a battle calculation means by calculating the actions of the player corresponding to the position of the player card CD selected by the user while referring to the values of the parameters corresponding to that player, in response to step S234 of Figure 44.
[0114] An offensive turn corresponds to an example of a first turn, and a defensive turn corresponds to an example of a second turn, and the opportunity to select a player card CD given in the instruction part of each turn corresponds to an example of an opportunity to select a match. The game control unit 35 stops the calculation operation in step S236 of FIG. 44 and executes the processes of steps S301 to S311 of FIG. 45, thereby functioning as an example of a selection opportunity providing means. The game control unit 35 also functions as an example of a calculation control means by executing the processes of steps S225 to S235 of FIG. 44 and causing the match calculation unit 36 to execute a calculation reflecting the selection in the instruction part. Furthermore, the game control unit 35 functions as an example of an influence generating means by determining an influence distribution for the influence area EA corresponding to the player card CD selected in the instruction part in step S227 or S232 of FIG. 44.
[0115] The effects that occur in response to the tactics of each category of "offensive type", "offensive area", "defensive type" and "defensive area" selectable by the team management process in Fig. 42 correspond to an example of a predetermined effect related to the match, the effects that correspond to the "offensive type" and "offensive area" of the offensive side correspond to an example of a first specific effect, and the effects that correspond to the tactics of each category of "defensive type" and "defensive area" of the defensive side correspond to an example of a second specific effect. In the instruction part of the offensive turn, at least two player cards CD associated with at least one tactic of the offensive side category are selected, and in the instruction part of the defensive turn, at least two player cards CD associated with at least one tactic of the defensive side category are selected, which correspond to an example of an effect occurrence condition, and the effect occurrence condition corresponding to the offensive side tactics corresponds to an example of a first condition, and the effect occurrence condition corresponding to the defensive side tactics corresponds to an example of a second condition.
[0116] The game control unit 35 functions as an example of an effect occurrence determination means by determining whether or not the occurrence condition of the team tactics is satisfied in step S226 of FIG. 44, and functions as an example of an effect control means by selectively executing the processes of steps S227 and S228 or the processes of steps S231 to S233 according to the determination result of step S226 of FIG. 44, and operating the battle calculation unit 36 in step S234 following these processes. The game control unit 35 also functions as an example of a correction means by correcting the distribution of influence within the target area TA so that the parameter value of the player located in the target area TA of the tactics increases in the processes of steps S231 and S232 of FIG. 44. The action of the player in the target area TA corresponds to an example of a specific action of the object. The game control unit 35 also functions as an example of a calculation tendency control means by selectively operating the calculation units 41a to 41i or the normal calculation unit 40 of the specific calculation unit 41 of the battle calculation unit 36 according to the occurrence or non-occurrence of the team tactics in step S233 or step S228 of FIG. 44.
[0117] The present invention is not limited to the above embodiment, and may be implemented in various modified or altered forms. For example, the opportunity for selection regarding the battle is not limited to the example of selecting an object in the field via the game medium, but may be the direct selection of an object. Alternatively, the user may be given various opportunities for selection, not limited to the selection of an object. The process for reflecting the selection in each turn in the calculation of the action is not limited to the example of changing the value of the parameter through the influence described above, but may be appropriately configured as long as the user's selection can affect the action of the object. For example, the user's selection may be reflected in the calculation of the action by providing a process for restricting at least a part of the action of the object or allowing a special action of the object according to the user's selection.
[0118] The time when the user's selection is reflected in the calculation of the object's behavior may be set to at least a part of the target period, which is the same turn as the turn in which the user's selection was made. It is not excluded that the user's selection in the previous or previous turn may be reflected in the calculation of the object's behavior in the next or subsequent turns. For example, in the above-mentioned embodiment, the previous or previous user's selection is reflected in the calculation of the behavior in the next or subsequent turns through the residual influence, but the present invention is not limited to such an example. A range in which the user's selection is reflected may be set according to various viewpoints such as the effective number of times and the duration, and the range may include multiple turns.
[0119] Even when the parameter value of an object is changed in response to a user's selection, the parameter is not limited to being set from the viewpoint of the ability or performance of the object's action. As long as it is referred to in the calculation of the object's action, the parameter corresponding to the object may be set from an appropriate viewpoint. The change in the parameter value is not limited to being applied to an object acting in an influence area or a target area. In association with the user's selection, an appropriate object's parameter may be set as a target for change. The correction of the parameter in the target area may be applied in an appropriate manner as long as the correction can cause some change in the calculation of the action. The correction is not limited to being applied to an example that affects the action of the user's object, but may also be applied so as to affect the action of the opponent's object. The process of reflecting the user's selection in the calculation of the object's action is not limited to being an example that determines whether or not the user's selection satisfies a predetermined effect generation condition. The user's selection may be reflected without asking whether the condition is satisfied.
[0120] In the above embodiment, the effect is divided according to whether it is an attacking turn or a defensive turn, but an effect that is common to each turn may be set. For example, in the above embodiment, the influence area EA corresponding to the position of the player card CD selected in the instruction part is set regardless of whether the condition is met, and the parameter value is strengthened according to the influence distribution of the influence area EA, but the invention is not limited to such a process and the influence according to the user's selection may be reflected in the calculation of the object's action.
[0121] The opportunity to select during a turn does not necessarily have to be given to the user and the opponent reciprocally and simultaneously. For example, the opportunity to select may be given only to either the offensive turn or the defensive turn. Furthermore, a mode in which the opportunity to select is given only to the user and the opponent cannot select may also be permitted. The turn may be changed according to the result of the calculation of the action of the object. This is not limited to the type in which the objects of the user and the opponent compete in a mixed manner in the virtual space of the game, but even in a type of match in which the offensive and defensive sides are clearly separated, such as baseball, volleyball, and American football, as long as the offensive and defensive sides are changed as a result of the calculation of the action, the turn may be defined according to the change of offense and defense.
[0122] In the above embodiment, multiple tactics are set as effects that occur in a battle, and the user can select the effect, but the selection of the effect is not necessarily required. Fixed effects that cannot be selected by the user may be set. There may be cases where the effect is selected without being left to the user's choice, such as automatically selecting an effect according to the battle situation.
[0123] In the above embodiment, the user is made to play a game that targets soccer, but the target of the game can be changed as appropriate as long as it includes an element of a match. For example, a game that targets baseball may be provided. Modifications in this case are shown in Figs. 46 to 48.
[0124] In the case of baseball, for example, as shown in FIG. 46, the ground GD is divided into a plurality of areas A1 to A9 according to the defensive positions of the pitcher, catcher, and fielders. The user's deck is composed of player cards corresponding to nine players who are assigned batting orders from 1 to 9, and the players corresponding to these player cards are operated as objects in the game space. Turns are divided into offensive turns during an inning and defensive turns during a defense. In an offensive turn, an instruction part is provided when starting an offensive play with no counts and no outs, and an opportunity to select a player card is given. In a defensive turn, an instruction part is provided when starting an offensive play with no counts and no outs, and an opportunity to select a player card is given.
[0125] The influence on the ground GD is set for each of the areas A1 to A9 in FIG. 46 or in smaller units to determine the distribution. Then, the parameters of the players are changed according to the magnitude of the influence. For example, when the user is on offense, the values of the parameters related to the defense of the players on the defensive side in the area where the influence is set may be changed to decrease according to the influence. The values of the parameters of the running ability and batting ability of the batter player on the user's side may be increased. On the other hand, when the user is on defense, the values of the parameters related to the defense of the user's team may be changed to increase according to the influence.
[0126] Team tactics can also be associated with each player according to their position on the ground GD, as shown in FIG. 47. An example of team tactics in this case is shown in FIG. 48. In the example of FIG. 48, the offensive tactics are "low hit ball" and the offensive area is "pull", while the defensive tactics are "forward defense" and "left shift defense" in the defensive area. These tactics may be associated with player cards via positions on the ground GD, as in the above-mentioned form. FIG. 47 shows an example of the association between each position and each tactic. The occurrence condition of each tactic may be set so that it is satisfied when a user selects a predetermined number of player cards associated with the tactic in each turn. Furthermore, when a tactic occurs, the influence of the area included in the target area set in association with the tactic among the areas A1 to A9 is corrected, and the calculation tendency of the user's player's behavior is changed so that the tendency of FIG. 48 occurs more likely.
[0127] Various aspects of the present invention derived from the above-mentioned embodiments and modifications will be described below. In the following description, to facilitate understanding of each aspect of the present invention, corresponding components shown in the accompanying drawings are written in parentheses, but the present invention is not limited to the illustrated forms.
[0128] A computer program for a game according to one aspect of the present invention causes a computer (30) of a game system (1) to function as a battle calculation means (36, S234) that calculates actions of objects (PL) of a user and his / her opponent within a predetermined field (FD) to progress a battle between the user and the opponent, thereby providing a game by the computer in which a first turn in which the user is on the attacking side of the battle and a second turn in which the user is on the defending side of the battle occur alternately between the user and the opponent based on the results of the calculation of the actions. The computer program (Pg) for a game for performing the above-mentioned battle is configured to cause the computer to function as a selection opportunity providing means (35, S236, S301-S311) for temporarily suspending the action of the object in conjunction with the switching between the first turn and the second turn, and providing the user with an opportunity to make a choice regarding the battle, and a calculation control means (35, S225-S235) for controlling the calculation of the battle calculation means so that the user's selection is reflected in the calculation of the battle calculation means within a target period until the next switching between the first turn and the second turn.
[0129] A game system according to one embodiment of the present invention is a game system (1) that includes a computer (30) that functions as a battle calculation means (36, S234) that progresses a battle between a user and an opponent by calculating the actions of the objects (PL) of the user and the opponent within a specified field (FD), and that provides a game by the computer in which a first turn in which the user is on the offensive side of the battle and a second turn in which the user is on the defensive side of the battle occur alternately between the user and the opponent based on the results of the calculation of the actions. The computer further functions as a selection opportunity providing means (35, S236, S301 to S311) that temporarily suspends the actions of the object in conjunction with the switching between the first turn and the second turn, and provides the user with an opportunity to make a selection regarding the battle, and a calculation control means (35, S225 to S235) that controls the calculation of the battle calculation means so that the user's selection is reflected in the calculation of the battle calculation means within a target period until the next time the first turn switches between the second turn.
[0130] A method of controlling a game system according to one aspect of the present invention causes a computer (30) of a game system (1) to function as a battle calculation means (36, S234) that progresses a battle between a user and an opponent by calculating actions of objects (PL) of the user and the opponent within a predetermined field (FD), and causes the computer to play a game in which a first turn in which the user is on the attacking side of the battle and a second turn in which the user is on the defending side of the battle are switched between the user and the opponent based on the results of the calculation of the actions. The control method for a game system for providing a game system for playing a game including a plurality of characters, the control method further causes the computer to function as a selection opportunity providing means (35, S236, S301 to S311) for temporarily suspending the action of the object in conjunction with the switching between the first turn and the second turn, and providing the user with an opportunity to make a choice regarding the battle, and a calculation control means (35, S225 to S235) for controlling the calculation of the battle calculation means so that the user's selection is reflected in the calculation of the battle calculation means within a target period until the next switching between the first turn and the second turn.
[0131] According to the above embodiment, the progress of the match is divided into a first turn of the attacking side and a second turn of the defending side, and the user is given a chance to make a selection when the turn switches between them. Therefore, even in a type of game in which the match progresses automatically according to the calculation of the object's actions, it is possible to generate a moderate regularity and predictability as to when the opportunity to make a selection occurs, thereby allowing the user to understand the timing at which the opportunity to make a selection is given, and to appropriately reflect the user's intention in the progress of the match. Moreover, the user's selection is reflected in the calculation of the object's actions in the turn in which the selection is made. Therefore, it is also clear how the user's selection affects the progress of the match. This allows the user to repeat selections while taking into account the situation of the match in each turn. Therefore, it is easy to reflect the user's strategy and tactics in the progress of the match through a series of selections, thereby increasing the interest of the game.
[0132] The computer program according to one aspect of the present invention may be provided in a state stored in a storage medium. By using this storage medium, for example, the computer program according to the present invention can be installed in a computer and executed, thereby realizing the system of the present invention using the computer. The storage medium storing the computer program may be a non-transitory storage medium such as a CD-ROM.
[0133] In the above aspect, the battle calculation means may calculate the action while referring to the value of at least one type of parameter set for each object, and the calculation control means may change the value of the parameter for at least one object in the field based on the user's selection, thereby reflecting the user's selection in the calculation. In this way, the user's selection can be reflected in the action of the object through the change in the parameter value of the object.
[0134] The selection opportunity providing means may provide the user with an opportunity to set an influence area (EA) within the field as an opportunity to make a selection regarding the battle, and the calculation control means may further include an influence generating means (35, S227, S232) for changing the value of the parameter of at least one object acting in the influence area. According to this, when an object acts in the influence area set based on the user's selection, the value of the parameter of the object changes. Therefore, the user can strategically set the area in which the user wants to change the object's behavior in one attack or defense turn in response to switching between offense and defense in the battle.
[0135] The selection opportunity providing means may allow the user to select any object in the field, and set the influence area according to the object selected by the user. In this case, the influence area can be set through the selection of an object. Therefore, it is possible to apply a process in which an object arranged at a position that plays a specific role in the field is selected for setting the influence area.
[0136] The selection opportunity providing means may provide the user with a selection opportunity required for generating a predetermined effect in the battle as a selection opportunity related to the battle, and the calculation control means may further include an effect generation determination means (35, S226) for determining whether an effect generation condition for generating the predetermined effect is satisfied based on the user's selection in the opportunity, and a correction means (35, S231, S232) for correcting the value of the parameter for an object taking a specific action associated with the predetermined effect when the effect generation condition is satisfied. In this case, when the effect generation condition is satisfied based on the user's selection, the parameter for the object taking the specific action is corrected. Therefore, it is possible to reflect the user's selection in the specific action of the object.
[0137] The correction means may set a target area (TA) to which the effect should be applied based on the user's selection, and when the effect generation condition is satisfied, generate the predetermined effect so that the value of the parameter is corrected for an object acting in the target area. In this case, it is possible to reflect the user's selection in the behavior of the object in the target area within the field.
[0138] The calculation control means may further include a calculation tendency control means (35, S233, S238) for generating, as the predetermined effect, an effect of changing the calculation of the battle calculation means in the target period so that, when the effect occurrence condition is satisfied, at least one object is more likely to take the specific action compared to when the effect occurrence condition is not satisfied. According to this, when the effect occurrence condition is satisfied based on the user's selection, the possibility that the object will take the specific action and the parameter value will be corrected increases. Therefore, it becomes easier to reflect the user's selection in the action of the object in the turn in which the selection is made, and the user's satisfaction and satisfaction can be increased.
[0139] The selection opportunity providing means provides the user with an opportunity to make a selection required to generate a predetermined effect in the battle as an opportunity to make a selection regarding the battle, and the calculation control means may further include an effect generation determination means (35, S226) for determining whether an effect generation condition for generating a predetermined effect regarding the battle is satisfied based on the user's selection, and an effect control means (35, S227, S228, S231 to S234) for controlling the calculation of the battle calculation means so that the predetermined effect occurs in the battle when the effect generation condition is satisfied, and so that the predetermined effect does not occur in the battle when the effect generation condition is not satisfied. According to this, the calculation of the battle is controlled so that a predetermined effect occurs when the effect generation condition is satisfied based on the user's selection. Therefore, it is possible to reflect the user's selection in the progress of the battle in the turn in which the selection is made. Since the user is given an opportunity to make a selection at the opportunity of switching turns, the user can strategically determine when to make a selection to generate an effect.
[0140] The selection opportunity providing means may provide the user with an opportunity to make a selection regarding the battle in each of the first turn and the second turn, and the effect occurrence determining means may determine whether or not the effect occurrence condition is satisfied by determining whether or not a first condition for generating a first specific effect that cannot be generated in the second turn is satisfied in the case of the first turn, and determining whether or not a second condition for generating a second specific effect that cannot be generated in the first turn is satisfied in the case of the second turn, and the effect control means may control the calculation of the battle calculation means so that the first specific effect is generated when the first condition is satisfied in the first turn, and the second specific effect is generated when the second condition is satisfied in the second turn. According to this, an effect suitable for attack and an effect suitable for defense are set, and the user can select whether or not to generate these effects in accordance with the switching between offense and defense. Therefore, the user can repeat selections with moderate predictability, and the interest of the game can be enhanced by reflecting the user's intention in the progress of the battle. [Explanation of symbols]
[0141] 1. Game System 3 User Device 4 Server 30 Control unit (computer) 35 game control unit (calculation control means, selection opportunity providing means, effect generation means, effect generation determining means, effect control means, correction means, calculation tendency control means) 36 Battle calculation unit (battle calculation means) 40 Normal operation section 41 Specific calculation section 41a~41i Arithmetic unit 133 Position Indicator 13 Tactical Mark 136 Tactical Mark CD Player Card EA influence area FD Field PL Player (Object) TA Target Areas
Claims
1. A computer program for a game, which causes a computer of a game system to function as a battle calculation means for calculating actions of objects of a user and the opponent within a predetermined field and progressing a battle between the user and the opponent, and in which a first turn in which the user takes the offensive side in the battle and a second turn in which the user takes the defensive side in the battle occur alternately between the user and the opponent based on a result of the calculation of the actions, The computer, a selection opportunity providing means for temporarily suspending the action of the object in conjunction with switching between the first turn and the second turn, and providing each of the user and the opponent with an opportunity to make a selection regarding the battle; a calculation control means for controlling the calculation of the battle calculation means so that the selection of the user and the opponent at the opportunity for selection is reflected in the calculation of the battle calculation means within a target period until the first turn is next switched to the second turn; Functioning as a the first turn and the second turn occur reciprocally and simultaneously for the user and the opponent, respectively; Each of the first turn and the second turn is divided into an instruction part in which the selection opportunity is given to the user and the opponent by the selection opportunity giving means, and an action part which starts after the instruction part ends and in which the selections of the user and the opponent in the instruction part are reflected in the calculation of the battle calculation means under the control of the calculation control means, the selection opportunity providing means starts the instruction part in each of the first turn and the second turn in conjunction with switching between the first turn and the second turn, thereby providing the selection opportunity to the user and the opponent in parallel; A computer program configured to:
2. The computer program according to claim 1 , wherein the selection opportunity providing means ends the instruction part in each of the first turn and the second turn when a predetermined time limit has elapsed or when both the user and the opponent have finished making their selections.
3. the battle calculation means calculates the action while referring to a value of at least one type of parameter set for each object; The computer program according to claim 1 or 2, wherein the calculation control means reflects the respective choices of the user and the opponent in the calculation by changing the value of the parameter for at least one object in the field based on the respective choices of the user and the opponent in the instruction part.
4. the selection opportunity providing means provides each of the user and the opponent with an opportunity to set an influence area within the field as an opportunity to make a selection regarding the battle; 4. The computer program according to claim 3, wherein said arithmetic control means further comprises effect generating means for changing a value of said parameter relating to at least one object acting in said effect area.
5. the game includes an element in which the object acts within the field based on selections made by the user and the opponent through use of a game medium, and the match progresses; A computer program according to any one of claims 1 to 4, wherein the opportunity for selection in the instruction part is provided as an opportunity to select game media to be reflected in the calculation of the battle calculation means in the action part.
6. A game system comprising: a computer that functions as a battle calculation means for progressing a battle between a user and the opponent by calculating actions of objects of the user and the opponent within a predetermined field, and a game provided by the computer in which a first turn in which the user is on the attacking side of the battle and a second turn in which the user is on the defending side of the battle occur alternately between the user and the opponent based on a result of the calculation of the actions, The computer, a selection opportunity providing means for temporarily suspending the action of the object in conjunction with switching between the first turn and the second turn, and providing each of the user and the opponent with an opportunity to make a selection regarding the battle; a calculation control means for controlling the calculation of the battle calculation means so that the selection of the user and the opponent at the opportunity for selection is reflected in the calculation of the battle calculation means within a target period until the first turn is next switched to the second turn; It also functions as the first turn and the second turn occur reciprocally and simultaneously for the user and the opponent, respectively; Each of the first turn and the second turn is divided into an instruction part in which the selection opportunity is given to the user and the opponent by the selection opportunity giving means, and an action part which starts after the instruction part ends and in which the selections of the user and the opponent in the instruction part are reflected in the calculation of the battle calculation means under the control of the calculation control means, The selection opportunity providing means provides the selection opportunity to the user and the opponent in parallel by starting the instruction part in each of the first turn and the second turn in conjunction with switching between the first turn and the second turn.
7. A method of controlling a game system for providing a game by a computer, the method comprising: causing a computer of a game system to function as a battle calculation means for progressing a battle between a user and the opponent by calculating actions of objects of the user and the opponent within a predetermined field; and, based on a result of the calculation of the actions, switching between a first turn in which the user is on the attacking side of the battle and a second turn in which the user is on the defending side of the battle occurs between the user and the opponent; The computer, a selection opportunity providing means for temporarily suspending the action of the object in conjunction with switching between the first turn and the second turn, and providing each of the user and the opponent with an opportunity to make a selection regarding the battle; a calculation control means for controlling the calculation of the battle calculation means so that the selection of the user and the opponent at the opportunity for selection is reflected in the calculation of the battle calculation means within a target period until the first turn is next switched to the second turn; It also functions as the first turn and the second turn occur reciprocally and simultaneously for the user and the opponent, respectively; Each of the first turn and the second turn is divided into an instruction part in which the selection opportunity is given to the user and the opponent by the selection opportunity giving means, and an action part which starts after the instruction part ends and in which the selections of the user and the opponent in the instruction part are reflected in the calculation of the battle calculation means under the control of the calculation control means, the selection opportunity providing means starts the instruction part in each of the first turn and the second turn in conjunction with switching between the first turn and the second turn, thereby providing the selection opportunity to the user and the opponent in parallel; How to control a gaming system.
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